Category Archives: Nerd

Your Workflow is the Battlefield

There’s been quite the wailing and gnashing of teeth over the Apple iPad not supporting Flash. Personally, I welcome this new landscape of the web, where a future without Flash seems not only bright but possible indeed.

That said, what is unfolding here is of considerable gravity, and will likely determine the future of the web. Most web professionals use Adobe tools in some capacity to do their job, whether Photoshop, Illustrator, Dreamweaver (gasp), Flash, Flex, Flash Cataylst, or even Fireworks (which is, according to many, the best wireframing tool on the market, despite its quirks and crash-prone behaviors).

Now, I am not privy to inside information, but based on what I’ve been able to glean, Adobe’s strategy is something like this. There is a deliberate reason that your workflow as a standards-based web professional sucks; that Photoshop doesn’t behave the way you want it to, that exporting web images is still a pain in the ass, and that you actually need to fight the software to get it to do what you want.

Adobe knows how you use its software. Adobe knows how you want to use its software. Adobe understands your existing workflow.

And it doesn’t fucking care.

You see, Adobe doesn’t view you, as a web professional, as someone engaged in building websites. It doesn’t view itself as one who builds the tools to support you in your job. Adobe does not view you as the author of images and CSS and HTML and Javascript that all magically comes together to create a website, but rather as the author of what could potentially be Adobe Web Properties™.

They are not interested in supporting your workflow to create standards-based websites, because that is not in their strategic interest. They would much rather you consented to the cognitive model of Adobe Software™ to create proprietary Adobe Web Properties™ that render using Adobe Web Technologies™.

In essence, Adobe wants to be the gatekeeper for the production, as well as the consumption, of the web.

Apple knows this, and knows that the future of the web is mobile. Their actions are no less strategic than that of Adobe, and Apple has chosen a route that deliberately undermines Adobe’s strategy; Adobe’s strategy for controlling not just the consumption of rich interactive experiences on the web, but their production as well.

From the production side, as far as Adobe is concerned, if you’re not building your websites in Flash Catalyst and exporting them as Flash files, you’re doing it wrong.

Your frustrations with Photoshop and Fireworks in not supporting the “real way” web professionals build standards-based websites are not by accident, but by design. Adobe views each website as a potential property over which they can exert control over the look, feel and experience. As these “experiences” become more sophisticated, so do the tools necessary to create them. Adobe wants to be in the business of selling the only tools that do the job, controlling your production from end-to-end, and then even controlling the publication of and access to your creation.

Apple’s own domination plans for the mobile web undermines all this.

And Adobe is pissed.

Hans and Umbach: Atoms Are the New Bits

The Hans and Umbach Electro-Mechanical Computing Company

Needless to say, Hans and Umbach are extremely excited about this new article in Wired magazine, which champions a trend of garage tinkerers and other DIYers acting in concert to bring the world its next generation of products. Just as the internet democratized digital publication, so will new prototyping technologies democratize physical production.

We’d better get crackin’.

Introducing the Hans and Umbach Project

The Hans and Umbach Electro-Mechanical Computing Company

Last summer I began thinking about something that I referred to as “analog interactions”, those natural, in-the-world interactions we have with real, physical artifacts. My interest arose in response to a number of stimuli, one of which is the current trend towards smooth, glasslike capacitive touch screen devices. From iPhones to Droids to Nexus Ones to Mighty Mice to Joojoos to anticipated Apple tablets, there seems to a strong interest in eliminating the actual “touch” from our interactions with computational devices.

Glass capacitive touch screens allow for incredible flexibility in the display of and interaction with information. This is clearly demonstrated by the iPhone and iPod Touch, where software alone can change the keyboard configuration from letters to numbers to numeric keypads to different languages entirely.

A physical keyboard that needed to make the same adaptations would be quite a feat, and while the Optimus Maximus is an expensive step towards allowing such configurability in the display of keys, its buttons do not move, change shape or otherwise physically alter themselves in a manner similar to these touch screen keys. Chris Harrison and Scott Hudson, two PhD students at CMU, built a touch screen that uses small air chambers that allow it to feature physical (yet dynamically configurable) buttons.

