Pilcrows, Online Storage, and Other Musings

Online Storage Nightmares

Anyone that has been following this blog for any length of time knows that I have been on the lookout for online storage facilities. First there was Mediamax, which was fine but then went bankrupt. Second, there was Boxstr, which seemed to be fine, but upon checking my wallpaper package one and package two, I realized that the links had died. I attempted to log in only to find out that my logon was gone. Perfect. World class company.

After all of the rubbish, I did some hunting and settled on Amazon's S3 service. Amazon is a very reputable company and their online storage rates are strictly usage based and very competitively priced. No wasted yearly charges. No excessively large costs. Unlike most companies, Amazon charges a realistic price per gigabyte - which is bucking the trend of most companies that are charging costs per gig that might have been competitive back in the era of the Commodore Vic-20.

Needless to say, after a quick sign up and a Firefox extension later, I'm rolling my gzips up to Amazon to fix the broken links. I sincerely apologise to anyone that has been stymied by the debacle known as online storage.

So before I get into some further content, I have a humble request that all readers of the blog point me to the broken download links. In return for your diligent effort, I'll do my darndest to get the full gzips and sources up to Amazon.

Now onto some goodies for anyone that cares.

Pilcrows

Sometimes called an alinea, sometimes a paragraph break, sometimes 'that thing that is between blog postings' - the pilcrow is a little ditty that adds some flair or style to a body of text. A while back I thought I'd experiment with creating a few of them. I offer you these to use as you choose.

They are provided in SVG format and will render perfectly under Inkscape. While other renderers might yield adequate results, it is hoped that you render them with the intended display appearance provided by Inkscape's renderer. They are provided with backgrounds that suit the foreground objects by default, but the end consumer should probably render them against a transparent background and lay them in upon their blog / site / etc. as needed.

Each was created with a distinct audience and context in mind, so hopefully there is one here that tickles your fancy.

Here they are for all people interested in using them.

Thanks go out to all of the loyal readers. Love to hear all of your comments, complaints, and insights. Be good.

Creative Commons License
Troy James Sobotka's Pilcrows by Troy James Sobotka is licensed under a Creative Commons Attribution-Share Alike 2.5 Canada License.

Photography and Rock Stars: Part Three

This is it - the third and last installment of photography from a recent photoshoot. First part is here. Second here. Thanks go out to:
The gory details: Initial grading and export from raw completed in ufraw. Cleanup in GIMP. Design and composition raw elements created and laid out in Inkscape. Composite elements brought together in Blender. Effecting and secondary grading completed in Blender. Typeface is Eurofurence by T. B. Koehler. System specs - AMD X2 3.0 ghz box with 8 gigs of ram running in dual head with 2048 TN panels and Wacom 6x11 Intuos 3.

Photography and Rock Stars: Part Two

Second installment of photography from a recent photoshoot. First part is here. Thanks go out to:


The gory details: Initial grading and export from raw completed in ufraw. Cleanup in GIMP. Design and composition raw elements created and laid out in Inkscape. Composite elements brought together in Blender. Effecting and secondary grading completed in Blender. Typeface is Eurofurence by T. B. Koehler. System specs - AMD X2 3.0 ghz box with 8 gigs of ram running in dual head with 2048 TN panels and Wacom 6x11 Intuos 3.

Photography and Rock Stars

Photographing bands again. These guys have a large bit of interesting news looming. Here is the first of a few small smatterings.

Thanks go out to:

The gory details: Initial grading and export from raw completed in ufraw. Cleanup in GIMP. Design and composition raw elements created and laid out in Inkscape. Composite elements brought together in Blender. Effecting and secondary grading completed in Blender. Typeface is Eurofurence by T. B. Koehler. System specs - AMD X2 3.0 ghz box with 8 gigs of ram running in dual head with 2048 TN panels and Wacom 6x11 Intuos 3.

Busy, as Usual

Sorry for the lack of posting. I have been tremendously busy and completely unable to generate anything worth a dribble. I have been trying to finish up a post on the sixth installment of the Surpassing Apple series.

The extremely quickie motion picture project I did a while back garnered some more attention out in the wild wilderness of the internet press. Rainn Wilson's creative / arty / big question mainstream site Soul Pancake picked it up with an interview. Create Digital Motion as well. There are murmurs of a conference on the horizon as well as an article or two possibly. We shall see. Big props for Blender.

