{"rowid": 232, "title": "Optimize Your Web Design Workflow", "contents": "I\u2019m not sure about you, but I still favour using Photoshop to create my designs for the web. I agree that this application, even with its never-ending feature set, is not the perfect environment to design websites in. The ideal application doesn\u2019t exist yet, however, so until it does it\u2019s maybe not such a bad idea to investigate ways to optimize our workflow.\n\nWhy use Photoshop?\n\nIt will probably not come as a surprise if I say that Photoshop and Illustrator are the applications that I know best and feel most comfortable and creative in. Some people prefer Fireworks for web design. Even though I understand people\u2019s motivations, I still prefer Photoshop personally. On the occasions that I gave Fireworks a try, I ended up just using the application to export my images as slices, or to prepare a dummy for the client. For some reason, I\u2019ve never been able to find my way in that app. There were always certain things missing that could only be done in either Photoshop or Illustrator, which bothered me.\n\nWhy not start in the browser?\n\nThese days, with CSS3 styling emerging, there are people who find it more efficient to design in the browser. I agree that at a certain point, once the basic design is all set and defined, you can jump right into the code and go from there. But the actual creative part, at least for me, needs to be done in an application such as Photoshop.\n\nAs a designer I need to be able to create and experiment with shapes on the fly, draw things, move them around, change colours, gradients, effects, and so on. I can\u2019t see me doing this with code. I\u2019m sure if I switch to markup too quickly, I might end up with a rather boxy and less interesting design. Once I start playing with markup, I leave my typical \u2018design zone\u2019. My brain starts thinking differently \u2013 more rational and practical, if you know what I mean; I start to structure and analyse how to mark up my design in the most efficient semantic way. When I design, I tend to let that go for a bit. I think more freely and not so much about the limitations, as it might hinder my creativity. Now that you know my motivations to stick with Photoshop for the time being, let\u2019s see how we can optimize this beast.\n\nOptimize your Photoshop workspace\n\nIn Photoshop CS5 you have a few default workspace options to choose from which can be found at the top right in the Application Bar (Window\u2009>\u2009Application Bar).\n\n\n\nYou can set up your panels and palettes the way you want, starting from the \u2018Design\u2019 workspace option, and save this workspace for future web work. Here is how I have set up things for when I work on a website design:\n\n\n\nI have the layers palette open, and I keep the other palettes collapsed. Sometimes, when space permits, I open them all. For designers who work both on print and web, I think it\u2019s worthwhile to save a workspace for both, or for when you\u2019re doing photo retouching.\n\nSet up a grid\n\nWhen you work a lot with Shape Layers like I do, it\u2019s really helpful to enable the Grid (View\u2009>\u2009Show\u2009>\u2009Grid) in combination with Snap to Grid (View\u2009>\u2009Snap To\u2009>\u2009Grid). This way, your vector-based work will be pixel-sharp, as it will always snap to the grid, and so you don\u2019t end up with blurry borders.\n\n\n\nTo set up your preferred grid, go to Preferences\u2009>\u2009Guides, Grids and Slices. A good setting is to use \u2018Gridline Every 10 pixels\u2019 and \u2018Subdivision 10\u2019. You can switch it on and off at any time using the shortcut Cmd/Ctrl + \u2019.\n\n\n\nIt might also help to turn on Smart Guides (View\u2009>\u2009Show\u2009>\u2009Smart Guides).\n\nAnother important tip for making sure your Shape Layer boxes and other shapes are perfectly aligned to the pixel grid when you draw them is to enable Snap to Pixels. This option can be enabled in the Application bar in the Geometry options dropdown menu when you select one of the shape tools from the toolbox.\n\n\n\nUse Shape Layers\n\nTo keep your design as flexible as possible, it\u2019s a good thing to use Shape Layers wherever you can as they are scalable. I use them when I design for the iPhone. All my icons, buttons, backgrounds, illustrative graphics \u2013 they are all either Smart Objects placed from Illustrator, or Shape Layers. This way, the design is scalable for the retina display.\n\n\n\nUse Smart Objects\n\nAmong the things I like a lot in Photoshop are Smart Objects. Smart Objects preserve an image\u2019s source content with all its original characteristics, enabling you to perform non-destructive editing to the layer. For me, this is the ideal way of making my design flexible.\n\n\n\nFor example, a lot of elements are created in Illustrator and are purely vector-based. Placing these elements in Photoshop as Smart Objects (via copy and paste, or dragging from Illustrator into Photoshop) will keep them vector-based and scalable at all times without loss of quality.\n\n\n\nAnother way you could use Smart Objects is whenever you have repeating elements; for example, if you have a stream or list of repeating items. You could, for instance, create one, two or three different items (for the sake of randomness), make each one a Smart Object, and repeat them to create the list. Then, when you have to update, you need only change the Smart Object, and the update will be automatically applied in all its linked instances.\n\nTurning photos into Smart Objects before you resize them is also worth considering \u2013 you never know when you\u2019ll need that same photo just a bit bigger. It keeps things more flexible, as you leave room to resize the image at a later stage. I use this in combination with the Smart Filters a lot, as it gives me such great flexibility.\n\n\n\nI usually use Smart Objects as well for the main sections of a web page, which are repeated across different pages of a site. So, for elements such as the header, footer and sidebar, it can be handy for bigger projects that are constantly evolving, where you have to create a lot of different pages in Photoshop.\n\nYou could save a template page that has the main sections set up as Smart Objects, always in their latest version. Each time you need to create new page, you can start from that template file. If you need to update an existing page because the footer (or sidebar, or header) has been updated, you can drag the updated Smart Object into this page. Although, do I wish Photoshop made it possible to have Smart Objects live as separate files, which are then linked to my different pages. Then, whenever I update the Smart Object, the pages are automatically updated next time I open the file. This is how linked files work in InDesign and Illustrator when you place a external image.\n\nUse Layer Comps\n\nIn some situations, using Layer Comps can come in handy. I try to use them when the design consists of different states; for example, if there are hidden and show states of certain content, such as when content is shown after clicking a certain button. It can be useful to create a Layer Comp for each state. So, when you switch between the two Layer Comps, you\u2019re switching between the two states.\n\n\n\nIt\u2019s OK to move or hide content in each of these states, as well as apply different layer styles. I find this particularly useful when I need to save separate JPEG versions of each state to show to the client, instead of going over all the eye icons in the layers palette to turn the layers\u2019 visibility on or off.\n\n\n\nCreate a set of custom colour swatches\n\nI tend to use a distinct colour Swatches palette for each project I work on, by saving a separate Swatches palette in project\u2019s folder (as an .ase file). You can do this through the palette\u2019s dropdown menu, choosing Save Swatches for Exchange.\n\n\n\nSelecting this option gives you the flexibility to load this palette in other Adobe applications like Illustrator, InDesign or Fireworks. This way, you have the colours of any particular project at hand. I name each colour, using the hexadecimal values.\n\n\n\nLoading, saving or changing the view of the Swatches palette can be done via the palette\u2019s dropdown menu. My preferred view is \u2018Small List\u2019 so I can see the hexadecimal values or other info I have added in the description.\n\nI do wish Photoshop had the option of loading several different Styles palettes, so I could have two or more of them open at the same time, but each as a separate palette. This would be handy whenever I switch to another project, as I\u2019m usually working on more than one project in a day. At the moment, you can only add a set of colours to the palette that is already open, which is frustrating and inefficient if you need to update the palette of a project separately.\n\nCreate a set of custom Styles\n\nJust like saving a Swatches palette, I also always save the styles I apply in the Styles palette as a separate Styles file in the project\u2019s folder when I work on a website design or design for iPhone/iPad. During the design process, I can save it each time styles are added. Again, though, it would be great if we could have different Styles palettes open at the same time.\n\n\n\nUse a scratch file\n\nWhat I also find particularly timesaving, when working on a large project, is using some kind of scratch file. By that, I mean a file that has elements in place that you reuse a lot in the general design. Think of buttons, icons and so on, that you need in every page or screen design. This is great for both web design work and iPad/iPhone work. \n\n\n\nUse the slice tool\n\nThis might not be something you think of at first, because you probably associate this way of working with \u2018old-school\u2019 table-based techniques. Still, you can apply your slice any way you want, keeping your way of working in mind. Just think about it for a second. If you use the slice tool, and you give each slice its proper filename, you don\u2019t have to worry about it when you need to do updates on the slice or image. Photoshop will remember what the image of that slice is called and which \u2018Save for Web\u2019 export settings you\u2019ve used for it. You can also export multiple slices all at once, or export only the ones you need using \u2018Save selected slices\u2019.\n\n\n\nI hope this list of optimization tips was useful, and that they will help you improve and enjoy your time in Photoshop. That is, until the ultimate web design application makes its appearance. Somebody is building this as we speak, right?", "year": "2010", "author": "Veerle Pieters", "author_slug": "veerlepieters", "published": "2010-12-10T00:00:00+00:00", "url": "https://24ways.org/2010/optimize-your-web-design-workflow/", "topic": "process"} {"rowid": 205, "title": "Why Design Systems Fail", "contents": "Design systems are so hot right now, and for good reason. They promote a modular approach to building a product, and ensure organizational unity and stability via reusable code snippets and utility styles. They make prototyping a breeze, and provide a common language for both designers and developers.\nA design system is a culmination of several individual components, which can include any or all of the following (and more):\n\nStyle guide or visual pattern library\nDesign tooling (e.g. Sketch Library)\nComponent library (where the components live in code)\nCode usage guidelines and documentation\nDesign usage documentation\nVoice and tone guideline\nAnimation language guideline\n\nDesign systems are standalone (internal or external) products, and have proven to be very effective means of design-driven development. However, in order for a design system to succeed, everyone needs to get on board.\nI\u2019d like to go over a few considerations to ensure design system success and what could hinder that success.