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mighty and napoleon are as important as google glass

Last week, Adobe unveiled a smart stylus (codename Mighty) and a diminutive digital ruler (Napoleon). If you’re interested in the future of interaction — if you’ve been paying attention to Google Glass, for example — you should be thinking about what Mighty and Napoleon have the potential to become.

Glass and Mighty/Napoleon aren’t products, yet. (Though Glass is getting close.) But Google and Adobe have lots of credibility. Both companies consistently ship great products. With Glass and Mighty/Napoleon, both companies are aiming to do more than just iteratively improve currently available technologies. In different ways, Google and Adobe are trying to shrink the gap between digital and analog experiences in everyday life.

Here’s Michael Gough’s video demo of Mighty and Napoleon.

The hardware design here is really lovely. The stylus has three sides, with softened edges and a twist along its length. The ruler is sized for use on an iPad, with tool buttons in the center and graspable areas on either end.

The software is innovative and impressive, too. Adobe’s been working on this stuff for a while. Elegant, pressure-sensitive drawing. Integration with the Adobe cloud. Lines and arcs that combine the physical input from the hardware with digital capabilities like snap-to guides and repetition of previous geometries. There’s noticeable lag when drawing, but that’s a limitation of the iPad. I’m hoping that efforts like Mighty will prove to manufacturers of tablets and phones that it’s worth working hard to lower input latency. (I’d also like to see some other improvements to touch screen core technology, but that’s another post.)

As Michael says in the video, the magic is in the combination of hardware and software. More and more, that’s true for all our digital devices. It’s certainly true for Glass, which is an ambitious attempt to shrink and productize display, communications, and interface hardware, and which will also require an almost completely new software interface design.

In one important way, Glass and Mighty/Napoleon are mirror images. The Glass world is a virtual space – a display only you can see. Glass is an always-on, private, virtual overlay on top of the real world. Mighty and Napoleon are tactile, physical, and shared. They’re a real-world extension of and overlay on your tablet’s digital environment.

These two approaches are complementary and they’re two of the most important building blocks for the next generation of computing experiences. The promise of Glass is, I think, fairly obvious. The promise of the digital/physical hybrid approach that Mighty and Napoleon represent is not yet quite as well understood. But think about it this way: we’re very, very good at using our hands. We’re good at using tools. We’re good at manipulating, leveraging, reasoning about, sharing and showing physical objects. If all our interfaces are entirely virtual, we’re ignoring all those skills and affordances.

The iOS interface taught us to use our fingers to directly manipulate pixels. But as a species, we’re tool-users. Mighty and Napoleon give us tools that extend what our hands can do by themselves. You won’t always use a pen and a ruler, but when you need a pen and a ruler, your fingers aren’t good substitutes. Steve Jobs famously said, “if you see a stylus, they’re doing it wrong.” But I’d argue that if you see a stylus done wrong, they’re doing it wrong. Getting a stylus interface right – hardware and software, both – is hard (just like getting a multi-touch interface right was hard). But Adobe’s demos are a pretty good argument that they’re on the right track.

Work on “wearable computing” and physical, spatial interfaces goes back many years. As it happens, wearables and spatial interfaces were both pioneered at the MIT Media Lab, at around the same time.

I first saw Brad Rhodes and Thad Starner using systems like the Remembrance Agent in 1996. It was completely clear, watching what the wearables folks were doing, that one day we’d all use the descendants of their nifty, home-brew hardware and software

And around the same time, John Underkoffler was showing off room-sized spatial interfaces, complete with multi-surface work environments, object tracking, and tools like Napoleon.

The important idea here is that these two approaches — the virtual and the physical, as well as augmenting reality and using real-world tools to extend our digital environments — are siblings. They’re two sides of the same coin. Two components of the future. They grew up together and now they’re about to go mainstream together. Fun stuff.

 
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elegance and constraints

A beautiful new exhibit at MoMa, Henri Labrouste: Structure brought to Light, is very much worth a visit.

