Presented at Web Unleashed on September 16-17, 2015 in Toronto, Canada
More info at www.fitc.ca/webu
Breaking The Broken Web
with Kyle Simpson
OVERVIEW
The web is fundamentally broken in two deeply profound ways and unfortunately the only way we’re going to move forward is to painfully break from our past and present realities. First, we’ve got to break from the idealistic but untenable notion of unbounded backwards compatibility. Then we’re going to need to break from the notion of building sites/apps that assume fast and unmetered bandwidth, unlimited battery power, and users which want their devices completely maxed out in experience. Let’s stop building a broken Web and break it forward.
OBJECTIVE
To come to terms with the Web we’ve built broken by its very fundamental design, and break from this past to move forward.
TARGET AUDIENCE
Designers and Web builders.
ASSUMED AUDIENCE KNOWLEDGE
Basics of Web design and standards.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
Why are there so many bugs in Web technology that never get fixed?
What is browser game theory and what does it mean to me?
Besides screen size/orientation, what other factors should come into play when deciding what experience to give a user?
What limitations do real users face which limit what experience they want or can “afford” on your site?
How can we wire user-choice into the fabric of what we build and the way users experience the Web?
Users web experience with AMP | Improve exploratory web experienceManish Kumar Sharma
AMP can make your website load faster on smartphones, resulting in a great user experience, increased traffic and improved search rankings. This post highlights how you can create AMP Accelerated Mobile Pages in mobile.
Progressive Web Apps use modern web capabilities to deliver an app-like user experience. They evolve from pages in browser tabs to immersive, top-level apps, maintaining the web's low friction at every moment.
They are reliable, fast, engaging and delivering amazing UX to end users. And they are here!
The slides are from my talk at http://2018.symfonycamp.org.ua/
Introduced by Google, eagerly approved by Microsoft and reluctantly adopted by Apple
PWA is a game-changing technology in the world of mobile-first and offline-first business
Users web experience with AMP | Improve exploratory web experienceManish Kumar Sharma
AMP can make your website load faster on smartphones, resulting in a great user experience, increased traffic and improved search rankings. This post highlights how you can create AMP Accelerated Mobile Pages in mobile.
Progressive Web Apps use modern web capabilities to deliver an app-like user experience. They evolve from pages in browser tabs to immersive, top-level apps, maintaining the web's low friction at every moment.
They are reliable, fast, engaging and delivering amazing UX to end users. And they are here!
The slides are from my talk at http://2018.symfonycamp.org.ua/
Introduced by Google, eagerly approved by Microsoft and reluctantly adopted by Apple
PWA is a game-changing technology in the world of mobile-first and offline-first business
Frontend 'vs' Backend Getting the Right MixBob Paulin
Modern website architectures are typically composed of 2 parts: frontend and backend. Building out frontend and backend components requires diverse skill sets and often have competing interests when it comes to developer productivity and site performance. This talk will discuss some ways Java frameworks deal with these issues as well as benefits and tradeoffs. The talk will include combine demos with cutting edge frontend frameworks (Handlebarsjs, CoffeeScript, Less) and popular Java backends (Spring, Apache CXF).
Bio:
Bob Paulin is an independent consultant that has been developing on Java for the past 10 years. Bob is focuses on Business Enablement and Web Centric Applications. He’s presented in the past at CJUG on Apache Sling and is currently helping his clients perform modular development/design, automation for continuous delivery, and build forward leaning web applications. When not coding, Bob enjoys coaching football and spending time with his with his wife and 3 kids.
Progressive web apps (PWAs) close the gap and blur the lines between native apps and web apps. Daniel will introduce PWAs, including service workers, push notifications, app icons, offline capabilities, the app manifest, and browser support. He will also discuss practical applications and case studies to give business insight into this newer technology.
How to create a performance-first culture [2018 WebPerfDays Amsterdam]Tammy Everts
If you've ever wondered why all your performance efforts feel like such a painful uphill slog within your organization, then this talk is for you. Creating a strong web performance culture means getting people to care, showing them what they can do to help, and giving them positive reinforcement when you get results. Here are some proven tips and best practices to help you create a healthy, happy, celebratory performance culture.
A progressive web application is a type of application software delivered through the web, built using common web technologies including HTML, CSS and JavaScript. It is intended to work on any platform that uses a standards-compliant browser.
Progressive Web App (PWA) is a term used to denote web apps that use the latest web technologies. Progressive web apps are technically regular web pages (or websites) but can appear to the user like traditional applications or (native) mobile applications. This new application type attempts to combine features offered by most modern browsers with the benefits of mobile experience.
Use these best practices as a guide to designing and developing your mobile widget so that you can deliver the most personal and targeted mobile Internet experiences to your customers.
More info at http://developer.motorola.com/motodevchallenge
Progressive Web Apps - presence or the future? For years, developers around the world have dreamed of being able to write web applications which act more like native apps. Caching and push notifications are not the only conveniences helping to make this dream a reality. In this talk, Jana will explain what Progressive Web Apps are and how you can use them in your own web applications.
