Link: The Missing Building Blocks of the Web

Over on Medium, Anil Dash talks about The Missing Building Blocks of the Web, which is actually an article I’d meant to link to ages ago, then forgot until Kottke linked to it. There’s no magic-bullet for solving the internet-mess we’ve gotten ourselves into, but there’s a lot to be said for “back to first principles” thinking. Some of it is going to be more realistic than others — getting “View Source” back to something useful, given how complex web development has become, is a bit optimistic, though I do agree with the notion of finding ways to improve it, given our multi-component sites. A core through-line for a lot of this post is getting back to the idea of everyone having their own stake in the internet:

There’s no reason it has to be that way, though. There are no technical barriers for why we couldn’t share our photos to our own sites instead of to Instagram, or why we couldn’t post stupid memes to our own web address instead of on Facebook or Reddit. There are social barriers, of course — if we stubbornly used our own websites right now, none of our family or friends would see our stuff. Yet there’s been a dogged community of web nerds working on that problem for a decade or two, trying to see if they can get the ease or convenience of sharing on Facebook or Twitter or Instagram to work across a distributed network where everyone has their own websites.

Now, none of that stuff is simple enough yet. It’s for nerds, or sometimes, it’s for nobody at all. But the same was true of the web itself, for years, when it was young. This time, we know the stakes, and we can imagine the value of having a little piece of the internet that we own ourselves, and have some control over.

Link: The Trust Spectrum

Raph Koster has a great writeup of The Trust Spectrum, which is a design framework he worked on in collaboration with Google’s ATAP group and Aaron Cammarata. It examines how we build (and break) trust in games, though you could extend a lot the examinations of trust to community in general (which is sort of the point: the goal was to see how we could better build social connection in games).

It’s a good read, in particular if you’re remotely interested in game design, online communities, and online games. (In a similar vein – and mentioned in Raph’s article – is Dan Cook’s article, Game Design Patterns for Building Friendships, which is also worth the read.)

Link: HyperCard Zine

An interesting concept, Jae Kaplan is putting together a Zine collecting HyperCard stacks. Ostensibly new ones. If you’ve got ideas, I’d suggest submitting a stack.

Link: AMP Thoughts

Oh, AMP. You (theoretically) mean well, but you’re an ethical swampland. In that vein, some links to share: First, Jeremy Keith has an article, Ends and Means, that is worth reading, and explores both the quagmire that is AMP, and also the well-meaning mess that Mozilla is currently planning regarding locking all new features (including unrelated things like CSS) to only work if you’re on HTTPS.

Second, Chris Coyler over at CSS Tricks wrote a follow-up, AMP News, which is also worth a read (and links to multiple other writers who are discussing this topic).

It’s pretty obvious where I land on this particular topic (I mean, I even co-signed the AMP Letter). I just don’t think paternalistic behavior jives well with a message of an open internet. A real question I think they (and others) should be asking is: is this technology a management-change away from being unethical? If so, maybe you should reconsider.

Link: Technologies We Forgot to Invent

Over at the Polymath Project, Charles Chu writes Gene Wolfe: A Science Fiction Legend on the Future-Altering Technologies We Forgot to Invent

A worthwhile read (as is Gene Wolfe. Seriously, go read him), talking about how arbitrary it can be when things actually get invented. In some cases, get invented, forgotten, and then re-invented. It’s a fun read, and also encouraging in a “don’t just assume that if it was a good idea it would have been invented already, because that’s bullshit” sort of way.

Many of the greatest discoveries of the 20th century such as the laser and the internet were first made as playthings or for unrelated purposes. Nobody thought they would have the practical application they now do. Many of the great discoveries of the 21st century will be found in the same way—by accident.

The answer, then, may not be to pour more funding into R&D. Rather, we should encourage tinkering—we need to repeat many rounds of random, playful and curious trial-and-error to actually discover the amazing ideas that are sitting, invisible, right in front of our faces.

I’m not entirely sure I agree with the notion of pouring less into R&D (good R&D is a mixture of structure and open tinkering and exploration), but I think the argument is otherwise sound.

Link: Maps and How Advertising Influences User Experience

Kottke links to an article comparing time estimates between Apple Maps, Google Maps, and Waze by Artur Grabowski. The observations are interesting (if imperfect, as the author notes, since there were only so many variables he was able to control for): Waze tended to underestimate how long a trip would take, while Apple Maps tended to overestimate. As Artur notes, this has an impact on the user experience:

For Apple, Maps is a basic solution for its average user who wants a maps solution out of the box. Apple Maps does not directly drive ad or subscription revenue for Apple so there is less reason for Apple to incentivize iOS users to use Apple Maps over other solutions. However, Apple does care about user experience, and sandbagging trip time estimates so that users arrive at their destination on time results in a great user experience. Hence, I believe that Apple is intentionally conservative with estimated arrival times.

At the other extreme, Waze (Alphabet) makes money through ads when you use their app. What better way to get people to use your navigation app than by over-promising short trip times when no one takes the time to record data and realize that you under-deliver? If an unsuspecting user opens Apple Maps and sees a 34-minute route and compares that to 30-minutes in Waze, the deed is done. Now Waze has a life-long customer who doesn’t realize they’ve been hoodwinked and Waze can throw at them stupidly annoying ads.

That’s the thing: advertising definitely impacts user experience, and it’s often in more subtle ways than just product placement or overt advertising. It can impact how designers and developers think about what they’re building, and what they choose to focus on. You can see it elsewhere, too: think about the shift in newsfeeds away from a chronological feed and towards an algorithmic one. As Jason notes:

If that’s happening with your mapping app, just think of how your search results, Facebook newsfeed, and Instagram feed are manipulated to be more amenable to advertising.

Link: Is Medium Following The Facebook Playbook?

Via Warren Ellis, Stowe Boyd has an article wondering Is Medium Following The Facebook Playbook? (It’s sort of ironic that the post is on Medium, but whatever.) This is written sort of in response to an interview with Matt Klinman by Sarah Aswell, How Facebook is Killing Comedy, which is also well worth your time to read.

Ev Williams, the founder and CEO of Medium, is actively discouraging the publication model that was what attracted a long list of publishers to the platform, which provided at least a few mechanisms for individual expression at the publication level: ordering of stories on the home page, recruiting contributions, and organizing by topics. Many of those publishers have left, or abandoned their publications. (I shut down Work Futures (workfutures.io) a few weeks ago, and departed for Substack and the recast Work Futures (workfutures.org).)

Now, Medium wants to manage all publishing and curation, with its own editorial staff and algorithms. A perfectly designed forest, as Klinsman suggests.

Link: Be Kind, Design

Over at Medium, Nat Dudley has a nice (lengthy, well researched with clear examples) article, Be Kind, Design, based on a talk they recently gave. Worth some consideration.

You might be asking yourselves why we’re the ones who have to care about this. After all, everyone else is treating their customers poorly, so why should we be different.

It’s a matter of scale. Like Penalosa’s urgency for good urban design in cities, we need to care because our work has reach. The work we do is part of every industry on the planet. We are defining or redefining the interaction models for every part of society, and we’re doing it at a scale we’ve never experienced before. Changes we make can affect millions of people in seconds without their knowledge or consent. Decisions we make can reinforce existing power structures and biases, or they can break them down.