LABROUSTE.jpg

Labrouste was one of the great architects of the 19th century. He was trained in the then-traditional mode, a combination grand tour and apprenticeship in Italy. During the prolific final twenty years of his career, he created a new and contemporary language for public buildings. He pioneered the use of cast iron and combined structural innovation with detailed attention to decoration and form.

The MoMa exhibit concentrates on his two great libraries, the Bibliotèque Nationale and the Bibliotèque Sainte-Geneviève.

Iron and Masonry

The relationship between the stone outer perimeter wall, pierced by large windows in its upper story, and the internal iron truss structure was one of the great novelties of Labrouste’s library design. They are at once independent and codependent. The fineness of the iron arcades would be impossible without the stone box, which stabilizes them, while the minimal thickness of the stone box is possible because there is so little lateral thrust fromt he metal frame. This enhances the luminosity of the interior. Other architects were experimenting with mixtures of traditional and innovative materials in rail stations and market halls, but Labrouste was the first to endow iron with a new civic decorum and a system of ornament that expresses the nature of the material and follows its constructive logic. The iron arches are pierced only where it is structurally possible to lighten the material, thus producing a beautiful – and perfectly rational – lacy effect.

The above text from the exhibit perfectly captures one idea – one ideal – of architecture. And more than architecture, of engineering and design in general.

*

Computer programming is a relatively new vocation. Like all new practitioners, programmers have liberally borrowed and repurposed vocabulary as we’ve invented our profession. We sometimes call what we do “software engineering.” And we refer to the functional definitions of our software systems as “architecture.”

These are metaphors. There’s very little quantitative work in most day-to-day professional programming. And our “architectures” are not buildings and bridges; they are built from very different raw materials.

Still, engineering and architecture are very good metaphors. “Engineering” is about specifying and producing functional artifacts. “Architecture” endeavors to create large-scale physical artifacts that serve complex, multi-layered human needs. Both are, fundamentally, the quest for deft definition and elegant management of constraints. Form that follows, but is not dictated by, function.

I think of engineering and architecture as two flavors of a larger pursuit: design. Design, in this sense, is about transcending the zero-sum problem of working with multiple, overlapping, conflicting contraints, about turning those constraints into opportunities, and about creating beauty from these opportunities.

Labrouste examined cast iron as a structural material and figured out how to mate iron with stone so that the strengths of the two materials complement each other. He created a new structural aesthetic from this pairing. And he designed non-structural ornamentation that extended this aesthetic.

John Carmack, a Labroustian figure to digital architects, has a nice description of what he thinks makes a good programmer. Carmack says that programming requires managing design trade-offs at multiple layers of abstraction. A good programmer does this multi-layered design work well, iteratively, intuitively, and keeps a “map” of these abstractions in her head.

These multiple layers of abstraction are the site grading, plumbing, stonework, wooden beams, lighting, furniture, finishes and ornamentation of the computer programmer’s working world: the microprocessors, disks, memory, input devices, graphics hardware, the low-level software drivers, the operating system, the various software libraries, the various parts of the new application being developed.

For Labrouste, technical aspects of building and construction were inseperable from ornamentation. He carefully planned for the reading room’s heating and ventilation. He designed a hot-water heating system for beneath the tables, at the readers' feet, and he installed twenty-four radiators around the perimeter of the room. These iron heating devices were given a sculptural treatment that recalls Labrouste’s earlier designes for streetlights on the Pont del la Concorde. Nor were the transverse beams in the book stacks left unadorned; the ornamentation underscored the assembly of bolted ironwork. Drawings such as these, at full scale, were made to guide the manufacture of the building’s component parts.

MoMa explanatory text for an exhibited elevation and plan of a radiator for the reading room of the Bibliotèque Nationale.

Labrouste’s construction diary for the Bibliotèque Sainte-Geneviève has been made available online by that library and archive.org.

As usual, Michael Kimmelman’s review in the New York Times is excellent and informative.

 
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immersion versus social space

Over at Mote and Beam, Joel Johnson is posting a blue streak of great stuff about virtual reality, augmented reality, Oculus Rift, and Google Glass.

