Latest Posts (20 found)
Unsung Yesterday

“This is where your mouse becomes a cryptographic instrument.”

A fascinating 9-minute video from PawelCodeStuff about randomness in the context of computing: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-is-where-your-mouse-becomes-a-cryptographic-instrument/yt1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-is-where-your-mouse-becomes-a-cryptographic-instrument/yt1.1600w.avif" type="image/avif"> It explains those weird moments where sometimes the computer asks you to wiggle your mouse – to generate unpredictable numbers – although the specifics of what exactly was random in my wiggling was a surprise to me. There is something poetic about computers yearning for that one thing they can never get – complete unpredictability – and collecting it in a little pool like you would something very precious. Also fascinating that in modern CPUs, there now exist hardware components that gather truly random data from the real world. While I have never needed true randomness in my design career, knowing how to control pseudorandomness (specifically, how to replay it) has been helpful. Here’s an example. In my essay about Gorton , there is this interactive bit where you can drag a slider for “messiness.” With regular pseudorandomness, the experience is wiggly and gross: But when you always restart the prng from the same seed (“the Groundhog Day maneuver”), it feels much better: #details #motion design #security #youtube

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Unsung Yesterday

Mailbag: Photoshop’s focus post

The post about some of Photoshop’s new dialogs traveled through some of internet’s pipes and alleyways. Michael Tsai has a nice roundup of reactions ; let me pick a few things that caught my attention. 1. Nick Heer at Pixel Envy made a discovery that Photoshop’s new windows are… websites : Maybe it really is possible to build a web app that feels platform native. But I have never used one — not once — and for this mess to be increasingly used in the industry-standard professional suite of creative tools is maddening. I think it is possible – especially in the realm of classic form fields – but you really have to care and step up and test and replicate a some stuff that the operating system controls give you for free. (As an example, if the web platform/​Electron don’t give you access to the “keyboard navigation” OS accessibility setting, you’ll need to build a bridge from the OS to pass it through. This is how Figma’s Electron app got haptics, for example.) It is true that we don’t see that level of effort often. But there are also bad native interfaces, and there might be more; Roger Wong recently made an interesting observation that stuck with me. Emphasis mine: The mechanism differs but the outcome is the same: the platform stops being a place a designer can rely on. […] [Text user interfaces] are back because the platforms quit , and the curriculum can’t fix that. I think I agree with this; I’ve felt there haven’t been a lot of improvements in native desktop interfaces recently. In the mid-1990s, Apple was losing to Windows 95/98, and after years of falling by the wayside, the team eventually got their priorities in order, and rebooted classic Mac OS into a (I believe generally successful) Aqua. And in later years, Apple as a whole has often been good about creating extra distance from the peloton even if there was no immediate danger of being overtaken. But not here. Windows lost its way, and perhaps even the memories of the darkness of the 1990s and the revival of the 2000s are now forgotten. Even if Liquid Glass was executed extremely well, macOS would still feel bereft of true evolution and care. I know there have been some slight improvements to window tiling and more recently Spotlight, but little of this betrays urgency or suggests a vision. Finder feels like it’s been abandoned for over a decade. AirDrop UI is worse in use than many of the file sharing interfaces that came before it. This common UI is stuck in the state of the art of display colour science that is out of the previous century : = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/mailbag-photoshops-focus-post/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/mailbag-photoshops-focus-post/1.1600w.avif" type="image/avif"> Just on the topic that is fresh on my mind : Why does Shortcuts feel like a toy in all the moments it shouldn’t, but few of the moments it should? Why does the keyboard customization situation feels so messy? Or, why are both macOS and iPadOS still stuck in the ancient way of thinking that menu bars contain all the app’s commands, when the modern approach is: it’s command bars that do, with menus containing only a subset? An innovative modern operating system would offer a universal API for command bars that any app that wants one could use – instead, apps invent their own with varying levels of success and UI quality, and automation tools cannot do much since nothing’s compatible. (This in particular is an example of an area where web apps started leading the way.) These are just some examples that come to mind. It’s true I have admired and been inspired by some work done on Apple TV and the Vision Pro, but we also have to acknowledge that designing for net-new platforms is in many ways easier than for legacy ones. 2. Back to Photoshop. In the Hacker News thread , at least one person from Adobe dropped in to comment, and one paragraph caught my attention: These changes were part of the Beta program. As far as I am aware the response there was not on the same level as this blog post. It’s not my intention to pick on this Adobe employee, and I am not aware of the specific of their beta program (although I have used Photoshop in beta for a few years). But from my experience, this is why beta testing fails in this regard: 3. Oh, and when I say “broken windows,” I’m not just being cute. Here’s an example of Photoshop’s “explore” halo that occasionally appears on top of another app just because I have Photoshop open underneath. And, there is nothing I can do in Photoshop to get rid of it: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/mailbag-photoshops-focus-post/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/mailbag-photoshops-focus-post/2.1600w.avif" type="image/avif"> I think there is something fundamentally very broken with Photoshop’s (custom?) window management, seeing how PS windows jump in front of other applications, or how PS breaks other apps’s mouse pointers. But that’s a story for a different post. #adobe #apple #bugs #interface design #nick heer #process People in beta programs might be more lenient and excited to experiment. For obviously broken small UI things, people will be more inclined to think “oh, they will surely take care of that in the polish phase.” In general, reports of smaller UI things are less likely than bigger functional bugs like “this is not working” or “this is really slow now.” You really have to encourage and reward and incentivize people to do that, and usually identify the right people first, too. Please excuse my directness, but Photoshop’s user interface has felt low-quality for at least a decade now. There are a lot more examples. It’s hard to expect people in the beta to flag small UI stuff – including literal broken windows – when the evidence all around them is that the company doesn’t care. Just because we all encounter interfaces doesn’t mean everyone knows how to identify the things and say the words and connect the dots, especially when it comes to generally undefinable and unmeasurable craft. Good UI is deep expertise . Just like you cannot research or data science your way out of fundamentally bad product decision-making process, you also cannot add craft through relying on your users to tell you. You need to foster this on the inside.