\nOrganizational Support\nPut simply, any product, including internal products, needs support. Something as cross-functional as a design system, which spans every vertical project team, needs support from the top and bottom levels of your organization. \nWhat I mean by that is that there needs to be top-level support from project managers up through VP\u2019s to see the value of a design system, to provide resources for its implementation, and advocate for its use company-wide. This is especially important in companies where such systems are being put in place on top of existing, crufty codebases, because it may mean there needs to be some time and effort put in the calendar for refactoring work.\nSupport from the bottom-up means that designers and engineers of all levels also need to support this system and feel responsibility for it. A design system is an organization\u2019s product, and everyone should feel confident contributing to it. If your design system supports external clients as well (such as contractors), they too can become valuable teammates.\nA design system needs support and love to be nurtured and to grow. It also needs investment.\nInvestment\nTo have a successful design system, you need to make a continuous effort to invest resources into it. I like to compare this to working out.\nYou can work out intensely for 3 months and see some gains, but once you stop working out, those will slowly fade away. If you continue to work out, even if its less often than the initial investment, you\u2019ll see yourself maintaining your fitness level at a much higher rate than if you stopped completely. \nIf you invest once in a design system (say, 3 months of overhauling it) but neglect to keep it up, you\u2019ll face the same situation. You\u2019ll see immediate impact, but that impact will fade as it gets out of sync with new designs and you\u2019ll end up with strange, floating bits of code that nobody is using. Your engineers will stop using it as the patterns become outdated, and then you\u2019ll find yourself in for another round of large investment (while dreading going through the process since its fallen so far out of shape).\n\nWith design systems, small incremental investments over time lead to big gains overall.\n\nWith this point, I also want to note that because of how they scale, design systems can really make a large impact across the platform, making it extremely important to really invest in things like accessibility and solid architecture from the start. You don\u2019t want to scale a brittle system that\u2019s not easy to use.\nTake care of your design systems, and keep working on them to ensure their effectiveness. One way to ensure this is to have a dedicated team working on this design system, managing tickets and styling updates that trickle out to the rest of your company.\nResponsibility\nWith some kind of team to act as an owner of a design system, whether it be the design team, engineering team, or a new team\nmade of both designers and engineers (the best option), your company is more likely to keep a relevant, up-to-date system that doesn\u2019t break.\nThis team is responsible for a few things:\n\nHelping others get set up on the system (support)\nDesigning and building components (development)\nAdvocating for overall UI consistency and adherence (evangelism)\nCreating a rollout plan and update system (product management)\n\nAs you can see, these are a lot of roles, so it helps to have multiple people on this team, at least part of the time, if you can. One thing I\u2019ve found to be effective in the past is to hold office hours for coworkers to book slots within to help them get set up and to answer any questions about using the system. Having an open Slack channel also helps for this sort of thing, as well as for bringing up bugs/issues/ideas and being an channel for announcements like new releases.\nCommunication\nOnce you have resources and a plan to invest in a design system, its really important that this person or team acts as a bridge between design and engineering. Continuous communication is really important here, and the way you communicate is even more important.\nRemember that nobody wants to be told what to do or prescribed a solution, especially developers, who are used to a lot of autonomy (usually they get to choose their own tools at work). Despite how much control the other engineers have on the process, they need to feel like they have input, and feel heard.\nThis can be challenging, especially since ultimately, some party needs to be making a final decision on direction and execution. Because it\u2019s a hard balance to strike, having open communication channels and being as transparent as possible as early as possible is a good start.\nBuy-in\nFor all of the reasons we\u2019ve just looked over, good communication is really important for getting buy-in from your users (the engineers and designers), as well as from product management.\n\nBuilding and maintaining a design system is surprisingly a lot of people-ops work.\n\nTo get buy-in where you don\u2019t have a previous concensus that this is the right direction to take, you need to make people want to use your design system. A really good way to get someone to want to use a product is to make it the path of least resistance, to show its value.\nGather examples and usage wins, because showing is much more powerful than telling.\nIf you can, have developers use your product in a low-stakes situation where it provides clear benefits. Hackathons are a great place to debut your design system. Having a hackathon internally at DigitalOcean was a perfect opportunity to:\n\nEvangelize for the design system\nSee what people were using the component library for and what they were struggling with (excellent user testing there)\nGet user feedback afterward on how to improve it in future iterations\nLet people experience the benefits of using it themselves\n\nThese kinds of moments, where people explore on their own are where you can really get people on your side and using the design system, because they can get their hands on it and draw their own conclusions (and if they don\u2019t love it \u2014 listen to them on how to improve it so that they do). We don\u2019t always get so lucky as to have this sort of instantaneous user feedback from our direct users.\nArchitecture\nI briefly mentioned the scalable nature of design systems. This is exactly why it\u2019s important to develop a solid architecture early on in the process. Build your design system with growth and scalability in mind. What happens if your company acquires a new product? What happens when it develops a new market segment? How can you make sure there\u2019s room for customization and growth?\nA few things we\u2019ve found helpful include:\nNamespacing\nUse namespacing to ensure that the system doesn\u2019t collide with existing styles if applying it to an existing codebase. This means prefixing every element in the system to indicate that this class is a part of the design system. To ensure that you don\u2019t break parts of the existing build (which may have styled base elements), you can namespace the entire system inside of a parent class. Sass makes this easy with its nested structure. \nThis kind of namespacing wouldn\u2019t be necessary per se on new projects, but it is definitely useful when integrating new and old styles.\nSemantic Versioning\nI\u2019ve used Semantic Versioning on all of the design systems I\u2019ve ever worked on. Semantic versioning uses a system of Major.Minor.Patch for any updates. You can then tag released on Github with versioned updates and ensure that someone\u2019s app won\u2019t break unintentionally when there is an update, if they are anchored to a specific version (which they should be).\nWe also use this semantic versioning as a link with our design system assets at DigitalOcean (i.e. Sketch library) to keep them in sync, with the same version number corresponding to both Sketch and code.\nOur design system is served as a node module, but is also provided as a series of built assets using our CDN for quick prototyping and one-off projects. For these built assets, we run a deploy script that automatically creates folders for each release, as well as a latest folder if someone wanted the always-up-to-date version of the design system. \nSo, semantic versioning for the system I\u2019m currently building is what links our design system node module assets, sketch library assets, and statically built file assets.\nThe reason we have so many ways of consuming our design system is to make adoption easier and to reduce friction.\nFriction\nA while ago, I posed the question of why design systems become outdated and unused, and a major conclusion I drew from the conversation was:\n\n\u201cIf it\u2019s harder for people to use than their current system, people just won\u2019t use it\u201d\n\nYou have to make your design system the path of least resistance, lowering cognitive overhead of development, not adding to it. This is vital. A design system is intended to make development much more efficient, enforce a consistent style across sites, and allow for the developer to not worry as much about small decisions like naming and HTML semantics. These are already sorted out for them, meaning they can focus on building product.\nBut if your design system is complicated and over-engineered, they may find it frustrating to use and go back to what they know, even if its not the best solution. If you\u2019re a Sass expert, and base your system on complex mixins and functions, you better hope your user (the developer) is also a Sass expert, or wants to learn. This is often not the case, however. You need to talk to your audience.\nWith the DigitalOcean design system, we provide a few options:\nOption 1\nUsers can implement the component library into a development environment and use Sass, select just the components they want to include, and extend the system using a hook-based system. This is the most performant and extensible output. Only the components that are called upon are included, and they can be easily extended using mixins.\nBut as noted earlier, not everyone wants to work this way (including Sass a dependency and potentially needing to set up a build system for it and learn a new syntax). There is also the user who just wants to throw a link onto their page and have it look nice, and thats where our versioned built assets come in.\nOption 2\nWith Option 2, users pull in links that are served via a CDN that contain JS, CSS, and our SVG icon library. The code is a bit bigger than the completely customized version, but often this isn\u2019t the aim when people are using Option 2.\nReducing friction for adoption should be a major goal of your design system rollout.\nConclusion\nHaving a design system is really beneficial to any product, especially as it grows. In order to have an effective system, it\u2019s important to primarily always keep your user in mind and garner support from your entire company. Once you have support and acceptance, this system will flourish and grow. Make sure someone is responsible for it, and make sure its built with a solid foundation from the start which will be carefully maintained toward the future. Good luck, and happy holidays!", "year": "2017", "author": "Una Kravets", "author_slug": "unakravets", "published": "2017-12-14T00:00:00+00:00", "url": "https://24ways.org/2017/why-design-systems-fail/", "topic": "process"} {"rowid": 82, "title": "Being Prepared To Contribute", "contents": "\u201cYou\u2019ll figure it out.\u201d The advice my dad gives has always been the same, whether addressing my grade school homework or paying bills after college. If I was looking for a shortcut, my dad wasn\u2019t going to be the one to provide it.