rowid,title,contents,year,author,author_slug,published,url,topic
295,Internet of Stranger Things,"This year I’ve been running a workshop about using JavaScript and Node.js to work with all different kinds of electronics on the Raspberry Pi. So especially for 24 ways I’m going to show you how I made a very special Raspberry Pi based internet connected project! And nothing says Christmas quite like a set of fairy lights connected to another dimension1.
What you’ll see
You can rig up the fairy lights in your home, with the scrawly letters written under each one. The people from the other side (i.e. the internet) will be able to write messages to you from their browser in real time. In fact why not try it now; check this web page. When you click the lights in your browser, my lights (and yours) will turn on and off in real life! (There may be a queue if there are lots of people accessing it, hit the “Send a message” button and wait your turn.)
It’s all done with JavaScript, using Node.js running on both the Raspberry Pi and on the server. I’m using WebSockets to communicate in real time between the browser, server and Raspberry Pi.
What you’ll need
Raspberry Pi any of the following models: Zero (will need straight male header pins soldered2 and Micro USB OTG adaptor), A+, B+, 2, or 3
Micro SD card at least 4Gb Class 10 speed3
Micro USB power supply at least 2A
USB Wifi dongle (unless you have a Pi 3 - that has wifi built in).
Addressable fairy lights
Logic level shifter (with pins soldered unless you want to do it!)
Breadboard
Jumper wires (3x male to male and 4x female to male)
Optional but recommended
Base board to hold the Pi and Breadboard (often comes with a breadboard!)
Find links for where to buy all of these items that goes along with this tutorial. The total price should be around $1004.
Setting up the Raspberry Pi
You’ll need to install the SD card for the Raspberry Pi. You’ll find a link to download a disk image on the support document, ready-made with the Raspbian version of Linux, along with Node.js and all the files you need. Download it and write it to the SD card using the fantastic free software Etcher5.
Next up you have to configure the wifi details on the SD card. If you plug the card into your computer you should see a drive called BOOT. There’s a text file on there called wpa_supplicant.conf. Open it up in your favourite text editor and replace mywifi and mypassword with your wifi details6.
network={
ssid=""mywifi""
psk=""mypassword""
}
Save the file, eject the card from your computer and plug it into the Raspberry Pi.
If you have a base board or holder for the Raspberry Pi, attach it now. Then connect the wifi USB dongle7 and power supply, but don’t plug it in yet!
Wiring!
Time to wire everything up!
First of all, push the Logic Level Converter into the middle of the breadboard:
Logic Level Converter
The logic level converter may be labelled differently from the one in the diagram but the pins are usually exactly the same internally. I would just make sure the pins marked HV (High Voltage) are on the bottom and LV (Low Voltage) are on the top.
Raspberry Pi pins only output 3.3v but the lights need 5v. That’s why we need the logic level converter in there to boost up the signal.
Connect the first two wires between the Raspberry Pi pins and the breadboard:
Note that the pins on the Raspberry Pi are male, so you need a female to male jumper wire to connect between them and the breadboard. The colours don’t have to match but it’s easier to follow (and check) if you use the same ones as in the diagram.
Then the next two:
This is what you should have so far:
Lights
Now to connect the lights! My ones have a connector with three holes in it that I can push jumper wires into, and hopefully yours will too! So I used the male-to-male jumper wires to connect them to the breadboard.
Make sure that you connect the right end of the lights, mine has a male connector at the wrong end so it’s impossible to do this, but double check.
Also make sure that the holes in the light connector are the same as mine. To do this, follow the wires from the connector to the first light and look at the circuit board inside. You should just about be able to make out the connections labelled + (sometimes 5V, V+ or VCC), GND (or ‘-’ or G) and DI (sometimes DIN for data in).
You can just about make out the +, DI and GND on this picture. Note that on the other side of the board there is a DO for data out - that’s what takes the data along to the chip in the next light. Make sure that you’re plugging into the data-in and not the data-out!
That’s it! Everything’s plugged in and ready to go! But before you plug power into your Pi, double check all your wires and make sure they’re exactly right! You could damage your Raspberry Pi if it is not wired correctly. So triple check!
The Moment of Truth!
Plug in the Raspberry Pi and wait around a minute or two for it to boot up. If all is well, the lights should strobe rainbow colours for one second - that’s your confirmation that it’s connected to my WebSocket server and ready to receive messages from the upside-down!
However, if the first light in the string is pulsing red, it means that you’re not connected to the internet. So check the Troubleshooting section of the support document. If it’s pulsing green then you’re connected to the internet but can’t connect to my server. It must have gone down. Sorry! The code will keep trying so leave it running and maybe it’ll come back up.
Rig up the lights!
Fix the lights up on the wall however you want, pins, nails, tape. I’ve used cable clips. Just be careful! I’m using a 50 light string so I’ve programmed it to use the lights at the end for the letters. That way I have just under half the string to extend down to the floor where I can keep the Raspberry Pi.
Check the photo here to see how the lights line up, note that there are spare unused lights in-between each row:
Now visit lights.seb.ly and you’ll see this :
If you’re the only one online you’ll have direct connection to the lights and any letter you click on will light up both in the browser and in real life. If there are other people there, you’ll need to click the button to join the queue and wait your turn.
How it works - the geeky details!
Electronics:
The pins on the Raspberry Pi are known as GPIO pins, general-purpose input/output. You can connect a wide variety of electronic components to them, LED lights, buttons, switches, and sensors. You can turn the power to the pins on and off using Node.js (or Python, if you prefer).
Addressable LEDs or “Neopixels”
We’re only using one GPIO pin on the Raspberry Pi (the other connections are 5V, 3.3V and ground) and that single pin is controlling all of the lights in the string. The code turns the pin on and off really fast in strictly timed morse-code-like dots and dashes to transmit binary data. The chips attached to each LED decode the binary and adjust the output to the LED accordingly. That chip then sends the data on to the next light in the string.
The chips on each light are the WS2811, part of the WS281x family that come in a multitude of different form factors and are often packaged with tiny LEDs in a single component. They are commonly referred to as Neopixels8 and I used them on my Laser Light Synths project.
Neopixels with the chip and the LED all in one - it’s the white square shaped component and the darker square inside is the chip. These are only 5mm wide!
A Laser Light Synth! Covered with around 800 super bright neopixels!
Logic Level Converter
The logic level converter is a really cheap and easy way to change the level from 3.3v to 5v and back again. You must be careful that you do not connect 5v into a GPIO pin or you will most likely damage the Raspberry Pi processor chip.
Power
Neopixels can often draw a lot of current so you need to be careful how you power them. I’ve measured the current draw from the string to be less than 800mA so you should be fine wired directly to the 5V output. But if you use more lights or have them all on really bright at once, you’ll need to use a separate 5V power supply. If you want to learn more, check out Adafruit’s Neopixel Uberguide.
Node.js
There are two Node.js apps running here, one on the Raspberry Pi and one on my server. You can see the code on my GitHub at github.com/sebleedelisle/stranger-lights for the Raspberry Pi and github.com/sebleedelisle/stranger-lights-server for the server. And they’re hosted on npm as stranger-lights and stranger-lights-server.
The server side code sets up a standard web server to deliver the HTML for the web interface. It also sets up a WebSocket server that allows for real-time communication between the browser and the server. This server code also manages the queue and who is in control of the lights at any given time.
WebSockets
I’m using the excellent Socket.io library to manage the WebSocket connection. Both the browser and the Raspberry Pi Node.js app connects to my WebSocket server.
When you click on a letter in the browser, a message is sent to the server, which forwards it to the connected Raspberry Pi clients and also all the web browsers9.
The Raspberry Pi code
The Node.js app runs automatically on startup, and I made this happen by adding this to the /etc/rc.local file:
node /home/pi/strangerthings/client.js > /dev/null &
Anything in the rc.local file gets executed when the Pi boots up and this line of code runs the Node.js app and routes its output to nowhere (ie /dev/null). The & means that it runs it in the background and doesn’t hold up the boot process.
Working with the Raspberry Pi headless
You might know that when a computer has no screen or keyboard, you would refer to it as “running headless”. So just like most web servers, you need to configure it over the network with ssh10. If you’re on a mac you can find your Pi on the network through the name raspberrypi.local11, otherwise you’ll need to find its IP address. There’s more on the guide to Remote Access instructions on the Raspberry Pi website. And if you’re very new to the terminal, I highly recommend this great online Linux command line tutorial.
Improvements
This is quite an early experiment and I’m sure I’ll discover lots of optimisations over the next few weeks, especially if the server gets a proper hammering today! But there are a few things you can do. Obviously I’ve just rigged up my lights with Post-it notes. It’d be a lot nicer to get a paint brush and try to recreate the Winona-in-a-manic-state text style.
Where next?
Finding quality resources about Node.js for electronics on the Pi can be somewhat hit and miss, but this is getting better all the time. Alternatively I am thinking about running some online courses, please let me know if that’s something you’d be interested in, or sign up to my mailing list at st4i.com.
There are many many more resources for the Raspberry Pi with Python (gpiozero is a good place to start), so if that language works for you, you’ll be spoilt for choice!
Also take a look at Arduino - it’s an incredibly popular platform for electronics and the internet is literally bursting with resources.
I hope you enjoyed this little foray into the world of JavaScript electronics on the Raspberry Pi! If you get this working at home please let me know! Tweet me at @seb_ly.
Not a particularly original idea, but I don’t think I’ve seen anyone do it quite like this before, ie using WebSockets, and Node.js on a Raspberry Pi. Other examples: Internet of Stranger Things, Strangerlights.com, and loads of examples on Instructables ↩︎
Video guide to soldering pins on to a Pi Zero and further soldering advice from Adafruit ↩︎
Slower cards will work but performance may suffer ↩︎
Or £5,000 in UK money. Sorry, Brexit joke :) ↩︎
You will need a card reader on your computer - most micro SD cards come with an adaptor that fits standard SD slots. ↩︎
SSID and password should be all that you need but you can see all the config options on this wpa supplicant guide ↩︎
Raspberry Pi Zero will require the OTG to USB adaptor to attach the wifi dongle ↩︎
Thanks to Adafruit who invented the term neopixels so we don’t have to refer to them as WS281x any more! ↩︎
So you can see other people sending messages in the browser ↩︎
ssh is short for Secure Shell and is a way to connect to a remote computer and type in it just like you would in the terminal. ↩︎
You can change this default hostname using raspi-config ↩︎",2016,Seb Lee-Delisle,sebleedelisle,2016-12-01T00:00:00+00:00,https://24ways.org/2016/internet-of-stranger-things/,code
290,Creating a Weekly Research Cadence,"Working on a product team, it’s easy to get hyper-focused on building features and lose sight of your users and their daily challenges. User research can be time-consuming to set up, so it often becomes ad-hoc and irregular, only performed in response to a particular question or concern. But without frequent touch points and opportunities for discovery, your product will stagnate and become less and less relevant. Setting up an efficient cadence of weekly research conversations will re-focus your team on user problems and provide a steady stream of insights for product development.
As my team transitioned into a Lean process earlier this year, we needed a way to get more feedback from users in a short amount of time. Our users are internet marketers—always busy and often difficult to reach. Scheduling research took days of emailing back and forth to find mutually agreeable times, and juggling one-off conversations made it difficult to connect with more than one or two people per week. The slow pace of research was allowing additional risk to creep into our product development.
I wanted to find a way for our team to test ideas and validate assumptions sooner and more often—but without increasing the administrative burden of scheduling. The solution: creating a regular cadence of research and testing that required a minimum of effort to coordinate.
Setting up a weekly user research cadence accelerated our learning and built momentum behind strategic experiments. By dedicating time every week to talk to a few users, we made ongoing research a painless part of every weekly sprint. But increasing the frequency of our research had other benefits as well. With only five working days between sessions, a weekly cadence forced us to keep our work small and iterative. Committing to testing something every week meant showing work earlier and more often than we might have preferred—pushing us out of your comfort zone into a process of more rapid experimentation.
Best of all, frequent conversations with users helped us become more customer-focused. After just a few weeks in a consistent research cadence, I noticed user feedback weaving itself through our planning and strategy sessions. Comments like “Remember what Jenna said last week, about not being able to customize her lists?” would pop up as frequent reference points to guide our decisions. As discussions become less about subjective opinions and more about responding to user needs, we saw immediate improvement in the quality of our solutions.
