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I Didn’t Want It to Be True, but the Medium Really Is the Message
I Didn’t Want It to Be True, but the Medium Really Is the Message
it’s the common rules that govern all creation and consumption across a medium that change people and society. Oral culture teaches us to think one way, written culture another. Television turned everything into entertainment, and social media taught us to think with the crowd.
There is a grammar and logic to the medium, enforced by internal culture and by ratings reports broken down by the quarter-hour. You can do better cable news or worse cable news, but you are always doing cable news.
Don’t just look at the way things are being expressed; look at how the way things are expressed determines what’s actually expressible.” In other words, the medium blocks certain messages.
Television teaches us to expect that anything and everything should be entertaining. But not everything should be entertainment, and the expectation that it will be is a vast social and even ideological change.
Television, he writes, “serves us most ill when it co-opts serious modes of discourse — news, politics, science, education, commerce, religion — and turns them into entertainment packages.
The border between entertainment and everything else was blurring, and entertainers would be the only ones able to fulfill our expectations for politicians. He spends considerable time thinking, for instance, about the people who were viable politicians in a textual era and who would be locked out of politics because they couldn’t command the screen.
As a medium, Twitter nudges its users toward ideas that can survive without context, that can travel legibly in under 280 characters. It encourages a constant awareness of what everyone else is discussing. It makes the measure of conversational success not just how others react and respond but how much response there is. It, too, is a mold, and it has acted with particular force on some of our most powerful industries — media and politics and technology.
I’ve also learned that patterns of attention — what we choose to notice and what we do not — are how we render reality for ourselves, and thus have a direct bearing on what we feel is possible at any given time. These aspects, taken together, suggest to me the revolutionary potential of taking back our attention.
·nytimes.com·
I Didn’t Want It to Be True, but the Medium Really Is the Message
I Don’t Believe in Sprints
I Don’t Believe in Sprints
Sprints don’t help organize things, they’re not a useful organizing tool, and if we were all honest with each other then we’d admit they’re designed for managers who don’t trust their employees
Good teams don’t need sprints to get good work done. They don’t need to point tickets or file receipts away once something is complete. This always leads to an endless backlog of crap anyway which is also a waste of time since they too only serve managers who are scared to say “ah yes, we have listened to this complaint and we believe it’s not important.” That’s what a backlog is; a list of useless tasks that makes people feel better.
·robinrendle.com·
I Don’t Believe in Sprints
Be good-argument-driven, not data-driven
Be good-argument-driven, not data-driven
An overemphasis on data can harm your culture through two different channels. One is the suspension of disbelief. Metrics are important, says your organization, so you just proceed to introduce metrics in areas where they don’t belong and everybody just ignores the fact that they are meaningless. Two is the streetlight effect. Metrics are important, says the organization, so you encourage your engineers to focus disproportionately on improvements that are easy to measure through metrics - i.e. you focus too much on engagement, growth hacks, small, superficial changes that can be A/B tested, vs. sophisticated, more nuanced improvements whose impact is more meaningful but harder or impossible to measure.
·twitchard.github.io·
Be good-argument-driven, not data-driven
The World's Most Satisfying Checkbox - (Not Boring) Software
The World's Most Satisfying Checkbox - (Not Boring) Software
The industrial designers talked about contours that felt gratifying in the hand and actions that provided a fidget-like comfort such as flipping the lid of a Zippo lighter or the satisfying click of a pen.
In video games, the button you press to make a character jump is often a simple binary input (pressed or not), and yet the output combines a very finely-tuned choreography of interactions, animations, sounds, particles, and camera shake to create a rich composition of sensations. The same jump button can feel like a dainty hop or a powerful leap. “Game feel” (a.k.a. “juice”) is the “aesthetic sensation of control” (Steve Swink, Game Feel) you have when playing a game.
The difference comes down to choice—which is to say, Design (with a capital “D”). Game feel is what makes some games feel gratifying to play (a character gliding down a sand dune) and others feel frustrating (sticky jumping, sliding). These decisions become a signature part of a game’s aesthetic feel and gameplay.