\n\nWhen I was a kid it infuriated the hell out of me, but what I then perceived to be a lack of understanding turned out to be a keystone in my upbringing. As an adult, I realize the value in not receiving outright solutions, but being forced to figure things out. \n\nEven today, when presented with a roadblock while building for the web, I am temped to get by with the help of the latest grid system, framework, polyfill, or plugin. In and of themselves these resources are harmless, but before I can drop them in, those damn words still echo in the back of my mind: \u201cYou\u2019ll figure it out.\u201d\n\nI know that if I blindly implement these tools as drag and drop solutions I fail to understand the intricacies behind how and why they were built; repeatedly using them as shortcuts handicaps my skill set. When I solely rely on the tools of others, my work is at their mercy, leaving me less creative and resourceful, and, thus, less able to contribute to the advancement of our industry and community. \n\nOne of my favorite things about this community is how generous and collaborative it can be. I\u2019ve loved seeing FitVids used all over the web and regularly improved upon at Github. I bet we can all think of a time where implementing a shared resource has benefitted our own work and sanity. Because these resources are so valuable, it\u2019s important that we continue to be a part of the conversation in order to further develop solutions and ideas. It\u2019s easy to assume there\u2019s someone smarter or more up-to-date in any one area, but with a degree of understanding and perspective, we can all participate. \n\nThis open form of collaboration is in our web DNA. After all, its primary purpose was to promote the exchange and development of new ideas.\n\n\n\tTim Berners-Lee proposed a global hypertext project, to be known as the World Wide Web. Based on the earlier \u201cEnquire\u201d work, it was designed to allow people to work together by combining their knowledge in a web of hypertext documents.\n\n\nI\u2019m delighted to find that this spirit of collaborative ingenuity is alive and well on the web today. Take the story of Off Canvas as an example. I was at an ATX Dribbble meet up where I met Jason Weaver and chatted to him about his recent work on the responsive layout prototype, Off Canvas. Jason said he came across a post by Luke Wroblewski outlining the idea and saw this:\n\n\n\tIf anyone is interested in building a complete example of this approach using responsive Web design techniques, let me know!\n\n\nFrom there Luke recounts: \n\n\n\tWe went back and forth on email, with me laying out ideas and Jason doing all the hard work to see if they can be done and improving them bit by bit! Once we got to something we both liked, I wrote up an article explaining things and he hosted the examples.\n\n\nLuke took the time to clearly outline and diagram his ideas, and Jason responded with a solid proof of concept that has evolved into a tool we all have at our disposal. Victory!\n\nI have also benefitted from comrades who have taken an idea of mine into development. After blogging about some concerns in regards to maintaining hierarchy as media queries are used to shift layouts, Jordan Moore rebounded with some responsive demos where he used flexbox to (re)order content as viewport sizing changes.\n\nSimilar stories can be found behind the development of things like FitVids, FitText, and Molten Leading. I love this pattern of collaboration because it involves a fairly specific process:\n\n\n\tInitial idea or prototype is outlined or built, then shared\n\tDiscuss\n\tSomeone develops or improves it, then shares it\n\tDiscuss\n\tSomeone else develops or improves it, then shares it.\n\tInfinity.\n\n\nThis is what the web looks like when we build it together, and I\u2019d argue that steps 2+ are absolutely crucial. A web where everyone develops their own ideas and tools independent of one another is like a room full of people talking and no one listening. \n\n\n\nThe pattern itself mimics a literal web structure, and ideally we\u2019d be able to follow a strand from one idea to the next and so on.\n\nBlessed are the curators\n\nSometimes those lines aren\u2019t easy to find or follow. Thankfully, there are people who painstakingly log each experiment and index much of what\u2019s out there. Chris Coyier does this with CSS in general, and Brad Frost is doing this for responsive and multi-device design with his Pattern Library. Seriously, take a look at this page and imagine what it would take to find, track and organize the progression of each of these resources yourself. I\u2019d argue that ongoing collections like these are more valuable than the sum of their parts when they are updated regularly as opposed to a top ten tips blog post format.\n\nHere\u2019s my soapbox\n\nHere are a few things I appreciate about how things are shared and contributed online. And yes, I could do way better at all of them myself.\n\n\n\tConcise write-ups: honor others\u2019 time by getting to the point. Not every idea or solution needs two thousand words to convey fully. I love long-form posts, but there\u2019s a time and a place for them.\n\tVisual aids: if a quick illustration, screenshot, or graphic helps illustrate your point or problem, yes please.\n\n\nBy the way, Luke Wroblewski rules the school on both of these.\n\n\n\tDemo it: host it yourself, or put it on CodePen or JS Bin for others to see.\n\tPut it on Github: share and improve with the rest of the community. Consider, however, that because someone puts something on Github doesn\u2019t mean they\u2019re forever bound to provide support or instruction.\n\n\nThis isn\u2019t a call for everyone to learn everything all the time, but if you\u2019re curious or interested in something, skip the shortcut and get your hands dirty: sketch, prototype, question, debate, fork, and share. Figuring these things out on our own makes us valuable contributors to the web \u2013 the thing that ultimately we\u2019re all trying to figure out together.", "year": "2012", "author": "Trent Walton", "author_slug": "trentwalton", "published": "2012-12-03T00:00:00+00:00", "url": "https://24ways.org/2012/being-prepared-to-contribute/", "topic": "process"} {"rowid": 119, "title": "Rocking Restrictions", "contents": "I love my job. I live my job. For every project I do, I try to make it look special. I\u2019ll be honest: I have a fetish for comments like \u201cI never saw anything like that!\u201d or, \u201cI wish I thought of that!\u201d. I know, I have an ego-problem. (Eleven I\u2019s already)\n\nBut sometimes, you run out of inspiration. Happens to everybody, and everybody hates it. \u201cI\u2019m the worst designer in the world.\u201d \u201cEverything I designed before this was just pure luck!\u201d No it wasn\u2019t.\n\nCountless articles about finding inspiration have already been written. Great, but they\u2019re not the magic potion you\u2019d expect them to be when you need it. Here\u2019s a list of small tips that can have immediate effect when applying them/using them. Main theme: Liberate yourself from the designers\u2019 block by restricting yourself.\n\nDo\u2019s\n\nGrids\n\nIf you aren\u2019t already using grids, you\u2019re doing something wrong. Not only are they a great help for aligning your design, they also restrict you to certain widths and heights. (For more information about grids, I suggest you read Mark Boulton\u2019s series on designing grid systems. Oh, he\u2019s also publishing a book I think.)\n\nSo what\u2019s the link between grids and restrictions? Instead of having the option to style a piece of layout with a width of 1 to 960 pixels, you have to choose from values like 60 pixels, 140, 220, 300, \u2026\n\nStart small\n\nHaving a hard time finding a style for the layout, why don\u2019t you start with one small object? No, not that small object, I meant a piece of a form, or a link, or try styling your headers (h1 \u2013 h6).\n\nLet\u2019s take a submit button of a form: it\u2019s small, but needs much attention. People will click it. People will hover it. Maybe sometimes it\u2019s disabled? Also: a button needs to look like a button, so typically it requires more styling then a regular link. Once you\u2019ve got the button, move on, following the button\u2019s style.\n\nColor palettes\n\nThere are lots of resources on the web for finding inspiration for color palettes. Some of the most famous are COLOURlovers, wear palettes and Adobe\u2019s Kuler. Browse through them (or create your own from a picture), pick a color palette you like and which works with the subject you\u2019re handling, and stick with it. 4-5 colors, maybe with some tonal variations, but that\u2019s it.\n\nFonts\n\nThere aren\u2019t many fonts available for the web (Richard Rutter has a great article on this subject), but you\u2019d be surprised how long they go. A simple text-transform: uppercase; or font-style: italic; can change a dull looking font into something entirely fresh.\n\nPlay around with the fonts you want to use and the variations you\u2019ll be using, and make a list. Pick five combinations of fonts and their variations, and stick with them throughout the layout.\n\nSingle-task\n\nMost of us use multiple monitors. They\u2019re great to increase productivity, but make it harder to focus on a single task. Here\u2019s what you do: try using only your smallest monitor. Maybe it\u2019s the one from your laptop, maybe it\u2019s an old 1024\u00d7768 you found in the attic. Having Photoshop (or Fireworks or\u2026) taking over your entire workspace blocks out all the other distractions on your screen, and works quite liberating.\n\nMute everything\u2026\n\n\u2026but not entirely. I noticed I was way more focused when I set NetNewsWire to refresh it\u2019s feeds only once every two hours. After two hours, I need a break anyway. Turning off Twitterrific was a mistake, as it\u2019s my window to the world, and it\u2019s the place where the people I like to call colleagues live. You can\u2019t exactly ask them to bring you a cup of coffee when they go to the vending machine, but they do keep you fresh, and it stops you from going human-shy. Instead I changed the settings to not play a notification sound when new Tweets arrive so it doesn\u2019t disturb me when I\u2019m zoning.\n\nDon\u2019ts\n\nCSS galleries\n\nDon\u2019t start browsing all kinds of CSS galleries. Either you\u2019ll feel bad, or you just start using elements in a way you can\u2019t call \u201cinspired\u201d anymore. Instead gather your own collection of inspiration. Example: I use LittleSnapper in which I dump everything I find inspiring. This goes from a smart layout idea, to a failed picture someone posted on Flickr. Everything is inspiring.\n\nPanicking\n\nDon\u2019t panic. It\u2019s the worst thing you could do. Instead, get away from the computer, and go to bed early. A good night of sleep combined with a hot/cold shower can give you a totally new perspective on a design. Got a deadline by tomorrow? Well, you should\u2019ve started earlier. Got a good excuse to start on this design this late? Tell your client it was either that or a bad design.\n\n120-hour work-week\n\nDon\u2019t work all day long, including evenings and early mornings. Write off that first hour, you don\u2019t really think you\u2019ll get anything productive done before 9AM?! I don\u2019t even think you should work on one and the same design all day long. If you\u2019re stuck, try working in blocks of 1 or 2 hours on a certain design. Mixing projects isn\u2019t for everyone, but it might just do the trick for you.\n\nSummary\n\n\n\tUse grids, not only for layout purposes.\n\tPick a specific element to start with.\n\tUse a colour palette.\n\tLimit the amount of fonts and variations you\u2019ll use.\n\tSearch for the smallest monitor around, and restrict yourself to that one.\n\tReduce the amount of noise.\n\tDon\u2019t start looking on the internet for inspiration. Build your own little inspirarchive.