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Unsung 2 days ago

Rug pulled

The best thing the crypto industry coined might have been the expression “rug pull,” but I’m not happy about that. To me, it perfectly describes how it feels when an app or a website randomly changes your scroll position for no rhyme or reason. You’ve seen it so many times before: To me, the scroll position is as sacred as the mouse pointer position , given the two are related whether Scroll Lock is around or not: one is you, the other is the world around you. But there are moments when software scrolling with the user or even for the user is appropriate, and here’s one example: When you switch tabs, the content below should always scroll to the top, but it doesn’t here. Here’s an even worse example, also from Settings: Why should the content scroll to the top here? Because in these situations, the fact that the content container gets reused is just a technical quirk of the implementation. From the user’s perspective, this is all new content, and new content should always start at the top. Otherwise, things will get confusing really fast; imagine it especially in the default configuration without scrollbars , where you might assume result number 6 is the first result, or completely miss the most important, topmost options. (Before you ask: Yes, I also see this in Tahoe.) #interface design #mouse you start reading a webpage, but it throws you back to the top when JavaScript finishes loading you start reading a webpage, and ads or other stuff appear and shove you around up and down you press a back button and that goes to the previous page… but to its top, rather than where you actually were you zoom in or out, the position isn’t recalculated properly, and suddenly you see a different part of the page and lose your orientation

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Unsung 2 days ago

Save For Web claws

Randomly found this 2014 Dribbble from Jamie Nicoll and it made me smile: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/save-for-web-claws/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/save-for-web-claws/1.1600w.avif" type="image/avif"> For context, Save For Web was a popular export function in Photoshop at the peak of its use for web design, but assigned a rather unpleasant ⌘⌥⇧S shortcut. Using it often turned your hand into a… claw of sorts. There was a Tumblr cataloging real and humorous photos of people pressing Save For Web. You can still find parts of it on Internet Archive , and here are some choice photos: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/save-for-web-claws/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/save-for-web-claws/2.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/save-for-web-claws/3.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/save-for-web-claws/3.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/save-for-web-claws/4.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/save-for-web-claws/4.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/save-for-web-claws/5.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/save-for-web-claws/5.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/save-for-web-claws/6.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/save-for-web-claws/6.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/save-for-web-claws/7.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/save-for-web-claws/7.1600w.avif" type="image/avif"> This is funny, but I actually found it enlightening – and lightly frightening – to ask coworkers how exactly they press common shortcuts like ⌘Z, ⌘C, ⌘V, and so on. There was a lot more variety than I expected. (My basic heuristics say: three-modifier-key shortcuts should not be assigned to anything used often.) #humor #keyboard

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Unsung 3 days ago

“Nothing short of a magic trick.”

A fascinating 25-minute video from Mark Brown at Game Maker’s Toolkit about how the team building Grand Theft Auto 3 conquered the technical limitations of PlayStation 2: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/nothing-short-of-a-magic-trick/yt1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/nothing-short-of-a-magic-trick/yt1.1600w.avif" type="image/avif"> How do you squeeze a city that occupies over 50 megabytes into the 32MB memory of the console? You simply do what The Truman Show did , and construct the city around the player as they’re moving around : This has, as you can expect, a lot of technical and even game-design consequences, and the video goes into a lot of detail on these – including Brown rebuilding the Grand Theft Auto 3 source to visualize things better. This technique is also used in interface design, for example if you have a really long list of things that would take too much memory or GPU power to render. What the video calls “streaming” is, in the context of UI, often called “virtualization”: instead of having a full long list (or an entire world), you abstract it away – or, virtualize – into something nimbler. Some of the challenges and techniques used by Grand Theft Auto 3 apply pretty directly here, as well: On the other hand, “speedy players” and “pop in” can’t ever be solved because any UI list is random access, and slowing users down is not typically appropriate; better to make loading as pleasant as possible than introduce any roadblocks, even if figurative ones. #definitions #games #performance #youtube you can use UI skeletons as “low poly” models, in some contexts, you can guess the user is more likely to move in one direction (for example, going through fonts in a font picker), and more eagerly preload where they’re going to look next, rather than symmetrically in both directions.

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Unsung 3 days ago

“They did the bare minimum and moved on.”

