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Blog, page 16

  1. CSS grid in Internet Explorer 11
    adactio.com

    Jeremy Keith:

    Frankly, the whole point of prefixed CSS is that is not used after a reasonable amount of time (originally, the idea was that it would not be used in production, but that didn’t last long). As we’ve moved away from prefixes to flags in browsers, I’m seeing the amount of prefixed properties dropping, and that’s very, very good. I’ve stopped using autoprefixer on new projects, and I’ve been able to remove it from some existing ones—please consider doing the same.

    Browser prefixes seem to be slowly going away. I stopped using Autoprefixer last year and haven’t missed it.

  2. Taking Back The Web
    adactio.com

    Jeremy Keith at Webstock 2018:

    I also think we should remember the original motto of the World Wide Web, which was: let’s share what we know. And over the next few days, you’re going to hear a lot of amazing, inspiring ideas from amazing, inspiring people and I hope that you would be motivated to maybe share your thoughts. You could share what you know on Mark Zuckerberg’s website. You could share what you know on Ev Williams’s website. You could share what you know on Biz Stone and Jack Dorsey’s website. But I hope you’ll share what you know on your own website.

  3. Brutalist Web Design
    brutalist-web.design

    David Bryant Copeland writes a manifesto:

    Brutalist Web Design is honest about what a website is and what it isn’t. A website is not a magazine, though it might have magazine-like articles. A website is not an application, although you might use it to purchase products or interact with other people. A website is not a database, although it might be driven by one.

    A website is about giving visitors content to enjoy and ways to interact with you.

  4. Frick Filler
    youtube.com

    Game designer Jan Willem Nijman:

    I gave a 4-minute talk at @AMazeFest about how making long games is unethical, watch it here

    I love this idea:

    We should all design our games like bus rides — they should have multiple stops along the way. If someone is happy with your game, they should be able to stop playing at that point. Give your game that ending after two hours. Give it that ending after ten hours for the people who want more of it and want to find all the secrets. Give it, like, the 100-hour ARG with speedrunning, trophy, whatever shit, but let people quit your game in a way that makes them happy.

  5. Anthony Bourdain: Don’t Eat Before Reading This
    newyorker.com

    Revisiting this incredible piece. The man was unique.

    I love the sheer weirdness of the kitchen life: the dreamers, the crackpots, the refugees, and the sociopaths with whom I continue to work; the ever-present smells of roasting bones, searing fish, and simmering liquids; the noise and clatter, the hiss and spray, the flames, the smoke, and the steam. Admittedly, it’s a life that grinds you down. Most of us who live and operate in the culinary underworld are in some fundamental way dysfunctional. We’ve all chosen to turn our backs on the nine-to-five, on ever having a Friday or Saturday night off, on ever having a normal relationship with a non-cook.

  6. The Cult of the Complex
    alistapart.com

    Jeffrey Zeldman:

    Good communication strives for clarity. Design is its most brilliant when it appears most obvious—most simple. The question for web designers should never be how complex can we make it. But that’s what it has become. Just as, in pursuit of “delight,” we forget the true joy reliable, invisible interfaces can bring, so too, in chasing job security, do we pile on the platform requirements, forgetting that design is about solving business and customer problems … and that baseline skills never go out of fashion.