\n\tWork in blocks.", "year": "2008", "author": "Tim Van Damme", "author_slug": "timvandamme", "published": "2008-12-14T00:00:00+00:00", "url": "https://24ways.org/2008/rocking-restrictions/", "topic": "process"} {"rowid": 225, "title": "Good Ideas Grow on Paper", "contents": "Great designers have one thing in common: their design process is centred on ideas; ideas that are more often than not developed on paper. Though it\u2019s often tempting to take the path of least resistance, turning to the computer in the headlong rush to complete a project (often in the face of formidable client pressure), resist the urge and \u2013 for a truly great idea \u2013 start first on paper.\n\nThe path of least resistance is often characterised by clich\u00e9 and overused techniques \u2013 one per cent noise, border-radius, text-shadow \u2013 the usual suspects \u2013 techniques that are ten-a-penny at the gallery sites. Whilst all are useful, and technique and craft are important, great design isn\u2019t about technique alone \u2013 it\u2019s about technique in the service of good ideas.\n\nBut how do we generate those ideas?\n\nInspiration can certainly come to you out of the blue. When working as a designer in a role which often consists of incubating good ideas, however, idly waiting for the time-honoured lightbulb to appear above your head just isn\u2019t good enough. We need to establish an environment where we tip the odds of getting good ideas in our favour.\n\nSo, when faced with the blank canvas, what do we do to unlock the proverbial tidal wave of creativity? Fear not. We\u2019re about to share with you a couple of stalwart techniques that will stand you in good stead when you need that good idea, in the face of the pressure of yet another looming deadline.\n\nGet the process right\n\nWhere do ideas come from? In many cases they come from anywhere but the screen. Hence, our first commandment is to close the lid of your computer and, for a change, work on paper. It might seem strange, it might also seem like a distraction, but \u2013 trust us \u2013 the time invested here will more than pay off.\n\nIdea generation should be a process of rapid iteration, sketching and thinking aloud, all processes best undertaken in more fast paced, analogue media. Our tool of choice is the Sharpie and Flip Chart Combo\u00a9, intentionally low resolution to encourage lo-fi idea generation. In short, your tools should be designed not to be precious, but to quickly process your thoughts. Ideas can be expressed with a thick line marker or by drawing with a stick in the sand; it\u2019s the ideas that matter, not the medium.\n\nInput\u2009>\u2009Synthesise\u2009>\u2009Output\n\nIdeas don\u2019t materialise in a vacuum. Without constant input, the outputs will inevitably remain the same. As such, it\u2019s essential to maintain an inquisitive mind, ensuring a steady flow of new triggers and stimuli that enable your thinking to evolve.\n\nWhat every designer brings to the table is their prior experience and unique knowledge. It should come as no surprise to discover that a tried and tested method of increasing that knowledge is, believe it or not, to read \u2013 often and widely. The best and most nuanced ideas come after many years of priming the brain with an array of diverse material, a point made recently in Jessica Hische\u2019s aptly named Why You Should Know Your Shit.\n\nOne of the best ways of synthesising the knowledge you accumulate is to write. The act of writing facilitates your thinking and stores the pieces of the jigsaw you\u2019ll one day return to. You don\u2019t have to write a book or a well-articulated article; a scribbled note in the margin will suffice in facilitating the process of digestion.\n\nAs with writing, we implore you to make sketching an essential part of your digestion process. More immediate than writing, sketching has the power to put yet unformed ideas down on paper, giving you an insight into the fantastic conceptions you\u2019re more often than not still incubating.\n\nOur second commandment is a practical one: always carry a sketchbook and a pen. Although it seems that the very best ideas are scribbled on the back of a beer mat or a wine-stained napkin, always carrying your \u2018thinking utensils\u2019 should be as natural as not leaving the house without your phone, wallet, keys or pants.\n\nFurther, the more you use your sketchbook, the less precious you\u2019ll find yourself becoming. Sketching isn\u2019t about being an excellent draughtsman, it\u2019s about synthesising and processing your thoughts and ideas, as Jason Santa Maria summarises nicely in his article Pretty Sketchy:\n\n\n\tSketchbooks are not about being a good artist, they\u2019re about being a good thinker.\n\n\tJason Santa Maria\n\n\nThe sketchbook and pen should become your trusted tools in your task to constantly survey the world around you. As Paul Smith says, You Can Find Inspiration in Anything; close the lid, look beyond the computer; there\u2019s a whole world of inspiration out there.\n\nLearn to love old dusty buildings\n\nSo, how do you learn? How do you push beyond the predictable world pre-filtered by Mr Google? The answer lies in establishing a habit of exploring the wonderful worlds of museums and libraries, dusty old buildings that repay repeated visits.\n\nOnce the primary repositories of thought and endless sources of inspiration, these institutions are now often passed over for the quick fix of a Google search or Wikipedia by you, the designer, chained to a desk and manacled to a MacBook. Whilst others might frown, we urge you to get away from your desk and take an eye-opening stroll through the knowledge-filled corridors of yore (and don\u2019t forget to bring your sketchbook).\n\nHere you\u2019ll find ideas aplenty, ideas that will set you apart from your peers, who remain ever-reliant on the same old digital sources.\n\nThe idea generation toolbox\n\nNow that we\u2019ve established the importance of getting the process and the context right, it\u2019s time to meet the idea generation toolbox: a series of tools and techniques that can be applied singularly or in combination to solve the perennial problem of the blank canvas.\n\nThe clean sheet of paper, numbing in its emptiness, can prove an insurmountable barrier to many a project, but the route beyond it involves just a few, well-considered steps. The route to a good idea lies in widening your pool of inspiration at the project outset. Let go and generate ideas quickly; it\u2019s critical to diverge before you converge \u2013 but how do we do this and what exactly do we mean by this?\n\nThe temptation is to pull something out of your well-worn box of tricks, something that you know from experience will do the job. We urge you, however, not to fall prey to this desire. You can do better; better still, a few of you putting your minds together can do a lot better. By avoiding the path of least resistance, you can create something extraordinary.\n\nCulturally, we value logical, linear thinking. Since the days of Plato and Aristotle, critical thinking, deduction and the pursuit of truth have been rewarded. To generate creative ideas, however, we need to start thinking sideways, making connections that don\u2019t necessarily follow logically. Lateral thinking, a phrase coined by Edward de Bono in 1967, aptly describes this very process:\n\n\n\tWith logic you start out with certain ingredients, just as in playing chess you start out with given pieces \u2013 lateral thinking is concerned not with playing with the existing pieces but with seeking to change those very pieces.\n\n\tEdward de Bono\n\n\nOne of the easiest ways to start thinking laterally is to start with a mind map, a perfect tool for widening the scope of a project beyond the predictable and an ideal one for getting the context right for discovery.\n\nMaking connections\n\nMind maps can be used to generate, visualise and structure ideas. Arranged intuitively and classified around groupings, mind maps allow chance connections to be drawn across related groups of information, and are perfect for exposing alogical associations and unexpected relationships.\n\nGet a number of people together in a room, equipped with the Sharpie and Flip Chart Combo\u00a9. Give yourself a limited amount of time \u2013 half an hour should prove more than enough \u2013 and you\u2019ll be surprised at the results a few well-chosen people can generate in a very short space of time. The key is to work fast, diverge and not inhibit thinking. \n\nWe\u2019ve been embracing Tony Buzan\u2019s methods in our teaching for over a decade. His ideas on the power of radiant thinking and how this can be applied to mind maps, uncover the real power which lies in the human brain\u2019s ability to spot connections across a mapped out body of diverse knowledge.\n\nFrank Chimero wrote about this recently in How to Have an Idea, which beautifully illustrates Mr Buzan\u2019s theories, articulating the importance of the brain\u2019s ability to make abstract connections, finding unexpected pairings when a concept is mapped out on paper.\n\nOnce a topic is surveyed and a rich set of stimuli articulated, the next stage is to draw connections, pulling from opposite sides of the mind map. It\u2019s at this point, when defining alogical connections, that the truly interesting and unexpected ideas are often uncovered.\n\nThe curve ball\n\nIf you\u2019ve followed our instructions so far, all being well, you should have a number of ideas. Good news: we have one last technique to throw into the mix. We like to call it \u2018the curve ball\u2019, that last minute \u2018something\u2019 that forces you to rethink and encourages you to address a problem from a different direction.\n\nThere are a number of ways of throwing in a curve ball \u2013 a short, sharp, unexpected impetus \u2013 but we have a firm favourite we think you\u2019ll appreciate. Brian Eno and Peter Schmidt\u2019s Oblique Strategies \u2013 subtitled \u2018Over One Hundred Worthwhile Dilemmas\u2019 \u2013 are the perfect creative tool for throwing in a spot of unpredictability. As Eno and Schmidt put it:\n\n\n\tThe Oblique Strategies can be used as a pack (a set of possibilities being continuously reviewed in the mind) or by drawing a single card from the shuffled pack when a dilemma occurs in a working situation. In this case the card is trusted even if its appropriateness is quite unclear. They are not final, as new ideas will present themselves, and others will become self-evident.\n\n\tBrian Eno and Peter Schmidt\n\n\nSimply pick a card and apply the strategy to the problem at hand. The key here, as with de Bono\u2019s techniques, is to embrace randomness and provocation to inspire lateral creative approaches.\n\nTo assist this process, you might wish to consult one of the many virtual decks of Oblique Strategies online.\n\nWrapping up\n\nTo summarise, it\u2019s tempting to see the route to the fastest satisfactory conclusion in a computer when, in reality, that\u2019s the last place you should start. The tools we\u2019ve introduced, far from time-consuming, are hyper-efficient, always at hand and, if you factor them into your workflow, the key to unlocking the ideas that set the great designers apart.\n\nWe wish you well on your quest in search of the perfect idea, now armed with the knowledge that the quest begins on paper.", "year": "2010", "author": "The Standardistas", "author_slug": "thestandardistas", "published": "2010-12-13T00:00:00+00:00", "url": "https://24ways.org/2010/good-ideas-grow-on-paper/", "topic": "process"} {"rowid": 88, "title": "Think First, Code Later", "contents": "This is a story that\u2019s best told from the end, and it\u2019s probably one you\u2019re all familiar with.\n\nYou, or someone just like you, have been building a website, probably as part of a skilled and capable team. You\u2019re a front-end developer, focusing on JavaScript \u2013 it\u2019s either your sole responsibility or shared around. It\u2019s quite a big job, been going on for months, and at last it feels like you\u2019re reaching the end of it.