Just goes to show you what a couple of folks like Luis and Richard end up stirring when they blog about things...

Jaunty is looming. How do you all feel about the art and design decisions? The GDM? The new USplash? The new wallpaper? Is everything "ZOMG" "ISAWEZOME" "ROCKING!!!!!!"? Any thoughts out there that might be worth discussing or of interest?

Thank you all for your continued support and patience with the busy time. I am but the sum of your clicks.

Type O Negative

Spending too much time examining and studying amazing designers such as Zapf and Slimbach, you get an itch. This is the byproduct of such an itch. This is a first for me. It has been completely rewarding.

It is far easier to create a silly display text where the creator isn't subject to the history, legacy, and stylistic tendencies in typography.

Attempting a serif opens you up to a world of scrutiny and pain. Such is life. I couldn't bring myself to taking the lazy way out with a knock-off display type. I'd much rather subject myself to the ruthless and systematic dismantling of typophiles - otherwise what is there to learn? Even though this is far from finished, it has proven an extremely valuable learning experience.

If it is possible, I have even a greater respect for the craftspeople of type after this exercise.

Thanks to all of your for your interest and support.

Surpassing Apple: Step Five - Think Cinematic

This blog posting is the fifth in a series. The full series as it currently stands is:
Surpassing Apple: Step One - Animate Everything
Surpassing Apple: Step Two - Get an Audience

Surpassing Apple: Step Three - Set a Tone
Surpassing Apple: Step Four - Vision and Desirability
Surpassing Apple: Step Five - Think Cinematic

It Starts With Immersion

Immersion is a nebulous creature. It is a well known term, but only loose descriptions are ever employed to describe it. Take this example:
A state of mental focus so intense that awareness of the "real" world is lost, generally resulting in a feeling of joy and satisfaction.
- Universal Principles of Design, pg 112
Obviously this is no small feat. To touch on this with our audience, we would be wise to examine fields around us that are already working toward such a goal, and in some cases, creating a state of immersion extremely effectively.

While book reading is certainly an act of immersion, assuming of course the novel is attractive to the audience member reading it, it is rarely a collaborative act of creation. Video games and cinema on the other hand, are entirely collaborative in creation and execution and as such, form the basis of this comparison.

What Do They Do?

There is so much complexity involved in the creation of a video game or cinematic work that no singular blog post from a dribbling fool would suffice to expose the details. That said, there are a few key areas of relevance that we might want to focus on in our Free Software culture.

Thematic
Obviously motion pictures and video games are heavily focused on thematics. Thematic is, as discussed in previous postings in this series, one of the cornerstones of an effective design delivery. The goal of a concept / thematic should ultimately be to select a thematic that 'clicks' for your audience given the communication / goal chosen.

Is this relevant to a desktop computing environment? One could make a strong case that Apple has been exploring this domain with the release of Leopard. Note the spacey feel of the desktop wallpaper and note how it isn't strictly tied to drab space connotations? Note the audio cues in their online Quicktime presentations and the use of backmasking? Note the tightly wound integration with the Time Machine software they delivered with Leopard's release? All in all, Leopard's design is stitched carefully up with a strong thematic. This manifests itself as a holistic approach to their entire Leopard campaign design strategy.

Transitions
Five years ago transitions weren't even on our map. Then came Compiz. Then came the iPhone and many now in our culture are quickly jumping on the transitioning bandwagon. Are transitions an end-all unto themselves however?

Anyone that has studied the history of cinema knows that every single transition has been a learned cue developed over time. In the early ages of cinema, it was all about spectacle - a single sequence where a train drove past, for example. Images of people drinking tea in a field. That was it.

Gradually, experimental avant-garde filmmakers tested new waters with the notion of the cross cut. Then the dissolve and fades were experimented with. The sixties saw the advent of the jump cut. Morphing frame transitions were experimented with in the early 1990 music videos. Why?

A critical thing to understand is that every single transition between cinematic sequences was delivered for a reason. The original implementation of a hard cross cut gradually was learned to communicate sequential action. With Goddard's revolutionary jump cutting came the desire to dislodge the viewer from their immersed viewing state. With the morph transitions a feeling akin to LSD drug use was induced.

