Archive for the 'Design' Category

Filters Optional

Photography has struggled to be considered a form of art since its inception. Technological advances have led to more accessible tools with enhanced capabilities for the everyman. It has evolved from being complicated and time-consuming to becoming an easy and popular medium consumed and, more importantly, created by many, many people. This existential argument of the validity of photography as an art form persists to this day and is most recently manifested in the numerous rantings of individuals over the validity and usefulness of the mobile app Instagram.

Instagram, for the uninitiated, is an application for your smart phone that allows you to take pictures, apply an optional filter to stylized the photo, and then share said photo with other people via Instagram’s own social network or sharing to Facebook, Twitter, etc.

There are a few curmudgeon who think that Instagram is useless or in some extreme cases ruining the art and profession of photography.

Anyone who’s ever tried to take a photograph with even a minuscule hint of creativity are artists. Framing a shot, choosing certain lenses, lens filters and post production all modify the reality of the thing being photographed.

Another thing about this progression of art (and by association, photography) is how prior works influence new works. I can take a picture of Yosemite just like Ansel Adams, but that’s only because his work came before mine. I could even use my much more technically sophisticated tools to duplicate the style of Adams – to evoke the same feelings. Does it make my photo art?

All art builds on prior art. Even if your purposefully attempting to be contrary to existing art or a particular style. Opposing that which came before it means you’re cognitively aware of its influence and history! No art exists in a vacuum and therefore the work of people using Instagram is just as valid as someone earning income, a professional, using his high-end Nikon D800 to capture a certain look or emotion with lens, lighting and Photoshop.

Instagram is art and the people using it are artists – with, or without, the filters.

So what if I’m wrong? What if this entire essay is inaccurate in claiming that users of Instagram are artists and the resulting images, modified or not, are art?

If Instagram isnt art, then it’s just silly fun – a game. Relax. If you’re going to get upset over fun, then I’d love to hear you talk about how Scrabble is not writing, and is deserving of equal flack.

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Must-have WordPress Plugins

Recently I was asked to consult with someone developing a website for their small business. We discussed their goals, developed requirements and at the end settled on WordPress for the content management system. As the individual was developing the site they became familiar with the feature of plugins and asked what would be some essential ones to include in their site. I sat down and put this list together and I’d like to share it with you.

In no particular order, my favorite and most useful WordPress plugins.

Advanced Blogroll- For links to other sites or other online presence (Facebook, LinkedIn, Twitter, etc.) you create links in what’s called a blogroll (The name is a holdover from the early days of WordPress.)y The default WordPress configuration displays them in alphabetical order. This plugin allows you to arrange them as you see fit. You can see how “Latest” comes before “Elsewhere” on the navigation to the right. ->

WordPress Database BackupLets me sleep at night. Since WordPress stores all of your pages and post content in a database, keeping a backup is a smart idea. I have this setup to email me once a week with a zip file of my database. It’s a small little email and I have Gmail set to filter it out of my inbox automatically.

Jetpack – What once was a gathering of separate plugins is now a super kung-fu collection of some great features. Two of my favorite features are the Wordpress stats and After the Deadline. The stats gives you near real-time feedback on traffic to and from your site. Popular pages, keywords and links displayed automatically in your dashboard. After the Deadline is a super grammar, style and spell checker that uses artificial intelligence to make you sound more-than artificially intelligent. That’ just two of the many features of Jetpack.

Akismet - Comment spam blocking magic. Spammers target popular content management systems like WordPress in an attempt to trick site owners into allowing spammy comments. Akismet sits in the background and filters these fake comments without any interaction. According to my stats it’s blocked over 17,000 spam comments with a 99.87% accuracy over 6 years. Not too bad.

Google Analytics – Google Analytics is the most powerful web tracking tool out there. Coupled with WordPress and a good email campaign tool (like MailChimp) you can track your readership with great detail. I could hours just going over how useful good web metrics are!

WP Super Cache – This is just incase you suddenly get hit with a million visitors. Normally, WordPress dynamically generates each page and post which causes a lot of requests for information in the database and all the pictures and styles in  your theme. This plugin uses a complex set of rules to create a static version of your page, making the load on the server much less. There by allowing for many more visitors at the same time.