Responsive vs. adaptive vs. device-specific: which one is best?Catalyst
Learn the differences between responsive design, adaptive design and device-specific sites, and when to use each one for maximum mobile website impact.
Reinvent Your Creative Process with Collaborative HackathonsFITC
FITC events. For digital creators.
Save 10% off ANY FITC event with discount code 'slideshare'
See our upcoming events at www.fitc.ca
OVERVIEW
Humans crave the story of the lonely genius. Isaac Newton, Albert Einstein, Steve Jobs. We love to pin our most extraordinary creative accomplishments on a single, brilliant, God-like being.
There’s just one thing about all of these lonely genius stories: they’re bullshit.
Every true innovation is the result of collaboration. And in today’s world of overwhelming speed and complexity, we need to rethink the way we collaborate now more than ever.
In this talk, Graham will share tangible insights from the hackathon-inspired collaborative creative process that Goodby Silverstein & Partners is using to work with startups and win new business pitches.
OBJECTIVE
Learn practical strategies for running successful collaborative hackathons with interdisciplinary teams and clients alike, as well as best practices for keeping that creative momentum moving forward.
TARGET AUDIENCE
Agency folks, creatives, project managers, freelancers, hermits
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
The ground rules of a successful collaborative hackathon
The value of interdisciplinary perspectives in the creative process
How job titles create unnecessary divisions that foster baton-passing
How to build collective ownership and sell through big ideas
How to turn a new business pitch into a co-working session
Presented at FITC Toronto 2016
See details at www.fitc.ca
Overview
Designer passes comp to developer. Developer develops. Project done. Unfortunately, this traditional ‘waterfall’ approach is riddled with missed opportunities. Given the complexity of our web projects today, collaborative workflows can dramatically increase the efficiency and quality of the final product.
In this session, Maya Bruck will share concrete tools and techniques she has used to make all members of the team (including clients!) active participants instead of passive recipients. All while having a lot more fun in the process.
Objective
Learn tools and techniques for engaging the full breadth of your team in the creative process, turning research, prototyping, design and development into a collaborative and highly effective effort.
Target Audience
Designers, developers, project managers
Takeaways
Engage clients and the full breadth of your team from the beginning of the process.
Turn research, sketching, prototyping and beyond into a collaborative effort.
Discover missed opportunities in the traditional web design workflow.
Frontend 'vs' Backend Getting the Right MixBob Paulin
Modern website architectures are typically composed of 2 parts: frontend and backend. Building out frontend and backend components requires diverse skill sets and often have competing interests when it comes to developer productivity and site performance. This talk will discuss some ways Java frameworks deal with these issues as well as benefits and tradeoffs. The talk will include combine demos with cutting edge frontend frameworks (Handlebarsjs, CoffeeScript, Less) and popular Java backends (Spring, Apache CXF).
Bio:
Bob Paulin is an independent consultant that has been developing on Java for the past 10 years. Bob is focuses on Business Enablement and Web Centric Applications. He’s presented in the past at CJUG on Apache Sling and is currently helping his clients perform modular development/design, automation for continuous delivery, and build forward leaning web applications. When not coding, Bob enjoys coaching football and spending time with his with his wife and 3 kids.
Progressive web apps (PWAs) close the gap and blur the lines between native apps and web apps. Daniel will introduce PWAs, including service workers, push notifications, app icons, offline capabilities, the app manifest, and browser support. He will also discuss practical applications and case studies to give business insight into this newer technology.
How to create a performance-first culture [2018 WebPerfDays Amsterdam]Tammy Everts
If you've ever wondered why all your performance efforts feel like such a painful uphill slog within your organization, then this talk is for you. Creating a strong web performance culture means getting people to care, showing them what they can do to help, and giving them positive reinforcement when you get results. Here are some proven tips and best practices to help you create a healthy, happy, celebratory performance culture.
A progressive web application is a type of application software delivered through the web, built using common web technologies including HTML, CSS and JavaScript. It is intended to work on any platform that uses a standards-compliant browser.
Progressive Web App (PWA) is a term used to denote web apps that use the latest web technologies. Progressive web apps are technically regular web pages (or websites) but can appear to the user like traditional applications or (native) mobile applications. This new application type attempts to combine features offered by most modern browsers with the benefits of mobile experience.
Use these best practices as a guide to designing and developing your mobile widget so that you can deliver the most personal and targeted mobile Internet experiences to your customers.
More info at http://developer.motorola.com/motodevchallenge
Progressive Web Apps - presence or the future? For years, developers around the world have dreamed of being able to write web applications which act more like native apps. Caching and push notifications are not the only conveniences helping to make this dream a reality. In this talk, Jana will explain what Progressive Web Apps are and how you can use them in your own web applications.
Responsive vs. adaptive vs. device-specific: which one is best?Catalyst
Learn the differences between responsive design, adaptive design and device-specific sites, and when to use each one for maximum mobile website impact.
Reinvent Your Creative Process with Collaborative HackathonsFITC
FITC events. For digital creators.