Establishing an efficient recruitment process
The key to creating a regular cadence of ongoing user research is an efficient recruitment and scheduling process—along with a commitment to prioritize the time needed for research conversations. This is an invaluable tool for product teams (whether or not they follow a Lean process), but could easily be adapted for content strategy teams, agency teams, a UX team of one, or any other project that would benefit from short, frequent conversations with users.
The process I use requires a few hours of setup time at the beginning, but pays off in better learning and better releases over the long run. Almost any team could use this as a starting point and adapt it to their own needs.
Pick a dedicated time each week for research
In order to make research a priority, we started by choosing a time each week when everyone on the product team was available. Between stand-ups, grooming sessions, and roadmap reviews, it wasn’t easy to do! Nevertheless, it’s important to include as many people as possible in conversations with your users. Getting a second-hand summary of research results doesn’t have the same impact as hearing someone describe their frustrations and concerns first-hand. The more people in the room to hear those concerns, the more likely they are to become priorities for your team.
I blocked off 2 hours for research conversations every Thursday afternoon. We make this time sacred, and never schedule other meetings or work across those hours.
Divide your time into several research slots
After my weekly cadence was set, I divided the time into four 20-minute time slots. Twenty minutes is long enough for us to ask several open-ended questions or get feedback on a prototype, without being a burden on our users’ busy schedules. Depending on your work, you may need schedule longer sessions—but beware the urge to create blocks that last an hour or more. A weekly research cadence is designed to facilitate rapid, ongoing feedback and testing; it should force you to talk to users often and to keep your work small and iterative. Projects that require longer, more in-depth testing will probably need a dedicated research project of their own.
I used the scheduling software Calendly to create interview appointments on a calendar that I can share with users, and customized the confirmation and reminder emails with information about how to access our video conferencing software. (Most of our research is done remotely, but this could be set up with details for in-person meetings as well.) Automating these emails and reminders took a little bit of time to set up, but was worth it for how much faster it made the process overall.
Invite users to sign up for a time that’s convenient for them
With a calendar set up and follow-up emails automated, it becomes incredibly easy to schedule research conversations. Each week, I send a short email out to a small group of users inviting them to participate, explaining that this is a chance to provide feedback that will improve our product or occasionally promoting the opportunity to get a sneak peek at new features we’re working on. The email includes a link to the Calendly appointments, allowing users who are interested to opt in to a time that fits their schedule.
Setting up appointments the first go around involved a bit of educated guessing. How many invitations would it take to fill all four of my weekly slots? How far in advance did I need to recruit users? But after a few weeks of trial and error, I found that sending 12-16 invitations usually allows me to fill all four interview slots. Our users often have meetings pop up at short notice, so we get the best results when I send the recruiting email on Tuesday, two days before my research block.
It may take a bit of experimentation to fine tune your process, but it’s worth the effort to get it right. (The worst thing that’s happened since I began recruiting this way was receiving emails from users complaining that there were no open slots available!) I can now fill most of an afternoon with back-to-back user research sessions just by sending just one or two emails each week, increasing our research pace while leaving plenty time to focus on discovery and design.
Getting the most out of your research sessions
As you get comfortable with the rhythm of talking to users each week, you’ll find more and more ways to get value out of your conversations. At first, you may prefer to just show work in progress—such as mockups or a simple prototype—and ask open-ended questions to measure user reaction. When you begin new projects, you may want to use this time to research behavior on existing features—either watching participants as they use part of your product or asking them to give an account of a recent experience in your app. You may even want to run more abstracted Lean experiments, if that’s the best way to validate the assumptions your team is working from.
Whatever you do, plan some time a day or two later to come back together and review what you’ve learned each week. Synthesizing research outcomes as a group will help keep your team in alignment and allow each person to highlight what they took away from each conversation.
Over time, you may find that the pace of weekly user research becomes more exhausting than energizing, especially if the responsibility for scheduling and planning falls on just one person. Don’t allow yourself to get burned out; a healthy research cadence should also include time to rest and reflect if the pace becomes too rapid to sustain. Take breaks as needed, then pick up the pace again as soon as you’re ready.",2016,Wren Lanier,wrenlanier,2016-12-02T00:00:00+00:00,https://24ways.org/2016/creating-a-weekly-research-cadence/,ux
293,A Favor for Your Future Self,"We tend to think about the future when we build things. What might we want to be able to add later? How can we refactor this down the road? Will this be easy to maintain in six months, a year, two years? As best we can, we try to think about the what-ifs, and build our websites, systems, and applications with this lens.
We comment our code to explain what we knew at the time and how that impacted how we built something. We add to-dos to the things we want to change. These are all great things! Whether or not we come back to those to-dos, refactor that one thing, or add new features, we put in a bit of effort up front just in case to give us a bit of safety later.
I want to talk about a situation that Past Alicia and Team couldn’t even foresee or plan for. Recently, the startup I was a part of had to remove large sections of our website. Not just content, but entire pages and functionality. It wasn’t a very pleasant experience, not only for the reason why we had to remove so much of what we had built, but also because it’s the ultimate “I really hope this doesn’t break something else” situation. It was a stressful and tedious effort of triple checking that the things we were removing weren’t dependencies elsewhere. To be honest, we wouldn’t have been able to do this with any amount of success or confidence without our test suite.
Writing tests for code is one of those things that developers really, really don’t want to do. It’s one of the easiest things to cut in the development process, and there’s often a struggle to have developers start writing tests in the first place. One of the best lessons the web has taught us is that we can’t, in good faith, trust the happy path. We must make sure ourselves, and our users, aren’t in a tough spot later on because we only thought of the best case scenarios.
JavaScript
Regardless of your opinion on whether or not everything needs to be built primarily with JavaScript, if you’re choosing to build a JavaScript heavy app, you absolutely should be writing some combination of unit and integration tests.
Unit tests are for testing extremely isolated and small pieces of code, which we refer to as the units themselves. Great for reused functions and small, scoped areas, this is the closest you examine your code with the testing microscope. For example, if we were to build a calculator, the most minute piece we could test could be the basic operations.
/*
* This example uses a test framework called Jasmine
*/
describe(""Calculator Operations"", function () {
it(""Should add two numbers"", function () {
// Say we have a calculator
Calculator.init();
// We can run the function that does our addition calculation...
var result = Calculator.addNumbers(7,3);
// ...and ensure we're getting the right output
expect(result).toBe(10);
});
});
Even though these teeny bits work in isolation, we should ensure that connecting the large pieces work, as well. This is where integration tests excel. These tests ensure that two or more different areas of code, that may not directly know about each other, still behave in expected ways. Let’s build upon our calculator - we may want the operations to be saved in memory after a calculation runs. This isn’t as suited for a unit test because there are a few other moving pieces involved in the process (the calculations, checking if the result was an error, etc.).
it(“Should remember the last calculation”, function () {
// Run an operation
Calculator.addNumbers(7,10);
// Expect something else to have happened as a result
expect(Calculator.updateCurrentValue).toHaveBeenCalled();
expect(Calculator.currentValue).toBe(17);
});
Unit and integration tests provide assurance that your hand-rolled JavaScript should, for the most part, never fail in a grand fashion. Although it still might happen, you could be able to catch problems way sooner than without a test suite, and hopefully never push those failures to your production environment.
Interfaces
Regardless of how you’re building something, it most definitely has some kind of interface. Whether you’re using a very barebones structure, or you’re leveraging a whole design system, these things can be tested as well.
Acceptance testing helps us ensure that users can get from point A to point B within our web things, which can provide assurance that major features are always functioning properly. By simulating user input and data entry, we can go through whole user workflows to test for both success and failure scenarios. These are not necessarily for simulating edge-case scenarios, but rather ensuring that our core offerings are stable.
For example, if your site requires signup, you want to make sure the workflow is behaving as expected - allowing valid information to go through signup, while invalid information does not let you progress.
/*
* This example uses Jasmine along with an add-on called jasmine-integration
*/
describe(""Acceptance tests"", function () {
// Go to our signup page
var page = visit(""/signup"");
// Fill our signup form with invalid information
page.fill_in(""input[name='email']"", ""Not An Email"");
page.fill_in(""input[name='name']"", ""Alicia"");
page.click(""button[type=submit]"");
// Check that we get an expected error message
it(""Shouldn't allow signup with invalid information"", function () {
expect(page.find(""#signupError"").hasClass(""hidden"")).toBeFalsy();
});
// Now, fill our signup form with valid information
page.fill_in(""input[name='email']"", ""thisismyemail@gmail.com"");
page.fill_in(""input[name='name']"", ""Gerry"");
page.click(""button[type=submit]"");
// Check that we get an expected success message and the error message is hidden
it(""Should allow signup with valid information"", function () {
expect(page.find(""#signupError"").hasClass(""hidden"")).toBeTruthy();
expect(page.find(""#thankYouMessage"").hasClass(""hidden"")).toBeFalsy();
});
});
In terms of visual design, we’re now able to take snapshots of what our interfaces look like before and after any code changes to see what has changed. We call this visual regression testing. Rather than being a pass or fail test like our other examples thus far, this is more of an awareness test, intended to inform developers of all the visual differences that have occurred, intentional or not. Developers may accidentally introduce a styling change or fix that has unintended side effects on other areas of a website - visual regression testing helps us catch these sooner rather than later. These do require a bit more consistent grooming than other tests, but can be valuable in major CSS refactors or if your CSS is generally a bit like Jenga.
Tools like PhantomCSS will take screenshots of your pages, and do a visual comparison to check what has changed between two sets of images. The code would look something like this:
/*
* This example uses PhantomCSS
*/
casper.start(""/home"").then(function(){
// Initial state of form
phantomcss.screenshot(""#signUpForm"", ""sign up form"");
// Hit the sign up button (should trigger error)
casper.click(""button#signUp"");
// Take a screenshot of the UI component
phantomcss.screenshot(""#signUpForm"", ""sign up form error"");
// Fill in form by name attributes & submit
casper.fill(""#signUpForm"", {
name: ""Alicia Sedlock"",
email: ""alicia@example.com""
}, true);
// Take a second screenshot of success state
phantomcss.screenshot(""#signUpForm"", ""sign up form success"");
});
You run this code before starting any development, to create your baseline set of screen captures. After you’ve completed a batch of work, you run PhantomCSS again. This will create a second batch of screenshots, which are then put through an image comparison tool to display any differences that occurred. Say you changed your margins on our form elements – your image diff would look something like this:
This is a great tool for ensuring not just your site retains its expected styling, but it’s also great for ensuring nothing accidentally changes in the living style guide or modular components you may have developed. It’s hard to keep eagle eyes on every visual aspect of your site or app, so visual regression testing helps to keep these things monitored.
Conclusion
The shape and size of what you’re testing for your site or app will vary. You may not need lots of unit or integration tests if you don’t write a lot of JavaScript. You may not need visual regression testing for a one page site. It’s important to assess your codebase to see which tests would provide the most benefit for you and your team.
Writing tests isn’t a joy for most developers, myself included. But I end up thanking Past Alicia a lot when there are tests, because otherwise I would have introduced a lot of issues into codebases. Shipping code that’s broken breaks trust with our users, and it’s our responsibility as developers to make sure that trust isn’t broken. Testing shouldn’t be considered a “nice to have” - it should be an integral piece of our workflow and our day-to-day job.",2016,Alicia Sedlock,aliciasedlock,2016-12-03T00:00:00+00:00,https://24ways.org/2016/a-favor-for-your-future-self/,code
302,Flexible Project Management in Inflexible Environments,"Handling unforeseen circumstances is an inevitable part of any project. It’s also often the most uncomfortable, and there is no amount of skill or planning that will fully eradicate the need to adapt to change. The ability to be flexible, responsive, and unafraid of facing not only problems, but also potentially positive scope changes and new ideas, isn’t an easy one to master. I am by no means saying that I have, but what I have learned is that there is often the temptation to shut out anything that might derail your plan, even sometimes at the cost of the quality you’re committed to.