From a convenience standpoint, capacitive touch screens make a lot of sense, in their ability to shrink input and output into one tiny package. Their form factor allows incredible latitude in using software to finely tune their interactions for particular applications. However, humans are creatures of a physical world that have an incredible capacity to sense, touch and interpret their surroundings. Our bodies have these well-developed skills that help us function as beings in the world, and I feel that capacitive touch screens, with their cold and static glass surfaces, insult the nuanced capabilities of the human senses.

Looking back, in an effort to look forward.

Musée Mécanique

Much of this coalesced in my mind during my summer in San Francisco, and specifically in my frequent trips to the Musee Mecanique. Thanks to its brilliant collection of turn-of-the-century penny arcade machines and automated musical instruments, I was continually impressed by the rich experiential qualities of these historic, pre-computational devices. From their lavish ornamentation to the deep stained woodgrain of their cabinets, from the way a sculpted metal handle feels in the hand to the smell of electricity in the air, the machines at the Musee Mecanique do an incredible job of engaging all the senses and offering a uniquely physical experience despite their primitive computational insides.

Off the Desktop and Into the World

It’s clear from the trajectory of computing that our points of interaction with computer systems are going to become increasingly delocalized, mobile and dispersed throughout our environment. While I am not yet ready to predict the demise of computing on a desktop (either through desktop or laptop computers alike), it is clear that our future interactions with computing are going to take place off the desktop, and out in the world with us. Indeed, I wrote about this on the Adaptive Path weblog while working there for the summer. Indeed, these interactions may supplement, rather than supplant, our usual eight-hour days in front of the glowing rectangle. This increased percentage of time that a person in the modern world would spend interacting with computing, even through any number of forms and methods, makes it all the more important that we consider the nature of these interactions, and deliberately model them in such a way that leverages our natural human abilities.

Embodiment

One model that can offer guidance in the design of these in-the-world computing interactions is the notion of embodiment, which as stated by Paul Dourish describes the common way in which we encounter physical reality in the everyday world. We deal with objects in the world–we see, touch and hear them–in real time and in real space. Embodiment is the property of our engagement with the world that allows us to interpret and make meaning of it, and the objects that we encounter in it. The physical world is the site and the setting for all human activity, and all theory, action and meaning arises out of our embodied engagement with the world.

From embodiment we can derive the idea of embodied interaction, which Dourish describes as the creation, manipulation and sharing of meaning through our engaged interaction with artifacts. Rather than situating meaning in the mind through typical models of cognition, embodied interaction posits that meaning arises out of our inescapable being-in-the-world. Indeed, our minds are necessarily situated in our bodies, and thus our bodies, our own embodiment in the world, plays a strong role in how we think about, interpret, understand, and make meaning about the world. Thus, theories of embodied interaction respect the human body as the source of information about the world, and take into account the user’s own embodiment as a resource when designing interactions.

Exploring Embodied Interaction and Physical Computing

And so, this semester I am pursuing an independent study into theories of embodied interaction, and practical applications of physical computing. For the sake of fun I am conducting this project under the guise of the Hans and Umbach Electro-Mechanical Computing Company, which is not actually a company, nor does it employ anyone by the name of Hans or Umbach.

In this line of inquiry I hope to untangle what it means when computing exists not just on a screen or on a desk, but is embedded in the space around us. I aim to explore the naturalness of in-the-world interactions, actions and behaviors that humans engage in every day without thinking, and how these can be leveraged to inform computer-augmented interactions that are more natural and intuitive. I am interested in exploring the boundary between the real/analog world (the physical world of time, space and objects in which we exist) and the virtual/digital world (the virtual world of digital information that effectively exists outside of physical space), and how this boundary is constructed and navigated.