Save 10% off ANY FITC event with discount code 'slideshare'
See our upcoming events at www.fitc.ca
OVERVIEW
Humans crave the story of the lonely genius. Isaac Newton, Albert Einstein, Steve Jobs. We love to pin our most extraordinary creative accomplishments on a single, brilliant, God-like being.
There’s just one thing about all of these lonely genius stories: they’re bullshit.
Every true innovation is the result of collaboration. And in today’s world of overwhelming speed and complexity, we need to rethink the way we collaborate now more than ever.
In this talk, Graham will share tangible insights from the hackathon-inspired collaborative creative process that Goodby Silverstein & Partners is using to work with startups and win new business pitches.
OBJECTIVE
Learn practical strategies for running successful collaborative hackathons with interdisciplinary teams and clients alike, as well as best practices for keeping that creative momentum moving forward.
TARGET AUDIENCE
Agency folks, creatives, project managers, freelancers, hermits
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
The ground rules of a successful collaborative hackathon
The value of interdisciplinary perspectives in the creative process
How job titles create unnecessary divisions that foster baton-passing
How to build collective ownership and sell through big ideas
How to turn a new business pitch into a co-working session
Presented at FITC Toronto 2016
See details at www.fitc.ca
Overview
Designer passes comp to developer. Developer develops. Project done. Unfortunately, this traditional ‘waterfall’ approach is riddled with missed opportunities. Given the complexity of our web projects today, collaborative workflows can dramatically increase the efficiency and quality of the final product.
In this session, Maya Bruck will share concrete tools and techniques she has used to make all members of the team (including clients!) active participants instead of passive recipients. All while having a lot more fun in the process.
Objective
Learn tools and techniques for engaging the full breadth of your team in the creative process, turning research, prototyping, design and development into a collaborative and highly effective effort.
Target Audience
Designers, developers, project managers
Takeaways
Engage clients and the full breadth of your team from the beginning of the process.
Turn research, sketching, prototyping and beyond into a collaborative effort.
Discover missed opportunities in the traditional web design workflow.
Ten things mobile game designers get wrong and how to fix them: Ever play a game that could be awesome if it were not for one little thing? Or worse, you play a game that causes you to verbally curse it, uninstall it and leave you wondering why millions of people play that game? You are not alone. Come to this session to learn the top ten mistakes mobile game designers make and best practices to help you avoid making those mistakes, all while vastly improving user experience. Don’t make a game others hate.
Attendee takeaway: Without referencing specific game titles (we don’t want to upset anyone), attendees will learn about game design elements that detract or ruin a perfectly good gaming experience and how you can fix or improve the user experience by following some core game design best practices.
Intended audience: Any mobile game developers/designers/testers
Presented at FITC Toronto 2014 on April 27-29, 2014
More info at www.FITC.ca
Building Tools for the Next Web
with Nicola Bortignon
Google Web Designer, building a tool for the next web. Get a glimpse on the thinking process behind Google’s new software for creative coding. Embark on a journey through the challenges of building a tool at a scale for the future web.
OBJECTIVE
Inside tips on how to create software for the web.
TARGET AUDIENCE
You want to write your own software, or you are curious to see how Google works.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
How to write software in an uncertain environment
How to understand your users
Prioritize features
Drive adoption from zero to millions of users
How to fail, learn, and get better
Components are the Future of the Web: It’s Going To Be OkayFITC
Presented at Web Unleashed on September 16-17, 2015 in Toronto, Canada
More info at www.fitc.ca/webu
Components are the Future of the Web: It’s Going To Be Okay
with Tessa Thornton
OVERVIEW
Overview JavaScript innovations in 2014 coalesced on a common theme: the public release of React.js, the announcments of the roadmaps for Ember and Angular 2.0, and Google betting big on Polymer, all emphasize that the future of the web lies in declarative components. This direction can seem radical and backwards to those of us with painful memories of inline event handlers and XML, who fear re-living the hell of tightly-coupled, unmaintainable code. This talk will focus on the real-world motivations behind this shift, and explain why `ng-click` is not your grandma’s onClick. I’ll also discuss the popular (currently usable!) implementations of this philosophy, and how leveraging components can lead to happier developers and more maintainable code, regardless of your framework of choice.
OBJECTIVE
Convey the motivations and benefits behind recent directions in front-end JavaScript development.
TARGET AUDIENCE
Novice web/JavaScript developers that aren’t yet sold on a framework.
ASSUMED AUDIENCE KNOWLEDGE
Basic JavaScript and HTML knowledge.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
A brief history of how JavaScript got to where it is
The difference between imperative and declarative programming
How writing declarative code can simplify front-end development
How declarative APIs are being introduced to the browser
How you can take advantage of declarative components today, regardless of framework/library
Managing Responsive Design Projects
with Andrew Smyk
Presented on September 18 2014 at
FITC's Web Unleashed Toronto 2014 Conference
Please join Andrew Smyk in this session to learn and discuss how to:
Manage client expectations and get sign off for multi-screen, responsive projects with interactive mock-ups.