Since the early 2000s, Mac OS X had a few orientations of icons depending on whether they were applications, files, utilities and so on : = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/they-did-the-bare-minimum-and-moved-on/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/they-did-the-bare-minimum-and-moved-on/1.1600w.avif" type="image/avif"> In 2020, macOS Big Sur unified those styles and made them more iOS-like: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/they-did-the-bare-minimum-and-moved-on/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/they-did-the-bare-minimum-and-moved-on/2.1600w.avif" type="image/avif"> A few years later, Jim Nielsen revisited the icon “Big Sur-ification” , and showed examples of apps that did the transition really well, but also those where the transition felt… lazy, essentially shoving their previous icon into a roundrect. For those, Nielsen proposes some alternatives that are delightful to see: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/they-did-the-bare-minimum-and-moved-on/3.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/they-did-the-bare-minimum-and-moved-on/3.1600w.avif" type="image/avif"> The Word/​Excel/PowerPoint/​Outlook explorations are particularly nicely done. #iconography

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Unsung 4 days ago

A preview of the future

In his latest video , Shelby from Tech Tangents unpacked, installed, and put to use a truly forgotten product: IBM 3119, one of the first consumer flatbed scanners. The setup was a small nightmare, needing a rare hardware card installed in a specific computer, an ultra-particular combination of two operating systems working in lockstep, and even some careful memory balancing. Even after all that, a 300dpi page scanner in the late 1980s was still a force to be reckoned with. It’s hard to remember how enormous scanned files were compared to anything else then, even on a black-and-white scanner like this one. The video shows a simple 90-degree image rotation in highest quality requiring over 9 hours , and I believe it. But deep inside the video, at precisely 19:31, for only ten seconds, something appears that is absolutely worth celebrating. The nascent scanner software has a “curves” feature that allows you to redraw the shades of gray to capture shadows, highlights, and midtones exactly how you want them. Today, the feature would look something like this, with a real-time preview: There would be absolutely no way to do something like this in the late 1980s, when just rotating an image is an overnight operation, right? And yet: How was this accomplished? Absolutely brilliantly. Remember the palette swapping technique? Here, the entire screen’s palette is 256 shades of gray. It’s a very particular kind of a linear palette, and so you can easily take that line and… well, turn it into a curve. Since palette swapping happens on the graphic card, it takes as little as one frame of time, allowing for it to react to mouse movements as they happen. This must have been mind blowing to experience in the moment. Sure, it’s only a preview, and actually applying curves to the image would take many minut— No. This is a wrong frame of mind. Here’s my hot take: There are moments in software where the preview is more important than the feature following it. That’s because the preview making things faster isn’t just the difference between finishing something sooner or later. It’s a difference of doing something or not doing it at all. Would you even attempt to use curves if each adjustment took minutes or hours, especially in a land without undo? I love this preview that hints at what the future will be. I like this clever use of extremely limited technology and tight collaboration between engineering and design. It must have been nice to be in the room whenever someone had the flash of insight to use palette swapping this way. #above and beyond #flow #graphics #history

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Unsung 4 days ago

Peaked in 2015

I have a confession to make. I prefer Apple TV’s 2015 remote: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/peaked-in-2015/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/peaked-in-2015/1.1600w.avif" type="image/avif"> The remote was universally ridiculed for its “which way is up?” problem – too much vertical symmetry which didn’t give your hand enough cues to know whether you’re picking it up the right way or the wrong way. Apple tried a half-measure first; in 2017 they broke the symmetry by making the MENU button slightly distinct in visual and tactile ways. Hindsight is 4K, but I don’t think it had a chance of working – the tactile cues were too subtle, and the visual ones do not matter when you’re not looking: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/peaked-in-2015/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/peaked-in-2015/2.1600w.avif" type="image/avif"> So Apple overshot – the subsequent 2021 edition was a full-measure-and-then-a-half: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/peaked-in-2015/3.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/peaked-in-2015/3.1600w.avif" type="image/avif"> The remote shrank the touch surface but otherwise drastically increased the volume, and added four arrows, two new buttons, and a strange iPod-inspired clock wheel interaction on top. And to me it started feeling a bit complicated, inching toward the very TV remotes that earlier designs ridiculed. (It also wasn’t as pleasant to touch, as the buttons feel a bit rougher.) But the reason I like the 2015 remote is primarily because it introduced one of my favourite gestures in recent history: tap to see progress. It’s hard to describe how wonderfully light this interaction feels every time I use it. You just tap anywhere on the remote’s top half, you see where you are in the video via a subtle UI, and then wait a few second for it to disappear. After this, doing the same in every other player – YouTube, Netflix, HBO Max, anything on a Mac or even the iPhone – feels clunky and heavy. In many of them, you can’t even see were you are without stopping the video! It gets better. Tap for the second time, and the elapsed time gets replaced by current time, and the remaining time by what the clock will say whenever you’re done watching. I thought this is delightful and clever, sneaking in clock functionality without showing it all the time. There is also this really nice gestural separation. When you watch the video, taps and swipes are safe. Anything that is “destructive” – that is, causes the video to stop, or rewind, or fast forward, is on the “click” layer: press stronger on the center to pause, or on either side to move forward or back. What I’m describing feels mechanically similar to other input devices, but the devil is in the details. On smartphones, everything is a tap, so you don’t really get anything lighter. On a Mac, tap as a gesture could only be available for people who opt in to press to click on their trackpad (like I do) – but the fact that tap is the default for clicking, means that can never realistically happen. The Apple TV tap feels conceptually like Mac’s hover instead, but so much more pleasant and elegant and simple. (I want to prototype tap on a Mac as a lightweight “explainer,” showing tooltips there instead of on hover.) To be fair, the tap gesture still exists in the still-current 2021 Apple TV remote, too – but the tap area is much smaller. And just in case you were curious, these are the first two editions: the 2005 remote – shipped with the iMac, predating Apple TV – and the 2010 remote. (I’m referring to model years, because Apple’s own names are so confusing.) = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/peaked-in-2015/6.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/peaked-in-2015/6.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/peaked-in-2015/7.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/peaked-in-2015/7.1600w.avif" type="image/avif"> I don’t have access to Apple’s user feedback, but I guess that Apple’s 2021 design was likely the very right thing to do. But looking at four-and-a-half of these models side by side, I am still in the 2015’s minimalistic, unusual, innovative corner. #apple #details #interface design #touch