The Browser Company has written that software can optimize for emotional needs rather than just functional needs. Jason Yuan has promoted the idea of “fidgetability” where, similar to a key fob or lighter, digital actions can be designed to feel satisfying. Rahul Vohra has talked about making interfaces that are first fun as a toy—enjoyable to use without any greater aim.
The 2D portion is a particle simulation that “feeds” the growing sphere made with Lottie. It’s inspired by the charging animation common in games before your character delivers a big blow. Every action needs a windup. A big action—in order to feel big—needs a big wind up.
This is the big moment—it has to feel gratifying. We again combine 2D and 3D elements. The sphere and checkmark pop in and a massive starburst fills the screen like an enemy hit in Hollow Knight.
Our digital products are trapped behind a hard pane of glass. We use the term “touch”, but we never really touch them. To truly Feel a digital experience and have an app reach through that glass, requires the Designer to employ many redundant techniques. Video games figured this out decades ago. What the screen takes away, you have to add back in: animation, sound, and haptics.
·andy.works·
The World's Most Satisfying Checkbox - (Not Boring) Software
Optimizing For Feelings
Optimizing For Feelings
Humor us for a moment and picture your favorite neighborhood restaurant. Ours is a corner spot in Fort Greene, Brooklyn. It has overflowing natural light, handmade textile seat cushions, a caramel wood grain throughout, and colorful ornaments dangling from the ceilings. Can you picture yours? Do you feel the warmth and spirit of the place?A Silicon Valley optimizer might say, “Well, they don’t brew their coffee at exactly 200 degrees. And the seats look a little ratty. And the ceiling ornaments don’t serve any function.”But we think that’s exactly the point. That these little, hand-crafted touches give our environment its humanity and spirit. In their absence, we’re left with something universal but utterly sterile — a space that may “perfectly” serve our functional needs, but leave our emotional needs in the lurch.
Operating systems were bubbly and evanescent, like nature. Apps were customizable, in every shape and size. And interfaces drew on real-life metaphors to help you understand them, integrating them effortlessly into your life.But as our everyday software tools and media became global for the first time, the hand of the artist gave way to the whims of the algorithm. And our software became one-size-fits-all in a world full of so many different people. All our opinions, beliefs, and ideas got averaged out — producing the least common denominator: endless sequels that everyone enjoys but no one truly loves.When our software optimizes for numbers alone — no matter the number — it appears doomed to lack a certain spirit, and a certain humanity.
In the end, we decided that we didn’t want to optimize for numbers at all. We wanted to optimize for feelings.While this may seem idealistic at best or naive at worst, the truth is that we already know how to do this. The most profound craftsmanship in our world across art, design, and media has long revolved around feelings.
When Olmstead crafted Central Park, what do you think he was optimizing for? Which metric led to Barry Jenkins’ Moonlight? What data brought the iPhone into this world? The answer is not numerical. It’s all about the feelings, opinions, experiences, and ideas of the maker themself. The great Georgia O’Keefe put it this way: "I have things in my head that are not like what anyone has taught me... so I decided to start anew."
Starting with feelings and then using data/metrics to bolster that feeling
James Turrell took inspiration from astronomy and perceptual psychology. Coco Chanel was most influenced by nuns and religious symbols. David Adjaye drew from Yoruban sculpture, and Steve Jobs from Zen Buddhism and calligraphy.
And yet, in so much modern software today, you’re placed in a drab gray cubicle — anonymized and aggregated until you’re just a daily active user. For minimalism. For simplicity. For scale! But if our hope is to create software with feeling, it means inviting people in to craft it for themselves — to mold it to the contours of their unique lives and taste.
You see — if software is to have soul, it must feel more like the world around it. Which is the biggest clue of all that feeling is what’s missing from today’s software. Because the value of the tools, objects, and artworks that we as humans have surrounded ourselves with for thousands of years goes so far beyond their functionality. In many ways, their primary value might often come from how they make us feel by triggering a memory, helping us carry on a tradition, stimulating our senses, or just creating a moment of peace.This is not to say that metrics should not play a role in what we do. The age of metrics has undeniably led us to some pretty remarkable things! And numbers are a useful measuring stick to keep ourselves honest.But if the religion of technology preaches anything, it celebrates progress and evolution. And so we ask, what comes next? What do we optimize for beyond numbers? How do we bring more of the world around us back into the software in front of us?
