The Manifold of Viable Interfaces
The boundaries and design space of possible graphical user interfaces
Thoughts, updates and discoveries on design, technology, and making.
The boundaries and design space of possible graphical user interfaces
Depth-sensing camera with Touch Designer
Some favorite album art
Conditions important for prototyping teams
A small site update
Running list of games with inspiring OSTs.
Musing on human intent, input and interaction design.
Some notes on the expansion and contraction cycles of Responsive Design approaches.
How should we shift what we value in visual design when everything can be immediately reproduced?
Some gotchas for installing a tool for coverting 3D files to USDZ files.
Visualizing the emotional effects of type and image
An overview of approaches for spatially adaptive fonts
The medium of Mixed/Augmented Reality gives us a unique opportunity to reexamine typography’s relation to both us and our space. Historically, boxes and grids have dictated how we design type and employ typography, but how does this hold up when type has environmental awareness?
I coded a tiny Shaderlab threshold shader for Unity. It just takes greyscale values from pixels and makes them black or white based on if they meet the threshold level.
Currently, we have plenty of great digital flat screen interfaces and fun Augmented Reality experiments, but there are few examples of user interfaces that traverse 2D and 3D spaces when efficient for a user. Typically, flat UI is constrained to flat planes and most AR objects float independently within a scene. Interfaces that can switch between 2D and 3D give us the opportunity to take advantage…
Twitter notifications can be fun, distracting or addictive. I built a tiny Chrome extension that hides the Twitter notification badge using a few lines of CSS
Recording video in Unity to capture a specific scene or animation isn’t hard with the right plugin.
Christopher Alexander’s forward for Patterns of Software written by Richard P. Gabriel in 1996 poses a question which is still just as relevant in design today.
Unity 2017.20.0 Beta shipped with a new tile map editor built in. This is great for quickly creating maps that would otherwise take too long to position manually or are simple enough they don't require a programmatic solution.
As we design, we mark well traveled paths so we can quickly and efficiently find our way back. The points we set can create design spaces that are constraining or freeing, depending on where they're placed.
A small list of helpful articles on React.js. Changes to React.js itself, tooling, and new javascript ES6 features have led to scattered documentation.
A quick look at what prototyping tools are for.
I had the opportunity to attend the Typographics Conference and Typelab in NYC
An A List Apart article on the opportunities of responsive typography
Aetherpoint.com redesign
A code snippet for scraping with Casper.js.
A collection of OSX glitches
A list of music artists that keep me inspired
A collection of GLSL resources that have been helpful to me
A quick little animation piece of a car
A reminder to step away from the computer sometimes.
Stoked to learn from my independent study on user modeling
As a visual designer, speaking to a girl with blindness and her guardian was pretty sobering
Learning is hard work and passion required to overcome biases towards unfamiliar things.
Just a note to self to do what's important.
We exert a huge amount of time and resources to tailor experiences towards users. We try to understand and empathize with them, but fail to simply make things work for entire groups of people
Keeping your personal site current and tuned up takes a lot of time. Even for small blogs, anticipating content growth early can be worth it
One of the powers visual designers have is the ability to comment on and draw from culture. If we're just using design principles to enforce basic hierarchy or style UI elements are we designers or producers?
People and their contexts evolve. Ideally, interfaces should do the same across longer periods of time to cater to the user's mental processes
Flat UI is a natural progression from skeumorphism for the digital medium, but can only be boiled down so far
Yes, design is much more than how something looks, it's how it works. Regardless, the honing of design aesthetics and development skills simultaneously still fight for attention
Some passive todos for the site (not that it will ever be 100% done).
I was first introduced to design by experimenting with animated gifs for signatures on forums. Since then i've learned a few things. This is just a quick shout out to everyone who i've learned a great deal from