\n\nBut, in a brief moment of downtime, you step back and take a look at the code as a whole. You notice that the folder called \u201cjQuery plugins\u201d suddenly looks rather full, and maybe there\u2019s evidence of several methods of doing the same thing; there are loads of little niggly fixes in the bug tracker; and every place you use Ajax the structure of the data is slightly different. You sigh, and your shoulders droop slightly, and you think \u201cYeah, we\u2019ll do that more cleanly next time.\u201d\n\nThe thing is, you probably already know how to rewrite the start of this story to make the ending work better. This situation is not really anyone\u2019s fault \u2013 it\u2019s just an accumulation of all the things you decided along the way, all the things you agreed you\u2019d fix later that have disappeared into the black hole of technical debt, and accomodating all the \u201ccan we just\u2026?\u201d requests from around the team and the client.\n\nSo, the solution to this is easy, right? More interminable planning meetings, more tightly controlled and documented specifications, less freedom to innovate, to try out new ideas and enjoy what you\u2019re doing.\n\nWait, that sounds even less fun than the old way.\n\nMinimum viable planning\n\nActually, planning and specifications are exactly what you need, but the way you go about them can make a real difference, both to the quality of your code, and the quality of your life as a developer. It can be as simple as being a little more thoughtful before starting on any new piece of functionality. Involve your whole team if possible, or at least those working on what you\u2019re doing. Canvass opinions and work out what the solution to the problem might look like first, rather than coding speculatively to find out.\n\nThere are easy ways you can get into this habit of putting the thought and design up front, and it doesn\u2019t have to mean spending more time on the project as a whole. It also doesn\u2019t have to result in reams of functional specifications. Instead, let the code itself form the specification.\n\nAs JavaScript applications become more complex, unit testing is becoming ever more important. So embrace it, whether you prefer QUnit, or Mocha, or any of the other JavaScript testing frameworks out there. The TDD (or test-driven development) pattern is all about writing the tests first and then writing functional code to pass those tests; or, if you prefer, code that meets the specification given by the tests.\n\nSounds like a hassle at first, but once you get into the rhythm of it you should find that the time spent writing tests up front is no greater, and often significantly less, than the time you would have spent fixing bugs afterwards.\n\nIf what you\u2019re working on requires an API between client and server (usually Ajax but this can apply to any method of sending or receiving data) then spend a bit of time with the back-end developer to design the data contracts, before either of you cut any code. Work out what the API endpoints are going to be, and what the data structure you\u2019ll get back from a certain endpoint looks like. A mock JSON object documented on a wiki is enough and it can be atomic. Don\u2019t worry about planning the entire project at once, just plan enough to get on with your current tasks.\n\nDefinition in this way doesn\u2019t have to make your API immutable \u2013 change is still fine \u2013 but if you know roughly where you\u2019re heading, then not only can your team\u2019s efforts become more parallel, but you\u2019re far more likely to have an easier time making it all work. And again, you have a specification \u2013 the shape of the data \u2013 to write your JavaScript against.\n\nPutting everything together, you end up with a logical flow of development, from the specification agreed with the client (your backlog), to the specification agreed with your team (the API contract design), to the specification agreed with your code (your unit tests). Hopefully, there will be ample clues in all of this to inform your front-end library choices, because by then you should have a better picture of what you\u2019re going to need.\n\nWhat the framework?\n\nAs a JavaScript developer predominantly, these are the choices I\u2019m particularly interested in \u2013 how and why you use JavaScript libraries and frameworks, both what you expect from them and what you actually get.\n\nIf we look back at how web development, and specifically JavaScript development has progressed \u2013 from the earliest days of using lines and lines of Dreamweaver code-barf to make an image rollover effect, to today\u2019s large frameworks that handle working with the DOM, Ajax communication and visual effects all in one hit \u2013 the purpose of it is clear: to smooth over the inconsistent bumps between browsers and give a solid, reliable, predictable base on which to put our desired functionality.\n\nUnderstanding what we expect the language as a specification to do, and matching that to what we observe browsers actually doing, and then smoothing out the differences, is a big job. Since the language and the implementations are also changing as we go along, it also feels like a never-ending job. So make full use of this valuable effort. Use jQuery or YUI or anything else you\u2019re comfortable with, but it still pays to think early on about what you need your library to do and what the best choice is to meet that need.\n\nI\u2019ve come in to projects as a fixer and found, to take a recent example, that jQuery UI was being used just to provide a date picker and a modal effect. That\u2019s a lot of code weight to provide two fairly simple pieces of functionality that could easily be covered by smaller plugins. Which isn\u2019t to say that jQuery UI itself is a bad choice, but I could see that it had been included late on just to do those things, whereas a more considered approach would have been to put the library in early and use it more universally.\n\nThere are other choices, too. If you automatically throw in jQuery (or whatever your favourite main library is) to a small site with limited functionality, you might only touch a tiny fraction of its scope. In my own development I started looking at what I actually needed from a JavaScript library. For a simple project like What the Framework?, all jQuery needed to do was listen for .ready() and then perform some light DOM selection before handing over to a client-side MVC framework. So perhaps there was another way to go about this while still avoiding the cross-browser headaches.\n\nDeleting jQuery\n\nBut the jQuery pattern is compelling and familiar. And once you\u2019re comfortable with something, it\u2019s a bit of an effort to force yourself out of that comfort zone and learn. But looking back at my whole career, I realised that I\u2019ve relearned pretty much everything I do, probably several times, since I started out. So it\u2019s worth keeping in mind that learning and trying new things is how development has advanced to where it is now, and how it will keep advancing in the future.\n\nIn the end this lead me to Ender, which is billed as an NPM-style package manager for the browser, letting you search for and manage small, loosely coupled modules and their dependencies, and compile them to one file with a common API.\n\nFor What the Framework I ended up with a set of DOM tools, Underscore and Knockout, all minified into 25kb of JavaScript. This compares really well with 32kb minified for jQuery on its own, and Ender\u2019s use of the dollar variable and the jQuery-like syntax in many modules makes switching over a low-friction experience.\n\nOn more complex projects, where you\u2019re really going to use all the features of something like jQuery, but want to minimise the loading of other dependencies when you don\u2019t need them, I\u2019ve recently started looking at Jam. This uses the RequireJS pattern to compile commonly used code into a library file and then manage dependencies and bring in others on a per-page basis depending on how you need it. Again, it all comes down to thinking about what you need and using it only when you need it. And the configurability of tools like Ender or Jam allow you to be responsive to changing requirements as your project grows.\n\nThere is no right answer\n\nThat\u2019s not to say this way of working automatically makes things easier. It doesn\u2019t. On a large, long-running project or one where future functionality is unknown, it\u2019s still hard to predict and plan for everything \u2013 at least until crystal balls as a service come about. But by including strong engineering practices in your front-end, and trying to minimise technical debt, you\u2019re at least giving yourself a decent safety net to guard against the \u201ccan we just\u2026?\u201d tendencies that are a fact of life.\n\nSo, really, this is not an advocation of using a particular technology or framework, because I can\u2019t tell you what works for you or your team. But what I can tell you is that working this way round has done wonders for my productivity and enthusiasm, both for code quality and for trying out new libraries. Give it a go, you might like it!", "year": "2012", "author": "Stephen Fulljames", "author_slug": "stephenfulljames", "published": "2012-12-07T00:00:00+00:00", "url": "https://24ways.org/2012/think-first-code-later/", "topic": "process"} {"rowid": 230, "title": "The Articulate Web Designer of Tomorrow", "contents": "You could say that we design to communicate, and that we seek emotive responses. It sounds straightforward, and it can be, but leaving it to chance isn\u2019t wise. Many wander into web design without formal training, and whilst that certainly isn\u2019t essential, we owe it to ourselves to draw on wider influences, learn from the past, and think smarter.\n\nWhat knowledge can we ourselves explore in order to become better designers? In addition, how can we take this knowledge, investigate it through our unique discipline, and in turn speak more eloquently about what we do on the web? Below, I outline a number of things that I personally believe all designers should be using and exploring collectively.\n\nTaking stock\n\nWhere we\u2019re at is good. Finding clarity through web standards, we\u2019ve ended up quite modernist in our approach, pursuing function, elegance and reduction. However, we\u2019re not great at articulating our own design processes and principles to outsiders. Equally, we rely heavily on our instincts when deciding if something is or isn\u2019t good. That\u2019s fine, but we can better understand why things are the way they are by looking a little deeper, thereby helping us articulate what goes on in our design brains to our peers, our clients and to normal humans.\n\nAs designers we use ideas, concepts, text and images. We apply our ideas and experience, imposing order and structure to content, hoping to ease the communication of an idea to the largest possible audience or to a specific audience. We consciously manipulate most of what is available to us, but not all. There is something else we can use. I often think that brilliant work demands a keen understanding of the magical visual language that informs design.\n\nEmbracing an established visual language\n\nThis is a language whose alphabet is shapes, structures, colours, lines and rhythms. When effective, it is somewhat invisible, subliminally enforcing messages and evoking meaning, using methods solidly rooted in a grammar perceptible in virtually all extraordinary creative work. The syntax for art, architecture, film, and furniture, industrial and graphic design (think Bauhaus and the Swiss style perhaps), this language urges us to become fluent if we aim for a more powerful dialogue with our audience.\n\n Figure 1: Structures (clockwise from top-left): Informal; Formal; Active; Visible.