Today he linked to a Michael Abrash post about “VR over AR” and then added his own thoughts on the benefits of immersion, portability, and why “the most compelling piece of VR software might be Writeroom.”

Want five monitors? Create five display rectangles in your virtual desktop OS, arrange them how you see fit. Maybe you prefer one giant main viewport, virtually placed about 10 feet in front of you, pushing up out of a grassy hillock like an informational gazebo, with an array of tiny widgets flittering at the edges of your peripheral vision.

Or maybe you don’t want any distraction. Like, none. All the finest text editors have full-screen modes these days, the better to let you get down to the business of writing or coding. But no full-screen mode can block out the world outside the bezel of your laptop screen.

This is compelling. And for content consumption as well as production.

There’s a strong counter-force, though, that pulls against immersion in every-day computing technology: humans are social animals.

Asking VR equipment to provide a complete and satisfying multi-user experience is a very, very high bar. The Holodeck and the Metaverse are still a long way off.

Most of most people’s work and play activity is social. Over the last thirty years we’ve gotten trained to look at little screens all the time, which are inherently isolating. So we’ve developed lots of small habits that are anti-social. But my read on the near-future is that the increasing number of screens we all have all around us, in increasingly diverse form factors, is shifting the balance back towards social.

I’m on record about this and it’s one of my driving passions. Our self-assigned job at Oblong, where I work, is to make all the screens in the world more interconnected and interactive.

In the workplace, a dominant contemporary pattern for “information workers” is for each day to be a series of meetings, punctuated by interstitial time for “actual work.” To do the actual work we go away to our own desks and interact with our own individual computing spaces.

But that pattern is starting to be supplemented by a new mode: working together, on multiple devices and larger screens, to get “work” done. This new mode is enabled by the proliferation of devices and screens in the typical workplace, by how much of our work is digital and network-accessible, and by the availability of better and better communications technologies.

And when I get home from work I rarely sit down to watch television or movies by myself. (If the TV is on and I’m alone in a room, I’m usually doing something else, too: eating, cooking, washing dishes, folding clothes, catching up on email, stretching my creaky spine before I go to bed.) If I’m watching TV with friends or family, my guess is that it’s actually an important part of the architecture of that experience to belooking at the same big screen as everyone else.

So while an immersive, exclusive user experience is definitely something I want access to some of the time (I’m writing this on an airplane), it’s also not what I want a lot of the time.

Augmented Reality and Virtual Reality are both useful and are both important building blocks for our computing future. But the old-fashioned pixel, on a wall or a desk or in my hand, is just as important. Updating those old-fashioned pixels to be more numerous, responsive, and flexible is complementary to creating new kinds of pixels that take over or overlay on top of our view of the world.

 
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quick notes from graphics central

SIGGRAPH wraps up today in LA.

This beautiful colloidal display work was my favorite thing at the show. Like Persian miniatures floating in space: tiny, glowing, floating, translucent pixel bubbles.

colloidal-display.jpg

SIGGRAPH walks in its own shadow. (What, no parties on aircraft carriers this year?) In the 1990s, everyone working in graphics came to the conference. The academic computer science world had birthed a new industry. Papers and poster sessions shared the program with trade show blinkenlights and art exhibits.

But “computer graphics” is now mainstream. We have GPUs – really good ones – in our cell phones. Programmers take graphics horsepower for granted. And so do creative folks of all kinds. The “visual effects” industry isn’t just effects any more; almost every piece of visual media we watch is made with computers.

So SIGGRAPH isn’t as central as it once was. But its hybrid spirit still serves it well. As the boundaries between computer graphics and everything else we do with computers have become more and more porous, shards of SIGGRAPH have become central to other events as diverse as CES and Eyeo).

And SIGGRAPH itself continues to be expansively inclusive. The exhibit show floor this year had lots of reassuringly familiar booths (rendering software, motion capture), and several newer themes, too (mapping, affordable scanning and 3d printing, markerless motion capture).

Oblong demoed gestural control of MotionBuilder in collaboration with NaturalPoint. NaturalPoint’s new Prime 41 cameras are gorgeous!

