My wish, in the event that anyone whose powers might encompass this is listening, is that there are more places like this one.
Missed it the first time through, but here’s a data visualization by The New York Times that demonstrates exactly how devastating a well-designed visualization can be.
I’ve been grappling with a stomach bug the past few days, which was as good a reason as any to unplug from everything I could for a little. Two things I thought were notable as I caught up on my RSS feeds:
Donald Glover Can’t Save You. I lost track of his career after Community–and this article hints that there is a bigger story to tell about that particular series–so this profile was enlightening. I’ll cop to not even having Atlanta on my radar, but this piece convinced me I needed to watch.
I Went To The Olympics and All I Got Was This Tentative Sense of Hope. I have always loved the Olympics–the weirder the sport, the more I want to see it–but the toll they take on the hosting cities and all the corruption pervading the IOC has made that love problematic, to say the least. I liked this article mostly for the small peek it offered into what it’s like to go to an Olympics as a local. As a TV watcher, it was a little — worrying isn’t the right word for it? — that the ads were so repetitive; to me, a sign that Big Corps don’t think Americans watch them, so nobody except big-ticket sponsors are buying. But what do I know about the television industry?
p.s. Just taking a few days away from the news really reinforces the absurd quality that headlines have taken on in the past 402 days. Try it if you haven’t.
Andreas Larsen has solved a problem I’ve been grappling with for a while now but, until I read his work, couldn’t put a name to. In short: CSS gradient fills pop out at you because they have hard edges.
I didn’t know who Sean Vanaman was, either, but he worked on Firewatch. It’s a great, honest conversation about the state of video games that somehow left me, despite so many signs pointing otherwise, feeling that there is still a commercial future for games with strong narrative components.
Sebastiaan de With’s explanation of how his team redesigned Halide for iPhone X without access to hardware is both impressive and maddening. Impressive because of all the mental gymnastics, maddening because the gymnastics were needed.
His discussion of reachability is spot-on. In this world of bigphones, everything mobile should be designed with this in mind.
I love the clarity of the infographics, and think they’re a great way to map a piece of music. However, I wonder if they would change my listening experience as much as I think they would. When I go to the BSO, I usually browse the program before the concert starts, or at intermission — never during the actual concert, because riffling through pages feels rude to me. These notes feel more like a sports announcer or tour guide — informative, but meant to be experienced simultaneously with a performance instead of something to reflect on before or afterwards.
I’ve been a fan of the 99% Invisible podcast for a long time, but their recent Miss Manhattan episode really knocked it out of the park. I knew in the abstract sense that statuary is often based on real models, of course, but I had never really considered what it would feel like to look up at a thing made of marble, or bronze, or any other material that will last many more years than a single human lifespan, and see your own face. And in Audrey Munson’s case, at least, to be ubiquitous yet forgotten.