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Unsung 6 days ago

“There seems to be a file that is just filled with undecipherable Morse.”

On April Fools in 2021, the popular xkcd comic ran Checkbox , which was a Morse code puzzle in disguise. (It’s interesting to see the community trying to figure out what it actually does .) Engineer Max Goodhart built the front-end and wrote a summary of the whole project : This year was a doozy. We specced and scrapped several different ideas in the months leading up to today. We finally settled on today’s concept just 3 days ago. The need to do something simple was a really useful constraint, and we leaned into the idea of making something primitive but deep. The team seems to have had a lot of fun with it, including even JavaScript being encoded in Morse Code (the link in the blog post no longer works, but you can still see it on the Internet Archive ). Goodhart also wrote about the immense challenge of adjusting the Morse tapping speed to the user, which counterintuitively ended up needing… adjusting the user to the speed. But the best part is that the server communications used the Morse code in URLs, as well: We took great pains to make the API for this project use morse code in the transport. If you take a look at the network inspector, you’ll notice that the URLs requested have morse code in them. This worked for every combination of letters imaginable, with two oddly specific exceptions: a solitary E, and a solitary I. I liked this description of what transpired next, which would have made me think I was going insane, too: Then, an even stranger thing happened . I copied and pasted the correct URL into my browser and pressed Enter, and right before my eyes, it deleted the ”.” from the end of the URL and returned a different result. I was delighted to discover an answer here, not only because in retrospect it’s such an obvious thing that was staring us all in the face for decades, but also because it has interesting URL construction consequences. #bugs #encoding #web

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Unsung 1 weeks ago

“This was a user-friendly computer.”

The Pixar animated short Lifted was released in front of Ratatouille in 2006: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/yt1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/yt1.1600w.avif" type="image/avif"> I’ve always been amused by this imaginary interface, which is so clearly not how any sort of computer would work. Or so I thought. These are photos I took in Melbourne in 2024 of CSIRAC, Australia’s first digital computer from about 1949: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/1.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/2.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/3.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/3.1600w.avif" type="image/avif"> This is a “console” of the computer, used to tactically probe or input specific memory addresses (in binary), and to control functions like stopping and starting the program. Any proper programming and eventually inputting data would happen using gentler I/O devices like typewriter keyboards, paper tape, and magnetic storage. = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/4.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/4.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/5.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/5.1600w.avif" type="image/avif"> Physical consoles like this one were last seen in the 1970s on hobbyist home computers such as the Altair 8800 , and the Console app on your Mac diligently spitting out logs is its spiritual and virtual successor. But even if a CSIRAC console feels hostile today, 75 years ago it was quite the opposite : And [CSIRAC] helped there too. It could display all its working registers and the last 16 instructions executed. It could be given an address at which to stop (a “breakpoint”), and be stepped by one instruction at a time. It even had lights to show the computer’s internal states. This was a user-friendly computer. CSIRAC stood for Commonwealth Scientific and Industrial Research Automatic Computer, a typical naming scheme of the era. We also got ENIAC (Electronic Numerical Integrator and Computer) in 1945, BINAC (Binary Automatic Computer) in 1949, EDVAC (Electronic Discrete Variable Automatic Computer) in 1946, ILLIAC (Illinois Automatic Computer) in 1952, and then SEAC, SWAC, ORDVAC, TREAC, AVIDAC, FLAC, WEIZAC, BIZMAC, RAMAC, and UNIVAC. The story goes that the name of 1952’s MANIAC (Mathematical Analyzer Numerical Integrator and Automatic Computer) was chosen to highlight and put a stop to the goofy naming practice. Did it work? I am not sure. Not only two more MANIACs were produced, but we also got 1953’s JOHNNIAC (nicknamed “pneumoniac” since it needed a lot of air conditioning), and SILLIAC (Sydney ILLIAC) in 1956. The last computer I can find using that naming scheme was TIFRAC, operating in India between 1960 and 1965. CSIRAC had real work to do, but today it is known chiefly for being the first computer to play music in real time . The quality is… I’ll let you judge, with links below pointing to short MP3s preserved by Paul Doornbusch and subsequently Internet Archive: Do you miss your PC speaker yet? Engineers working on other room-sized computers of that era did similar things ; whether this was solely one of the first attempts to humanize the big scary machines, or a distraction from the computers’s typically military uses is left as an exercise for the listener. Today, one of the 1960s machines still plays music, headlining a fascinating annual tradition – every December, the PDP-1 restoration crew at the Computer History Museum in California invites visitors to sing carols with the computer older than most of them. = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/yt2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/yt2.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/6.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/6.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/7.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/7.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/8.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/this-was-a-user-friendly-computer/8.1600w.avif" type="image/avif"> The last photo takes us back to where we started. Neither CSIRAC nor PDP-1 might be user-friendly by today’s standards but damn, wouldn’t you want some of your computer’s interface to feel this way? #history #sound design #youtube Auld Lang Syne Chopin’s March In Cellar Cool (I particularly enjoyed an alt recording of In Cellar Cool where CSIRAC itself appears in a background as a constant humming presence.)