There were a number of nice demos of markerless motion capture, too. As compute power increases and sensors improve, we can do more and more to extract meaning from the world around us. We’re not there yet, though, for demanding applications like general mocap for visual effects and gestural interfaces.

It’s great to see 3D printing continually improve. There were at least four manufacturers showing off printers on the exhibit floor, plus a big community maker area in the Emerging Technologies zone. Every year brings better resolution, support for more materials, and larger print volumes.

The most important vector of progress, though, is affordability. A MakerBot Replicator costs $1749. You can buy one from the web and have it shipped directly to your house. The SIGGRAPH community has seen this pattern before with graphics cards. Performance and features matter, but cost reduction is what drives a new technology towards the tipping point of mass adoption. And with mass adoption, everything changes.

 
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the cloud I’d like to see

Here’s what I want for Christmas, Kwanza, Hannukah, Eid, and Bloomsday: all my files in the cloud, encrypted by me, accessible from any program on any of my computing devices, cached locally as needed, and served by providers that I choose and can freely migrate between.

I’ve been copying and synchronizing my home directory between machines since the mid-1990s. I remember @nelson, in 1996, telling a story in Sherry Turkle’s class about the dual effort of packing up both his physical stuff and his digital stuff for a cross-country move.

In many ways, we’ve come a long way since 1996. Today I store music, email and code in the cloud, thanks to iTunes, gmail and git. And I use Dropbox and Google Docs and iCloud to share files with other people and between my various devices.

But I still have a couple hundred gigabytes in my home directory that I pull across to every new computer I set up. I need at least that much storage on anything I buy to use as an every-day machine. And I don’t have a good way to access the files in my home directory from phones, tablets, or machines that I’m using temporarily.

This seems fixable. In fact, between them, iTunes Match and Dropbox get enough things really right that, building on what they’ve done, a “perfect” personal cloud infrastructure is fairly easy to sketch.

In iTunes, the basic action of playing a song is always the same, but the program’s interface makes it easy to see whether the song file is cached locally or whether it will have to be pulled across the network. There are options to fetch groups of songs you expect to want to play later. Timeouts and failures are handled reasonably well. Mostly, things just work, which is a significant and laudable achievement on the part of the iTunes developers.

Dropbox does a terrific job of integrating with the native filesystem on my Macintosh. I can use Dropbox to keep a directory backed up in the cloud and synchronized between machines. Files are versioned. Uploads and downloads happen in the background and there’s good feedback about when transfers are likely to complete and how much data is moving around. I can set basic sharing permissions and generate public download links. Again, things just work; Dropbox ships excellent software.

But I don’t want to put my whole home directory in Dropbox, for a couple of reasons.

First, I’m moderately paranoid about privacy and security. I have files that I’m not willing to let someone else store for me unless I encrypt them myself, first.

But it’s too much trouble to manually encrypt and decrypt everything I put into my Dropbox folders. Emacs is the only program I use regularly that understands how to encrypt and decrypt files automatically, on demand. I use emacs for a lot of things but, sadly, not for everything I do every day. So I need the encryption and decryption to be built in at the filesystem layer, right between my local storage and the network.

Second, Dropbox doesn’t have iTunes-like selective local caching on the Macintosh. My home directory these days is big enough that my files don’t all fit on even a mid-range laptop hard drive. And they certainly don’t all fit on my phone or tablet.

I want to have least-recently used caching behavior on by default and taking up a configurable amount of local storage, plus easy pre-download manual controls for files I know I’m going to need even when I don’t have a network connection available. (Or when I might not have a fast and cheap network connection available.)

Caching like this requires filesystem-level integration, too, to hide the details from applications. This isn’t too hard to do on linux. It’s probably fairly hard to on the Macintosh, unless you work for Apple.

These are the basics, encryption and caching.

They both imply that we’ll need to store all filesystem metadata locally (at least in a naive implementation). Encryption implies one thing more; we have to build on top of a standard protocol so that I can audit the source code of the client programs I use.