One last recommendation is not a WordPress plugin but a web service called if this then that. ifttt allows me to glue things I do online together. For example, when I post a photo to Instagram ifttt automatically creates a new post on my site and posts the picture. It can greatly help in automating posting to a lot of other web services, which allows you to spend more time writing content and growing your business than messing with tech stuff.

I hope this helps you firm up your WordPress site and please leave a comment if you have a suggestion of your own.

Secrecy & Delight

Two of the major talking points about Apple as a company and the products they create are their near CIA-level of secrecy and their unabashed predilection to create products that delight those who use them.

The secrecy part, in large, is described as a strategic way to have an advantage over other companies. Companies who would love to beat Apple to market with their knock offs interpretations. Secrecy prevents Acme Company skipping the months or years of development and research, in which Acme saves a ton of money and beats Apple to market with an, admittedly, mediocre product.

Apple is often heralded (and mocked) for its claims of delight and surprise. Upon its initial unveiling, Apple described the  iPad as being “magical”. Apple products continuously rank high on Consumer Reports and other customer satisfaction charts.

There’s another part to secrecy that I think ties into the idea of delighting someone. In our hyper connected age where sharing information is approaching diarrhetic levels, the idea of being surprised about anything is becoming rare. Running robots? Boring. Traveling to the depths of the ocean? Yawn.¹ Apple uses their secrecy to actually deliver the delight and surprise, not just predict and pontificate on what might happen. Most product launches are quickly followed by the product being available. Not a watered-down version of a prototype, but the actual device down to the silicon.

There’s something to be said for the emotional impact a surprise party has over one that has been known about for months. Don’t get me wrong, a good party is still a good party, but a good party is overshadowed by a good surprise party.

Part of the secrecy that Apple holds helps to heighten the delight. For many people, getting an Apple device at launch is an experience. Ordering as soon as humanly possible or standing in line on launch day, you know that your new Apple device literally came straight to your home mere hours after being minted. You didn’t have weeks to prepare for its arrival. Half your fiends didn’t even know a new device was being released. That’s how new it is. Only Apple can deliver on that delight and experience and largely because of their secrecy.

Nintendo, Sony, Intel, Microsoft and many other consumer tech companies share their product roadmaps months, if not years ahead of time. There’s still delight, but it’s similar to reading the Plot to a movie on Wikipedia before watching it. You might still enjoy the film, but you kinda know what to expect. Apple could do the same, but if they were to do so I think it’s no secret that we’re so jaded that no one would be delighted or surprised.

 

¹I’m being a little tounge-in-cheek-in-cheek here. I, in fact, find these examples to be quite awe-inspiring.

 

Siri, With Headphones On

Today I learned that when using Siri with headphones on¹ she will read back any text or email messages before they are sent.

From Apple,

“When you use earphones or a headset, Siri reads back text messages and email messages that you’ve dictated before you send them, and it reads back the subjects of reminders before you create them. This is especially helpful when you’re driving and can’t see the iPhone 4S screen.”

I wish this option was the default behavior. There have been numerous times when I’m walking between buildings or to the car and want to send a note without looking at the screen and I’m not wearing headphones.

¹In my case my phone was plugged into the aux jack in my car.

SSX Review

SSX is the most recent in the long running series of over-the-top snowboarding games from EA. I’ve been playing the SSX games since Tricky¹ and while there are some that I love more than others², I continue to be a fan of the series. The most recent incarnation is a solid attempt to reboot the series, but is not without some flaws. Flaws which if you’re just now getting into the series might put you off the series.

As someone who’s played the earlier games, the controls take some getting use to. Even the option to use ‘classic’ controls isn’t an exact 1 to 1 to the layout of Tricky or SSX 3.³ The true classic controls would let you use the digital d-pad to pre-wind your flips and spins ahead of a jump. Holding right on the d-pad would lock your character in as you approached a jump. In order to maximize the effect, you’d also hold down on the jump button (X on the PS2/3) as you approach.

In SSX, the default controls heavily leverage the analog sticks, which I’m sure seemed like a good idea on paper. Left for spin/flips when in the air, left and right movement on the ground. In practice, it becomes rather frustrating. For movement you’d want to have the gradient of control analog gives you, but for precise input, such as tricks, it seems a little too loose and muted.