Every transition throughout the development of cinema had a reason. Without a thematic and a goal, can we have hope for anything other than 'transitions-for-transition's-sake'?

Arches and Progress
Mainstream motion pictures would call this a plot arch. Avant-garde pieces might even tickle around the edges of a progress / arch to maintain a directionality for the work. Video games have had to push new limits within the technology to accommodate the shifting directions of audience driven progressions.

It might seem initially odd to be suggesting the notion of plotting a transitive arch in a desktop operating system, but we have already clearly laid more than a few key points out. We go through a standard progression as we use a system - we logon, we launch applications (each potentially with their own progressive arches), we are subject to external events such as messaging / blog updates / etc., and then - when we are finished - we will often suspend or shut down the system.

How can we elevate a notion of immersion by more greatly intertwining the progress arch with thematic? How can we evaluate the proper progress through a system in conjunction with the thematic? How can we elevate a sense of audience experience by weaving proper and effective transitions for a given thematic / audience? What should we be communicating as we walk along the progress path and how should we be doing so with effective transitioning?

Sound
It is quite often that one of the greatest and most powerful elements of motion picure immersion is overlooked by a typical audience member - that of the audio domain.

In the earliest incarnations of cinema, it was silent. Over time, a live musician was often added to play live accompaniment in sync to the images. A similar evolutionary progression happened with the video game industry as well - where in the early forays sound was often an afterthought. Gradually, as video games realized there was much to be learned from the motion picture industry and the technology was developed to wrap audio into the mixture, they began to actively seek qualified and highly trained sound designers, music composers, and sound effect artists to fully flesh out the experience of their products.

By no small coincidence, we too suffer from the art of audio taking a back seat role in the evolution of immersion. Our early developers had little worry about audio much like the early video game developers. Perhaps it didn't even cross their minds - as with the early cinematic presentations at small social gatherings.

Whatever the reasoning, we should seek to push audio forward in fresh and creative ways. How can we push the technology in our current Free Software world further? How can we more greatly empower audio to aid in immersion?

Composition
Every single frame in cinema is composed. By and large our westernized presentations of cinema are governed by westernized theory in classical composition. While this might seem obvious for cinema, it took many years for the video game realm to comprehend the full impact of composition on gaming. Everything from HUDs to progress bars suddenly started to abide by art and design theory. With the trained and educated designers came a comprehensive approach to composition with design implications in tow.

Is there anything here to be learned for a computing platform?

Should we consider the desktop as a mise-en-scene? Should we consider how the components appear, disappear, and where they choose to do so? Should we consider classical composition when defining these placements? How should applications look within themselves? Is there value to experiment with classical layout grids based on Phi? Should we concern ourselves with the dynamic positioning of frames and their relationship to classical composition? Should buttons be considered as part of the compositional whole? Menus and progress bars?

How Do We Negotiate this With Free Software?

First, it should be at least a reasonable hypothesis that the computing platform world shares much in common with several other adjacent industries. There are obvious differences of course, but this should not undermine our ability to cite critical areas of overlap.

What can we learn from those adjacent industries? There is a wealth of information on process and technique already in place to harness should we so choose.

Once again, all of this is predicated on the selection of an audience and the willingness to communicate something to them. This is not trivial nor an easy endpoint to arrive at. While we can readily accept that people argue and bicker about GNOME or KDE being 'better' than the other, we cannot easily comprehend that perhaps, at their core, they are fundamentally aimed at different audiences.

Ask yourself how many video games there are out there? How many movies?

Now ask yourself how many mainstream computing platforms we have? How many culture-centric distributions do we have within the Linux movement? What are the interesting and fascinating opportunities for further pushing these in distinct, specialized, and diverse directions?

Focus on a thematic. Focus on communicating with our particular audiences. Focus on delivering seamless and fully immersive experiences using some of the cornerstones of the periphery specialist industries around us such as cinema, video games, and like presentations.

In Summary
Free Software is about choice, freedom, and a plethora of other details that the mainstream proprietary operating systems cannot, will not, and will never have the ability to execute in full the way only we can.

The world of computing is bound up with legacy views on how all of this should unfold.

