design
Snark by Snarkwest: Design fiction
This session wasn’t as I expected. I suspended the liveblog early, after slinging a mild amount of snark. Replay at your own peril.
Urban counter-crime
Geoff Manaugh at Bldgblog argues that Die Hard is “one of the best architectural films of the past 25 years.” After a short but revealing look at the urban tactics of Israeli soldiers, he lays out his case:
Die Hard asks naive but powerful questions: If you have to get from A to B—that is, from the 31st floor to the lobby, or from the 26th floor to the roof—why not blast, carve, shoot, lockpick, and climb your way there, hitchhiking rides atop elevator cars and meandering through the labyrinthine, previously unexposed back-corridors of the built environment?
Why not personally infest the spaces around you?
The only problem, Manaugh notes, is that Die Hard’s sequels didn’t live up to the promise of the original — not just as a well-played action movie, but in continuing this exploration of urban space. “An alternative-history plot for a much better Die Hard 2 could thus perhaps include a scene in which the rescuing squad of John McClane-led police officers does not even know what building they are in, a suitably bewildering encapsulation of this method of moving undetected through the city… ‘Walking through walls’ thus becomes a kind of militarized parkour.”
I think Manaugh (like most fans) is a little too hard on the Die Hard franchise here, particularly Die Hard: With A Vengeance, which actually did try to make the McClane magic work across NYC. What’s motoring across Central Park (sending picnicers scrambling) or driving along the NYC aqueduct other than extending this “move at at all costs” to the city? That movie’s fine; people just didn’t like the title.
Manaugh points out a number of other action films — say, The Bourne Ultimatum — pick up this challenge. But in a way, the real sequel to Die Hard was The Fugitive. I caught The Fugitive on cable recently, and was surprised how enjoyable it is. Watch that movie again, and watch how Harrison Ford as Dr Richard Kimble pulls every McClane trick and uses the entire city of Chicago in the second half of the film — hospitals, jails, underpasses, elevated trains, parades — impersonating one character after another at the margins of the city’s infrastructure, simultaneously fleeing capture and performing his own investigation. It’s even more impressive, in some ways, because Kimble almost never has a gun, and can’t pull off the same physical acrobatics as an NYC cop who’s probably 10–15 years younger.
It’s actually really good. And Chicago looks great in that movie; totally like itself.
In the darkness
Darkness at night is such an obvious and easily-neglected thing, probably because it’s no longer a problem. Our cities, even our houses, are made safe and accessible by electric light (and before that, gas lamps, candles, etc.).
But remember your experience of night as a child, the confounding absoluteness of darkness, and you begin to understand a fraction of what night was like prior to modern conveniences. The conquering of night might be the greatest event that wasn’t one in human history, certainly of the past 200 years — right up there with the massive declines in infant/mother death in childbirth or the emergence of professional sports.
Geoff Managh at BLDGBLOG lays it down with a tidy piece of paleoblogging by proxy:
Writing about the human experience of night before electricity, A. Roger Ekirch points out that almost all internal architectural environments took on a murky, otherworldy lack of detail after the sun had gone down. It was not uncommon to find oneself in a room that was both spatially unfamiliar and even possibly dangerous; to avoid damage to physical property as well as personal injury to oneself, several easy techniques of architectural self-location would be required.
Citing Jean-Jacques Rousseau’s book Émile, Ekirch suggests that echolocation was one of the best methods: a portable, sonic tool for finding your way through unfamiliar towns or buildings. And it could all be as simple as clapping. From Émile: “You will perceive by the resonance of the place whether the area is large or small, whether you are in the middle or in a corner.” You could then move about that space with a knowledge, however vague, of your surroundings, avoiding the painful edge where space gives way to object. And if you get lost, you can simply clap again.
Managh also thrills at Ekirch’s other discovery: “Entire, community-wide children’s games were also devised so that everyone growing up in a village could become intimately familiar with the local landscape.” Not only would you know your house in the dark, you would learn to know the architecture of your entire town. Managh asks:
But this idea, so incredibly basic, that children’s games could actually function as pedagogic tools—immersive geographic lessons—so that kids might learn how to prepare for the coming night, is an amazing one, and I have to wonder what games today might serve a similar function. Earthquake-preparedness drills?