The reality is that as someone leading a project you know there will be challenges, but, in general, it’s a hassle to try keep the landscape open. Problems are bridges we should cross when we come to them, but intentional changes to the plan, and adapting for the sake of improving your first idea, is harder. There are tight schedules, resource is planned miles ahead, and you’re already juggling twenty other things. If you’re passionate about the quality of work you deliver and are working somewhere that considers itself expert within the field of digital, then having an attitude of flexibility is extremely important. It’s important when you’re overcoming a challenge or problem, but it’s also important for allowing ideas to evolve and be refined as much as they can be throughout the course of a project.
Where theory falls short
The premise of any Agile methodology, Scrum for example, is based around being able to work efficiently, react quickly and deliver relevant chunks of a product in manageable increments. It’s often hailed as king of flexible management and it can work really well, especially for in-house software products developed over a long or even an indefinite period of time. It holds off defining scope too far ahead and lets teams focus on smaller amounts of work, and allows them to regularly reprioritise. Unfortunately though, not all environments lend themselves as easily to a fully Agile setup. Even the ones that do may be restrained from putting it fully into practice for an array of other internal reasons.
Delivering digital services to clients—within an agency setting or as a freelancer—often demands a more rigid structure. You need clear sign-off points, there’s a lot less flexibility in defining features, or working within budgets and timeframes. To start with, for a project to warrant a fully Agile team working on it, and especially for agencies, you need clients big enough and rich enough to justify the resource. You also need a lot of client trust to propose defining features and scope as you go. Although this is achievable—and there are agencies that operate an agile setup—it takes a long journey to reach that scale in the full sense of the word. Building a reputation that commands unconditional trust and reaching the point where your projects are consistently of a certain size often requires backing by long journey of success and excellence.
So there is a lot of room left for understanding how we can best strive to still deliver excellent projects within more constrained structures. We know that rigid waterfall planning, more often than not, falls over as soon as a project gets anything past a basic brochure site. There are many critiques of the system, but one of the main ones tends to be that nobody considers each other’s work properly, which can result in very expensive and inefficient development.
Equally, for reasons we’ve already touched upon, running fully agile teams often isn’t the right answer. So many companies, individuals, and organisations look for a middle-ground that balances being flexible and adaptive, but also provides enough upfront commitment to agree budgets, get client/stakeholder sign off, and effectively coordinate internal resource across multiple parallel projects.
Although I don’t have a perfect formula—and can very much assert there is no one perfect way of managing a project because every project is different to the next—I’ve identified a few different ways you can approach flexibility that have really helped me in running projects more smoothly within more realistic constraints.
Planned Flexibility
Drawing on some of the traditional methodologies such as PRINCE2, a good starting point for aspiring to be flexible is by planning for it from the start.
Planning flexibility comes in a few forms. For one, you can regularly identify and log potential risks as a generally good, on-going habit over the course of the project. This essentially just involves scanning the horizon for potential blips on a regular basis (for example weekly) by consulting with your team and documenting it somewhere. It means you have a checkpoint when you sit down and make sure you’re minimising what will or may catch you by surprise. A good time to do this is in a weekly catch up meeting. It’s not going to fix all your problems, but it will make sure you have a head start on the ones you can see coming.
On the subject of team meetings, setting up recurring project events, including a weekly call, a weekly team meeting and (depending on the size of the project) I like to try also do a stand-up as often as possible. Keeping everyone involved and bought in to a project is going to help you infinitely when you need to spot a problem or manage changes to the plan. It will be the difference between your designer spotting an issue and making a mental note to ‘tell you later’, and them actually coming over to tell you directly and immediately. Despite the overhead of meetings, and looping people into stages that they aren’t directly responsible for, the business benefits are chances for success are drastically increased. Planning in, and being aware of how important your team is, will help you be flexible.
Building contingency (formally know as slack) into your project plan from the word go is another well-known and essential way of planning to be flexible. Your project plan will change a lot over the course of a project, but there are still the days that you estimate a job will take, and the days you should actually plan in. Most sensible management teams understand that budgets need to be agreed with this slack in mind or you will not be able to deliver a quality service. I believe that commercial awareness is one of the most valuable skills a project manager can have, but penny pinching will ruin client and team relationships, destroy buy-in and creativity, and often end you up with a much more expensive, hacky, and resented product.
It’s not a justification to let budgets spiral out of control, but a way of thinking about the bigger picture and wider plan of the company itself. It’s unlikely you want high staff turnover because everyone fell out while you were screaming money at them and they didn’t feel like they could do a good job. It’s also unlikely that you will be able to deliver quality products, which will win you a strong reputation and subsequently bigger and better projects. Evaluating risk factors and building in the right amount of slack from the start will give you more wriggle room when you need to adapt and react. On the flip side, also keeping an overview of the wider workload (that you’re not necessarily responsible for), and knowing who to talk if resource is becoming free or needs filling, is another handy way of being able to react quickly and ensuring your management system is respected. You want pockets of backup time planned in, but you also want everyone being as productive as they can most of the time. Never run at 100% capacity: as soon as something does need to change, you’re left with nowhere to move.
Transparency
Having a client or stakeholder that trusts you is a really powerful aid in any regard, but especially so when you need to communicate an issue or new suggestion. Positioning yourself and your team as experts and taking the time to delve into the wider picture—and the goals surrounding your client’s reasons to commission the project in the first place—will make you more valuable to them. Clients and stakeholders will always be different, and sometimes you will get people who are just plain difficult, but more often than not people will listen if you’re willing to talk and explain things.
As I’m sure all of us have realised at one point or another, a lot of people think they know what they want, and it’s usually the wrong thing. Managing key stakeholders in your project is arguably your biggest challenge, if they are on the your side and feel like the team is genuinely working to give them something of quality and value, then they will make your job easier. It’s often down to you to educate them, and to help them recognise and understand the work involved and you and your team’s reasoning behind your decisions.
Being overly submissive or overly secretive will foster a dynamic in which they feel expected to steer the project. In this situation they may not respect the team’s suggestions or may come up with some unreasonable and counterproductive ideas that are likely to hinder progress and lower morale. Getting the stakeholder on board and making them feel a part of the wider picture will make things easier. Pushing back and challenging ideas or working hard to justify something they don’t quite understand will often work in your favour and protects your team. On quite a basic level it also shows you care and are invested; on another, it shows you feel confident in your expertise within your field and that is ultimately the reason they hired you.
Taking the time to think about and be aware of this relationship, will make it easier to be flexible and handle new ideas or suggestions that pop up as the project goes along. Change doesn’t need to be ‘scope creep’ if it’s raised in a practical, value-orientated, and level headed discussion. There is usually a way forward for new ideas, as long as they’re valuable and support the wider goals. Maybe the deadline gets pushed back, maybe you get more budget, maybe the client is happy to forgo something else. As long as there’s value and reason, it shows integrity to the project and respect for its success. You can’t expect for this to go smoothly without having invested in the client relationship, so it’s a large point in paving the way to handling change well.
Reactive Flexibility
Finally, if you’ve been doing this for a while, you’ll know by now that you can’t anticipate everything. Sometimes you will have to react and change the plan under circumstances that aren’t easy. When an unexpected problem first rears its head—a client’s casual afterthought that’s threatening the scope of the project, an internal resource conflict, a junior member of staff that’s not grasping the ropes quite as quickly as you’d hoped—you have to react quickly.
In his book, ‘Pitch Anything’, Oren Klaff talks about people’s first reactions being processed by their ‘crocodile brain’ before they’ve had a chance to refine and digest the information more intelligibly. As project managers, product owners, or scrum masters, it’s natural for our immediate reactions to an unexpected problem to cause a pang of stress. But after that initial jolt you need to turn to practical solutions and start racking your brain for different ways forward. It’s here you need to remember to not let your imagination get the better of you, especially if you’ve been putting in the legwork with your team and your client. There is always a way forward and moments like this can be a good opportunity to develop your negotiation and diplomacy skills. Don’t let your immediate reaction be shutting the problem down; instead, take a second to think about it before you decide on the best direction. In a stressful situation, your first idea probably won’t be your best one.
From an internal point of view, it’s very important that whatever went wrong doesn’t turn into a finger pointing exercise and you don’t lose your cool. Getting caught up in a blame game or a witch hunt is never productive. Relationship cultivating can sometimes be the pillar that gets you through a stressful blip. Biggest tip for staying flexible when you’re reacting to a problem—apart form obviously thinking of ways forward—is to communicate. Don’t go quiet until you feel like you have a plan, you’ll often need to put everyone else at ease before you can move things forward. Problem solving is part of the job and will need to happen in even the most flexible of product delivery systems.
In conclusion, being flexible is never simple but there are things you can do to make your life easier. Owning a position of expertise, putting together a team that’s involved in each other’s work and cultivating a client/stakeholder relationship that’s as transparent and respectful as possible will get you a long way. In times of crisis, believe in your skills and be open to adapting over getting frustrated.",2016,Gillian Sibthorpe,gilliansibthorpe,2016-12-04T00:00:00+00:00,https://24ways.org/2016/flexible-project-management/,process
303,We Need to Talk About Technical Debt,"In my work with clients, a lot of time is spent assessing old, legacy, sprawling systems and identifying good code, bad code, and technical debt.
One thing that constantly strikes me is the frequency with which bad code and technical debt are conflated, so let me start by saying this:
Not all technical debt is bad code, and not all bad code is technical debt.
Sometimes your bad code is just that: bad code. Calling it technical debt often feels like a more forgiving and friendly way of referring to what may have just been a poor implementation or a substandard piece of work.
It is an oft-misunderstood phrase, and when mistaken for meaning ‘anything legacy or old hacky or nasty or bad’, technical debt is swept under the carpet along with all of the other parts of the codebase we’d rather not talk about, and therein lies the problem.
We need to talk about technical debt.
What We Talk About When We Talk About Technical Debt
The thing that separates technical debt from the rest of the hacky code in our project is the fact that technical debt, by definition, is something that we knowingly and strategically entered into. Debt doesn’t happen by accident: debt happens when we choose to gain something otherwise-unattainable immediately in return for paying it back (with interest) later on.
An Example
You’re a front-end developer working on a SaaS product, and your sales team is courting a large customer – a customer so large that you can’t really afford to lose them. The customer tells you that as long as you can allow them to theme your SaaS application according to their branding, they are willing to sign on the dotted line… the problem being that your CSS architecture was never designed to incorporate theming at all, and there isn’t currently a nice, clean way to incorporate a theme into the codebase.
You and the business make the decision that you will hack a theme into the product in two days. It’s going to be messy, it’s going to be ugly, but you can’t afford to lose a huge customer just because your CSS isn’t quite right, right now. This is technical debt.
You deliver the theme, the customer signs up, and everyone is happy. Except you (and the business, because you are one and the same) have a decision to make:
Do we go back and build theming into the CSS architecture as a first-class citizen, porting the hacked theme back into a codified and formal framework?
Do we carry on as we are? Things are working okay, and the customer paid up, so is there any reason to invest time and effort into things after we (and the customer) got what we wanted?
Option 1 is choosing to pay off your debts; Option 2 is ignoring your repayments.
With Option 1, you’re acknowledging that you did what you could given the constraints, but, free of constraints, you’d have done something different. Now, you are choosing to implement that something different.
With Option 2, however, you are avoiding your responsibility to repay your debt, and you are letting interest accrue. The problem here is that…
your SaaS product now offers theming to one of your customers;
another potential customer might also demand the ability to theme their instance of your product;
you can’t refuse them that request, nor can you quickly fulfil it;
you hack in another theme, thus adding to the balance of your existing debt;
and so on (plus interest) for every subsequent theme you need to implement.
Here you have increased entropy whilst making little to no attempt to address what you already knew to be problems.
Your second, third, fourth, fifth request for theming will be hacked on top of your hack, further accumulating debt whilst offering nothing by way of a repayment. After a long enough period, the code involved will get so unwieldy, so hard to work with, that you are forced to tear it all down and start again, and the most painful part of this is that you’re actually paying off even more than your debt repayments would have been in the first place. Two days of hacking plus, say, five days of subsequent refactoring, would still have been substantially less than the weeks you will now have to spend rewriting your CSS to fix and incorporate the themes properly. You’ve made a loss; your strategic debt ultimately became a loss-making exercise.
The important thing to note here is that you didn’t necessarily write bad code. You knew there were two options: the quick way and the correct way. The decision to take the quick route was a definite choice, because you knew there was a better way. Implementing the better way is your repayment.