In reality, Free Software provides the much needed diversity to address every single audience member in a distinct and unique fashion. One cannot expect that companies such as Microsoft and Apple would ever be able to accommodate the particular needs and diverse cultural / individual / contextual desires of all people. What they leave us with is the FastFood(TM) of computing - a bland and palatable wash of mediocre flavours. Our presentations should be the boutique restaurant to Apple and Microsoft's quickie-food.

In fact, the common backbone of community driven group sourcing is one of the greatest strengths of Free Software to surpass the aforementioned companies in delivery. This is predicated on elevating the game and thinking unlike the way computing is presented by them, for them, and within their abilities.

What if we pushed immersion full force the way video games and cinema do? What if we forged ahead with cultural and contextual motifs in a manner that Apple and Microsoft would find frightening and / or alienating? What if we created a vast landscape of amazingly immersive distributions in the same way the video game empire creates countless diverse products?

We should embrace diversity. We should embrace thematics for different audiences. We should revel in the fact that there is no way that even the formidable power of Apple and Microsoft cannot, under any circumstance, compete in this arena.

Many would criticize the Free Software / Linux movement for having too much choice and eclectic diversity.

I'd counter that by saying that our very hope lies within that potential for diversity and choice. Couple the diversity and choice with unsurpassable immersion and innovation and maybe, just maybe, we have one more weapon in our struggle for a truly fresh and inspiring series of operating systems.

Thanks again for all of your time...

Start the Countdown

Contest driven societies are not the way forward.

Yes, there is yet another contest in our shallow art and design mentality here in Free Softwareville. If you haven't already seen it, it's the Ubuntu countdown contest.

That said, the following was another 'challenge-the-self' project akin to the music video created last week which astonishingly hit over 7000 viewings. I have another challenge-self music project on the go, but this snuck in quietly while I was writing.

There are obviously many challenges. The first of which is to try and get to some place interesting. The second is to generate it. The third is to not lose your mind in the middle of a compositing nightmare (see below.) The fourth is to cram it into a teeny GIF - sacrificing frames where possible.

Diagram of said nightmare follows. I will say that a well laid out composite is something akin to art - I find some sort of strange beauty in the form as it weaves itself into shape:


Now the animated GIF output:
And for those of you that blinked or didn't scroll down quickly enough, here is some YouGoo:



Gory Details:
  • Watercolour background painted by myself - same one as in the other post.
  • RAW photograph imported and twiddled with UFraw.
  • Layout and design completed in Inkscape.
  • Composited and animated with Blender.
  • GIFd with GIMP.
  • Typeface - Norasi and Christian's Ubuntu Titling font.
Other rubbishy bits I have been dickering around with include the following developer t-shirt swag design for Mythbuntu and the accompanying GStreamer reworking.

Once again, thank you all for taking the time to check in on me. I am but the sum of your clicks...

Much Ado About Notifications

Usable for whom? Useful for whom?

If you haven't seen it, here is our new notification system for Ubuntu:


Are You Bringing Anything to the Party?

So what does this new notification bring with it?

It is most certainly adding a degree of aesthetic[1], but is that enough to warrant a completely fresh body of code? Is that aesthetic so completely radical that it is entirely unlike already existing projects?

I ask this because it appears that Mr. Shuttleworth is not quite keeping on course to what he has been blogging about. If merging is the key, why start yet-another-notification-library? Is it not a viable option to provide some sort of branch of an existing project and build off of it as an experimental branch? This would probably run along the lines of what Scott James Remnant most interestingly offered up as the notion of a 'concept distribution'. Aaron Siego has also commented on the 'private' design[2]. Arguably too, a little Googling reveals another relatively interesting notification project in Mumble - already with similar aesthetics. Finally, we can't avoid looking at duplication and overlap with Growl that might provide some synergy and a strong developer starting base.

Above and beyond aesthetic, one must then ask what else is gained?

Is this a spawned feature tightly bound with online presence? I am fully aware that in our uber-geek culture, being 'online' is vital, critical, and in some cases, 'equivalent' to many 'real life' existences. To this end, perhaps a notification system is vital when coupled with the apparently high priority of presence states when considering the nature of our current culture. Is it vital to an audience outside of our community, however?