Move away from the traditional use of Photoshop for interface mock-ups for multi-device interface and interaction designs.
Incorporate client involvement for flexible decision making in responsive web design projects and building cost of devices into pricing models, guerrilla usability testing and project deliverables.
OBJECTIVE
Learn why you should be designing at the very end in the desired devices.
TARGET AUDIENCE
This session is for freelancers, account managers, project managers or anyone who produces deliverables for clients.
ASSUMED AUDIENCE KNOWLEDGE
Attendees should have a working knowledge of project workflows and deliverables.
AUDIENCE MEMBERS WILL LEARN
Wire-framing in the browser
Moving away from Photoshop mock-ups
Flexible decision making using dynamic mock-ups
Guerilla user testing
Building a device lab and device testing
Exposure to new tool sets
with Louis Lazaris
Presented at FITC Toronto 2015
More info at http://www.fitc.ca/toronto
The front-end tools landscape is growing at an exponential pace. Every week there are new plugins, new coding methodologies, new native apps, new JavaScript utilities, new jQuery plugins, new build tools, Grunt plugins, JavaScript libraries and so on. Many help us to solve problems and be more productive.
This talk will give you a quick overview of the kinds of things that get released every week, showing the variety of what’s available. But we shouldn’t be discouraged or overwhelmed by the amount we need to keep up with.Louis will cover some suggestions for dealing with the madness, and how developers today can benefit greatly from this influx of new stuff, even if they can’t keep up with it all.
OBJECTIVE
Demonstrate how to keep up with at least some of the pace, while benefiting from stuff we might not even use.
TARGET AUDIENCE
Front-end developers.
ASSUMED AUDIENCE KNOWLEDGE
Decent understanding of HTML, CSS, and JavaScript.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
The wide variety of JavaScript-based utilities available today.
The kinds of CSS and Sass tools that are at our disposal.
How to keep up with the influx of tools.
How to keep from being overwhelmed.
The possibilities to learn from tools that we don’t even use.
Learning from Science Fiction with Greg BorensteinFITC
Presented at FITC Toronto 2014 on April 27-29, 2014
More info at www.FITC.ca
OVERVIEW
For more than a century, science fiction has been both the conscience and the subconscious of the technology industry. Its authors have invented new ideas that became world-changing technologies and they’ve shaped the moral, philosophical and aesthetic lenses that we use to understand our changing world. We use an interface from Minority Report to operate our Star Trek communicators, in order to communicate over geostationary satellites invented by Arthur C. Clarke, to visit William Gibson’s cyberspace and experience the drifting identities and psychological dislocation described by Philip K. Dick.
As a designer, technologist and artist, Greg Borenstein has mined science fiction for storytelling tools that help communicate how new technologies feel and what they might mean to our world. In this talk, Greg presents projects that show some of what he has learned and outline ideas that may come in handy in your own practice.
FULL BIO
Greg Borenstein is an artist, technologist, and teacher, creating illusions for humans and machines. His work explores computer vision, machine learning, game design, visual effects, and drawing as media for storytelling and design.
Greg is a graduate of the NYU Interactive Telecommunications Program (http://itp.nyu.edu/) and has worked for firms such as Makerbot and Berg London. He is the author of a book for O’Reilly about the Microsoft Kinect, titled ‘Making Things See: 3D vision with Kinect, Processing, Arduino and MakerBot.’
He is currently a researcher in the Playful Systems Group at the MIT Media Lab.
Graham Churchill, Business Leader, IBM Bluemix Digital Innovation Platform Learn the art of the possible with cognitive. Hear how Watson has gone beyond Jeopardy and is now being embedded into new killer apps. Hear from expert panelists who are designing innovative apps that assist with building brand awareness and engagement with new customers.
Panelists
Yulia Vasilyeva – Founder & CEO, Intelocate
Sabaa Quao – President & Founder, Newsrooms
Tanya Collier MacDonald – Founder & CEO, Orenda Software Solutions
Anton McConville – IBM Developer Evangelist
Rick Goldberg, Sr. Designer and UX Design Lead, IBM Bluemix Garage
Presented live at FITC Toronto 2016
More info at www.fitc.ca
From mobile devices to augmented reality and the internet of things, tech is moving off the screen and into the world — but is the force benign for humans, or dangerous? How can we push towards the good and what would that even look like? Let’s talk about the high-level philosophies and low-level strategies that exist for keeping the best, messy human parts of ourselves front-row as we hurtle towards the future.
Objective
To outline what we as designers can do for the future.
Target Audience
Creative coders and other tech-savvy designers.
Five Things Audience Members Will Learn
The current state of future technologies
How designers can affect this tech
Why it matters
Methods for preventing terrible things
The terrible things there are to prevent
Gamify Your Life – My Epic Quest of Awesome - Eric BoydFITC
Overview
Wouldn’t it be great if your real life was as compelling as the video games that you play? Several years ago Eric created a Dungeons & Dragons-type experience system for his life. He gains experience points for completing noteworthy projects and goals, and every so often he levels up! Originally the idea was that it would motivate him to complete more goals, but in practice Eric found that it was better as a record of his accomplishments – i.e. it’s backward looking.