Having spent most of the morning singing songs like “clean it up, clean it up, pick up the trash now” and “It’s more fun to share, it’s more fun to share,” I don’t see kids’ games as pedagogic tools as such a leap, although the collectivity of the game and the bleakness of the intent give me a chill. “If the French come to try to burn this village at night, the children must know exactly where they are before they begin to run.” Cold-blooded! They probably all learned songs about how kitchen knives and pitchforks could be used against an enemy, too. “Every tool can kill, every tool can kill…”
It’s probably also a good idea, if you’ve got kids, to teach them a thing or two about their neighborhoods. Not to get all grumpy and old, but in the absence of the random-packs-of-children-roaming-the-town-alone parenting style I grew up with, kids are probably not picking up the landmarks by osmosis. What will they do when the zombies attack? Use GPS? Call a cab?
Phone solo
Noted layabout Jason Kottke writes about one of the unexpected virtues of the iPhone; it’s easy to use with one hand.
People carry things. Coffee, shopping bags, books, bags, babies, small dogs, hot dogs, water bottles, coats, etc. It’s nice to be able to not put all that crap down just to quickly Google for the closest public restroom (aka Starbucks)…
My wife spends about five hours a day breastfeeding our daughter and has only one hand available for non-feeding activities. That hand is frequently occupied by her iPhone; it helps her keep abreast (hey’o!) of current events, stay connected with pals through Twitter & email, track feeding/sleeping/diaper changing times, keep notes (she plans meals and grocery “shops” at 3am), and alert her layabout husband via SMS to come and get the damned baby already.
I think it’s fairly easy to dial and answer any cell phone with one hand. It’s the fact that you can almost perfectly use smartphone functions with a single hand that set the iPhone apart. I used to have a Blackberry Bold — it bit the dust around the same time my arm did — and while I really liked a lot of things about the hardware, you really couldn’t use it well with one hand. In particular, the virtues of fast thumb-typing on a mechanical QWERTY keyboard seem a lot smaller when that particular grip is impossible for you to pull off.
Now I’ve got an iPhone, and the ability to use the thing one-handed is one of several features that makes it the perfect phone for me. (Let me also say, after my venture into Blackberry land — if you primarily use a Mac, it’s silly to have another smartphone. If you’re on Windows, do what you feel.)
Jason mentions my recently broken arm in his post, along with a tweet I wrote: “They should have an ad — ‘If you’ve got a broken arm, this is the perfect phone for you!’” Jason also points out that many folks have disabilities more permanent than mine which make it hard for them to use both arms/hands; this observation really touches me, since I have a relative with a congenital upper limb difference whose left hand is prosthetic. Also, several of my good friends from rehab have had spinal injuries that greatly limit the full use of their limbs.
Generally, I would say that while I was actually pretty conscious of accessibility issues before my injury, I have a completely different understanding of it now, as I’m navigating the world in a wheelchair, trying to both capture and manage the attention of random passers-by, totally aware of just how much function I have, and that (unlike my friends) I’ll be hanging up the wheelchair in just a few weeks. (Rehabbing the arm will take a while longer.) Your cheerfulness about the situation varies almost directly with your autonomy — and the iPhone is GREAT at making you feel autonomous. Innovation in interface design isn’t just about creating a cooler experience. It’s about giving more and more people a shot at that experience to begin with.
I Hear Prada’s Collection Is All Voronoi Diagrams This Season
Here’s a great post about Voronoi diagrams: what they are, why they’re cool, and how to draw them. sevensixfive writes: “they can be used to describe almost literally everything: from cell phone networks to radiolaria, at every scale: from quantum foam to cosmic foam.”
After you have drawn your own Voronoi diagram by hand, perhaps you will enjoy this rad Voronoi diagram animation made with Processing.
You know what Voronoi diagrams always really remind me of? Skin! But also, I suppose, leaves.