I want to be sure that no unencrypted data ever leaks off my machine. I might choose to trust a client provided by a reputable and well-run company, like Dropbox. But I shouldn’t have to do so.

Defining a standard protocol is a good thing in other ways, too. Standards open the door to using multiple service providers, moving between providers, or running my personal cloud infrastructure myself.

And standards mean that individual applications can be extended to natively support cloud storage. Specific workflows can be decoupled from the semantics of the underlying filesystem. (As iTunes does, sort of, with music.)

In fact, we can use this opportunity to redefine our expectations for our filesystem beyond the basic requirements of network storage.

I’m a curmudgeon, and a long-time unix hacker, so I do tend to think in terms of directory heirarchies. But that’s not the only way I think. I’d love to have time built into my filesystem in a deep way, and keyword tagging, too. And versioning. We can stand on the shoulders of projects like Lifestreams and WinFS.

And, of course, we need full text search. Which requires plugins and is complicated by the requirement for encryption.

Finally, I’d like to be able to give out a token that lets anyone, from any device, securely share a file, a directory, or a tag. With encryption built into our cloud storage standard, we can take the next step and build a certificate-based capability system (with support for timeouts and additional authentication layers).

So that’s my list for the personal cloud storage solution I’d love to use every day: filesystem integration, encryption, caching, a standard protocol, versioning, time as a first-class construct, tagging, secure sharing, and full-text search.

 
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you and 50,000 of your closest friends

A story today in the Wall Street Journal got me thinking again about sports stadiums.

According to the story, NFL attendance is dropping. If you stay home and watch the game on your couch, you have access to instant replay, lots of camera angles, and a good network connection (so you can see what people are saying on twitter). The league, and individual teams, are trying to figure out how to provide new media and digital experiences for fans who go, in person, to games.

Big sports venues are interesting on a number of levels: architecture and infrastructure; economics, urban planning and politics; the dynamics of crowds. The best stadiums are great social spaces, integrated into the physical and cultural fabric of their communities.

But sports arena design challenges are numerous and knotty. It’s not easy to decide where to put an arena or how to pay for it. It’s not easy to make such a big, inherently squat, special-purpose building look beautiful and work well. And there are no perfect solutions to tough trade-offs inherent in transportation infrastructure and the integration with surrounding public space.

These days, it makes sense to add “new technology” to this list of design challenges: displays, networking, media streaming, social connectivity, and interactive applications.

Baltimore’s Camden Yards, which opened in 1992, reshaped our expectations for contemporary stadiums. In a sharp break from standard practice, HOK, the architecture firm that designed Camden Yards, decided to preserve an existing 340 meter long warehouse as the centerpiece of the ballpark site. The warehouse, its brick exterior beautifully restored, served as the aesthetic centerpiece of the development.

Camden Yards was such a clear improvement over the multi-purpose, symmetric, concrete-box arenas of the sixties, seventies and eighties, that stadium construction in the United States shifted into a new mode. The stadiums built under the influence of Camden Yards are often described as “retro,” but it’s more accurate to think of them simply as buildings that are designed with specific attention to site, purpose and institutional memory.

I lived in Washington DC in 2005, when professional baseball returned to Washington after a 34-year absence. I was hoping the new team would be called the Grays, in honor of Washington’s great Negro League franchise, the Homestead Grays. The name turned out to be the Nationals, but I was plenty happy to have a team in the city, playing its home games in a stadium I could walk to from my house.

That stadium, RFK, was the first of the concrete donut multi-purpose stadiums, built in 1961 and newly refurbished for the Nats and the DC United soccer team. And it was a better place to watch a game than I had expected.

But a new stadium was being planned. Which got me thinking: what would a digital Camden Yards look like? How could you design a stadium with user-friendly display technology and network capabilities deeply embedded into the architecture, infrastructure and experience?

I wrote a short memo for friends involved with the team and the stadium planning that described some of the near-future experiences that cell phones and cheaper displays would enable. I went back today and read what I wrote in 2005.

Most of it holds up well. But a lot of the text reads pretty anachronistically. I was explaining a lot of things that we take for granted today, only six short years later.

