Making Things Last

I have an oil painting hanging in my home—a landscape of a lake reflecting the sunset that burns beyond a far-off mountain. I know enough about art to know that it is mediocre in terms of execution, style and composition. However I love the painting dearly because whenever I see it I am reminded of my grandmother who painted it.

Oil Painting by Jean Dowdeswell
Oil Painting by Jean Dowdeswell

I reflect on this and wonder what my children will have to remember me by. I dabble in music, poetry, writing, photography, illustration and artwork. I’ve produced a lot of things professionally over the years in both graphic design and programming. Yet a large percentage of my stuff is in digital form, and this worries me a bit. I see these problems:

  1. Storage media becomes obsolete and incompatible much too rapidly, and it deteriorates over time.
  2. File formats, especially interactive media, also become obsolete very rapidly.
  3. Online storage services aren’t bulletproof and access can be lost due to human error.
  4. If I die, who will be willing and able to track down all of this stuff I’ve stored in various places?

Right now, my solution to the above problems is eclectic. I try to keep most stuff on my one computer and to keep a reliable hard drive backup. Right after I’m done this article, I intend to review whatever instructions are left for accessing this and my other things which are stored online. Just like I told myself last year. And every year before.

What about code?

I will admit that when I write code, my primary goal is for it to be useful right now for the task at hand. I can’t help but wonder however whether my code will be useful many year from now.

If you follow me on Twitter for any length of time you will soon learn that I am an advocate of the Haxe language. It has been around for ten years now, and although it isn’t extremely popular, it is extremely versatile and can be compiled not only for multiple platforms but also multiple other languages.

In a nutshell, I see that code written in Haxe is going to have a very strong likelihood of being useful many years from now, no matter what other technologies come along.

But let’s gain a larger perspective on these issues:

Does any of this matter, and will anyone care?

I went to a presentation by Stefan Sagmeister a few months ago, and he talked a lot about happiness. He had some good insights about how to be happy, but it left me wondering: is that what life is about? Does it do any good to pursue happiness during this lifetime when it is just a speck on the timeline of eternity? His show was preceded by a presentation by the wonderfully talented Brian Kachur who made the point that creative people need to spend less time worrying or grumping, and more time making “cool shit”. That resonated with me a bit more than Stefan’s presentation, and it got me reflecting more on the meaning of it all.

Why is stuff cool? It seems to me that it’s about the audience and not yourself. I’ve joked before that I can be cool all by myself at home, but I don’t really believe it. Something is cool because it is judged to be so by others. We have a relationship with and obligation to the audience of whatever we make. I also believe that when we are focused on serving others, we are more likely to forget our own problems and therefore more likely to be happy. But happiness must not be the end goal.

Because it can entertain and inspire, communication design is an opportunity to do good. It is being good that will make people remember you and love you. That’s why I love my grandmother’s painting—it is because I loved her and it helps me remember her.

I want to take this idea yet another step further. I mentioned about our audience judging our works to be cool or good. Will we have the same audience many generations from now? I think about how much I know about my great-great-grandparents and I have to answer no. There is only one judge left after that amount of time, and I know my works will be remembered and written in his book forever. With no data loss.

Review of “A Journey Through Middle Earth” interactive site

I was excited to see what the folks at MGM/Warner would come up with to promote the new movie The Hobbit: The Desolation of Smaug. HTML5 nowadays has some very interesting features so I wanted to see what a studio could accomplish with their truckloads of money. So naturally when “A Journey Through Middle Earth” got published, I ran to check it out. Clicked, I mean. Click-ran.

The first thing I encountered upon visiting the site was that I needed to use the Chrome browser instead of my normal Firefox. This wasn’t a big deal to me because I understand that Chrome often has features that aren’t available yet on other browsers. Once in Chrome, I clicked the Begin button and waited. A long time. For the stuff to load. I’ve done my own bandwidth-heavy projects before, so I understand that the creative vision sometimes outweighs the technical limitations.

Middle earth map

Finally, yay!—I got an interactive map of Middle Earth. I was impressed with the photorealism and nice floaty clouds. Nice music too. Hey, what’s that thing in the left corner? Oh, a slideout menu, nice. I click a circle and the map zooms in. Nothing else happens. Should I click it again? There ya go, now it links to something.

Trollshaw main screen

I visited the Trollshaw area first. Nice graphics. I notice that the browser address bar has changed. Ungh…more page loading. Can I click the browser’s “back” button to return to the map screen? Nope. What about that little map icon in the top right? Nope, that seems to be broken.

So I wait for the page load and try it out. Hey, where did my side menu go? Oh, whatever. I drag the screen as the instructions explained, and it has a nifty movie-scrubbing effect used in combination with some parallax scrolling. The site seems to assume that users have a touch screen, so I (with my laptop’s trackpad) am immediately fumbling to click and drag to the side. The imagery has been high-quality up till this point. Maybe worth the download time and only slightly gimmicky.