Colorful, But Not Cute
Two things I like about this interview with The Little Friends of Printmaking: a) the colors, and b) the process. Near the end of the post, you get to see every stage in the creation of a new poster. Pretty cool.
Titles Through Time
Oh lord. That new design blog idsgn is doing the Serpentor thing where they cross-breed bloggable memes into unstoppable super-posts.
Here they’re filtering Christian Annyas’s film title collection to present a crisp snapshot of film titles over time.
QUESTION: The idsgn post includes a frame from the title sequence for SE7EN, and this page says the sequence “changed the way we look and think about title design today and is arguably the most imitated main title ever made.”
What was so special about it? Was it the layering of imagery? The jittery motion? (I realize this is probably one of those situations where the aesthetic innovation has now diffused so fully that I simply can’t see it. But I wanna know what I should be looking for.)
(Via BA.)
How The iPod Changed The Way We Read
Since I slid this claim in at the end of a long post with a lot of literary theory, you might have missed it:
When the media landscape changes, we actually begin to SEE things differently, even (or ESPECIALLY) things that haven’t changed at all.
This is the reason why the iPod didn’t just change the way we listen to music — and later, look at pictures or movies or play video games. It changed the way we read.
And (because I couldn’t help my ever-qualifying self):
(As did movies, television, video games, and many, many other things.)
(The big one I Ieft out in this list was mobile phones, but since the iPod and the smartphone wound up being convergent/complementary technologies, I think they’re more arguably part of the same story.)
Let me try to spell out point by point how I think the iPod — or more precisely, the evolution of the iPod — changed reading.
- Design Matters. The iPod elevated the level of aesthetic pleasure people expected from handheld devices, as well as the premium they were willing to pay for well-made things. Looking back at the first-generation Kindle, it’s actually astonishing how much of the early commentary focused on the perceived ugliness of the device. In particular, the first Kindle didn’t just look ugly — it looked out of date. This was something we used to care about with home theater equipment and kitchen appliances — the iPod taught us to care about it on our handhelds, even when we were walking around with cheap plastic phones. If the e-reader breakthrough had happened in 1999 or 2002, even if the device had been similarly awkward-looking relative to the technology around it, I don’t think this would have been as much of a problem as it became.
- Software Matters. I almost titled this “Design Goes All The Way Down.” It’s a truism now that Apple was able to swoop in on the digital music market because they wrote better software than the Sonys and Samsungs they were competing with on the high end. But it’s true. You’re not just creating a piece of hardware; you’re creating an interface for an experience. And in particular, if you get the experience of buying, sorting, finding, and selecting media wrong, you’ve got real problems. You have to make the software intuitive, powerful, and fun. The goal is to reduce the friction between a user’s intent and their goal — whether it’s buying music, listening to it, or flipping through album art. If there’s friction anywhere in the experience, it had better be deeply pleasurable friction. (That’s right, I said it.)
The Kindle actually seems to understand this really, really well.
- This is more specific: People Like Full Color. Was anyone complaining about the monochrome taupe-and-dark-taupe display of the first iPod? No. Was I when I bought my first iPod, in 2004? Not at all. Did I cry inside when they launched the first color-display, video-capable iPod about a month afterwards? Not exactly. I cried on the outside, too. Color is resource-intensive, and hard to get right on a small screen. But god — it’s beautiful. It’s also one of the things that easily gets lost in the transition from print to digital; there’s nothing like a book with full-color prints, and the only thing sadder than an image-heavy book that’s all in black-and-white is a digital version of the same book that doesn’t have images at all.
- Images Make Reading Easier. I mean, this is one of the big lessons of the graphical interface on the desktop, right? Column after column of text is hard to look at, and it’s hard to distinguish one version from the next. Seriously — sorting through an early iPod, like my third-gen one, is one of the most intense reading experiences you’re likely to have, and I think it (along with text messages) totally softened people up for reading strings of text on small screens. But texts with icons — even generic icons that just look like little pieces of paper next to the text that identifies with them — reinforces the idea that you’re dealing with distinct objects. Add covers — like book or album covers, or preview images of pictures, and you’ve got a hieroglyphic hybrid mode of reading that is frankly more powerful and intuitive than text or images alone. Create a software interface where you can manipulate those objects, and you’ve got something that’s genuinely game-changing.