Another small change that is related is the pre-wind for jumps, spins and flips. In the previous games you’d have to line-up ahead of a approaching jump many seconds before you actually reached the apex of the ramp. In SSX the pre wind is not as necessary and if you try to pre-wind too soon your character will veer off course 9 times out of 10.

For an old-timer to the series I would love to just have my digital d-pad, face and shoulder buttons for tricks, spins, boost and jumps. Let me use the left analog for steering and leave the right analog out of it.

My second biggest beef beyond the controls (which I hope I can adapt to over time) would be the addition of the Deadly Descents.

From what I understand, during development the title was “SSX: Deadly Descents” and the element of ‘deadly’ was to be a prime focus for the game. There were to be these super harsh tracks with all sorts of obstacles. They changed the title during development and the ‘deadly descents’ became 8 boss peaks, each with a kind of hokey and unnecessary gimmick along with taxing and honestly un-fun tracks. These 8 peeks, all required to enjoy the single-player ‘story’⁴ detract what the game is about. Undoubtably EA spend lots of money on these tracks and as they progressed away from “Deadly Descents” to just SSX they couldn’t just cut them. I wish they would have.

One deadly descent has you press an additional button every few seconds in order to keep oxygen flowing to your player. Doing this on some of the more tame tracks would prove an additional challenge. Doing it on the unforgiving and frustrating “Deadly Descents” proves to be maddening. These tracks are not SSX tracks. It’s not easy to create a solid line downhill during a race, or to create a series of never-ending tricks in trick events. It’s sadistic when you add in the super dark tracks that need headlamps or wingsuits to glide like a flying squirrel.

To compound things, instead of having a reset button to reorient your character in the occurrence of falling off the track (which you will do often as these tracks have more blind spots than an 18 wheeler) you have the ability to rewind time. This time rewind feature has multiple penalties rendering it totally useless and just as frustrating as crashing. First you rewind time, but your opponents continue on unabated. Second, you can rewind, but will break whatever combo you had going. Third, the severity of the slope in most tracks will have you rewinding numerous times, compounding the existing two penalties. In most cases it’s better/easier to just restart the race from the beginning.

Another design decision is the absence of synchronous or traditional multiplayer. No jumping on Xbox Live to play head-to-head against your friends – much less any form of local multiplayer.⁵ All multiplayer features amount to racing ghosts and best times of other people. It’s not all doom and gloom with the multiplier. There’s a very primal competitiveness to besting your friends times and scores, but in 2012 I would think generic old multiplayer would be a given. Like windshield wipers.

The other hokey aspect of multi-player (and single player as well, the line is blurred as far as levels and unlocks are concerned) is the progression mechanism for unlocking new equipment. New boards and suits appear randomly in the store upon each visit, and even with minor loading times, it becomes tedious to determine if what you’re buying is any better than what you have. To add the illusion of customization, outfits for your characters offer nothing more than palette swaps. None of which appear that appealing and none that impact gameplay.

The unlocks are a little Zyngafied as well. You unlock stuff by earning gold and the crap you unlock is random, so you can’t save up to buy cool gear, you just have to get lucky in the store with random stock.

That said, I do like it. It’s not as good as 3, most of the tracks are either too frustrating to be enjoyable or to bland to be memorable as in Tricky and SSX 3. As a long-time fan it’s a solid game and so close to it’s predecessors that I can taste it.

It’s apparent that there’s an influence from the Call of Duty generation to make games more gritty, dark or realistic, but SSX is the last game where this makes any sense. This is a series that has been all about being over the top with crazy characters, crazy tricks and crazy tracks. None of which exist in this game. Well maybe the tricks. Barely.⁶

It’s SSX in HD, it could be better, and I hope they make another with some lessons learned.

http://www.metacritic.com/game/xbox-360/ssx

¹Which is the second in the series and to some the best of the series.

²My personal favorite was, and still is, SSX 3. Tight controls, logical level progression and some of my favorite tracks.

³Which is weird. Why call something classic when it’s not. Psudo-classic would be more appropriate.

⁴The story is less believable than the idea of people jumping out of helicopters to snowboard down the side of Mt. Everest rocking out to Foster the People.

⁵An unfortunate trend that continues. Sigh.

⁶I love grinding on rails as much as the next guy, but in SSX there is no need to balance while grinding and there are rails freaking everywhere.