We certainly didn’t have social-mobile-local as a buzzword yet in 2006. If I were writing this same memo today, I’d lean hard on the idea that a ballpark is the most social-mobile-local environment you can imagine. (It’s clear by my omissions, though, that I didn’t really understand the social graph at all – not the way we do now, with twitter, facebook and foursquare part of our everyday lives.)

The basic idea I was trying to explain was that we’d all have portable devices, with fast network access and good screens, with us all the time. And we would expect to use those screens as complements to our “in person” experiences.

Ballparks of the future will house vastly expanded opportunities for interactivity, fan participation and merchandising. Wireless networks and a new generation of video screens and portable devices will deliver media feeds, music, games, stats and customized product offers to fans in their seats, in the concourse and in their cars on the way to and from games.

The next couple of paragraphs had the heavy-lifting job of painting this future more concretely. A “wide variety of personal communications devices,” indeed …

Wireless networks will blanket the stadium and be compatible with a wide variety of personal communications devices. By the time the Washington team plays its first game in its new park, most cell phones will have built-in wireless networking and be capable of playing streaming video. Many fans will carry PDAs and small laptops with them to the game, just as they do in every-day life. And the team will give high-dollar fans and skybox attendees special tablet computers that enhance the stadium experience.

Fans will use their phones, PDAs and tablets to watch replays, to order food and to find their friends. Parents will teach children how to keep score using pixels rather than pen and paper, and digital scoresheets will click directly through to libraries of video clips, commentary and statistics. Die-hard fans will be in baseball heaven, and casual fans will find that easy access to expert commentary and video content increases their enjoyment of the live game. Many people will play fantasy versions of the game that they are attending, and play with and message other fans in real time.

If you think I was dumbing this explanation down, or that my audience probably understood this stuff already, I respectfully suggest that you’ve forgotten how much our daily lives have changed in the last seven years.

I regularly went to parties in Washington with media and political professionals who said things like, “the web is okay, but we’ll never, ever stop delivering newsprint every day.” Or, if they were younger, “I’ll believe you that paper is going away when you convince me that I’ll read a web site while sitting on the toilet.”

Of course, I include my long-running obsession with the steady increase in pixels in our built environments.

Video screens will be found all over the ballpark, in thousands of hands and integrated into the architecture in new ways. With the advent of ubiquitous video, the fan experience will change dramatically, and as screens and content delivery opportunities multiply, so too do opportunities to sell advertising and sponsorships.

As do some notes on super-local activities, crowd engagement, and flipping the relationship between music publishers and venues.

Fans who want to buy tickets for next week’s games will be able to do so by visiting the section that they want to sit in and reserving their preferred seats via the wireless network. Fans will vote on music that is played in the stadium, and be offered the opportunity to buy songs and download them directly to their phones and PDAs. Major League Baseball clubs will stop paying royalties for the use of popular songs and begin to be paid as marketers of and a distribution channel for commercial music.

My favorite part of an imagined stadium future stadium, though, is still self-assembling.

But, perhaps surprisingly, the number of cameras installed in the new ballpark will amaze and delight fans even more than the number of screens. Small, networked cameras will be everywhere – thousands of cameras – some fixed to point at a single spot in the stadium or on the field, some that can be controlled directly by fans. Do you want your own zoomable view of the game from the other side of the stadium, streamed to your phone’s screen? Do you want access to a real-time highlight reel cut together automatically by computer? Do you want to vote on clips that should appear on the scoreboard screen for the entire stadium to see?

A tiny production and statistics crew, their efforts amplified by powerful automation tools, will assemble game footage, commentary and data into a rich, multi-layered production stream. Not only will fans have access to various slices of this stream while sitting in their seats, but as they leave the ballpark they will be able to pick up a DVD with a highly customized version of the game as a souvenir (or download it later to their TiVo at home). A typical DVD will have a compressed play-by-play of the game, crowd and atmosphere footage that focuses particularly on the section of the ballpark where the fan who bought it was seated, canned color features on the players who were instrumental to the game, and background music selected by the fan. All of this – all of the versions of the DVD – can be produced in real time using automated scene-cutting and archiving. Human “editors” will give instructions and make small adjustments to a system that largely runs itself. And all of the video and data will be archived so that it can be reused and resold via the web to fans at home.