- Media Devices Should Do More Than One Thing. It’s great that I can take my music with me, but I’d really like to listen to radio programs, too. (Podcasts.) I carry around all of these pictures in my wallet — maybe you could…? (Done.) What about TV? I like TV. And my kids like to watch movies in the car. (We can do that.)
Was it obvious that there was a hidden affinity between pictures and music and movies? No. But once you’ve got a screen with a big hard drive, a great syncing tool, and a solid store that can deal with media companies… You follow the logic of what you can meaningfully offer and what your customers can use the device to do.
The only thing more appealing for multiple media than a tiny screen with a big hard drive is a great big screen with a big hard drive. I can’t believe that future reading devices won’t take advantage of it.
- Make It Easy For Me To Get My Own Stuff On The Screen. Can you imagine if Apple had ONLY let you put stuff on your iPod that you’d bought or ripped through iTunes? The iPod moment benefited tremendously from the Napster moment, which in turn was driven by the CD-ripping and cheap fast internet moment. You had all of this digital material sitting on people’s hard drives and floating around networks, and we just needed someplace to put it. There’s no stuff we want more than our own stuff. Apple smartly opened itself up to it. Well, likewise, now, we’ve decades of office documents sitting on people’s hard drives and hypertext pages floating around networks, and nowhere but our computers to put it.
I’ll say it again: There’s No Stuff We Want More Than Our Own Stuff. If Amazon, or Google, or anybody, could find a way for me to get MY print library on a portable screen, I would both love and pay them dearly for the chance to do so.
- Devices Should Talk To Each Other. My DVD player is an idiot. It has nothing to say to anyone except maybe my TV and some speakers. Now, I just leave it in a drawer. My TV is a little better, because it listens really well, but not by much. From the beginning, the iPod could both talk and listen to your computer. Now, because of its wireless connect, the iPhone can talk to almost anything.
The Kindle’s networking ability, still limited as it is, stands on the shoulders of those devices. (And your computer, too, does a much better job of talking to small, post-PC devices than it used to, from video game consoles to mobile phones.)
- This last point is from Gavin Craig, and it includes the iPod, and the Kindle, but also is more general: “It should be possible to make the device useful in ways that the designer may not have intended.” I call this half-jokingly “Media Existentialism.” (Existence precedes essence; we come to terms with our determined place in the universe, and only afterwards do we define who we are and what we’re for.)
The point is that users, not designers, ultimately determine what an object is for; and any attempt to engineer-through that process in a closed-ended way restricts value rather than creating it.
This is a short list of the expectations we have for reading machines now that we largely didn’t have a decade ago. None of them came from devices that were designed (except largely accidentally) to read anything.
But this list only barely begin to speak to the expectations we’ll have for an electronic reader decades from now.
What might those expectations be? Where will they come from? How might they change everything else?
A Piece of the Planet, Pinned To Your Chest
This seems really resonant to me: a piece of jewelry cut to the contour of any place on earth. The silver version is too expensive, but it’s a cool idea; they should offer them in plastic.
Rockin’ Microsoft Fonts
Microsoft has taken an epic amount of abuse for Arial, their now-ubiquitous Helvetica knockoff. But, uh, did anybody notice… I think they took it to heart… ’cause the new Windows fonts are really good?

And they’re not even that new, right? I think they’ve been out since 2007. Anyway, one in particular, Calibri, is just really nice. Of course, I think it’s nice, in part, because it has many ligatures (see above).
Maybe this is old news and everyone has been joyfully typing away in Calibri and Consolas for years now. I’m just getting wise. And looking for synonyms with the “ti” word pairing.
Update: Actually, I totally remember when this Poynter piece by Anne Van Wags about the C-family came out. But it was all “ooh, wow, coming soon, maybe” and then somehow I missed the actual release of these fonts.



