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.