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Unsung 1 weeks ago

“Watchmaker’s delicate precision and ornate mechanical intent”

A surprising entry in the thread started by Photoshop and continuing through screwdriver handles is this 11-minute video from Errant Signal about a platformer game called Derelict Star : = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/watchmakers-delicate-precision-and-ornate-mechanical-intent/yt1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/watchmakers-delicate-precision-and-ornate-mechanical-intent/yt1.1600w.avif" type="image/avif"> I was inspired by the video, and really enjoyed its exploration of a demanding game that’s composed of just a few mechanics that are done really, really well: The number of inputs are small, but the expression those inputs allow is deceptively expansive. […] Derelict Star’s various areas are all built to explore the way movement systems function and even interact with one another. I think of user interfaces similarly, and of their need to build a certain consistent vocabulary of names, gestures, interface elements, concepts, and so on. Perhaps in an enterprise app you right click and discover something useful in a menu, and this will teach you about the usefulness of right click menus in general. Maybe pressing ⌥ to get to alternate symbols on your keyboard would inspire you (either consciously or not!) to try holding ⌥ in said menus, only to discover this brings up useful alternative options. Maybe seeing a keyboard shortcut next to one of these options will suggest to do that next time, and so on, and so on. I really loved this bit in the video that could apply to a lot more software than just videogames: It took me maybe an hour to do this, but right on the other side is a checkpoint. The game is hard, but it isn’t cruel. It’s designed to challenge you, but it has faith in your ability to complete it. The narrator uses the term “ludocentrism” to refer to games that ruthlessly prioritize the mechanics and gameplay over narrative, aesthetics, and so on. (“Ludic” meaning “relating to play.”) Of course, the calculus of what videogames care about will be different than goals of creative software or enterprise software; no one cares about the hero’s journey of the largest number in your Excel spreadsheet. But I think some version of ludocentrism applies to “boring”software as well. My beliefs here are probably something like this: #definitions #details #games #youtube you can’t reduce everything to just functionality or just efficiency, especially in creative moments of software use, and people use software creatively much more often than we suspect, including software not thought as “for creatives.”

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Unsung 1 weeks ago

“Traditionally, fonts were just shapes.”

Should you ever be worried that displaying just one glyph could take almost 2 seconds and slow down your website by as much? Naw, of course not. This wasn’t a problem already in the 1980s and, in the lord’s year 2026, computers are pretty good at rendering a letter or a symbol at a moment’s notice. Ha. I was just messing with you. Of course you should always be worried about fonts. All the time. Typography is beautiful, but fonts are brutal. They will constantly put you to the test, they will find ways to get out of alignment faster than a Zastava Yugo , and they will teach you about corner cases in places you didn’t even realize had edges. Fonts will break your heart like it’s the month before the prom again, and again, and again. Or, in Allen Pike’s case, break a heart somewhat literally. Pike wrote a nice quick story of the complexity of what needed to happen to show the heart emoji, and how under a very specific set of conditions – a certain browser, a certain emoji font, a certain emoji within that font – this led to an extreme slowdown. What’s really interesting is that in order to fix it, Apple can either improve Safari or the font itself, and at the moment of writing, it wasn’t clear what was the right thing to do. (Oh, yeah. Fonts don’t just have bugs . Fonts have many kinds of bugs.) Another interesting in-between-the-lines thing is that Apple’s emoji are perhaps the only survivor of the original skeuomorphic pre-iOS 7 era. Even today’s emoji party like 2008 never ended – still glossy, still textured, still bitmapped. I’m curious whether somewhere deep inside Apple, there exist exploratory designs for flat, vector versions of emoji that never saw the light of day. #bugs #skeuomorphism #typography

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Unsung 1 weeks ago

“Who thinks about a screwdriver?”