Good Debt and Bad Debt
Technical debt is acceptable as long as you have intentions to settle; it can be a valuable solution to a business problem, provided the right approach is taken afterwards. That doesn’t, however, mean that all debt is born equal. Just as in real life, there is good debt and there is bad debt.
Good debt might be…
a mortgage;
a student loan, or;
a business loan.
These are types of debt that will secure you the means of repaying them. These are well considered debts whose very reason for being will allow you to make the money to pay them off—they have real, tangible benefit.
A business loan to secure some equipment and premises will allow you to start an enterprise whose revenue will allow you to pay that debt back; a student loan will allow you to secure the kind of job that has the ability to pay a student loan back.
These kinds of debt involve a considered and well-balanced decision to acquire something in the short term in the knowledge that you will have the means, in the long term, to pay it back.
Conversely, bad debt might be…
borrowing $1,000 from a loan shark so you can go to Vegas, or;
taking out a payday loan in order to buy a new television.
Both of these kinds of debt will leave you paying for things that didn’t provide you a way of earning your own capital. That is to say, the loans taken did not secure anything that would help pay off said loans. These are bad debts that will usually provide a net loss. You really are only gaining the short term in exchange for a long term financial responsibility: i.e., was it worth it?
A good litmus test for debt is to compare the gains of its immediate benefit with the cost of its long term commitment.
The earlier example of theming a site is a good debt, provided we are keeping up our repayments (all debt is bad debt if you don’t). A calculated decision to do something ‘wrong’ in the short term with the promise of better payoffs later on.
Bad Technical Debt
The majority of my work is with front-end development teams—CSS is what I do. To that end, the most succinct example of technical debt for that audience is simply:
!important
All front-end developers know the horrors and dangers associated with using !important, yet we continue to use it. Why?
It’s not necessarily because we’re bad developers, but because we see a shortcut. !important is usually implemented as a quick way out of a sticky specificity situation. We could spend the rest of the day refactoring our CSS to fix the issue at its source, or we can spend mere seconds typing the word !important and patch over the symptoms.
This is us making an explicit decision to do something less than ideal now in exchange for immediate benefit. After all, refactoring our CSS will take a lot more time, and will still only leave us with the same outcome that the vastly quicker !important solution will, so it seems to make better business sense.
However, this is a bad debt. !important takes seconds to implement but weeks to refactor. The cost of refactoring this back out later will be an order of magnitude higher than it would be to have done things properly the first time. The first !important usually sets a precedent, and subsequent developers are likely to have to use it themselves in order to get around the one that you left.
So many CSS projects deteriorate because of this one simple word, and rewrites become more and more imminent. That makes it possibly the most costly 10 bytes a CSS developer could ever write.
Bad Code
Now we’ve got a good idea of what constitutes technical debt, let’s take a look at what constitutes bad code. Something I hear time and time again in my client work goes a little like this:
We’ve amassed a lot of technical debt and we’d like to get a strategy in place
to begin dealing with it.
Whilst I genuinely admire their willingness to identify and desire to fix problems in their code, sometimes they’re not looking at technical debt at
all—sometimes they’re just looking at bad code, plain and simple.
Where technical debt is knowing that there’s a better way, but the quicker way makes more sense right now, bad code is not caring if there’s a better way at all.
Again, looking at a CSS-specific world, a lot of bad code is contributed by non-front-end developers with little training, appreciation, or even respect for the front-end landscape. Writing code with reckless abandon should not be described as technical debt, because to do so would imply that…
the developers knew they were implementing a sub-par solution, but…
the developers also knew that a better solution was out there, which…
implies that it can be tidied up relatively simply.
Developers writing bad code is a larger and more cultural problem that requires a lot more effort to fix. Hopefully—and usually—bad code is in the minority, but it helps to be objective in identifying and solving it. Bad code usually doesn’t happen for a good enough reason, and is therefore much harder to justify.
Technical debt often represents ability in judgement, whereas bad code often represents a gap in skills.
Takeaway
Take time to familiarise yourself with the true concepts underlying technical debt and why it exists. Understand that technical debt can be good or bad. Admit that sometimes code is just of poor quality.
Understanding these points will allow you to make better calls around what you might need to refactor and when, and what skills gaps you might have in your team.
Sometimes it’s okay to cut corners if there is a tangible gain to be had in the immediate term.
Technical debt is okay provided it is a sensible debt and you have intentions to pay it off.
Technical debt is not necessarily synonymous with bad code, and bad code isn’t necessarily technical debt. Technical debt is code that was implemented given limited knowledge or resource, with the understanding that you would need to repay something in future.
Technical debt is not inherently bad—failure to make repayments is. Periodically, it is justifiable—encouraged, even—to enter a debt in order to fulfil a more pressing matter. However, it is imperative that we begin making repayments as soon as we are capable, be that based on newly available time or knowledge.
Bad code is worse than technical debt as it represents a lack of knowledge or quality control within a team. It needs a much more fundamental fix.",2016,Harry Roberts,harryroberts,2016-12-05T00:00:00+00:00,https://24ways.org/2016/we-need-to-talk-about-technical-debt/,code
297,Public Speaking with a Buddy,"My book Demystifying Public Speaking focuses on the variety of fears we each have about giving a talk. From presenting to a client, to leading a team standup, to standing on a conference stage, there are lots of things we can do to prepare ourselves for the spotlight and reduce those fears.
Though it didn’t make it into the final draft, I wanted to highlight how helpful it can be to share that public speaking spotlight with another person, or a few more people. If you have fears about not knowing the answer to a question, fumbling your words, or making a mistake in the spotlight, then buddying up may be for you!
To some, adding more people to a presentation sounds like a recipe for on-stage disaster. To others, having a friendly face nearby—a partner who can step in if you fumble—is incredibly reassuring. As design director Yesenia Perez-Cruz writes, “While public speaking is a deeply personal activity, you don’t have to go it alone. Nothing has helped my speaking career more than turning it into a group effort.”
Co-presenting can level up a talk in two ways: an additional brain and presentation skill set can improve the content of the talk itself, and you may feel safer with the on-stage safety net of your buddy.
For example, when I started giving lengthy workshops about building mobile device labs with my co-worker Destiny Montague, we brought different experience to the table. I was able to talk about the user experience of our lab, and the importance of testing across different screen sizes. Destiny spoke about the hardware aspects of the lab, like power consumption and networking. Our audience benefitted from the spectrum of insight we included in the talk.
Moreover, Destiny and I kept each other energized and engaging while teaching our audience, having way more fun onstage. Partnering up alleviated the risk (and fear!) of fumbling; where one person makes a mistake, the other person is right there to help. Buddy presentations can be helpful if you fear saying “I don’t know” to a question, as there are other people around you who will be able to help answer it from the stage. By partnering with someone whom I trust and respect, and whose work and knowledge augments my own, it made the experience—and the presentation!—significantly better.
Co-presenting won’t work if you don’t trust the person you’re onstage with, or if you don’t have good chemistry working together. It might also not work if there’s an imbalance of responsibilities, both in preparing the talk and giving it. Read on for how to make partner talks work to your advantage!
Trustworthiness
If you want to explore co-presenting, make sure that your presentation partner is trustworthy and can carry their weight; it can be stressful if you find yourself trying to meet deadlines and prepare well and your partner isn’t being helpful. We’re all about reducing the fears and stress levels surrounding being in that spotlight onstage; make sure that the person you’re relying on isn’t making the process harder.
Before you start working together, sketch out the breakdown of work and timeline you’re each committing to. Have a conversation about your preferred work style so you each have a concrete understanding of the best ways to communicate (in what medium, and how often) and how to check in on each other’s progress without micromanaging or worrying about radio silence. Ask your buddy how they prefer to receive feedback, and give them your own feedback preferences, so neither of you are surprised or offended when someone’s work style or deliverable needs to be tweaked.
This should be a partnership in which you both feel supported; it’s healthy to set all these expectations up front, and create a space in which you can each tweak things as the work progresses.
Talk flow and responsibilities
There are a few different ways to organize the structure of your talk with multiple presenters. Start by thinking about the breakdown of the talk content—are there discrete parts you and the other presenters can own or deliver? Or does it feel more appropriate to deliver the entirety of the content together?
If you’re finding that you can break down the content into discrete chunks, figure out who should own which pieces, and what ownership means. Will you develop the content together but have only one person present the information? Or will one person research and prepare each content section in addition to delivering it solo onstage?
Rehearse how handoffs will go between sections so it feels natural, rather than stilted. I like breaking a presentation into “chapters” when I’m passionate about particular aspects of a topic and can speak on those, but know that there are other aspects to be shared and there’s someone else who can handle (and enjoy!) talking about them. When Destiny and I rehearsed our “chapter” handoffs, we developed little jingles that we’d both sing together onstage; it indicated to the audience that it was a planned transition in the content, and tied our independent work together into a partnership.
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Alternatively, you can give the presentation in a way that’s close to having a rehearsed conversation, rather than independently presenting discrete parts of the talk. In this case, you’ll both be sharing the spotlight at the same time, throughout the duration of the talk. Preparation is key, here, to make sure that you each understand what needs to be communicated, and you have a sense of who will be taking responsibility for communicating those different pieces of information. A poorly-prepared talk like this will look like the co-presenters are talking over each other, or hesitating awkwardly to give the other person more room to speak; the audience will feel how uncomfortable this is, and will probably be distracted from the talk content. Practice the talk the whole way through multiple times so you know what each person is planning on covering and how you want to interact with each other while you’re both holding microphones; also figure out how you’ll be standing in relation to each other. More on that next!
Sharing the stage
If you choose to give a talk with a partner, determine ahead of time how you’ll stand (or sit). For example, if you each take “chapters” or major sections of the presentation, ensure that it’s clear who the audience should focus their attention on. You could sit in a chair off to the side (or stand). I recommend placing yourself far enough away that you’re not distracting to the audience; you don’t want them watching you while your partner is speaking. If the audience can still see you, but their focus should be on your buddy, be sure to not look distracted; keep your eyes on your buddy, and don’t just open your laptop and ignore what’s happening! Feel free to smile, laugh, or react how the audience should be reacting as your partner is speaking.
If you’re both sharing the spotlight at the same time and having a rehearsed conversation, make sure that your body language engages the audience and you’re not just speaking to each other, ignoring the folks watching. Watch this talk with Guy Podjarny and Assaf Hefetz who have partnered up to talk about security; they have clearly identified roles onstage, and remain engaged with the audience.
Consider whether or not you will share a microphone, or if you will both be mic’d. (Be sure that the event organizer, or the A/V team, has a heads-up well in advance to ensure they have the equipment handy!) Also talk through how you’d like to handle Q&A time during or after the talk, especially if you have clear “chapters” where Q&A might happen naturally during a handoff. The more clarity you and your partner have about who is responsible for which pieces of information sharing, the more you can feel and appear prepared.
Co-presenting does take a lot of preparation and requires a ton of communication between you and your partner. But the rewards can be awesome: double the brains onstage to help answer questions and communicate information, and a friendly face to help comfort you if you feel nervous.",2016,Lara Hogan,larahogan,2016-12-06T00:00:00+00:00,https://24ways.org/2016/public-speaking-with-a-buddy/,process
299,What the Heck Is Inclusive Design?,"Naming things is hard. And I don’t just mean CSS class names and JSON properties. Finding the right term for what we do with the time we spend awake and out of bed turns out to be really hard too.
I’ve variously gone by “front-end developer”, “user experience designer”, and “accessibility engineer”, all clumsy and incomplete terms for labeling what I do as an… erm… see, there’s the problem again.
It’s tempting to give up entirely on trying to find the right words for things, but this risks summarily dispensing with thousands of years spent trying to qualify the world around us. So here we are again.
Recently, I’ve been using the term “inclusive design” and calling myself an “inclusive designer” a lot. I’m not sure where I first heard it or who came up with it, but the terminology feels like a good fit for the kind of stuff I care to do when I’m not at a pub or asleep.
This article is about what I think “inclusive design” means and why I think you might like it as an idea.
Isn’t ‘inclusive design’ just ‘accessibility’ by another name?
No, I don’t think so. But that’s not to say the two concepts aren’t related. Note the ‘design’ part in ‘inclusive design’ — that’s not just there by accident. Inclusive design describes a design activity; a way of designing things.