·browsercompany.substack.com·
Optimizing For Feelings
Blocking Kiwifarms
Blocking Kiwifarms
we need a mechanism when there is an emergency threat to human life for infrastructure providers to work expediently with legal authorities in order to ensure the decisions we make are grounded in due process. Unfortunately, that mechanism does not exist and so we are making this uncomfortable emergency decision alone.
·blog.cloudflare.com·
Blocking Kiwifarms
21 / My Jobs
21 / My Jobs
I’m in meetings completely credulous, believing whatever anyone says, even though Lucy from Peanuts taught me that that’s a mistake. I don’t have an intuitive sense for where money is. I spend hours on laborious projects that will make me just enough money to buy me four burritos, and fail to follow up on opportunities that would pay my rent for months. I have almost 80,000 followers on Twitter, and have made maybe only $1000 off the platform, most of which has been in the form of meal kits I’ve had to beg companies to send me after they used my Tweets without compensation on their Instagram page.
My job is actually one billion smaller jobs in a trench coat, many of which I’m actually not preternaturally gifted at or even experienced in.
·chunkbardey.substack.com·
21 / My Jobs
Hugging the X-Axis - David Perell
Hugging the X-Axis - David Perell
For a cultural explanation, I look at the rise of liberalism. In Why Liberalism Failed, Patrick Deneen argues that the project of liberalism seeks to detach us from the constraints that once tied us down — family, culture, place, identity, tradition. As liberalism grew more popular, the circumstances of kin and place became more malleable. Thus, today’s Westerners are increasingly free to shape their identity. I don’t think liberalism is inherently a bad thing, but like anything else, it has its tradeoffs. Freed from the ties of kin and place, people aren’t bound by the traditional virtues of honor and loyalty, which are two of the defining pillars of a commitment-heavy culture.
For a technological explanation, I look at our culture of abundance. The “so muchness” of modern life has given us commitment anxiety. It’s a version of the Paradox of Choice, which argues that people can reduce anxiety by eliminating choice.
Instead of thinking about building intergenerational family wealth, people are thinking about their own desires and their own freedom. People are more likely to grind for their own success instead of their family name.
professor Mihir A. Desai defines optionality as “the state of enjoying possibilities without being on the hook to do anything.” With enough optionality, you can always change what you’re doing in order to pursue something better. Desai critiques students for seeing optionality as an end in itself. Instead of trying to work towards a meaningful goal they can commit to, they try to accumulate options in order to delay making a firm commitment. The result is that we’re under-committed as a society (with the curious exception of tattoos, which are everywhere now).
The challenge is that the greatest rewards generally go to people who are tied down in certain ways.
Once I committed to running Write of Passage for the long term, my FOMO disappeared and I felt calmer.
I’ve learned that the commitments you make in the present are made possible by the experiments you’ve tried in the past.
·perell.com·
Hugging the X-Axis - David Perell
George Saunders Advice to Graduates
George Saunders Advice to Graduates
What I regret most in my life are failures of kindness. Those moments when another human being was there, in front of me, suffering, and I responded . . . sensibly. Reservedly. Mildly. Or, to look at it from the other end of the telescope: Who, in your life, do you remember most fondly, with the most undeniable feelings of warmth? Those who were kindest to you, I bet.
When young, we’re anxious — understandably — to find out if we’ve got what it takes. Can we succeed? Can we build a viable life for ourselves? But you — in particular you, of this generation — may have noticed a certain cyclical quality to ambition. You do well in high-school, in hopes of getting into a good college, so you can do well in the good college, in the hopes of getting a good job, so you can do well in the good job so you can . . . And this is actually O.K. If we’re going to become kinder, that process has to include taking ourselves seriously — as doers, as accomplishers, as dreamers. We have to do that, to be our best selves.
Do all the other things, the ambitious things — travel, get rich, get famous, innovate, lead, fall in love, make and lose fortunes, swim naked in wild jungle rivers (after first having it tested for monkey poop) – but as you do, to the extent that you can, err in the direction of kindness. Do those things that incline you toward the big questions, and avoid the things that would reduce you and make you trivial.
·archive.nytimes.com·
George Saunders Advice to Graduates