I found this 9-minute video from Rex Krueger about screwdriver handle design really interesting in the context of my post about Photoshop’s dialogs . = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/who-thinks-about-a-screwdriver/yt1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/who-thinks-about-a-screwdriver/yt1.1600w.avif" type="image/avif"> Screwdriver handles evolved over the decades in response to user needs and usage patterns, with a few clever affordances: some for everyone, some for specific use cases that might not be obvious. I think by now all the basic onscreen UI elements – input fields, pop-up menus , checkboxes, buttons, top menus, sliders, and so on – have similar richness, as do all the core input devices like a keyboard, a mouse, a trackpad, or a touch screen. That doesn’t mean that everything is set in stone, that no changes are possible, and that stuff that fell out of favour can ever be taken away – after all, computer usage, input devices, and conventions are evolving much faster than screws at this point – but that one has to be aware of the history so that the changes are intentional, not accidental. A few select comments from under the video that I found interesting: The Craftsman handles are also different colors for Phillips and slotted screwdrivers. The fluted handle was patented. So anyone else wanting to make a screwdriver would have to pay the patent holder. So they tried alternatives to make more money. That is the real reason until the patent expired. Plus if they invented a “better” way and held the patent, others would have to pay THEM. The Swedish word for screwdriver is “skruvmejsel” with literally translates as “screw chisel.” #details #real world #youtube

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Unsung 1 weeks ago

The land where time stood still

It’s hard to be in charge of continuity on a movie set. It would already be difficult under the best of circumstances: after all, you can’t freeze the sun in the sky, prevent hot drinks from going cold, cigarettes from extinguishing themselves, or entropy in general for doing all the stuff it loves doing. But on top of that, scenes are shot out of sequence, and movies are shot out of sequence. There are pick-ups if you’re lucky, and reshoots when you’re not. About the only time your job will be noticed is if you mess up: cue Super-man’s reverse CGI moustache, Josh Trank’s Fantastic Four wig situation, Commando’s damaged-then-pristine Porsche, and so on and so on. ( This 7-minute YouTube video is a great walkthrough from an expert .) = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-land-where-time-stood-still/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-land-where-time-stood-still/1.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-land-where-time-stood-still/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-land-where-time-stood-still/2.1600w.avif" type="image/avif"> Apple famously freezes time on their phones in all the promotional materials to be 9:41am. The specific moment they chose is a celebration of the first iPhone unveiling to be at around that time, but it also makes production easy – while people won’t mind that the time on the screen doesn’t match the current time, or even that it doesn’t seem to advance at a normal rate, they will definitely notice if you happened to splice two screenshots with different time side by side, just because you didn’t anticipate that splice as you were preparing them. So it’s easiest just to avoid this situation altogether. But what I didn’t realize until today as I was recording the previous post’s screengrab is that 9:41am is also enforced whenever you record your phone’s screen via QuickTime. It’s a peculiar feeling: Start recording, and the time on your phone jumps to 9:41. Yank the USB cord out, and it’s back to where it was: Oh yeah, the date changes too, for the same reason – to January 9, 2007. In a time-honored Apple tradition, I can’t decide whether I’m annoyed at it (there seems to be no option to turn it off), or admire it.

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Unsung 1 weeks ago

The vision of persistence

I want to show you something glorious. This is Bear , the note taking app: There are desktop apps that get flustered if you ⌘+Tab away and back, misplacing focus or closing a dialog box inside. There are iOS apps that fully reset themselves whenever they get swapped out of memory and have to be reloaded. But Bear, right here, remembers which note you were on, and exactly where you were in that note, even between phone reboots . Software is transient and malleable, and one of the hard parts is knowing when that’s beneficial and when detrimental. In real life, you can leave a notebook on your desk, open on a certain page, leave a pen pointing to a specific word – and then depart for a two-month trip to Europe. You will find your notebook exactly how you left it. Why shouldn’t software behave this way? Also, another thought: This is very likely not something users will complain about when broken, or suggest when absent, even if you go out of your way to open yourself for feedback. Just swapping an app out of memory is hard to understand and “repro” (in engineering parlance). There’s a certain design mindset and taste necessary to notice and care, and a certain vision to carry it through. The lack of direct user feedback doesn’t mean it’s not worth doing. It just means that there are some things that designers and only designers will know how to properly weigh, describe, and prioritize. If you have a few design-minded users that actually send you feedback like this – treasure them. But most likely this will have to come from “within the house.” To me, it’s clear that within Shiny Frog (the makers of Bear), there are people who care about this kind of stuff, and leadership that trusts them. Kudos. #above and beyond #culture #flow #research