This sets it apart from accessibility — or at least our expectations of what ‘accessibility’ entails. Despite every single accessibility expert I know (and I know a lot) recommending that accessibility should be integrated into design process, it is rarely ever done. Instead, it is relegated to an afterthought, limiting its effect.
The term ‘accessibility’ therefore lacks the power to connote design process. It’s not that we haven’t tried to salvage the term, but it’s beginning to look like a lost cause. So maybe let’s use a new term, because new things take new names. People get that.
The ‘access’ part of accessibility is also problematic. Before we get ahead of ourselves, I don’t mean access is a problem — access is good, and the more accessible something is the better. I mean it’s not enough by itself.
Imagine a website filled with poorly written and lackadaisically organized information, including a bunch of convoluted and confusing functionality. To make this site accessible is to ensure no barriers prevent people from accessing the content.
But that doesn’t make the content any better. It just means more people get to suffer it.
Whoopdidoo.
Access is certainly a prerequisite of inclusion, but accessibility compliance doesn’t get you all the way there. It’s possible to check all the boxes but still be left with an unusable interface. And unusable interfaces are necessarily inaccessible ones. Sure, you can take an unusable interface and make it accessibility compliant, but that only placates stakeholders’ lawyers, not users. Users get little value from it.
So where have we got to? Access is important, but inclusion is bigger than access. Inclusive design means making something valuable, not just accessible, to as many people as we can.
So inclusive design is kind of accessibility + UX?
Closer, but there are some problems with this definition.
UX is, you will have already noted, a broad term encompassing activities ranging from conducting research studies to optimizing the perceived affordance of interface elements. But overall, what I take from UX is that it’s the pursuit of making interfaces understandable.
As it happens, WCAG 2.0 already contains an ‘Understandable’ principle covering provisions such as readability, predictability and feedback. So you might say accessibility — at least as described by WCAG — already covers UX.
Unfortunately, the criteria are limited, plus some really important stuff (like readability) is relegated to the AAA level; essentially “bonus points if you get the time (you won’t).”
So better to let UX folks take care of this kind of thing. It’s what they do. Except, therein lies a danger. UX professionals don’t tend to be well versed in accessibility, so their ‘solutions’ don’t tend to work for that many people. My friend Billy Gregory coined the term SUX, or “Some UX”: if it doesn’t work for different users, it’s only doing part of the job it should be.
SUX won’t do, but it’s not just a disability issue. All sorts of user circumstances go unchecked when you’re shooting straight for what people like, and bypassing what people need: device type, device settings, network quality, location, native language, and available time to name just a few.
In short, inclusive design means designing things for people who aren’t you, in your situation. In my experience, mainstream UX isn’t very good at that. By bolting accessibility onto mainstream UX we labor under the misapprehension that most people have a ‘normal’ experience, a few people are exceptions, and that all of the exceptions pertain to disability directly.
So inclusive design isn’t really about disability?
It is about disability, but not in the same way as accessibility. Accessibility (as it is typically understood, anyway) aims to make sure things work for people with clinically recognized disabilities. Inclusive design aims to make sure things work for people, not forgetting those with clinically recognized disabilities. A subtle, but not so subtle, difference.
Let’s go back to discussing readability, because that’s a good example. Now: everyone benefits from readable text; text with concise sentences and widely-understood words. It certainly helps people with cognitive impairments, but it doesn’t hinder folks who have less trouble with comprehension. In fact, they’ll more than likely be thankful for the time saved and the clarity. Readable text covers the whole gamut. It’s — you’ve got it — inclusive.
Legibility is another one. A clear, well-balanced typeface makes the reading experience less uncomfortable and frustrating for all concerned, including those who have various forms of visual dyslexia. Again, everyone’s happy — so why even contemplate a squiggly, sketchy typeface? Leave well alone.
Contrast too. No one benefits from low contrast; everyone benefits from high contrast. Simple. There’s no more work involved, it just entails better decision making. And that’s what design is really: decision making.
How about zoom support? If you let your users pinch zoom on their phones they can compensate for poor eyesight, but they can also increase the touch area of controls, inspect detail in images, and compose better screen shots. Unobtrusively supporting options like zoom makes interfaces much more inclusive at very little cost.
And when it comes to the underlying HTML code, you’re in luck: it has already been designed, from the outset, to be inclusive. HTML is a toolkit for inclusion. Using the right elements for the job doesn’t just mean the few who use screen readers benefit, but keyboard accessibility comes out-of-the-box, you can defer to browser behavior rather than writing additional scripts, the code is easier to read and maintain, and editors can create content that is effortlessly presentable.
Wait… are you talking about universal design?
Hmmm. Yes, I guess some folks might think of “universal design” and “inclusive design” as synonymous. I just really don’t like the term universal in this context.
The thing is, it gives the impression that you should be designing for absolutely everyone in the universe. Though few would adopt a literal interpretation of “universal” in this context, there are enough developers who would deliberately misconstrue the term and decry universal design as an impossible task. I’ve actually had people push back by saying, “what, so I’ve got to make it work for people who are allergic to computers? What about people in comas?”
For everyone’s sake, I think the term ‘inclusive’ is less misleading. Of course you can’t make things that everybody can use — it’s okay, that’s not the aim. But with everything that’s possible with web technologies, there’s really no need to exclude people in the vast numbers that we usually are.
Accessibility can never be perfect, but by thinking inclusively from planning, through prototyping to production, you can cast a much wider net. That means more and happier users at very little if any more effort.
If you like, inclusive design is the means and accessibility is the end — it’s just that you get a lot more than just accessibility along the way.
Conclusion
That’s inclusive design. Or at least, that’s a definition for a thing I think is a good idea which I identify as inclusive design. I’ll leave you with a few tips.
Involve code early
Web interfaces are made of code. If you’re not working with code, you’re not working on the interface. That’s not to say there’s anything wrong with sketching or paper prototyping — in fact, I recommend paper prototyping in my book on inclusive design. Just work with code as soon as you can, and think about code even before that. Maintain a pattern library of coded solutions and omit any solutions that don’t adhere to basic accessibility guidelines.
Respect conventions
Your content should be fresh, inventive, radical. Your interface shouldn’t. Adopt accepted conventions in the appearance, placement and coding of interface elements. Users aren’t there to experience interface design; they’re there to use an interface. In other words: stop showing off (unless, of course, the brief is to experiment with new paradigms in interface design, for an audience of interface design researchers).
Don’t be exact
“Perfection is the enemy of good”. But the pursuit of perfection isn’t just to be avoided because nothing ever gets finished. Exacting design also makes things inflexible and brittle. If your design depends on elements retaining precise coordinates, they’ll break easily when your users start adjusting font settings or zooming. Choose not to position elements exactly or give them fixed, “magic number” dimensions. Make less decisions in the interface so your users can make more decisions for it.
Enforce simplicity
The virtue of simplicity is difficult to overestimate. The simpler an interface is, the easier it is to use for all kinds of users. Simpler interfaces require less code to make too, so there’s an obvious performance advantage. There are many design decisions that require user research, but keeping things simple is always the right thing to do. Not simplified or simple-seeming or simplistic, but simple.
Do a little and do it well, for as many people as you can.",2016,Heydon Pickering,heydonpickering,2016-12-07T00:00:00+00:00,https://24ways.org/2016/what-the-heck-is-inclusive-design/,process
308,How to Make a Chrome Extension to Delight (or Troll) Your Friends,"If you’re like me, you grew up drawing mustaches on celebrities. Every photograph was subject to your doodling wrath, and your brilliance was taken to a whole new level with computer programs like Microsoft Paint. The advent of digital cameras meant that no one was safe from your handiwork, especially not your friends. And when you finally got your hands on Photoshop, you spent hours maniacally giggling at your artistic genius.
But today is different. You’re a serious adult with important things to do and a reputation to uphold. You keep up with modern web techniques and trends, and have little time for fun other than a random Giphy on Slack… right?
Nope.
If there’s one thing 2016 has taught me, it’s that we—the self-serious, world-changing tech movers and shakers of the universe—haven’t changed one bit from our younger, more delightable selves.
How do I know? This year I created a Chrome extension called Tabby Cat and watched hundreds of thousands of people ditch productivity for randomly generated cats. Tabby Cat replaces your new tab page with an SVG cat featuring a silly name like “Stinky Dinosaur” or “Tiny Potato”. Over time, the cats collect goodies that vary in absurdity from fishbones to lawn flamingos to Raybans. Kids and adults alike use this extension, and analytics show the majority of use happens Monday through Friday from 9-5. The popularity of Tabby Cat has convinced me there’s still plenty of room in our big, grown-up hearts for fun.
Today, we’re going to combine the formula behind Tabby Cat with your intrinsic desire to delight (or troll) your friends, and create a web app that generates your friends with random objects and environments of your choosing. You can publish it as a Chrome extension to replace your new tab, or simply host it as a website and point to it with the New Tab Redirect extension.
Here’s a sneak peek at my final result featuring my partner, my cat, and I in cheerfully weird accessories. Your result will look however you want it to.
Along the way, we’ll cover how to build a Chrome extension that replaces the new tab page, and explore ways to program randomness into your work to create something truly delightful.
What you’ll need
Adobe Illustrator (or a similar illustration program to export PNG)
Some images of your friends
A text editor
Note: This can be as simple or as complex as you want it to be. Most of the application is pre-built so you can focus on kicking back and getting in touch with your creative side. If you want to dive in deeper, you’ll find ways to do it.
Getting started
Download a local copy of the boilerplate for today’s tutorial here, and open it in a text editor. Inside, you’ll find a simple web app that you can run in Chrome.
Open index.html in Chrome. You should see a grey page that says “Noname”.
Open template.pdf in Adobe Illustrator or a similar program that can export PNG. The file contains an artboard measuring 800px x 800px, with a dotted blue outline of a face. This is your template.
Note: We’re using Google Chrome to build and preview this application because the end-result is a Chrome extension. This means that the application isn’t totally cross-browser compatible, but that’s okay.
Step 1: Gather your friends
The first thing to do is choose who your muses are. Since the holidays are upon us, I’d suggest finding inspiration in your family.
Create your artwork
For each person, find an image where their face is pointed as forward as possible. Place the image onto the Artwork layer of the Illustrator file, and line up their face with the template. Then, rename the artboard something descriptive like face_bob. Here’s my crew:
As you can see, my use of the word “family” extends to cats. There’s no judgement here.
Notice that some of my photos don’t completely fill the artboard–that’s fine. The images will be clipped into ovals when they’re rendered in the application.
Now, export your images by following these steps:
Turn the Template layer off and export the images as PNGs.
In the Export dialog, tick the “Use Artboards” checkbox and enter the range with your faces.
Export at 72ppi to keep things running fast.
Save your images into the images/ folder in your project.
Add your images to config.js
Open scripts/config.js. This is where you configure your extension.
Add key value pairs to the faces object. The key should be the person’s name, and the value should be the filepath to the image.
faces: {
leslie: 'images/face_leslie.png',
kyle: 'images/face_kyle.png',
beep: 'images/face_beep.png'
}
The application will choose one of these options at random each time you open a new tab. This pattern is used for everything in the config file. You give the application groups of choices, and it chooses one at random each time it loads. The only thing that’s special about the faces object is that person’s name will also be displayed when their face is chosen.
Now, when you refresh the project in Chrome, you should see one of your friends along with their name, like this:
Congrats, you’re off and running!
Step 2: Add adjectives
Now that you’ve loaded your friends into the application, it’s time to call them names. This step definitely yields the most laughs for the least amount of effort.
Add a list of adjectives into the prefixes array in config.js. To get the words flowing, I took inspiration from ways I might describe some of my relatives during a holiday gathering…
prefixes: [
'Loving',
'Drunk',
'Chatty',
'Merry',
'Creepy',
'Introspective',
'Cheerful',
'Awkward',
'Unrelatable',
'Hungry',
...
]
When you refresh Chrome, you should see one of these words prefixed before your friend’s name. Voila!
Step 3: Choose your color palette
Real talk: I’m bad at choosing color palettes, so I have a trick up my sleeve that I want to share with you. If you’ve been blessed with the gift of color aptitude, skip ahead.
How to choose colors
To create a color palette, I start by going to a Coolors.co, and I hit the spacebar until I find a palette that I like. We need a wide gamut of hues for our palette, so lock down colors you like and keep hitting the spacebar until you find a nice, full range. You can use as many or as few colors as you like.