\n\nThe greatest creative minds our world has produced could understand some or all of this language. Line and point, form and shape. Abstract objects. Formal and informal structures. Visual distribution. Balance, composition and the multitudinous approaches to symmetry. Patterns and texture. Movement and paths. Repetition, rhythm and frequency. Colour theory. Whitespace and the pause. The list goes on.\n\nThe genius we perceive in our creative heroes is often a composite of experience, trial and error, conviction, intuition \u2013 even accident \u2013 but rarely does great work arise without an initial understanding of the nuts and bolts that help communicate an idea or emotion.\n\nOur world of interactivity\n\nAs web designers, our connection with this language is most evident in graphic design. With more technological ease and power comes the responsibility to understand, wisely use, and be able to justify many of our decisions. We have moved beyond the scope of print into a world of interactivity, but we shouldn\u2019t let go of any established principles without good reason.\n\n Figure 2: Understanding movement of objects in any direction along a defined path.\n\nFor example, immersion in this visual language can improve our implementation of CSS3 and JavaScript behaviour. With CSS3, we\u2019ve seen a resurgence in CSS experimentation, some of which has been wonderful, but much of it has appeared clumsy. In the race to make something spin, twist, flip or fly from one corner to another, the designer sometimes fails to think about the true movement they seek to emulate. What forces are supposedly affecting this movement? What is the expected path of this transition and is it being respected?\n\nStopping to think about what is really supposed to be happening on the page compels us to use complex animations, diagrams and rotations more carefully. It helps us to better understand paths and movement.\n\n Figure 3: Repetition can occur through variations in colour, shape, direction, and so on.\n\nIt can only be of greater benefit to be mindful of symmetries, depth, affordance, juxtaposition, balance, economy and reduction. A deeper understanding of basic structures can help us to say more with sketches, wireframes, layouts and composition. We\u2019ve all experimented with grids and rhythm but, to truly benefit from these long-established principles, we are duty-bound to understand their possibilities more than we will by simply leveraging a free framework or borrowing some CSS.\n\nDesign is not a science, but\u2026\n\nThreading through all of this is what we have learned from science, and what it teaches us of the human brain. This visual language matters because technology changes but, for the most part, people don\u2019t. For centuries, we humans have received and interpreted information in much the same way. Understanding more of how we perceive meaning can help designers make smarter decisions, and call on visual language to underpin these decisions. It is our responsibility as designers to be aware of mental models, mapping, semiotics, sensory experience and human emotion.\n\nDesign itself is not a science, but the appropriate use of visual language and scientific understanding exposes the line between effective and awkward, between communicative and mute. By strengthening our mental and analytical approach to what is often done arbitrarily or \u201cbecause it feels right\u201d, we simply become better designers.\n\nA visual language for the web\n\nSo, I\u2019ve outlined numerous starting points and areas worthy of deeper investigation, and hopefully you\u2019re eager to do some research. However, I\u2019ve mostly discussed established ideas and principles that we as web designers can learn from. It\u2019s my belief that our community has a shared responsibility to expand this visual language as it applies to the ebb and flow of the web. Indulge me as I conclude with a related tangent.\n\nIn defining a visual language specifically for the web, we must continue to mature. The old powerfully influences the new, but we must intelligently expand the visual language of masterful work and articulate what is uniquely ours.\n\nFor example, phrases like Ethan Marcotte\u2019s Responsive Web Design aren\u2019t merely elegant, they describe a new way of thinking and working, of communicating about designs and interaction patterns. These phrases broaden our vocabulary and are immediately adopted by designers worldwide, in both conversation and execution.\n\nOur legacy\n\nOur new definitions should flex and not be tied to specific devices or methods which fade away or morph with time. Our legacy is perhaps more about robust and flexible patterns and systems than it is about specific devices or programming languages.\n\n Figure 4: As web designers, we should think about systems, not pages.\n\nThe established principles we adopt and whatever new ways of thinking we define should slip neatly into a wider philosophy about our approach to web design. We\u2019re called, as a community, to define what is distinctive about the visual language of the web, create this vocabulary, this dialect that resonates with us and moves us forward as we tackle each day\u2019s work. Let\u2019s give it some thought.\n\nFurther reading\n\nThis is my immediate \u201cgo-to\u201d list of books that I bullishly believe all web designers should own, but there is so much more out there to read. Sadly, many great texts relating to this stuff are often out of print. Feel free to share your recommendations.\n\n\n\tDon Norman, The Design of Everyday Things\n\tChristian Leborg, Visual Grammar\n\tScott McCloud, Understanding Comics\n\tDavid Crow, Visible Signs\n\tWilliam Lidwell and Katrina Holden, Universal Principles of Design", "year": "2010", "author": "Simon Collison", "author_slug": "simoncollison", "published": "2010-12-16T00:00:00+00:00", "url": "https://24ways.org/2010/the-articulate-web-designer-of-tomorrow/", "topic": "process"} {"rowid": 34, "title": "Collaborative Responsive Design Workflows", "contents": "Much has been written about workflow and designer-developer collaboration in web design, but many teams still struggle with this issue; either with how to adapt their internal workflow, or how to communicate the need for best practices like mobile first and progressive enhancement to their teams and clients. Christmas seems like a good time to have another look at what doesn\u2019t work between us and how we can improve matters.\n\nWhy is it so difficult?\n\nWe\u2019re still beginning to understand responsive design workflows, acknowledging the need to move away from static design tools and towards best practices in development. It\u2019s not that we don\u2019t want to change\u00a0\u2013 so why is it so difficult?\n\nChanging the way we do something that has become routine is always problematic, even with small things, and the changes today\u2019s web environment requires from web design and development teams are anything but small.\n\nAlthough developers also have a host of new skills to learn and things to consider, designers are probably the ones pushed furthest out of their comfort zones: as well as graphic design, a web designer today also needs an understanding of interaction design and ergonomics, because more and more websites are becoming tools rather than pages meant to be read like a book or magazine. In addition to that there are thousands of different devices and screen sizes on the market today that layout and interactions need to work on.\n\nThese aspects make it impossible to design in a static design tool, so beyond having to learn about new aspects of design, the designer has to either learn how to code or learn to work with a responsive design tool.\n\nWhy do it\n\nThat alone is enough to leave anyone overwhelmed, as learning a new skill takes time and slows you down in a project \u2013 and on most projects time is in short supply. Yet we have to make time or fall behind in the industry as others pitch better, interactive designs. For an efficient workflow, both designers and developers must familiarise themselves with new tools and techniques.\n\nA designer has to be able to play with ideas, make small adjustments here and there, look at the result, go back to the settings and make further adjustments, and so on. You can only realistically do that if you are able to play with all the elements of a design, including interactivity, accessibility and responsiveness.\n\nFiguring out the right breakpoints in a layout is one of the foremost reasons for designing in a responsive design tool. Even if you create layouts for three viewport sizes (i.e. smartphone, tablet and the most common desktop size), you\u2019d only cover around 30% of visitors and you might miss problems like line breaks and padding at other viewport sizes.\n\nAnother advantage is consistency. In static design tools changes will not be applied across all your other layouts. A developer referring back to last week\u2019s comps might work with outdated metrics. Furthermore, you cannot easily test what impact changes might have on previously designed areas. In a dynamic design tool such changes will be applied to the entire design and allow you to test things in site areas you had already finished.\n\nNo static design tool allows you to do this, and having somebody else produce a mockup from your static designs or wireframes will duplicate work and is inefficient.\n\nHow to do it\n\nWhen working in a responsive design tool rather than in the browser, there is still the question of how and when to communicate with the developer. I have found that working with Sass in combination with a visual style guide is very efficient, but it does need careful planning: fundamental metrics for padding, margins and font sizes, but also design elements like sliders, forms, tabs, buttons and navigational elements, should be defined at the beginning of a project and used consistently across the site. Working with a grid can help you develop a consistent design language across your site.\n\nCreate a visual style guide that shows what the elements look like and how they behave across different screen sizes \u2013 and when interacted with. Put all metrics on paddings, margins, breakpoints, widths, colours and so on in a text document, ideally with names that your developer can use as Sass variables in the CSS. For example:\n\n$padding-default-vertical: 1.5em;\n\nDevelopers, too, need an efficient workflow to keep code maintainable and speed up the time needed for more complex interactions with an eye on accessibility and performance. CSS preprocessors like Sass allow you to work with variables and mixins for default rules, as well as style sheet partials for different site areas or design elements. Create your own boilerplate to use for your projects and then update your variables with the information from your designer for each individual project.\n\nHow to get buy-in\n\nOne obstacle when implementing responsive design, accessibility and content strategy is the logistics of learning new skills and iterating on your workflow. Another is how to sell it. You might expect everyone on a project (including the client) to want to design and develop the best website possible: ultimately, a great site will lead to more conversions. However, we often hear that people find it difficult to convince their teammates, bosses or clients to implement best practices.\n\nWhy is that? Well, I believe a lot of it is down to how we sell it. You will have experienced this yourself: some people you trust to know what they are talking about, and others you don\u2019t. Think about why you trust that first person but don\u2019t buy what the other one is telling you. It is likely because person A has a self-assured, calm and assertive demeanour, while person B seems insecure and apologetic. To sell our ideas, we need to become person A! For a timid designer or developer suffering from imposter syndrome (like many of us do in this industry) that is a difficult task. So how can we become more confident in selling our expertise?