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Unsung 1 weeks ago

The 1990s called and they want their dialog box back

This is perhaps my favourite feature in Lightroom. You press ⇧T, you draw a few lines, and presto – your photo is now even: This is doubly magical to me. The first part is that this is even possible – that you can straighten the photo in both dimensions after the fact , and save for some parallax nuances the viewer won’t know any better. For decades, this has been the domain of tilt-shift lenses , but if you ever tried to use one, you know how harrowing of an exercise this is. A tilt-shift lens looks more like a medical device and less like a piece of photography equipment: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-1990s-called-and-they-want-their-dialog-box-back/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-1990s-called-and-they-want-their-dialog-box-back/2.1600w.avif" type="image/avif"> The “obvious” way to emulate a tilt-shift lens in software is a bunch of sliders, and Lightroom has those also… …but that’s still pretty cumbersome in practice, abstracted in a strange ways, like piloting a plane by pulling the linkages connected the flying surfaces: you will admire someone who can do that, but won’t ever want to do it yourself. = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-1990s-called-and-they-want-their-dialog-box-back/4.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-1990s-called-and-they-want-their-dialog-box-back/4.1600w.avif" type="image/avif"> Hence the second magical moment: The team created the new interface I showed at the beginning, where you point to things that should be straight directly , and the necessary tilt-shift calculations happen behind the scenes. Alas, Lightroom didn’t fully stick the landing. The interface is a bit jittery, and missing nice transitions that could help understand what’s going on. But what brought me here was this unpleasant interaction: What’s wrong with it? If you want to play along, stop here and ponder: How would you improve it? Because this is a classic UI exercise where there are symptoms, and there are problems, and there are principles under the hood of it all. The first possible improvement: Don’t do a dialog like this. These are ancient and so annoying. Every time I see a centered dialog covering everything, popping up in response to a delicate mouse operation, I want to shout “read the room!” It’s better to drop a little tooltip next to the cursor that automatically disappears: more modern, and more “compatible” with mousing. = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-1990s-called-and-they-want-their-dialog-box-back/6.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-1990s-called-and-they-want-their-dialog-box-back/6.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-1990s-called-and-they-want-their-dialog-box-back/7.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-1990s-called-and-they-want-their-dialog-box-back/7.1600w.avif" type="image/avif"> Then: Why am I allowed to start and finish an action that the machine already knows won’t go anywhere? Disable the drawing option, put a little “verboten” icon on the mouse pointer, or do something else that will prevent me from drawing a line to begin with. = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-1990s-called-and-they-want-their-dialog-box-back/8.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-1990s-called-and-they-want-their-dialog-box-back/8.1600w.avif" type="image/avif"> But that brings us to point three, and how I would approach this as a designer. Because I would – counterintuitively – go the other way and allow the user to draw as many lines as they wanted, and just didn’t permit to commit the entire operation if there were more than four lines on the screen. Why is that? It’s the same principle as you see in all the social media composing fields, and in well-trained forms: do not constrain the editing process . This field is limited to 300 characters, but it’s clever enough to only enforce its limits when you try to post. There is no downside to allowing you more room in the editing process. Maybe you write by constructing a few sentences first and only then combining them into one, maybe you want to see two riffs one below the other to choose the better one, or maybe – this is most likely – you’re not even paying attention and your motor memory is doing the editing for you, instinctively. Use any text editor for just a few months, and cut, copy, and paste, word swapping, and splitting sentences become second-nature gestures – that is, until the UI starts throwing in some arbitrary barriers. Above in Lightroom, it might actually be easier for me to draw a fifth line and then delete a previous one, instead of doing it in the precise order Lightroom desires, or by dragging an existing line to move it instead of creating a new one. Maybe an overarching principle would be this: If you are aiming to build something so delightfully direct manipulation as Lightroom did here, you have to fully commit to that stance, even deep in the weeds. Because every time I see a 1990s dialog appear when my fingers are flying fast, I feel like this: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-1990s-called-and-they-want-their-dialog-box-back/10.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-1990s-called-and-they-want-their-dialog-box-back/10.1600w.avif" type="image/avif"> And something tells me others will too. #flow #interface design #mouse #principles #text editing

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Unsung 1 weeks ago

“Have you ever been annoyed by your Mac’s media keys?”

In our Unsung yellow pages, in between people writing Chrome plugins to fix UI of other apps , and gamers creating mods to fix bugs that the developers leave behind , we need to make some room for another category of apps. Some time ago, Daniel Kennett created a little utility called Keyhole with a singular purpose: Have you ever been annoyed by your Mac’s media keys triggering a random video in your web browser, doing something else weird, or by them doing… nothing? Even though your music player is right there? Me too! And so Keyhole was born. = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/have-you-ever-been-annoyed-by-your-macs-media-keys/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/have-you-ever-been-annoyed-by-your-macs-media-keys/1.1600w.avif" type="image/avif"> Keyhole intercepts media transport key presses before the operating system gets a hold of them, and promises to do a better job dispatching them to the right place. This week Kennett added another feature – the app will monitor the repeat setting that apparently occasionally gets out of whack, and fix it for the user. = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/have-you-ever-been-annoyed-by-your-macs-media-keys/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/have-you-ever-been-annoyed-by-your-macs-media-keys/2.1600w.avif" type="image/avif"> We could call these kinds of apps “janitor apps.” I know of a concept called cron jobs , but I’m assuming these quiet workers do backend-y things like moving files around, cleaning up databases, pinging servers, and so on. I am less aware of work like Kennett’s that fixes stuff on the UI layer. Is it strange that I find this kind of an app pretty… noble? Of course, Apple should fix it; perhaps Bugs Apple Loves could even introduce a serious multiplier for “a bug bothers someone so much they fix it for Apple.” Of note in the last dialog box: “Keyhole has fixed Music’s repeat setting X times.” I think this kind of a counter is pretty brilliant. #bugs #keyboard