Does the 'yay yay rah rah new notifications!' system bring anything further to the table other than a minor aesthetic difference and a discussed missing element of clickability? Is it that much different to the existing system to someone on the outside world?

Who is Ubuntu's declared audience and will they find this a must-have killer feature?

If your answer is "I have no clue" and "probably not", the ultimate result is that this is possibly yet more of the same poorly thought out and ill "That would ROCK" or "YES BLING!" mentality that we have seen from the Ubuntu art and design 'thinking'[3].

Does this notification system need to be a killer feature? Hell no. Are there other features that might take precedence considering the value added by this feature versus the amount of attention it would require to develop it? Hell yes.

Prada or PeeWee Herman?

This discussion ultimately comes down to an undercurrent that is running beneath not only our outwardly awkward art and design decisions in Free Software, but almost every aspect of our design process: the audience. The audience that develops the software and implementations is, simply put, an extreme minority. Triply so when you consider the holy trinity of Free Software, Developer, and UberGeek.

What we have in spades are extremely high level minds collaborating and associating and creating. Brilliant coders. Visionary thinkers. Clever hackers.

Taken outside of that context however, only the third factor - the UberGeek - repeatedly manifests itself to the public. It appears as though every single decision we make reflects outward as UberGeek; art and design oopsies, humour in-jokes, slang, lingo, attire - everything.

I'll end this discussion with a Jacob Nielsen paper - Bridging the Designer-User Gap.
More commonly, designers at this level are core members of the larger target audience. Open software often falls into this category: designed by geeks, for geeks. That's why Linux, Apache, Perl, and many similar products have been so successful — at least as long as the audience remains a group of technology-obsessed users. Of course, these same products don't stand a chance of growing their user base to include ordinary humans.
What is this saying about audience experiences? Are we expecting the remaining Jakob's "ordinary humans" to gravitate to the concepts and designs? Gravitating to the notion of Free Software is one very accessible aspect, but expecting those "ordinary humans" to get excited about "You have mail"?

In the end, I find the notification system much ado about nothing - rather akin to the new GDM due to land shortly - strange 'design-by-amoeba' with little attention being given to the communication factor[4]. Blind fingers stretching forth grasping at something - anything that will yield dividends. May this addition not end up with the other design-and-drop Ubuntu projects[5].

Thank you all for reading.

[1] Most notably the rather awkward padding that is a direct byproduct of assuming mathematical centres automatically equate with perceptual centres of gravity. Hopefully that will get fixed.
[2] Let me be extremely clear on this point - I am a huge supporter of experimentation. I am a huge fan of innovation. Experimentation clearly does not equate with innovation in this instance. Further, this is not a drag-down of the most talented individuals that coded this feature but rather the sum of all processes that arrived at the will to design it. I'd also add that I suspect Mr. Shuttleworth is simply tired with upstreams. They are clogged up with political flotsam and power struggling jetsam.
[3] I dare anyone to write a script that counts 'bling' or 'rock' in Ubuntu related postings. Last time I looked 'bling' was a tacky dollar symbol encrusted with cubic zirconium and 'rock' was something that Vanilla Ice and Twisted Sister wanted to do.
[4] "To design is to communicate clearly by whatever means you can control or master." - Milton Glaser
[5] Without a holistic design pattern established first, all of it feels like droplets of rain that eventually spill off of the glass table. Historically, we have seen it with the custom UbuntuLooks GTK engine - where development ceased after its initial effort. Recently, the USplash has been chittered about being dropped in favor of Plymouth - again probably due to limitations. Even beyond Ubuntu we have stalls and staleness with other projects such as Compiz.

Life of its Own

Well... thanks to Luis de Bethencourt and Richard Querin, the little video ditty that I squished out has sort of taken on a life of its own.

I went to bed last night gobsmacked that some seven hundred people had taken minutes out of their lives to view it. Today, the view count is up over two thousand. Stunning.

Thanks to all of you for your interest. It has been, as always with this sort of thing, an amazing introduction to many, many people.

I am exceptionally glad at some of the renewed interest in Blender for non linear editing on Free Software platforms. Here is a big thank you to everyone that has helped to draw attention to the application.

I am but the sum of your clicks...