So, this year he added a new piece to the quest, a “dashboard” inspired by games like Farmville and Tribez & Castlez. It’s a prominently-displayed set of goals, and his progress toward them that is updated at least weekly. Numbers keep him honest. Come learn about Eric’s epic quest of awesome, and get inspired to make your own!
Objective
Inspire other people to create their own epic quests of awesome, to live their lives like a hero in their own video game.
Target Audience
Geeks who wish their own lives were as compelling as the video games they play.
Assumed Audience Knowledge
Helpful to have exposure to role playing games like dungeons and dragons, or other games which use an experience-level-quest system.
Audience Members Will Learn
How to gamify your life to increase your productivity and feel more accomplished
Overview
For the past decade, Nicholas Felton has methodically captured and shared his life in a series of projects collectively known as the Feltron Annual Reports. These reports apply data visualization techniques to the age-old concerns of the journal and have contributed to the current field of lifelogging. In this talk, Nicholas will share his methods for data collection as well as his narrative and design concerns while creating his reports.
Objective
Accumulations is an introduction to the motivations and techniques behind the Feltron Annual Reports.
Target Audience
Designers. Anyone working with data or interested in storytelling.
Five Takeaways
The importance of data as a new design medium.
How to humanize statistics.
Successful strategies for collecting data.
Techniques for communicating a data set.
The sensitivity of meta-data.
Design that’s easy on the brain
with Ryan Coleman
Presented on March 07 2015
at FITC's Spotlight UX/UI
More info at www.fitc.ca
It’s one thing to make design that’s easy on the eyes – but how about designs that are easy on the brain? How we see the world is incredibly complex – very little of the world is in focus at any one time, and our brain is required to do a lot of the heavy lifting to let us see what we see. Have you ever wondered why certain colours work together better than others? how irritating it is when two things aren’t perfectly aligned? or why yours eye goes straight to that flashing icon in the bottom of the screen? To take in the vast amount of information our eyes provide to our brain it’s had to come up with some quick shortcuts that let it make sense of what we’re seeing – In this session we’ll dive into those shortcuts and examine how we can improve our designs by using them to our advantage.
OBJECTIVE
Help design professionals understand the way we process what we see in the world and how designing to appeal to our base visual processes can result in better overall designs.
TARGET AUDIENCE
Anyone responsible for creating visuals, documents or images that other people will look at
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
A deeper understanding of how we process the world around us
The difference between what we see and how we see
How to train your viewers brain to understand your designs more efficiently
Easy to remember rules for creating brain pleasing designs
Why Waldo is so damn hard to find.
Alexander Blom
Isle of Code
Overview
Some people consider responsive design to be cross-platform, and responsive design to be resizing for containers. However, this misses the distinction of fluid design & often leads to slow and bad programmatic implementations. This talk will cover the distinction and provide pointers on how to implement responsive apps that are also performant.
Attendees should understand a differing view on how to build cross-platform apps, and the difference between fluid & responsive design.
Target Audience
Programmers, designers & cssers who think a single page with lots of media queries is a good idea.
Five Things Audience Members Will Learn
What is fluid design?
The difference between responsive & fluid design
Why are responsive designs often slow?
How to implement responsive designs that are performant
Bonus points to be revealed in talk!
Jedi Mind Trick: Networking, Selling and PitchingFITC
Jedi Mind Trick: Networking, Selling and Pitching
with Kevin Airgid
Presented on September 18 2014 in Toronto at
FITC's Web Unleashed 2014 Conference
More info at www.fitc.ca
OVERVIEW
In this session, Kevin Airgid discusses how to:
Avoid dead ends and network with true leads
Use non-verbal cues to read your clients and adjust accordingly during a meeting
Never sell but teach your clients to buy by becoming a resource and an advocate for their goals
OBJECTIVE
To increase your sales numbers
TARGET AUDIENCE
Anyone in sales or networking
ASSUMED AUDIENCE KNOWLEDGE
You are already doing some type of internal or external sales networking or selling
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
1. Use nonverbal cues to read your client
2. Increase sales
3. K.I.S.S. pitch writing
4. How to become a resource
5. How to form a bridge with your clients to build relationships
The Browser Is Dead, Long Live The Web!
with Jonathan Stark
OVERVIEW
For decades, it has been safe to assume that every networked computing device had a graphical web browser installed by default. With the rise of mobile computing, wearable tech, and conversational computing, this is no longer a safe assumption. Join Jonathan for this inspiring talk where he will he explore what web professionals can do to thrive in a world without web browsers.
OBJECTIVE
To help web designers and developers thrive in a world where the browser is declining in relevance.