\n\nWrite\n\nWe need to become experts. And I mean not just in writing great code or coming up with beautiful designs but at explaining why we\u2019re doing what we\u2019re doing. Why do you code this way or that? Why is this the best layout? Why does a website have to be accessible and responsive? Write about it. Putting your thoughts down on paper or screen is a really efficient way of getting your head around a topic and learning to make a case for something. You may even find that you come up with new ideas as you are writing, so you\u2019ll become a better designer or developer along the way.\n\nTalk\n\nThen, talk about it. Start out in front of your team, then do a lightning talk at a web event near you, then a longer talk or workshop. Having to talk about a topic is going to help you put into spoken words the argument that you\u2019ve previously put together in writing. Writing comes more easily when you\u2019re starting out but we use a different register when writing than talking and you need to learn how to speak your case. Do the talk a couple of times and after each talk make adjustments where you found it didn\u2019t work well. By this time, you are more than ready to make your case to the client. In fact, you\u2019ve been ready since that first talk in front of your colleagues ;)\n\nPitch\n\nPitches used to be based on a presentation of static layouts for for three to five typical pages and three different designs. But if we want to sell interactivity, structure, usability, accessibility and responsiveness, we need to demonstrate these things and I believe that it can only do us good. I have seen a few pitches sitting in the client\u2019s chair and static layouts are always sort of dull. What makes a website a website is the fact that I can interact with it and smooth interactions or animations add that extra sparkle.\n\nI can\u2019t claim personal experience for this one but I\u2019d be bold and go for only one design. One demo page matching the client\u2019s corporate design but not any specific page for the final site. Include design elements like navigation, photography, typefaces, article layout (with real content), sliders, tabs, accordions, buttons, forms, tables (yes, tables) \u2013 everything you would include in a style tiles document, only interactive. Demonstrate how the elements behave when clicked, hovered and touched, and how they change across different screen sizes. You may even want to demonstrate accessibility features like tabbed navigation and screen reader use.\n\nObviously, there are many approaches that will work in different situations but don\u2019t give up on finding a process that works for you and that ultimately allows you to build delightful, accessible, responsive user experiences for the web. Make time to try new tools and techniques and don\u2019t just work on them on the side \u2013 start using them on an actual project. It is only when we use a tool or process in the real world that we become true experts. Remember your driving lessons: once the instructor had explained how to operate the car, you were sent to practise driving on the road in actual traffic!", "year": "2014", "author": "Sibylle Weber", "author_slug": "sibylleweber", "published": "2014-12-07T00:00:00+00:00", "url": "https://24ways.org/2014/collaborative-responsive-design-workflows/", "topic": "process"} {"rowid": 190, "title": "Self-Testing Pages with JavaScript", "contents": "Working at an agency I am involved more and more on projects in which client side code is developed internally then sent out to a separate team for implementation. You provide static HTML, CSS and JavaScript which then get placed into the CMS and brought to life as an actual website. As you can imagine this can sometimes lead to frustrations. However many safeguards you include, handing over your code to someone else is always a difficult thing to do effectively.\n\nIn this article I will show you how you can create a JavaScript implementation checker and that will give you more time for drink based activity as your web site and apps are launched quicker and with less unwanted drama!\n\nAn all too frequent occurrence\n\nYou\u2019ve been working on a project for weeks, fixed all your bugs and send it to be implemented. You hear nothing and assume all is going well then a few days before it\u2019s meant to launch you get an email from the implementation team informing you of bugs in your code that you need to urgently fix.\n\n The 24ways website with a misspelt ID for the years menu\n\nBeing paranoid you trawl through the preview URL, check they have the latest files, check your code for errors then notice that a required HTML attribute has been omitted from the build and therefore CSS or JavaScript you\u2019ve hooked onto that particular attribute isn\u2019t being applied and that\u2019s what is causing the \u201cbug\u201d.\n\nIt takes you seconds drafting an email informing them of this, it takes then seconds putting the required attribute in and low and behold the bug is fixed, everyone is happy but you\u2019ve lost a good few hours of your life \u2013 this time could have been better spent in the pub.\n\nI\u2019m going to show you a way that these kind of errors can be alerted immediately during implementation of your code and ensure that when you are contacted you know that there actually is a bug to fix. You probably already know the things that could be omitted from a build and look like bugs so you\u2019ll soon be creating tests to look for these and alert when they are not found on the rendered page. The error is reported directly to those who need to know about it and fix it. Less errant bug reports and less frantic emails ahoy!\n\n A page with an implementation issue and instant feedback on the problem\n\nJavaScript selector engines to the rescue\n\nWhether you\u2019re using a library or indeed tapping into the loveliness of the new JavaScript Selector APIs looking for particular HTML elements in JavaScript is fairly trivial now. \n\nFor instance this is how you look for a div element with the id attribute of year (the missing attribute from top image) using jQuery (the library I\u2019ll be coding my examples in): \n\nif ($(\u2018div#year\u2019).length) {\n\talert(\u2018win\u2019);\n}\n\nUsing this logic you can probably imagine how you can write up a quick method to check for the existence of a particular element and alert when it\u2019s not present \u2014 but assuming you have a complex page you\u2019re going to be repeating yourself a fair bit and we don\u2019t want to be doing that.\n\nTest scripts\n\nIf you\u2019ve got a lot of complex HTML patterns that need testing across a number of different pages it makes sense to keep your tests out of production code. Chances are you\u2019ve already got a load of heavy JavaScript assets, and when it comes to file size saving every little helps.\n\nI don\u2019t think that tests should contain code inside of them so keep mine externally as JSON. This also means that you can use the one set of tests in multiple places. We already know that it\u2019s a good idea to keep our CSS and JavaScript separate so lets continue along those lines here.\n\nThe test script for this example looks like this:\n\n{\n\t\"title\": \"JS tabs implementation test\",\n\t\"description\": \"Check that the correct HTML patterns has been used\",\n\t\"author\": \"Ross Bruniges\",\n\t\"created\": \"20th July 2009\",\n\t\"tests\": [\n\t\t{\n\t\t\t\"name\": \"JS tabs elements\",\n\t\t\t\"description\": \"Checking that correct HTML elements including class/IDs are used on the page for the JS to progressively enhance\",\n\t\t\t\"selector\": \"div.tabbed_content\",\n\t\t\t\"message\": \"We couldn't find VAR on the page - it's required for our JavaScript to function correctly\",\n\t\t\t\"check_for\": {\n\t\t\t\t\"contains\": {\n\t\t\t\t\t\"elements\": [\n\t\t\t\t\t\t\"div.tab_content\", \"h2\" \n\t\t\t\t\t],\n\t\t\t\t\t\"message\": \"We've noticed some missing HTML:

please refer to the examples sent for reference\" \n\t\t\t\t} \n\t\t\t} \n\t\t} \n\t]\n}\n\nThe first four lines are just a little bit of meta data so we remember what this test was all about when we look at it again in the future, or indeed if it ever breaks. The tests are the really cool parts and firstly you\u2019ll notice that it\u2019s an array \u2013 we\u2019re only going to show one example test here but there is no reason why you can\u2019t place in as many as you want. I\u2019ll explain what each of the lines in the example test means:\n\n\n\tname \u2013 short test name, I use this in pass/fail messaging later\n\tdescription \u2013 meta data for future reference\n\tselector \u2013 the root HTML element from which your HTML will be searched\n\tmessage \u2013 what the app will alert if the initial selector isn\u2019t found\n\tcheck_for \u2013 a wrapper to hold inner tests \u2013 those run if the initial selector does match\n\t\n\t\tcontains \u2013 the type of check, we\u2019re checking that the selector contains specified elements\n\t\t\n\t\t\telements \u2013 the HTML elements we are searching for\n\t\t\tmessage \u2013 a message for when these don\u2019t match (VAR is substituted when it\u2019s appended to the page with the name of any elements that don\u2019t exist)\n\t\t\n\t\t\n\t\t\n\nIt\u2019s very important to pass the function valid JSON (JSONLint is a great tool for this) otherwise you might get a console showing no tests have even been run. \n\nThe JavaScript that makes this helpful\n\nAgain, this code should never hit a production server so I\u2019ve kept it external. This also means that the only thing that\u2019s needed to be done by the implementation team when they are ready to build is that they delete this code.\n\n\n\n\n\u201cView the full JavaScript:/examples/self-testing-pages-with-javascript/js/tests/test_suite.js\n\nThe init function appends the test console to the page and inserts the CSS file required to style it (you don\u2019t need to use pictures of me when tests pass and fail though I see no reason why you shouldn\u2019t), goes and grabs the JSON file referenced and parses it. The methods to pass (tests_pass) and fail (haz_fail) the test I hope are pretty self-explanatory as is the one which creates the test summary once everything has been run (create_summary).\n\nThe two interesting functions are init_tests and confirm_html.\n\ninit_tests\n\ninit_tests:function(i,obj) {\n\tvar $master_elm = $(obj.selector);\n\tsleuth.test_page.$logger.append(\"

\" + obj.name + \"

\");\n\tvar $container = $('#test_' + i);\n\tif (!$master_elm.length) {\n\t\tvar err_sum = obj.message.replace(/VAR/gi, obj.selector);\n\t\tsleuth.test_page.haz_failed(err_sum, $container);\n\t\treturn;\n\t}\n\tif (obj.check_for) {\n\t\t$.each(obj.check_for,function(key, value){\n\t\t\tsleuth.test_page.assign_checks($master_elm, $container, key, value);\n\t\t});\n\t} else {\n\t\tsleuth.test_page.tests_passed($container);\n\t\treturn;\n\t}\n}\n\nThe function gets sent the number of the current iteration (used to create a unique id for its test summary) and the current object that contains the data we\u2019re testing against as parameters.\n\nWe grab a reference to the root element and this is used (pretty much in the example shown right at the start of this article) and its length is checked. If the length is positive we know we can continue to the inner tests (if they exist) but if not we fail the test and don\u2019t go any further. We append the error to the test console for everyone to see.\n\nIf we pass the initial check we send the reference to the root element, message contains and the inner object to a function that in this example sends us on to confirm_html (if we had a more complex test suite it would do a lot more). \n\nconfirm_html\n\nconfirm_html:function(target_selector, error_elm, obj) {\n\tvar missing_elms = [];\n\t$.each(obj.elements, function(i, val) {\n\t\tif (!target_selector.find(val).length) {\n\t\t\tmissing_elms.push(val);\n\t\t}\t\n\t});\n\tif (missing_elms.length) {\n\t\tvar file_list = missing_elms.join('
