InkyHarmonics + design 441
UX Week 2011 | Jon Wiley | Whoa, Google Has Designers! on Vimeo
4 weeks ago by InkyHarmonics
Google is in the midst of the largest redesign in its history, with more changes to come. Many have wondered who let the designers out of their cage at Google and set them on the path of making Google’s products more focused, effortless, and elastic. You’ll be surprised at the answer.
design
google
video
4 weeks ago by InkyHarmonics
h i l t o n & c o
5 weeks ago by InkyHarmonics
@scott_to_s The reason #lambdalounge's logo rocks so much? @hltn was the only man for the job! #lisp #dance #design FTW
design
dance
lambdalounge
lisp
from twitter
5 weeks ago by InkyHarmonics
Designing for Bears
10 weeks ago by InkyHarmonics
Cute simple presentation on testing UX design decisions
design
process
presentation
ux
10 weeks ago by InkyHarmonics
filamentgroup/Responsive-Images - GitHub
february 2012 by InkyHarmonics
An Experiment with Mobile-First Images that Scale Responsively & Responsibly
javascript
responsive
web
design
html5
development
february 2012 by InkyHarmonics
Skeleton: Beautiful Boilerplate for Responsive, Mobile-Friendly Development
february 2012 by InkyHarmonics
Skeleton is a small collection of CSS & JS files that can help you rapidly develop sites that look beautiful at any size, be it a 17" laptop screen or an iPhone. Skeleton is built on three core principles:
html
boilerplate
html5
css
web
design
responsive
grid
mobile
february 2012 by InkyHarmonics
Kragen Sitaker: Redundancy and Power
october 2011 by InkyHarmonics
"The greater the probability a random string is a valid program, the harder it is to report errors well."
paulgraham
programming
design
development
lisp
language
october 2011 by InkyHarmonics
App Cooker
july 2011 by InkyHarmonics
Tool for prototyping ipad/iphone apps
iphone
ipad
development
design
app
mobile
tool
july 2011 by InkyHarmonics
The Most Important Concept in Systems Design
july 2011 by InkyHarmonics
the most important take-away for web programmers is the Single Point of Truth Rule, that is, "every piece of knowledge must have a single, unambiguous, authoritative representation within a system". If you design a system that violates this rule, you are setting yourself up for endless headaches and disasters.
programming
development
design
database
architecture
teddzubia
july 2011 by InkyHarmonics
Tablets
june 2011 by InkyHarmonics
Many if not most of the special-purpose objects around us are going to be replaced by apps running on tablets.
business
startup
paulgraham
mobile
design
tablet
software
innovation
trends
june 2011 by InkyHarmonics
Poka-yoke - Wikipedia, the free encyclopedia
june 2011 by InkyHarmonics
[poka yo-ke] is a Japanese term that means "fail-safing" or "mistake-proofing". A poka-yoke is any mechanism in a lean manufacturing process that helps an equipment operator avoid (yokeru) mistakes (poka). Its purpose is to eliminate product defects by preventing, correcting, or drawing attention to human errors as they occur.
lean
methodology
manufacturing
development
design
api
programming
security
june 2011 by InkyHarmonics
The 3 Basic Tools of Systems Engineering
december 2010 by InkyHarmonics
"There are three basic tools you can use to solve a technical problem: money, time, and code. This seems obvious, but the critical point is that you must try them in that order. Out-of-order execution of these tools leads to Very Bad Things, which we will discuss..."
design
engineering
advice
programming
development
systems
startup
december 2010 by InkyHarmonics
Shop Vac on Vimeo
december 2010 by InkyHarmonics
A kinetic typography music video for Jonathan Coulton's Shop Vac. Created using After Effects, Toon Boom Animate, Illustrator, Photoshop and Premiere.
typography
animation
video
design
december 2010 by InkyHarmonics
Core J2EE Patterns - Intercepting Filter
november 2010 by InkyHarmonics
As used in most web frameworks
design
patterns
architecture
programming
development
java
november 2010 by InkyHarmonics
Rich Hickey @ Clojure-Conj
november 2010 by InkyHarmonics
Rich Hickey talks about stepping away from your computer, getting some hammock time, and a solid approach to solving hard problems.
richhickey
clojure
audio
presentation
video
design
development
programming
research
november 2010 by InkyHarmonics
Rich Hickey on #clojure log - Jun 14 2010
october 2010 by InkyHarmonics
"It *seems* like protecting things is a good idea, why not? The why not is, it creates incredible pressure to put things on the inside, a limited, closed space. "
clojure
richhickey
oop
design
programming
development
october 2010 by InkyHarmonics
Snog Blog: The Vincent Connare Interview
september 2010 by InkyHarmonics
Interview with the inventor of the Comic Sans font
interview
typograhy
font
design
september 2010 by InkyHarmonics
InfoQ: A Pattern Language for Parallel Programming
august 2010 by InkyHarmonics
Ralph Johnson presents a pattern language that he and his colleagues are working on in an attempt to solve the hard issues of parallel programming through a set of design patterns: Structural Patterns, Computational Patterns, Parallel Algorithm Strategy Patterns, Implementation Strategy Patterns, and Concurrent Execution Patterns.
design
patterns
concurrency
programming
development
video
parallel
towatch
august 2010 by InkyHarmonics
Endeca UI Design Pattern Library - Search, Navigation & Discovery patterns
july 2010 by InkyHarmonics
The Endeca User Interface Design Pattern Library (UIDPL) describes principled ways to solve common user interface design problems related to search, faceted navigation, and discovery.
The library includes both specific UI design patterns as well as topics -- groups of patterns related to significant aspects of search and discovery such as:
ui
design
patterns
usability
library
interface
search
The library includes both specific UI design patterns as well as topics -- groups of patterns related to significant aspects of search and discovery such as:
july 2010 by InkyHarmonics
Canned Platypus » Blog Archive » It’s Faster Because It’s C
july 2010 by InkyHarmonics
The great majority of programs fit into one or more of the following categories.
* I/O-bound. Completing a unit of work earlier just means waiting longer for the next block/message.
* Memory-bound. Completing a unit of work earlier just means more time spent thrashing the virtual-memory system.
* Synchronization-bound (i.e. non-parallel). Completing a unit of work earlier just means waiting longer for another thread to release a lock or signal an event – and for the subsequent context switch.
* Algorithm-bound. There’s plenty of other work to do, and the program can get to it immediately, but it’s wasted work because a better algorithm would have avoided it altogether. We did all learn in school why better algorithms matter more than micro-optimization, didn’t we?
performance
c
programming
development
java
speed
design
* I/O-bound. Completing a unit of work earlier just means waiting longer for the next block/message.
* Memory-bound. Completing a unit of work earlier just means more time spent thrashing the virtual-memory system.
* Synchronization-bound (i.e. non-parallel). Completing a unit of work earlier just means waiting longer for another thread to release a lock or signal an event – and for the subsequent context switch.
* Algorithm-bound. There’s plenty of other work to do, and the program can get to it immediately, but it’s wasted work because a better algorithm would have avoided it altogether. We did all learn in school why better algorithms matter more than micro-optimization, didn’t we?
july 2010 by InkyHarmonics
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