INTENDED AUDIENCE
Web designers and web developers
WHAT YOU’LL LEARN
6 skills that won’t go out of style for at least a decade
How to succeed in an industry that changes almost daily
Why the browser is declining in relevance (and why it’s no big deal)
What the digital landscape will look like in the next few years
Where the web is going
Pocket WebGL: What WebGL support on mobile means for HTML5 games
with Chris Shankland
presented on September 17 2014 at
FITC's Web Unleashed Toronto 2014 Conference
WebGL is an adaptation of the OpenGL ES specification for usage within the context of HTML5. This allows for unprecedented control over hardware directly from JavaScript and can provide a significant performance boost for essentially any graphics intensive application. HTML5 games on mobile have been very limited in what they can achieve in terms of visual fidelity and performance, unless some kind of native extension was used. These native extensions significantly reduce the flexibility of the applications, both from a distribution point of view and from a cross-platform point of view. These reasons are a large part of the choice to use HTML5 in the first place, and any hinderance of them drastically reduces the value of HTML5 as a mobile platform for games. WebGL provides a standardized mechanism to overcome many of the performance issues that had previously crippled mobile HTML5.
In this session, Chris Shankland will be exploring how to get WebGL into your application, even if it’s just a 2D application. He will also explore some of the drawbacks that come with the additional control: mobile HTML5 games that use WebGL can be a double-edged sword. Additionally, he will give some examples of how this is the case and share some best practices. Finally, given that the field of 3D graphics and OpenGL is extensive, Chris will also share a number of resources for further learning and exploration.
OBJECTIVE
Understand what WebGL means for Mobile
TARGET AUDIENCE
Game developers with a focus on HTML5 related technologies
ASSUMED AUDIENCE KNOWLEDGE
Familiarity with JavaScript, HTML5 (what it is, what it isn’t), and a general understanding of what WebGL (or OpenGL) is. Any mobile development experience will be a big bonus, but not required.
5 THINGS LEARNED
How to get WebGL running from scratch
A sense of the significance of WebGL (performance comparison against 2D canvas)
Differences across platforms to be aware of
Common pitfalls
Performance best practices
Presented at FITC Toronto 2015
More info at www.fitc.ca
Chip Kidd explores when design should be clear, and when it should be mysterious. And what happens when the two get mixed up.
Learn Bootstrap 4 Step by Step for Beginners
This Bootstrap tutorial pdf and training material will teach you how to quickly prototype and build responsive websites using Bootstrap 4. You will become familiar with common components, setting up a grid, and how to customize the look and feel. Get your copy at https://bootstrapcreative.com/shop/bootstrap-quick-start/
Front end developer responsibilities what does a front-end developer do?Katy Slemon
Front-end developer responsibilities include more than visual representation. Front-end web development is all about developing the user-facing side of the product.
The advent of the internet has significantly transformed the way we interact with the world, particularly in
the last couple of decades. As our digital landscape continues to evolve, the need for websites to adapt to
the myriad of devices and screen sizes is ever more critical. Responsive web design has emerged as the
solution to this challenge, ensuring a seamless and consistent user experience across a diverse range of
devices. In this comprehensive guide, we will explore the evolution, principles, advantages, and future of
responsive web design.
Designing for the web is no longer what it used to be.
The number of devices with web-browsing capabilities is
growing at an increasing speed.
RWD is an approach aimed to provide a solid viewing
experience for a multiple of screens with one set of code.
In this session, we will explore the how the recent explosion of devices has disrupted the process of designing a website that we've crafted over the past decade.
When designers only have one instance of website (i.e., desktop) to design, the layout is uniform. The header, content area, sidebar, and footer all remain static. Furthermore, the elements are relatively uniform as well. Buttons, navigation, typography, and images are all basically the same across across the various pages. But if you are designing a responsive website – one whose look and feel adapts depending whether you're using a phone, laptop, or tablet – then these elements and especially the layout begin to diverge.
After this session, you should leave with the confidence to argue the importance of responsive design to your client or boss – and that the with the proper strategy, the extra effort and costs can be justified (and hopefully minimized).
Welcome to
What is web development and how it can benefit your business | SEO Exparte BD Ltd.
Consider all of the web applications you have used in the past week. You probably can't even keep track of how many websites you visited, including your favorite news site, Facebook, and shopping sites. The internet is probably the first site you turn to if you need to find gifts, reserve a hotel room, or make a doctor's appointment. Even when the actual purchase takes place in a store, 80% of significant transactions begin with online research. The fact that 1 in 4 small businesses still don't have a website or a web app is somewhat astonishing, then. Especially in light of the numerous advantages that web apps may provide for organizations.
A web app can help your company grow by positioning you as a reliable partner who values its clients. But how can you build a feature-rich web application that your users would adore? Web development services might be used in this situation if you lack the time or the necessary abilities to create one yourself.
What is Web Development?
The entire process of creating, developing, testing, and maintaining websites and web applications is known as web development. This refers to the entire process of web design, web content development, client-side/server-side scripting, network security settings, and occasionally SEO optimization that goes into making a web app look great, operate well, and have a smooth user experience.