Is it a false boundary, because the supposed “virtual” world can only be revealed to us by manipulating pixels or other artifacts in the “real” world? Is it a boundary that can be described in terms of the aesthetics of the experience with analog/digital artifacts, such as a note written on paper versus pixels representing words on a screen? Is it determined by the means of production, such as a laser-printed letter versus a typewriter-written letter on handmade paper? Is a handwritten letter more “analog” than an identical-looking letter printed off a high-quality printer? These are all questions I hope to address.

Interfacing Between the Digital and Analog

Paulo's Little Gadget by Han

I aim to explore these questions by learning physical computing, and the Arduino platform in particular, as a mechanism for bridging the gap between digital information and analog artifacts. Electronics is something that is quite unfamiliar to me, and so I hope that this can be an opportunity to reflect on my own experience of learning something new. Given my experience as a web developer and my knowledge of programming, I find electronics to be a particularly interesting interface, because it seems to be a physical manifestation of the programmatic logic that I have only engaged with in a virtual manner. I have coded content management systems for websites, but I have not coded something that takes up physical space and directly influences artifacts in the physical world.

Within the coding metaphor of electronics, too, there are two separate-but-related manifestations. The first is the raw “coding” of circuits, with resistors and transistors and the like, to achieve a certain result. The second is the coding in Processing, a computer language, that I write in a text editor and upload to the Arduino board to make it work its magic. Indeed, the Arduino platform is an incredibly useful tool for physical computing that I hope to learn more about in the coming semester, but it does put a layer of mysticism between one and one’s understanding of electronics. Thus, in concert with my experiments with Arduino I will be working through the incredible Make: Electronics: Learning by Discovery book, which literally takes you from zero to hero in regards to electronics. And really, I know a bit already, but I am quite a zero at this point.

In Summary

Over the next few months I aim to study notions of embodiment, and embodied interaction in particular, in the context of learning and working with physical computing. As computing continues its delocalization and migration into our environment, it is important that existing interaction paradigms be challenged based on their appropriateness for new and different interactive contexts. The future of computing need not resemble the input and output devices that we currently associate with computers, despite the recognizable evolution of the capacitive touch screen paradigm. By deliberately designing for the embodied nature of human experience, we can create new interactive models that result in naturally rich, compelling and intuitive systems.

Welcome to the Hans and Umbach Electro-Mechanical Computing Company. It’s clearly going to be a busy, ambitious, somewhat dizzying semester.

Slippery Slope

Tonight, Kate and I are playing a game. It is called the Don’t Drink the Bacon Grease game. The first person to drink the bacon grease loses the game.

So far we’re both winning.

But I think Kate might be pulling ahead.

Quoth Heidegger

There are two kinds of people in the world. Those who engage in hermeneutical phenomenology, those who engage in phenomenological hermeneutics, and those who get beat up after philosophy class for being good at math.

Directions to Mark’s Work

Out to vine. Cross vine, straight to welding. Right side of welding. Two-track entry to nature. Entry behind. Natural area. Straight. Between ponds. Fenced-in area. Right of chain link fence. Straight. Little hill. Up it. On top of berm along river. Left on dirt single track, fifty feet to railroad tracks. Left to get on rails, cross river on rails. Immediately to right is Mark’s building.

The One In Which Dane Discusses AT&T Service Plans for Five Hundred Words, Much To Everyone’s Dismay

Well shucks. I was just about ready to toss my first-generation iPhone down a well, until I dug a bit further into how much this new service plan was going to cost me.

All I can say is, ouch.

Right now I’ve got 450 anytime minutes and 5,000 night-and-weekend minutes for $39.99 a month. In addition I have my iPhone data plan, which includes 200 text messages, for $20 a month. Finally, I do a lot of dialing across multiple time zones, and so to keep those long family conversations from bankrupting my lavish estate I have early nights and weekends for an extra $8.99 a month.