Copy these colors into your swatches in Adobe Illustrator. They’ll be the base for any illustrations you create later.
Now you need a set of background colors. Here’s my trick to making these consistent with your illustration palette without completely blending in. Use the “Adjust Palette” tool in Coolors to dial up the brightness a few notches, and the saturation down just a tad to remove any neon effect. These will be your background colors.
Add your background colors to config.js
Copy your hex codes into the bgColors array in config.js.
bgColors: [
'#FFDD77',
'#FF8E72',
'#ED5E84',
'#4CE0B3',
'#9893DA',
...
]
Now when you go back to Chrome and refresh the page, you’ll see your new palette!
Step 4: Accessorize
This is the fun part. We’re going to illustrate objects, accessories, lizards—whatever you want—and layer them on top of your friends.
Your objects will be categorized into groups, and one option from each group will be randomly chosen each time you load the page. Think of a group like “hats” or “glasses”. This will allow combinations of accessories to show at once, without showing two of the same type on the same person.
Create a group of accessories
To get started, open up Illustrator and create a new artboard out of the template. Think of a group of objects that you can riff on. I found hats to be a good place to start. If you don’t feel like illustrating, you can use cut-out images instead.
Next, follow the same steps as you did when you exported the faces. Here they are again:
Turn the Template layer off and export the images as PNGs.
In the Export dialog, tick the “Use Artboards” checkbox and enter the range with your hats.
Export at 72ppi to keep things running fast.
Save your images into the images/ folder in your project.
Add your accessories to config.js
In config.js, add a new key to the customProps object that describes the group of accessories that you just created. Its value should be an array of the filepaths to your images. This is my hats array:
customProps: {
hats: [
'images/hat_crown.png',
'images/hat_santa.png',
'images/hat_tophat.png',
'images/hat_antlers.png'
]
}
Refresh Chrome and behold, accessories!
Create as many more accessories as you want
Repeat the steps above to create as many groups of accessories as you want. I went on to make glasses and hairstyles, so my final illustrator file looks like this:
The last step is adding your new groups to the config object. List your groups in the order that you want them to be stacked in the DOM. My final output will be hair, then hats, then glasses:
customProps: {
hair: [
'images/hair_bowl.png',
'images/hair_bob.png'
],
hats: [
'images/hat_crown.png',
'images/hat_santa.png',
'images/hat_tophat.png',
'images/hat_antlers.png'
],
glasses: [
'images/glasses_aviators.png',
'images/glasses_monacle.png'
]
}
And, there you have it! Randomly generated friends with random accessories.
Feel free to go much crazier than I did. I considered adding a whole group of animals in celebration of the new season of Planet Earth, or even adding Sir David Attenborough himself, or doing a bit of role reversal and featuring the animals with little safari hats! But I digress…
Step 5: Publish it
It’s time to put this in your new tabs! You have two options:
Publish it as a Chrome extension in the Chrome Web Store.
Host it as a website and point to it with the New Tab Redirect extension.
Today, we’re going to cover Option #1 because I want to show you how to make the simplest Chrome extension possible. However, I recommend Option #2 if you want to keep your project private. Every Chrome extension that you publish is made publicly available, so unless your friends want their faces published to an extension that anyone can use, I’d suggest sticking to Option #2.
How to make a simple Chrome extension to replace the new tab page
All you need to do to make your project into a Chrome extension is add a manifest.json file to the root of your project with the following contents. There are plenty of other properties that you can add to your manifest file, but these are the only ones that are required for a new tab replacement:
{
""manifest_version"": 2,
""name"": ""Your extension name"",
""version"": ""1.0"",
""chrome_url_overrides"" : {
""newtab"": ""index.html""
}
}
To test your extension, you’ll need to run it in Developer Mode. Here’s how to do that:
Go to the Extensions page in Chrome by navigating to chrome://extensions/.
Tick the checkbox in the upper-right corner labelled “Developer Mode”.
Click “Load unpacked extension…” and select this project.
If everything is running smoothly, you should see your project when you open a new tab. If there are any errors, they should appear in a yellow box on the Extensions page.
Voila! Like I said, this is a very light example of a Chrome extension, but Google has tons of great documentation on how to take things further. Check it out and see what inspires you.
Share the love
Now that you know how to make a new tab extension, go forth and create! But wield your power responsibly. New tabs are opened so often that they’ve become a part of everyday life–just consider how many tabs you opened today. Some people prefer to-do lists in their tabs, and others prefer cats.
At the end of the day, let’s make something that makes us happy. Cheers!",2016,Leslie Zacharkow,lesliezacharkow,2016-12-08T00:00:00+00:00,https://24ways.org/2016/how-to-make-a-chrome-extension/,code
307,Get the Balance Right: Responsive Display Text,"Last year in 24 ways I urged you to Get Expressive with Your Typography. I made the case for grabbing your readers’ attention by setting text at display sizes, that is to say big. You should consider very large text in the same way you might a hero image: a picture that creates an atmosphere and anchors your layout.
When setting text to be read, it is best practice to choose body and subheading sizes from a pre-defined scale appropriate to the viewport dimensions. We set those sizes using rems, locking the text sizes together so they all scale according to the page default and your reader’s preferences. You can take the same approach with display text by choosing larger sizes from the same scale.
However, display text, as defined by its purpose and relative size, is text to be seen first, and read second. In other words a picture of text. When it comes to pictures, you are likely to scale all scene-setting imagery - cover photos, hero images, and so on - relative to the viewport. Take the same approach with display text: lock the size and shape of the text to the screen or browser window.
Introducing viewport units
With CSS3 came a new set of units which are locked to the viewport. You can use these viewport units wherever you might otherwise use any other unit of length such as pixels, ems or percentage. There are four viewport units, and in each case a value of 1 is equal to 1% of either the viewport width or height as reported in reference1 pixels:
vw - viewport width,
vh - viewport height,
vmin - viewport height or width, whichever is smaller
vmax - viewport height or width, whichever is larger
In one fell swoop you can set the size of a display heading to be proportional to the screen or browser width, rather than choosing from a scale in a series of media queries. The following makes the heading font size 13% of the viewport width:
h1 {
font-size: 13 vw;
}
So for a selection of widths, the rendered font size would be:
Rendered font size (px)
Viewport width
13 vw
320
42
768
100
1024
133
1280
166
1920
250
A problem with using vw in this manner is the difference in text block proportions between portrait and landscape devices. Because the font size is based on the viewport width, the text on a landscape display is far bigger than when rendered on the same device held in a portrait orientation.
Landscape text is much bigger than portrait text when using vw units.
The proportions of the display text relative to the screen are so dissimilar that each orientation has its own different character, losing the inconsistency and considered design you would want when designing to make an impression.
However if the text was the same size in both orientations, the visual effect would be much more consistent. This where vmin comes into its own. Set the font size using vmin and the size is now set as a proportion of the smallest side of the viewport, giving you a far more consistent rendering.
h1 {
font-size: 13vmin;
}
Landscape text is consistent with portrait text when using vmin units.
Comparing vw and vmin renderings for various common screen dimensions, you can see how using vmin keeps the text size down to a usable magnitude:
Rendered font size (px)
Viewport
13 vw
13 vmin
320 × 480
42
42
414 × 736
54
54
768 × 1024
100
100
1024 × 768
133
100
1280 × 720
166
94
1366 × 768
178
100
1440 × 900
187
117
1680 × 1050
218
137
1920 × 1080
250
140
2560 × 1440
333
187
Hybrid font sizing
Using vertical media queries to set text in direct proportion to screen dimensions works well when sizing display text. In can be less desirable when sizing supporting text such as sub-headings, which you may not want to scale upwards at the same rate as the display text. For example, we can size a subheading using vmin so that it starts at 16 px on smaller screens and scales up in the same way as the main heading:
h1 {
font-size: 13vmin;
}
h2 {
font-size: 5vmin;
}
Using vmin alone for supporting text can scale it too quickly
The balance of display text to supporting text on the phone works well, but the subheading text on the tablet, even though it has been increased in line with the main heading, is starting to feel disproportionately large and a little clumsy. This problem becomes magnified on even bigger screens.
A solution to this is use a hybrid method of sizing text2. We can use the CSS calc() function to calculate a font size simultaneously based on both rems and viewport units. For example:
h2 {
font-size: calc(0.5rem + 2.5vmin);
}
For a 320 px wide screen, the font size will be 16 px, calculated as follows:
(0.5 × 16) + (320 × 0.025) = 8 + 8 = 16px
For a 768 px wide screen, the font size will be 27 px:
(0.5 × 16) + (768 × 0.025) = 8 + 19 = 27px
This results in a more balanced subheading that doesn’t take emphasis away from the main heading:
To give you an idea of the effect of using a hybrid approach, here’s a side-by-side comparison of hybrid and viewport text sizing:
table.ex--scale{width:100%;overflow: hidden;} table.ex--scale td{vertical-align:baseline;text-align:center;padding:0} tr.ex--scale-key{color:#666} tr.ex--scale-key td{font-size:.875rem;padding:0 0.125em} .ex--scale-2 tr.ex--scale-size{color:#ccc} tr.ex--scale-size td{font-size:1em;line-height:.34em;padding-bottom:.5rem} td.ex--scale-step{color:#000} td.ex--scale-hilite{color:red} .ex--scale-3 tr.ex--scale-size td{line-height:.9em}
top: calc() hybrid method; bottom: vmin only
16
20
27
32
35
40
44
16
24
38
48
54
64
72
320
480
768
960
1080
1280
1440
Over this festive period, try experiment with the proportion of rem and vmin in your hybrid calculation to see what feels best for your particular setting.
A reference pixel is based on the logical resolution of a device which takes into account double density screens such as Retina displays. ↩︎
For even more sophisticated uses of hybrid text sizing see the work of Mike Riethmuller. ↩︎",2016,Richard Rutter,richardrutter,2016-12-09T00:00:00+00:00,https://24ways.org/2016/responsive-display-text/,code
292,Watch Your Language!,"I’m bilingual. My first language is French. I learned English in my early 20s. Learning a new language later in life meant that I was able to observe my thought processes changing over time. It made me realize that some concepts can’t be expressed in some languages, while other languages express these concepts with ease.
It also helped me understand the way we label languages. English: business. French: romance. Here’s an example of how words, or the absence thereof, can affect the way we think:
In French we love everything. There’s no straightforward way to say we like something, so we just end up loving everything. I love my sisters, I love broccoli, I love programming, I love my partner, I love doing laundry (this is a lie), I love my mom (this is not a lie). I love, I love, I love. It’s no wonder French is considered romantic. When I first learned English I used the word love rather than like because I hadn’t grasped the difference. Needless to say, I’ve scared away plenty of first dates!
Learning another language made me realize the limitations of my native language and revealed concepts I didn’t know existed. Without the nuances a given language provides, we fail to express what we really think. The absence of words in our vocabulary gets in the way of effectively communicating and considering ideas.
When I lived in Montréal, most people in my circle spoke both French and English. I could switch between them when I could more easily express an idea in one language or the other. I liked (or should I say loved?) those conversations. They were meaningful. They were efficient.
I’m quadrilingual. I code in Ruby, HTML/CSS, JavaScript, Python. In the past couple of years I have been lucky enough to write code in these languages at a massive scale. In learning Ruby, much like learning English, I discovered the strengths and limitations of not only the languages I knew but the language I was learning. It taught me to choose the right tool for the job.
When I started working at Shopify, making a change to a view involved copy/pasting HTML and ERB from one view to another. The CSS was roughly structured into modules, but those modules were not responsive to different screen sizes. Our HTML was complete mayhem, and we didn’t consider accessibility. All this made editing views a laborious process.
Grep. Replace all. Test. Ship it. Repeat.
This wasn’t sustainable at Shopify’s scale, so the newly-formed front end team was given two missions:
Make the app responsive (AKA Let’s Make This Thing Responsive ASAP)
Make the view layer scalable and maintainable (AKA Let’s Build a Pattern Library… in Ruby)
Let’s make this thing responsive ASAP
The year was 2015. The Shopify admin wasn’t mobile friendly. Our browser support was set to IE10. We had the wind in our sails. We wanted to achieve complete responsiveness in the shortest amount of time. Our answer: container queries.