Full-stack web developers typically write lengthy lines of code in text editors, style it with CSS, and then combine all the components to make these products. Today, however, they can also create a new website without having to start from scratch by using tools like Adobe Dreamweaver or content management systems.
The three main types of web developers are front-end developers, back-end developers, and full-stack developers. All of a website's visual elements are the responsibility of front-end development experts (layout, navigation bar, etc.). Its functionality and interactivity are also the responsibility of front-end developers.
Less visible duties and development areas handled by backend developers include administering the web app services, databases, and applications. To fix server-side concerns with back-end development, backend developers may also need to use additional server-side languages like Python, Ruby, Java, and PHP. Full-stack developers can work on both the front end and the back end.
What tools do web developers use?
When people refer to "web app development tools," they typically refer to the HTML, Java, and CSS programming languages, apps, and environments that enable developers to write and debug the code for online applications. However, the job of a web developer changes along with the digital world.
They now need to be capable of more than just writing code fragments. They must be knowledgeable with graphic elements, responsive UI/UX design, prototyping, wire-framing
Responsive & Adaptive Design: Delivering Websites That Delight Your UsersBBDO
Considering that mobile and tablet users constitute an ever-growing share Internet traffic, designing websites with a mobile-first strategy is crucial to a sites success. This paper considers the two UX design techniques that can bring beautiful web design to the smaller screen.
What is website How to create a professional site and which tools is required for creating site or blog and also how to identifies the real web page and the bogus or fake web pages on the site...................................................................................
Web application development in 2023 is expected to focus on cutting-edge technologies like AI, AR/VR, blockchain, and cloud computing. The integration of these technologies will enable businesses to create more engaging and personalized web applications that offer a seamless user experience. In addition, the emphasis on security and accessibility will be even greater in 2023, driving the development of secure and accessible web applications that can be used by people with disabilities.
Responsive Web Design - Advantages and Best Practice for Sports DirectCantarus
Using Europe’s largest sports retailer as a real-world case study, we discuss the pros and cons of responsive web design – particularly as regards SEO, costs and performance – versus dedicated mobile websites and then delve into the technology behind Sports Direct’s cutting-edge support for mobile devices.
Varun Vachhar
rangle.io
Overview
JavaScript frameworks allow us to build innovative and delightful experiences for our users. A common approach adopted with these modern tools is to combine all required JavaScript into one large bundle. Therefore, causing the loading performance to suffer. Especially on older devices or devices with low memory and processing power.
An alternative approach is to split your code into various smaller chunks which you can then be loaded on demand — allowing you to reduce the load time drastically.
In this session, Varun will demonstrate how you can adopt the practice of code-splitting when building applications with frameworks such as React and Vue.
Objective
Learn how to use code-splitting to improve the loading performance of Javascript heavy applications.
Target Audience
Front-end developers who build JavaScript heavy applications
Assumed Audience Knowledge
Basic understanding of web development and some familiarity with frameworks such as React, Angular or Vue.
Level
Intermediate
Five Things Audience Members Will Learn
What is code-splitting?
Different types of code-splitting
How to split a React or Vue application
How to “lazy-load” parts of the application
Removing duplicate code from chunksa
Presented at Web Unleashed 2019
More info at www.fitc.ca/webu
Andréa Crofts
League
Overview
Examining our responsibility as creators to design for disconnection.
The “restore connection” alert isn’t just for devices– it applies to people too. And it’s more important now than ever before.
Digital creators, we need to talk. The rise in mental health as a result of situational stress is a prevailing theme in today’s society, and some of the products we’re building are the root cause. But we have the power to change this. As creators of digital products, how might we enable our users to be more present in their lives? How might we invest in features like Instagram’s activity timer, despite the fact that they’re fundamentally counterintuitive to the usage metrics most behemoth tech companies are driving towards?
We have a responsibility as creators of digital products to enable others to disconnect …and re-connect with themselves, physically and mentally. This intersection is an emerging category Andrea likes to call digital health, and it’s something we can create together.
Objective
To share actionable strategies, principles and considerations for designing with digital health top of mind. Andrea will get into some #realtalk about how we can collectively create more balance and presence for the humans using our products.
Target Audience
Designers and digital creators of all kinds – especially those building digital products at scale!
Level
Open to audience members of any skill level (this is a more high-level talk)
Five Things Audience Members Will Learn
Tips and best-in-class examples of designing for digital health
Design guidelines and principles for designing with digital health in mind
Evidence-based practices to ground your future design decisions
Strategies for re-framing the success metrics of digital products
Design ethics resources
Presented at Web Unleashed 2019
More info at www.fitc.ca/webu
Luke DeWitt
REDspace
Overview
JavaScript’s popularity has exploded over the last decade, taking it from a laughable scripting language to one that powers much of the web today. Because it’s so flexible and so easy to learn, it’s extremely popular with new developers looking to cut their teeth in programming. However, these strengths are also weaknesses, as it’s incredibly easy to write bad JavaScript without even knowing it.