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Unsung 1 weeks ago

Early names

The original 2004 Gmail iteration of the now-ubiquitous modern status bar (here presenting undo send ) was internally nicknamed a butter bar because… well, just look at it: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/early-names/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/early-names/1.1600w.avif" type="image/avif"> (I believe at least Google today calls this a snackbar .) The UI pop-up element hosting Google Talk inside Gmail – the very same thing that’s more commonly called a “toast” these days – was originally termed a mole : = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/early-names/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/early-names/2.1600w.avif" type="image/avif"> The column view in NeXTSTEP was called a browser , but a few years later someone put together a different kind of a browser on that very same machine, and the original term has been sunset – after NeXTSTEP became Mac OS, the view was renamed to “ column view ”: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/early-names/3.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/early-names/3.1600w.avif" type="image/avif"> These three are off the top of my head. Please send in more! #history #interface design

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Unsung 1 weeks ago

Mouse pointer as a mere mortal

I gasped when I first saw Lightroom do this: I know this won’t have the same effect on you just watching. What happened was that, after I clicked on the Disable button, Lightroom moved the mouse pointer for me . I don’t think I have ever seen anything like this, and it provoked many thoughts and emotions: So seeing this now, yeah, I’d bundle this inside the “some interactions are 100% sacred” bucket, alongside focus never being hijacked randomly (especially in the middle of typing), avoiding scrolling anything until I specifically ask, undo and copy/​paste needing utmost protection, and a few more. In the opposite camp, here’s a fun new project by Neal Agarwal (only worth clicking on a computer with a mouse). This is a situation where it feels perfectly fine for a cursor to be hijacked; as a matter of fact, there is something really interesting about a mouse pointer feeling less like a deity floating above it all, and more like a regular in-game actor. = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/mouse-pointer-as-a-mere-mortal/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/mouse-pointer-as-a-mere-mortal/2.1600w.avif" type="image/avif"> This reminded me of that time, in the earlier days of Figma, when I prototyped an interaction where you could select someone else’s pointer and press Backspace to delete it: We didn’t seriously consider it because it felt just too weird, and not that effective in solving “the other person’s cursor is distracting me” problem. But today it feels like it belongs to the same category as the two examples above. I’ll let you decide if it’s closer to Agarwal’s delight or Lightroom’s terror. #games #interface design #mouse #onboarding #principles This feels wrong. If the mouse is the extension of my fingers, and the mouse pointer the extension of the mouse, this is in effect the app grabbing my hand and moving it. I did not know this was even possible. I can see how moving the mouse pointer programmatically can be useful in very specific situations (like scrubbing, or accessibility), but… not like this. If you do something for the user, won’t that make it harder for them to remember how to do it themselves? I’ve seen this kind of a thing many times in my career: Someone genuinely asks “hey, if this is such a huge transgression, why wasn’t it codified somewhere in the style guide?” But to me the challenge is that it’s hard to imagine everything that needs to be preemptively captured and prohibited. I have to imagine this stuff for living, and I literally did not think anyone would just move a mouse pointer like this.

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Unsung 1 weeks ago

“Examining the changelog in its entirety would be a massive task, given that it was now over 200,000 words long.”

I had some idea that many popular games have mods to tweak them – from small appearance changes and fan-made translations, to bigger gameplay or UI changes (and even an occasional trojan horse ). What I didn’t know was that for some games there is a whole community of modders who do one thing and one thing only: they fix bugs that the developer didn’t bother fixing. This 1.5-hour (sic!) video by Fredrik Knudsen talks about a story of such a community for a popular game Elder Scrolls V: Skyrim: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/examining-the-changelog-in-its-entirety-would-be-a-massive-task-given-that-it-was-now-over-200000-words-long/yt1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/examining-the-changelog-in-its-entirety-would-be-a-massive-task-given-that-it-was-now-over-200000-words-long/yt1.1600w.avif" type="image/avif"> I won’t lie: this video was a bit of a frustrating watch. The presentation is dry and takes its time. I was annoyed at Bethesda for not fixing the bugs to begin with and creating the whole mess. Also, some of the people in this story do not appear very mature, and post-Gamergate I have little patience for that kind of behaviour. On the other hand, this covers so, so many interesting things and provoked so many thoughts: Not to mention these topics: If you are responsible for bug-fixing processes at a company or with a community, I am curious if you find this video valuable. I did. The funniest moment was that drama/​debacle about a certain in-game portal was nicknamed… Gategate. = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/examining-the-changelog-in-its-entirety-would-be-a-massive-task-given-that-it-was-now-over-200000-words-long/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/examining-the-changelog-in-its-entirety-would-be-a-massive-task-given-that-it-was-now-over-200000-words-long/1.1600w.avif" type="image/avif"> Not to mention the ending is truly poetic, and not something I expected. #bugs #games #process #software evolution #youtube how hard it is to agree what a bug even is, how a bug fix can introduce more bugs and be an overall net negative, how a new distribution method for something can drastically change its nature, that everything, as always, boils down to communication, that in community- and volunteer-led projects, not spending time on governance will come back and bite you. dependencies change management centralization vs. federation copyright and DMCA version control volunteer burnout issues of trust and ego and power

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