This comes to a grand monthly total of $68.98, or approximately $72 after those bullshit fees. The last I heard we had finally finished paying off the Spanish American War, and so the phone companies have been quietly rewriting their terms and conditions such that they are no longer charging you recovery fees for the taxes they incur, but service fees for whatever the hell they want. It was this breach of contract that allowed me to duck out of my Sprint contract back in January 2008 and avoid their $200 early termination fee.

So. The data plan for the iPhone 3G bumps everything up an extra $10 a month to $30. Now, from what I’ve heard 3G is pretty freakin’ amazing compared to EDGE, but unfortunately I never seem to live or recreate in a place that supports 3G (San Francisco, of course, being a civilized anomaly in my trek through the backwaters of America).

Thus, for my purposes it would be an extra $10 a month for the privilege of potentially enjoying a service that I will never get to use. Now, I do get other amazing things with an iPhone 3G S, such as GPS and voice control and more storage space and a compass and a faster CPU and a non-recessed headphone jack, but it hardly seems prudent that I should reward AT&T on a monthly basis for enjoying a set of features that has nothing to do with their service.

What’s more, I would have to pay an extra $5 a month to get the 200 text messages that are currently included in my (cheaper) data plan. Now, I don’t text much, but I find it indispensable when coordinating with friends, or sharing short bursts of information that don’t require a proper phone call. Indeed, it is criminal that they charge money for something that rides as heavy as a hobo fart on the network’s backchannel and costs them nothing to support. That said, if I have to pay for texting I want a flat rate, as the last thing I want to think about when I’m composing a text is whether or not it’s worth 25 cents.

I have been with AT&T long enough that I qualify for the $199 pricing on the new phone. The question is, then, how enthusiastic I am about getting burned for an extra $180 a year for the same mobile service that I currently enjoy (as 3G does not yet penetrate the windswept mountaintops and tree villages that I typically inhabit). To put it in perspective, that’s a monthly payment I could spend on hosting my intertubes at Media Temple.

Which. If things go as planned, both these expenditures might well be worth their while.

In other news, I wrote my first iPhone app today.

JJ Abrams Is All Over The New Star Trek Movie

And the world is a better place for it.

  • Location names are set in Futura. Come to think of it, Futura is all over the place.
  • They discuss “Slusho” in the bar at the beginning of the movie.
  • I swear one of the doctors who delivered James Kirk was the scientist from the Dharma Initiative videos in Lost.
  • Angry ice world beast thing looks like a puppy version of the Cloverfield angry beast thing.
  • Time travel.
  • Movie totally kicked ass and I want to see it again.
  • And again and again.

Dane and James’ Lost Dreams

Dane and James' Lost Dreams

Chances are my handwriting is blowing your mind right about now, so allow me to translate:

“Dane and James’ Lost Dreams!”

Cruise Ship + Roller Coaster = Awesome.

Smoke (cruise ship also makes dirt bike sounds) BRAAP-BRAAP!

PROBLEM: No one is signing up for spring break in Cancun for 2010… some say it’s too early, but those people are wrong (and probably stupid, too). We say it’s because of SWINE FLU (aka H1N1, for that bitchy pig lobby).

…just means more bacon for the rest of us.

SOLUTION: “Dane and James’ Lost Dreams,” a cruise ship that caters to the real target user group of cruise ships!

  • People who own Harley Davidson t-shirts (but no longer have the sleeves to go along with them) – used to be black, but went through the wash too many times…
  • People with fanny packs (preferably in bright colors).
  • People who have a favorite monster truck driver.
  • People with multiple chins.
  • People who shouldn’t wear swimsuits, nor own them.
  • People who live in dorms, or still wish they did.

FUCK THE CASINO. We’re doing an entire deck of mini-fridges and microwaves and TV dinners. (not to mention TV desserts!)

VODKA + JELLO CAKE = VODELLO CAKE

Luxurious Double-Wide Toilet Paper
America demands Brawny on its ass.

Yes, everything is an interface problem.

Smoke alarms should be rebranded as “this device is broken and needs to be replaced” alarms, to better reflect their most frequent use case.