It seemed like the obvious decision at the time. We would be able to set rules for each component in isolation and the component would know how to lay itself out on the page regardless of where it was rendered. It would save us a ton of development time since we wouldn’t need to change our markup, it would scale well, and we would achieve complete component autonomy by not having to worry about page layout. By siloing our components, we were going to unlock the ultimate goal of componentization, cutting the tie to external dependencies. We were cool.
Writing the JavaScript handling container queries was my first contribution to Shopify. It was a satisfying project to work on. We could drop our components in anywhere and they would magically look good. It took us less than a couple weeks to push this to production and make our app mostly responsive.
But with time, it became increasingly obvious that this was not as performant as we had hoped. It wasn’t performant at all. Components would jarringly jump around the page before settling in on first paint.
It was only when we started using the flex-wrap: wrap CSS property to build new components that we realized we were not using the right language for the job. So we swapped out JavaScript container queries for CSS flex-wrapping. Even though flex wasn’t yet as powerful as we wanted it to be, it was still a good compromise. Our components stayed independent of the window size but took much less time to render. Best of all: they used CSS instead of relying on JavaScript for layout.
In other words: we were using the wrong language to express our layout to the browser, when another language could do it much more simply and elegantly.
Let’s build a pattern library… in Ruby
In order to make our view layer maintainable, we chose to build a comprehensive library of helpers. This library would generate our markup from a single source of truth, allowing us to make changes system-wide, in one place. No. More. Grepping.
When I joined Shopify it was a Rails shop freshly wounded by a JavaScript framework (See: Batman.js). JavaScript was like Voldemort, the language that could not be named. Because of this baggage, the only way for us to build a pattern library that would get buyin from our developers was to use Rails view helpers. And for many reasons using Ruby was the right choice for us. The time spent ramping developers up on the new UI Components would be negligible since the Ruby API felt familiar. The transition would be simple since we didn’t have to introduce any new technology to the stack. The components would be fast since they would be rendered on the server. We had a plan.
We put in place a set of Rails tools to make it easy to build components, then wrote a bunch of sweet, sweet components using our shiny new tools. To document our design, content and front end patterns we put together an interactive styleguide to demonstrate how every component works. Our research and development department loved it (and still do)! We continue to roll out new components, and generally the project has been successful, though it has had its drawbacks.
Since the Shopify admin is mostly made up of a huge number of forms, most of the content is static. For this reason, using server-rendered components didn’t seem like a problem at the time. With new app features increasing the amount of DOM manipulation needed on the client side, our early design decisions mean making requests to the server for each re-paint. This isn’t going to cut it.
I don’t know the end of this story, because we haven’t written it yet. We’ve been exploring alternatives to our current system to facilitate the rendering of our components on the client, including React, Vue.js, and Web Components, but we haven’t determined the winner yet. Only time (and data gathering) will tell.
Ruby is great but it doesn’t speak the browser’s language efficiently. It was not the right language for the job.
Learning a new spoken language has had an impact on how I write code. It has taught me that you don’t know what you don’t know until you have the language to express it. Understanding the strengths and limitations of any programming language is fundamental to making good design decisions. At the end of the day, you make the best choices with the information you have. But if you still feel like you’re unable to express your thoughts to the fullest with what you know, it might be time to learn a new language.",2016,Annie-Claude Côté,annieclaudecote,2016-12-10T00:00:00+00:00,https://24ways.org/2016/watch-your-language/,code
298,First Steps in VR,"The web is all around us. As web folk, it is our responsibility to consider the impact our work can have. Part of this includes thinking about the future; the web changes lives and if we are building the web then we are the ones making decisions that affect people in every corner of the world. I find myself often torn between wanting to make the right decisions, and just wanting to have fun. To fiddle and play. We all know how important it is to sometimes just try ideas, whether they will amount to much or not.
I think of these two mindsets as production and prototyping, though of course there are lots of overlap and phases in between. I mention this because virtual reality is currently seen as a toy for rich people, and in some ways at the moment it is. But with WebVR we are able to create interesting experiences with a relatively low entry point. I want us to have open minds, play around with things, and then see how we can use the tools we have at our disposal to make things that will help people.
Every year we see articles saying it will be the “year of virtual reality”, that was especially prevalent this year. 2016 has been a year of progress, VR isn’t quite mainstream but with efforts like Playstation VR and Google Cardboard, we are definitely seeing much more of it. This year also saw the consumer editions of the Oculus Rift and HTC Vive. So it does seem to be a good time for an overview of how to get involved with creating virtual reality on the web.
WebVR is an API for connecting to devices and retrieving continuous data such as the position and orientation. Unlike the Web Audio API and some other APIs, WebVR does not feel like a framework. You use it however you want, taking the data and using it as you wish. To make it easier, there are plenty of resources such as Three.js, A-Frame and ReactVR that help to make the heavy lifting a bit easier.
Getting Started with A-Frame
I like taking the opportunity to learn new things whenever I can. So while planning this article I thought that instead of trying to teach WebGL or even Three.js in a way that is approachable for all, I would create my first project using A-Frame and write about that. This is not a tutorial as such, I just want to show how to go about getting involved with VR. The beauty of A-Frame is that it is very similar to web components, you can just write HTML to build worlds that will automatically work on all the different types of devices. It uses WebGL and WebVR but in such a way that it quite drastically reduces the learning curve. That’s not to say you can’t build complex things, you have complete access to write JavaScript and shaders.
I’m lazy. Whenever I learn a new language or framework I have found that the best way, personally, for me to learn is to have a project and to copy the starting code from someone else. A project lets you have a good idea of what you want to produce and it means you can ignore a lot of the irrelevant documentation, focussing purely on what you need. That reduces the stress of figuring things out. Copying code also makes it easier, because you know your boilerplate code is working. There’s nothing worse than getting stuck before anything actually works the first time. So I tinker. I take code and I modify it, I play around. It’s fun.
For this project I wanted to keep things as simple as possible, so I can easily explain it without the classic “draw a circle then draw an owl”. I wrote a list of requirements, with some stretch goals that you can give a try yourself if you fancy:
Must work on Google Cardboard at a minimum, because of price
Therefore, it must not rely on having a controller
Auto-moving around a maze would be a good example
Move in direction you look
Stretch goal: Scoring, time until you hit a wall or get stuck in maze
Stretch goal: Levels, so the map doesn’t need to be random
Stretch goal: Snow!
I decided to base this project on an example, Platforms, by Don McCurdy who wrote the really useful aframe-extras. Platforms has random 3D blocks that you can jump onto, going up into the sky. So I took his code and reduced it so that the blocks are randomly spread on the ground.
24 ways
As you can see, this is very readable. Especially if you ignore the JavaScript that is used to create the maze. A-Frame (with A-Frame Extras) gives you a lot of power with relatively little to learn. We start with an which is the container for everything that is going to show up on the screen. There are a few which can be compared to
In the HTML code above, I am registering a Service Worker file named service-worker.js. In order to start caching assets, I am going to use the Service Worker toolbox . It is a lightweight helper library to help you get started creating your own Service Workers. Using this library, we can actually cache the base web page with the path /push.
The Service Worker Toolbox comes with a built-in routing system which is based on the same routing as Express. With just a few lines of code, you can start building powerful caching patterns.
I’ve add the following code to the service-worker.js file.
(global => {
'use strict';
// Load the sw-toolbox library.
importScripts('/js/sw-toolbox/sw-toolbox.js');
// The route for any requests
toolbox.router.get('/push', global.toolbox.fastest);
toolbox.router.get('/images/(.*)', global.toolbox.fastest);
toolbox.router.get('/js/(.*)', global.toolbox.fastest);
// Ensure that our service worker takes control of the page as soon as possible.
global.addEventListener('install', event => event.waitUntil(global.skipWaiting()));
global.addEventListener('activate', event => event.waitUntil(global.clients.claim()));
})(self);
Let’s break this code down further. Around line 4, I am importing the Service Worker toolbox. Next, I am specifying a route that will listen to any requests that match the URL /push. Because I am also interested in caching the images and JavaScript for that page, I’ve told the toolbox to listen to these routes too.
The best thing about the code above is that if any of the assets exist in cache, we will instantly return the cached version instead of waiting for it to download. If the asset doesn’t exist in cache, the code above will add it into cache so that we can retrieve it when it’s needed again.
You may also notice the code global.toolbox.fastest - this is important because gives you the compromise of fulfilling from the cache immediately, while firing off an additional HTTP request updating the cache for the next visit.
But what does this mean when combined with HTTP/2 Server Push? Well, it means that on the first load of the web page, you are able to “push” everything to the user at once before the browser has even requested it. The Service Worker activates and starts caching the assets on the users device. The next time a user visits the page, the Service Worker will intercept the request and serve the asset directly from cache. Amazing!
Using this technique, the waterfall chart for a repeat visit should look like the image below.
If you look closely at the image above, you’ll notice that the web page returns almost instantly without ever making an HTTP request over the network. Using the Service Worker library, we cached the base page for the route /push, which allowed us to retrieve this directly from cache.
Whether used on their own or combined together, the best thing about these two features is that they are the perfect progressive enhancement. If your user’s browser doesn’t support them, they will simply fall back to HTTP/1.1 without Service Workers. Your users may not experience as fast a load time as they would with these two techniques, but it would be no different from their normal experience. HTTP/2 Server Push and Service Workers are really the perfect partners when it comes to web performance.
Summary
When used correctly, HTTP/2 Server Push and Service Workers can have a positive impact on your site’s load times. Together they mean super fast first load times and even faster repeat views to a web page. Whilst this technique is really effective, it’s worth noting that HTTP/2 push is not a magic bullet. Think about the situations where it might make sense to use it and don’t just simply “push” everything; it could actually lead to having slower page load times. If you’d like to learn more about the rules of thumb for HTTP/2 Server Push, I recommend reading this article for more information.
All of the code in this example is available on my Github repo - if you have any questions, please submit an issue and I’ll get back to you as soon as possible.
If you’d like to learn more about this technique and others relating to HTTP/2, I highly recommend watching Sam Saccone’s talk at this years Chrome Developer Summit.
I’d also like to say a massive thank you to Robin Osborne, Andy Davies and Jeffrey Posnick for helping me review this article before putting it live!",2016,Dean Hume,deanhume,2016-12-15T00:00:00+00:00,https://24ways.org/2016/http2-server-push-and-service-workers/,code
296,Animation in Design Systems,"Our modern front-end workflow has matured over time to include design systems and component libraries that help us stay organized, improve workflows, and simplify maintenance. These systems, when executed well, ensure proper documentation of the code available and enable our systems to scale with reduced communication conflicts.
But while most of these systems take a critical stance on fonts, colors, and general building blocks, their treatment of animation remains disorganized and ad-hoc. Let’s leverage existing structures and workflows to reduce friction when it comes to animation and create cohesive and performant user experiences.
Understand the importance of animation
Part of the reason we treat animation like a second-class citizen is that we don’t really consider its power. When users are scanning a website (or any environment or photo), they are attempting to build a spatial map of their surroundings. During this process, nothing quite commands attention like something in motion.
We are biologically trained to notice motion: evolutionarily speaking, our survival depends on it. For this reason, animation when done well can guide your users. It can aid and reinforce these maps, and give us a sense that we understand the UX more deeply. We retrieve information and put it back where it came from instead of something popping in and out of place.
“Where did that menu go? Oh it’s in there.”
For a deeper dive into how animation can connect disparate states, I wrote about the Importance of Context-Shifting in UX Patterns for CSS-Tricks.
An animation flow on mobile.
Animation also aids in perceived performance. Viget conducted a study where they measured user engagement with a standard loading GIF versus a custom animation. Customers were willing to wait almost twice as long for the custom loader, even though it wasn’t anything very fancy or crazy. Just by showing their users that they cared about them, they stuck around, and the bounce rates dropped.
14 second generic loading screen.22 second custom loading screen.
This also works for form submission. Giving your personal information over to an online process like a static form can be a bit harrowing. It becomes more harrowing without animation used as a signal that something is happening, and that some process is completing. That same animation can also entertain users and make them feel as though the wait isn’t as long.
Eli Fitch gave a talk at CSS Dev Conf called: “Perceived Performance: The Only Kind That Really Matters”, which is one of my favorite talk titles of all time. In it, he discussed how we tend to measure things like timelines and network requests because they are more quantifiable–and therefore easier to measure–but that measuring how a user feels when visiting the site is more important and worth the time and attention.