I remember thinking that the “real” future wouldn’t have DVDs, but that a take-home DVD was the only way to describe what I was trying to explain. I also remember thinking that you’d actually be able to view video and still images from other people’s cell phone cameras, but that trying to explain that would trigger a dead-end conversation about privacy.

I still believe that we’ll have, at some point in the near future, more or less the stadium experience described above. But these days, I think that experience will be enabled larely by a collection of applications we choose ourselves. We don’t really need much help from the companies that own the teams and stadiums (though those companies are in a position to provide great on-site experiences, if they choose to). I’m imagining a combination of the evolving features of Pinterest and Instagram and Livestream, plus lots of stuff from new startups that are still operating under the radar in garages and dorm rooms.

 
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Eyeo: Design, Engineering, Community

There’s a loose general consensus that “design” is an important part of tech product development.

But the relationship between “design” and “engineering” is widely misunderstood.

Walter Isaacson’s biography of Steve Jobs is an example of this misunderstanding. Isaacson portrays Jobs as interested mostly in hardware and as a champion of aesthetics over mere functionality.

And it’s easy to see how you look at Apple from the outside and imagine that Apple is a hardware company and that Steve Jobs is an industrial design fetishist. Because Apple’s hardware is great.

But, in fact, this view of Jobs is exactly backwards. Jobs was obsessed with software. He loved the classic Alan Kay quote, “people who are really serious about software should make their own hardware.” Beautiful software, in this worldview, demands extraordinary hardware. And Jobs thought of design and engineering as two parts of a single endeavor - building great user experiences.

John Gruber’s commentary on Isaacson, Jobs and design is very much worth reading.

The annual Eyeo Festival, which took place last week in Minneapolis, is a wonderful place to observe the bleeding edge of this unified approach to design and development.

Eyeo is the beating heart of a community of folks building and using software tools like Processing, Cinder, D3.js and openFrameworks to make generative art, data visualizations, customized physical object fabrication pipelines, visual effects, large-scale installations, interactive narratives, live performances, and much more.

If you want to have lots of raw material for thinking about what “good design” is in the context of technology development, you can’t do any better than showing up at Eyeo and drinking in all the great work presented here. (And just plain drinking, because there’s no shortage of good beer.) Same thing for thinking about how design works as a process. And for thinking about design as a competitive advantage (or a necessity, depending on how you look at it).

Eyeo is also an example of a terrific, terrific conference.

The work presented at Eyeo this year was strong, varied, beautiful and innovative. The speakers showed their process and talked about their “failed” experiments as well as their successes.

The community is amazingly supportive and broad-minded. Tools matter to people, but the work they’re doing matters much more. I didn’t hear a single negative conversation about any of the various and, in some ways, similar and competing, frameworks that people at Eyeo care passionately about. (I’m trying to learn from this, since I rarely miss an opportunity to make critical comments about, say, vi or the jvm.)

The geographic, background and gender representation is more balanced than at most conferences I attend, too Which is really nice. My professional world is shockingly undiverse. Eyeo is something of a vacation from that.

But my favorite thing about Eyeo is how seamlessly the design and engineering parts of everyone’s work blend together. People sometimes talk about a spectrum, with pure artistic expression on one end and pure programming on the other. But almost everyone works on - and cares deeply about - both components.

And really the art and the programming aren’t separable. Computer code is both a medium and a technical toolkit, like oils and brushes, or bronze and wax casts. Technical facility enables artistic expression.

Which brings us back to the Jobsian worldview. And to how the collision of design and engineering is changing our user experience vocabulary.

Design and engineering are complementary, and overlapping, approaches to solving hard and interesting problems. At every level of a technology stack there are constraints, complexities, ambiguities, conflicting goals, multiple possible approaches, and opportunities for astonishing elegance.

 
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