  • ');\n\t\tvar err_sum = obj.message.replace(/VAR/gi, file_list);\n\t\tsleuth.test_page.haz_failed(err_sum, error_elm);\n\t\treturn;\n\t}\n\tsleuth.test_page.tests_passed(error_elm);\n\treturn;\n}\n\nWe\u2019re again using an array to check for a passed or failed test and checking its length but this time we push in a reference to each missing element we find.\n\nIf the test does fail we\u2019re providing even more useful feedback by informing what elements have been missed out. All the implementation team need do is look for them in the files we\u2019ve sent and include them as expected.\n\nNo more silly implementation bugs!\n\nHere is an example of a successful implementation.\n\nHere are some examples of failed implementations \u2013 one which fails at finding the root node and one that has the correct root node but none of the inner HTML tests pass.\n\nIs this all we can check for?\n\nCertainly not!\n\nJavaScript provides pretty easy ways to check for attributes, included files (if the files being checked for are being referenced correctly and not 404ing) and even applied CSS.\n\nWant to check that those ARIA attributes are being implemented correctly or that all images contain an alt attribute well this simple test suite can be extended to include tests for this \u2013 the sky is pretty much up to your imagination.", "year": "2009", "author": "Ross Bruniges", "author_slug": "rossbruniges", "published": "2009-12-12T00:00:00+00:00", "url": "https://24ways.org/2009/self-testing-pages-with-javascript/", "topic": "process"} {"rowid": 120, "title": "Easier Page States for Wireframes", "contents": "When designing wireframes for web sites and web apps, it is often overlooked that the same \u2018page\u2019 can look wildly different depending on its context. A logged-in page will look different from a logged-out page; an administrator\u2019s view may have different buttons than a regular user\u2019s view; a power user\u2019s profile will be more extensive than a new user\u2019s.\n\nThese different page states need designing at some point, especially if the wireframes are to form a useful communication medium between designer and developer. Documenting the different permutations can be a time consuming exercise involving either multiple pages in one\u2019s preferred box-and-arrow software, or a fully fledged drawing containing all the possible combinations annotated accordingly.\n\nEnter interactive wireframes and Polypage\n\nInteractive wireframes built in HTML are a great design and communication tool. They provide a clickable prototype, running in the browser as would the final site. As such they give a great feel for how the site will be to use. Once you add in the possibilities of JavaScript and a library such as jQuery, they become even more flexible and powerful.\n\nPolypage is a jQuery plugin which makes it really easy to design multiple page states in HTML wireframes. There\u2019s no JavaScript knowledge required (other than cutting and pasting in a few lines). The page views are created by simply writing all the alternatives into your HTML page and adding special class names to apply state and conditional view logic to the various options. \n\nWhen the page is loaded Polypage automatically detects the page states defined by the class names and creates a control bar enabling the user to toggle page states with the click of a mouse or the clack of a keyboard.\n\n\n\nUsing cookies by way of the jQuery cookie plugin, Polypage retains the view state throughout your prototype. This means you could navigate through your wireframes as if you were logged out; as if you were logged in as an administrator; with notes on or off; or with any other view or state you might require. The possibilities are entirely up to you.\n\nHow does it work?\n\nFirstly you need to link to jQuery, the jQuery cookie plugin and to Polypage. Something like this:\n\n\n\n\n\nThen you need to initialise Polypage on page load using something along these lines:\n\n\n\nNext you need to define the areas of your wireframe which are particular to a given state or view. Do this by applying classes beginning with pp_. Polypage will ignore all other classes in the document.\n\nThe pp_ prefix should be followed by a state name. This can be any text string you like, bearing in mind it will appear in the control bar. Typical page states might include \u2018logged_in\u2019, \u2018administrator\u2019 or \u2018group_owner\u2019. A complete class name would therefore look something like pp_logged_in.\n\nExamples\n\nIf a user is logged in, you might want to specify an option for him or her to sign out. Using Polypage, this could be put in the wireframe as follows:\n\n Sign out \n\nPolypage will identify the pp_logged_in class on the link and hide it (as the \u2018Sign out\u2019 link should only be shown when the page is in the \u2018logged in\u2019 view). Polypage will then automatically write a \u2018logged in\u2019 toggle to the control bar, enabling you to show or hide the \u2018Sign out\u2019 link by toggling the \u2018logged in\u2019 view. The same will apply to all content marked with a pp_logged_in class.\n\nStates can also be negated by adding a not keyword to the class name. For example you might want to provide a log in link for users who are not signed in. Using Polypage, you would insert the not keyword after the pp prefix as follows:\n\n Login \n\nAgain Polypage identifies the pp prefix but this time sees that the \u2018Login\u2019 link should not be shown when the \u2018logged in\u2019 state is selected.\n\nStates can also be joined together to add some basic logic to pages. The syntax follows natural language and uses the or and and keywords in addition to the afore-mentioned not. Some examples would be pp_logged_in_and_admin, pp_admin_or_group_owner and pp_logged_in_and_not_admin.\n\nFinally, you can set default states for a page by passing an array to the polypage.init() function like this:\n\n$.polypage.init(['logged_in', 'admin']);\n\nYou can see a fully fledged example in this fictional social network group page. The example page defaults to a logged in state. You can see the logged out state by toggling \u2018logged in\u2019 off in the Polypage control bar. There are also views specified for a group member, a group admin, a new group and notes. \n\nWhere can I get hold of it?\n\nYou can download the current version from GitHub.\n\nPolypage was originally developed by Clearleft and New Bamboo, with particular contributions from Andy Kent and Natalie Downe. It has been used in numerous real projects, but it is still an early release so there is bound to be room for improvement. We\u2019re pleased to say that Polypage is now an open source project so any feedback, particularly by way of actual improvements, is extremely welcome.", "year": "2008", "author": "Richard Rutter", "author_slug": "richardrutter", "published": "2008-12-11T00:00:00+00:00", "url": "https://24ways.org/2008/easier-page-states-for-wireframes/", "topic": "process"} {"rowid": 286, "title": "Defending the Perimeter Against Web Widgets", "contents": "On July 14, 1789, citizens of Paris stormed the Bastille, igniting a revolution that toppled the French monarchy. On July 14 of this year, there was a less dramatic (though more tweeted) takedown: The Deck network, which delivers advertising to some of the most popular web design and culture destinations, was down for about thirty minutes. During this period, most partner sites running ads from The Deck could not be viewed as result.\n\nA few partners were unaffected (aside from not having an ad to display). Fortunately, Dribbble, was one of them. In this article, I\u2019ll discuss outages like this and how to defend against them. But first, a few qualifiers: The Deck has been rock solid \u2013 this is the only downtime we\u2019ve witnessed since joining in June. More importantly, the issues in play are applicable to any web widget you might add to your site to display third-party content.\n\nDown and out\n\nYour defense is only as good as its weakest link. Web pages are filled with links, some of which threaten the ability of your page to load quickly and correctly. If you want your site to work when external resources fail, you need to identify the weak links on your site. In this article, we\u2019ll talk about web widgets as a point of failure and defensive JavaScript techniques for handling them.\n\nWidgets 101\n\nImagine a widget that prints out a Pun of the Day on your site. A simple technique for both widget provider and consumer is for the provider to expose a URL:\n\nhttp://widgetjonesdiary.com/punoftheday.js\n\nwhich returns a JavaScript file like this:\n\ndocument.write(\"

    The Pun of the Day

    Where do frogs go for beers after work? Hoppy hour!

    \");\n\nThe call to document.write() injects the string passed into the document where it is called. So to display the widget on your page, simply add an external script tag where you want it to appear:\n\n
    \n \n \n
    \n\nThis approach is incredibly easy for both provider and consumer. But there are implications\u2026\n\ndocument.write()\u2026 or wrong?\n\nAs in the example above, scripts may perform a document.write() to inject HTML. Page rendering halts while a script is processed so any output can be inlined into the document. Therefore, page rendering speed depends on how fast the script returns the data. If an external JavaScript widget hangs, so does the page content that follows. It was this scenario that briefly stalled partner sites of The Deck last summer.\n\nThe elegant solution\n\nTo make our web widget more robust, calls to document.write() should be avoided. This can be achieved with a technique called JSONP (AKA JSON with padding). In our example, instead of writing inline with document.write(), a JSONP script passes content to a callback function:\n\npublishPun(\"

    Pun of the Day

    Where do frogs go for beers after work? Hoppy hour!

    \");\n\nThen, it\u2019s up to the widget consumer to implement a callback function responsible for displaying the content. Here\u2019s a simple example where our callback uses jQuery to write the content into a target
    :\n\n\n
    \n\n\u2026\n\n\n
    \nfunction publishPun(content) {\n $(‘.punoftheday’).html(content); // Writes content display location
    \n}
    \n\n\n\n\nView Example 1\n\nEven if the widget content appears at the top of the page, our script can be included at the bottom so it\u2019s non-blocking: a slow response leaves page rendering unaffected. It simply invokes the callback which, in turn, writes the widget content to its display destination.\n\nThe hack\n\nBut what to do if your provider doesn\u2019t support JSONP? This was our case with The Deck. Returning to our example, I\u2019m reminded of computer scientist David Wheeler\u2019s statement, \u201cAll problems in computer science can be solved by another level of indirection\u2026 Except for the problem of too many layers of indirection.\u201d\n\nIn our case, the indirection is to move the widget content into position after writing it to the page. This allows us to place the widget \n

    Pun of the Day

    \n

    Where do frogs go for beers after work? Hoppy hour!

    \n
    \n\nThe \u2018loading-dock\u2019
    now includes the widget content, albeit hidden from view (if we\u2019ve styled the \u2018hidden\u2019 class with display: none). There\u2019s just one more step: move the content to its display destination. This line of jQuery (from above) does the trick:\n\n$('.punoftheday').append($('.loading-dock').children(':gt(0)'));\n\nThis selects all child elements in the \u2018loading-doc\u2019
    except the first \u2013 the widget