Trollshaw game

On the last page I find some more trolls—are these the same ones I just scrolled by? They look kinda different. I click “Explore Further”. It doesn’t work. So I reload the page and navigate back there, then it does the download.

Trollshaw game top view

Now I have a 3D game where I am told to use my arrow keys (assumes user has a keyboard) and “swipe to run” (assumes user has a mouse or touchscreen). I start with the arrow keys, having no clue where I’m supposed to run. Suddenly I’m confronted by a troll moving in slow-motion. Oh, I think, this must be the part where I switch to the gesture controls! Wham! He nails me. I got killed a few times doing this with the trackpad and finally had to plug in a USB mouse before I could get anywhere. Then I discover it’s super easy to finish the game. They show the obligatory social media links at the end of course.

Trollshaw game first person

I visited the “Rivendell” page next. A very long page load this time. More click-dragging, movie scrubbing and parallax. I drag to the right before Gandalf is done talking. Clicking Elrond’s button makes him start talking at the same time, which seems awkward. He didn’t even say “pardon me”.

Elrond

I get to the end of the scrolling and click “Explore Further”. Another 3D interactive thing. For a second time I am struck by how different the 3D engine graphics look from the preceding experience.

Rivendell game

My task now is (are you ready?) to zoom through 3D space and swish my mouse over the little flowers in the valley. Really? Of all the things Middle Earth has to offer, I get to swish my mouse around? I laughed when I got to the end screen: “You made the most of your time in Rivendell.” Wow, these guys know how to party.

Dol Guldur
See those glowy eyes? That’s the Necromancer I guess.

On to Dol Guldur. More download, scrubbing and parallax. I click to the game and once more I have to use both my keyboard and mouse. I walk 5 steps (I counted) and try to look around with my mouse. Some unseen thing roars at me, I spin around and apparently I am dead. I try this again several times. I only achieved another five seconds and the privilege of seeing the dark figure who is destroying my hair-do. I give up, wondering how much development time it took.

The locked levels

Back to the map, it appears that three other locations are supposed to be part of this site, but they are locked. They don’t tell you if they are “coming soon” or if I need to make some sort of achievement to unlock them. At this point, I really don’t care to see more.

It started off great with the map, but the rest of the site leaves me thinking that it doesn’t do much to promote the Hobbit movies, which should have been the end result. It contained absolutely nothing about the new movie, and not enough from the first movie. I would rather have seen more content-related things, like character-related information, better sound and video clips. Factor in the errors and interface difficulties, and I leave the site rather disappointed.

I think before starting such a project a development team would do well to take a page out of Nintendo’s play book, meaning that the user experience needs to take precedence over raw technical achievements. Plan the site carefully before attempting any gaming or other experience. Consider the average user and what they are expecting. Test it lots before launching it.

I hate to be so negative, but a site like this seems to be less about the user experience and more about “what can we do using WebGL”. This certainly isn’t the first site that has suffered from this problem. I just wish it wasn’t a site for the Hobbit movies, because I was expecting more.

A New Saskatchewan Logo

We have had conservative leadership both in our province and our country for a few years now, with mixed results. I will try not to trumpet my own political views but I feel the need to speak up about a recent action by the Saskatchewan Party.

For you non-Saskies out there, you should know that we have a very nice logo that in recent years has fell out of usage, apparently because its strong agricultural imagery is no longer representative of our overall industry outlook:

GofS Colour wheat

When it was first proposed that we develop a new logo, the idea was met with a fair bit of resistance. So for a while, the province resorted to using our coat of arms:

Gov-of-Sask-COA_BW-07

I thought this was a fine compromise. However, in recent years the Saskatchewan Party leadership has quietly begun using the logo below (I found versions in a number of colour variations):

GOS swoosh 2

While I could comment on the low-key methods they used to introduce the logo, my main issues are with the design itself. I believe in constructive criticism, so instead of just slamming it point by point, let me show you how I would fix it.

1. Let’s clean up that type shall we? Put the “of” back to a subservient role where it belongs, and go back to good old Helvetica.
New-SK-Logo1

2. What are those swooshy things? People flying right over our province, that’s what. What we need here is to change the swooshes to come from within the province. That way we can be known as a fountain of sorts. We export all sorts of good things, so let’s show it.

New-SK-Logo2

3. I think we need more swooshes and more symbolism. Let’s put in some growy-looking shapes that are reminiscent of the old sheaf logo, and a sun rising.

New-SK-Logo3

4. Green and gold? Identical to the ruling party’s colours? Come on. We are the “Land of Living Skies” (if our license plate is to be believed) so why not use a palette which is reminiscent of a nice sunset:

The new Government of Saskatchewan Logo

There you have it: a properly designed, party-neutral logo that properly represents our thriving province. I am against spec work, by the way, so if you want to use this logo you will have to elect me as the leader of some rival party and then vote me into office based on my other merits. If elected I propose that we institute the new identity on April 1, 2015.