In his talk, he states “Humans over-estimate passive waits by 36%, per Richard Larson of MIT”. This means that if you’re not using animation to speed up how fast the wait time of a form submission loads, users are perceiving it to be much slower than the dev tools timeline is recording.
Reign it in
Unlike fonts, colors, and so on, we tend to add animation in as a last step, which leads to disorganized implementations that lack overall cohesion. If you asked a designer or developer if they would create a mockup or build a UI without knowing the fonts they were working with, they would dislike the idea. Not knowing the building blocks they’re working with means that the design can fall apart or the development can break with something so fundamental left out at the start. Good animation works the same way.
The first step in reigning in your use of animation is to perform an animation audit. Look at all the places you are using animation on your site, or the places you aren’t using animation but probably should. (Hint: perceived performance of a loader on a form submission can dramatically change your bounce rates.)
Not sure how to perform a good audit? Val Head has a great chapter on it in her book, Designing Interface Animations, which has of buckets of research and great ideas.
Even some beautiful component libraries that have animation in the docs make this mistake. You don’t need every kind of animation, just like you don’t need every kind of font. This bloats our code. Ask yourself questions like: do you really need a flip 180 degree animation? I can’t even conceive of a place on a typical UI where that would be useful, yet most component libraries that I’ve seen have a mixin that does just this.
Which leads to…
Have an opinion
Many people are confused about Material Design. They think that Material Design is Motion Design, mostly because they’ve never seen anyone take a stance on animation before and document these opinions well. But every time you use Material Design as your motion design language, people look at your site and think GOOGLE. Now that’s good branding.
By using Google’s motion design language and not your own, you’re losing out on a chance to be memorable on your own website.
What does having an opinion on motion look like in practice? It could mean you’ve decided that you never flip things. It could mean that your eases are always going to glide. In that instance, you would put your efforts towards finding an ease that looks “gliding” and pulling out any transform: scaleX(-1) animation you find on your site. Across teams, everyone knows not to spend time mocking up flipping animation (even if they’re working on an entirely different codebase), and to instead work on something that feels like it glides. You save time and don’t have to communicate again and again to make things feel cohesive.
Create good developer resources
Sometimes people don’t incorporate animation into a design system because they aren’t sure how, beyond the base hover states. All animation properties can be broken into interchangeable pieces. This allows developers and designers alike to mix and match and iterate quickly, while still staying in the correct language. Here are some recommendations (with code and a demo to follow):
Create timing units, similar to h1, h2, h3. In a system I worked on recently, I called these t1, t2, t3. T1 would be reserved for longer pieces, down to t5 which is a bit like h5 in that it’s the default (usually around .25 seconds or thereabouts).
Keep animation easings for entrance, exit, entrance emphasis and exit emphasis that people can commonly refer to. This, and the animation-fill-mode, are likely to be the only two properties that can be reused for the entrance and exit of the animation.
Use the animation-name property to define the keyframes for the animation itself. I would recommend starting with 5 or 6 before making a slew of them, and see if you need more. Writing 30 different animations might seem like a nice resource, but just like your color palette having too many can unnecessarily bulk up your codebase, and keep it from feeling cohesive. Think critically about what you need here.
See the Pen Modularized Animation for Component Libraries by Sarah Drasner (@sdras) on CodePen.
The example above is pared-down, but you can see how in a robust system, having pieces that are interchangeable cached across the whole system would save time for iterations and prototyping, not to mention make it easy to make adjustments for different feeling movement on the same animation easily.
One low hanging fruit might be a loader that leads to a success dialog. On a big site, you might have that pattern many times, so writing up a component that does only that helps you move faster while also allowing you to really zoom in and focus on that pattern. You avoid throwing something together at the last minute, or using a GIF, which are really heavy and mushy on retina. You can make singular pieces that look really refined and are reusable.
React and Vue Implementations are great for reusable components, as you can create a building block with a common animation pattern, and once created, it can be a resource for all. Remember to take advantage of things like props to allow for timing and easing adjustments like we have in the previous example!
Responsive
At the very least we should ensure that interaction also works well on mobile, but if we’d like to create interactions that take advantage of all of the gestures mobile has to offer, we can use libraries like zingtouch or hammer to work with swipe or multiple finger detection. With a bit of work, these can all be created through native detection as well.
Responsive web pages can specify initial-scale=1.0 in the meta tag so that the device is not waiting the required 300ms on the secondary tap before calling action. Interaction for touch events must either start from a larger touch-target (40px × 40px or greater) or use @media(pointer:coarse) as support allows.
Buy-in
Sometimes people don’t create animation resources simply because it gets deprioritized. But design systems were also something we once had to fight for, too. This year at CSS Dev Conf, Rachel Nabors demonstrated how to plot out animation wants vs. needs on a graph (reproduced with her permission) to help prioritize them:
This helps people you’re working with figure out the relative necessity and workload of the addition of these animations and think more critically about it. You’re also more likely to get something through if you’re proving that what you’re making is needed and can be reused.
Good compromises can be made this way: “we’re not going to go all out and create an animated ‘About Us’ page like you wanted, but I suppose we can let our users know their contact email went through with a small progress and success notification.”
Successfully pushing smaller projects through helps build trust with your team, and lets them see what this type of collaboration can look like. This builds up the type of relationship necessary to push through projects that are more involved. It can’t be overstressed that good communication is key.
Get started!
With these tools and good communication, we can make our codebases more efficient, performant, and feel better for our users. We can enhance the user experience on our sites, and create great resources for our teams to allow them to move more quickly while innovating beautifully.",2016,Sarah Drasner,sarahdrasner,2016-12-16T00:00:00+00:00,https://24ways.org/2016/animation-in-design-systems/,code
289,Front-End Developers Are Information Architects Too,"The theme of this year’s World IA Day was “Information Everywhere, Architects Everywhere”. This article isn’t about what you may consider an information architect to be: someone in the user-experience field, who maybe studied library science, and who talks about taxonomies. This is about a realisation I had a couple of years ago when I started to run an increasing amount of usability-testing sessions with people who have disabilities: that the structure, labelling, and connections that can be made in front-end code is information architecture. People’s ability to be successful online is unequivocally connected to the quality of the code that is written.
Places made of information
In information architecture we talk about creating places made of information. These places are made of ones and zeros, but we talk about them as physical structures. We talk about going onto a social media platform, posting in blogs, getting locked out of an environment, and building applications. In 2002, Andrew Hinton stated:
People live and work in these structures, just as they live and work in their homes, offices, factories and malls. These places are not virtual: they are as real as our own minds.
25 Theses
We’re creating structures which people rely on for significant parts of their lives, so it’s critical that we carry out our work responsibly. This means we must use our construction materials correctly. Luckily, our most important material, HTML, has a well-documented specification which tells us how to build robust and accessible places. What is most important, I believe, is to understand the semantics of HTML.
Semantics
The word “semantic” has its origin in Greek words meaning “significant”, “signify”, and “sign”. In the physical world, a structure can have semantic qualities that tell us something about it. For example, the stunning Westminster Abbey inspires awe and signifies much about the intent and purpose of the structure. The building’s size; the quality of the stone work; the massive, detailed stained glass: these are all signs that this is a building meant for something the creators deemed important. Alternatively consider a set of large, clean, well-positioned, well-lit doors on the ground floor of an office block: they don’t need an “entrance” sign to communicate their use and to stop people trying to use a nearby fire exit to get into the building. The design of the doors signify their usage. Sometimes a more literal and less awe-inspiring approach to communicating a building’s purpose happens, but the affect is similar: the building is signifying something about its purpose.
HTML has over 115 elements, many of which have semantics to signify structure and affordance to people, browsers, and assistive technology. The HTML 5.1 specification mentions semantics, stating:
Elements, attributes, and attribute values in HTML are defined … to have certain meanings (semantics). For example, the element represents an ordered list, and the lang attribute represents the language of the content.
HTML 5.1 Semantics, structure, and APIs of HTML documents
HTML’s baked-in semantics means that developers can architect their code to signify structure, create relationships between elements, and label content so people can understand what they’re interacting with. Structuring and labelling information to make it available, usable, and understandable to people is what an information architect does. It’s also what a front-end developer does, whether they realise it or not.
A brief introduction to information architecture
We’re going to start by looking at what an information architect is. There are many definitions, and I’m going to quote Richard Saul Wurman, who is widely regarded as the father of information architecture. In 1976 he said an information architect is:
the individual who organizes the patterns inherent in data, making the complex clear; a person who creates the structure or map of information which allows others to find their personal paths to knowledge; the emerging 21st century professional occupation addressing the needs of the age focused upon clarity, human understanding, and the science of the organization of information.
Of Patterns And Structures
To me, this clearly defines any developer who creates code that a browser, or other user agent (for example, a screen reader), uses to create a structured, navigable place for people.
Just as there are many definitions of what an information architect is, there are for information architecture itself. I’m going to use the definition from the fourth edition of Information Architecture For The World Wide Web, in which the authors define it as:
The structural design of shared information environments.
The synthesis of organization, labeling, search, and navigation systems within digital, physical, and cross-channel ecosystems.
The art and science of shaping information products and experiences to support usability, findability, and understanding.
Information Architecture For The World Wide Web, 4th Edition
To me, this describes front-end development. Done properly, there is an art to creating robust, accessible, usable, and findable spaces that delight all our users. For example, at 2015’s State Of The Browser conference, Edd Sowden talked about the accessibility of
s. He discovered that by simply not using the semantically-correct
element to mark up
headings, in some situations browsers will decide that a
is being used for layout and essentially make it invisible to assistive technology. Another example of how coding practices can affect the usability and findability of content is shown by Léonie Watson in her How ARIA landmark roles help screen reader users video. By using ARIA landmark roles, people who use screen readers are quickly able to identify and jump to common parts of a web page.
Our definitions of information architects and information architecture mention patterns, rules, organisation, labelling, structure, and relationships. There are numerous different models for how these elements get boiled down to their fundamentals. In his Understanding Context book, Andrew Hinton calls them Labels, Relationships, and Rules; Jorge Arango calls them Links, Nodes, And Order; and Dan Klyn uses Ontology, Taxonomy, and Choreography, which is the one we’re going to use. Dan defines these terms as:
Ontology
The definition and articulation of the rules and patterns that govern the meaning of what we intend to communicate.
What we mean when we say what we say.
Taxonomy
The arrangements of the parts. Developing systems and structures for what everything’s called, where everything’s sorted, and the relationships between labels and categories
Choreography
Rules for interaction among the parts. The structures it creates foster specific types of movement and interaction; anticipating the way users and information want to flow and making affordance for change over time.
We now have definitions of an information architect, information architecture, and a model of the elements of information architecture. But is writing HTML really creating information or is it just wrangling data and metadata? When does data turn into information? In his book Managing For The Future Peter Drucker states:
… data is not information. Information is data endowed with relevance and purpose.
Managing For The Future
If we use the correct semantic element to mark up content then we’re developing with purpose and creating relevance. For example, if we follow the advice of the HTML 5.1 specification and mark up headings using heading rank instead of the outline algorithm, we’re creating a structure where the depth of one heading is relevant to the previous one. Architected correctly, an
element should be relevant to its parent, which should be the
. By following the HTML specification we can create a structured, searchable, labeled document that will hopefully be relevant to what our users need to be successful. If you’ve never used a screen reader, you might be wondering how the headings on a page are searchable. Screen readers give users the ability to interact with headings in a couple of ways:
by creating a list of headings so users can quickly scan the page for information
by using a keyboard command to cycle through one heading at a time
If we had a document for Christmas Day TV we might structure it something like this:
Christmas Day TV schedule
BBC1
Morning
Evening
BBC2
Morning
Evening
ITV
Morning
Evening
Channel 4
Morning
Evening
If I use VoiceOver to generate a list of headings, I get this:
Once I have that list I can use keyboard commands to filter the list based on the heading level. For example, I can press 2 to hear just the
s:
If we hadn’t used headings, of if we’d nested them incorrectly, our users would be frustrated.
Putting this together
Let’s put this together with an example of a button that, when pressed, toggles the appearance of a panel of links. There are numerous ways we could create a button on a web page, but the best way is to just use a