A lot of these newer developers jump from “Hello, World!”, to TodoMVC in order to find the library that makes their life easier. By doing this, they skip over some of the important details of not only how JavaScript works, but also how to optimize its performance to ensure the best user experience.
The Chrome profiler is a very handy tool that not a lot of developers have experience with. In this talk, we’ll take a beginner’s look at the profiler tool and examine how to use it to best improve your web application, and identify bottlenecks in your code without having to rely only on console.log statements.
Objective
To help developers understand how to better make use of the JavaScript profiler.
Target Audience
Any JavaScript developers
Assumed Audience Knowledge
Basic JavaScript
Level
Beginner / intermediate
Five Things Audience Members Will Learn
Javascript inner-workings
Profiling concepts
Identifying bottlenecks
Profiling node applications
Tooling
presented at Web Unleashed 2019
For more info see https://fitc.ca/event/webu19/
Kevin Daly RBC Ventures
Every developer has faced the difficult choice of deciding what tech stack they should use for a new project. Should you use the latest tech or something that everyone knows? Which framework is the best for your team? To survive your tech stack, developers must make trade-offs with developing on new tech stacks and the ability to maintain and scale their applications.
In this presentation, you’ll learn how to evaluate your tech stack and understand the pros and cons of using bleeding edge technology. Using his past experiences, Kevin will also share his lessons learned and how his team tackles managing their tech stack today.
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Bushra Mahmood
Unity Technologies
Overview
In this talk, Bushra Mahmood will explain how to articulate and pitch augmented reality as a viable medium to help solve problems. Learn about what makes an AR application come together on both mobile devices and headsets. Uncover different tools and methodologies for problem-solving and making a compelling story.
By properly understanding this technology and its parts, creatives can take an active role in shaping and defining this new space in computing.
Objective
Learn the tools and techniques required to pitch an augmented reality project.
Target Audience
Designers, product managers, product stakeholders.
Assumed Audience Knowledge
An understanding of product design and an awareness of AR
Five Things Audience Members Will Learn
The right language to use when explaining ‘spatial’ design
The different requirements and considerations for scoping an AR project
The tools that are currently available for AR authoring
Insights into what the near and far future will hold for this medium.
An example of an AR application pitch
Start by Understanding the Problem, Not by Delivering the AnswerFITC
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Karri Ojanen
RBC Royal Bank of Canada
Overview
Over the past number of years companies have adopted the idea of customer-centricity. People across functions can fluently talk about the importance of paying special attention to end-user needs and overall customer experience.
But innovation and forward-thinking ideas that connect both customer and business needs can’t simply be squeezed out of brainstorm sessions and sticky notes if the organization doesn’t learn how to effectively look outside of its own silos. In this session, Karri will show how to move from jumping to solutions to driving innovation by understanding the question first.
Target Audience
Designers, researchers, strategists, product managers, and technology leads
Three Things Audience Members Will Learn
Methodologies and tools to form insights out of a holistic understanding of customer challenges
How to synthesize data to form a vision of the better future
How to break the vision into manageable chunks that drive value for the business and the customer at every launch
Cocaine to Carrots: The Art of Telling Someone Else’s StoryFITC
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Alan Williams
Imaginary Forces
Overview
During dailies as an intern at Imaginary Forces, Alan’s director, Karin Fong, would follow her animation feedback with one of the scariest and empowering questions of his career, “what do you think?” Over the last eight years, Alan’s transition from technician to creative director came from a dramatic shift in how he approached and answered that question. By examining larger conceptual principles to practical application in commercial and tv/film design, such as HBO’s Vinyl and Netflix’s Anne with an E, he will share hard-learned lessons that can empower you, whether in Photoshop, behind a camera, or pitching to clients, in developing and selling your creative voice.
Target Audience
Visual communicators eager to become more evocative storytellers
Five Things Audience Members Will Learn
‘Method branding’ in a selfie culture
O.C.D. (observe, collect, dissect) & the imagination
The resuscitating power of rearrangement
Pertinence vs pipeline: the crippling cage of routine
Less pitching, more poetry
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Carl Sziebert
Google
Overview
Innovation is defined as the process of making an idea into a good or service that creates value by meeting a need or solving a problem at scale. This talk explores ways to find inspiration from everyday sources, invest in skills that foster collaboration, and identify opportunities for impact. While leveraging the core principles of and learnings from designing products for real people, Carl will examine a number methods for building creativity and innovation into our everyday work.
Target Audience
For individual contributors looking to cultivate opportunities for impact and find the right time, space, and tools to innovate in our everyday work.
Five Things Audience Members Will Learn
A bottom-up approach to framing innovation within your daily work
Identify and validate opportunities that make an impact
Prioritize, prototype, and build understanding of the problems you are solving
Collaborate locally and globally
Seek, give, and apply feedback often
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Chris Zacharias
imgix
Overview
The average website loads over 1.5MBs of content per page, making over 75 requests. Many popular websites are serving over 5MBs just to load their homepages. And these numbers represent measurements taken AFTER compression is applied. The full weight of many popular websites is pushing 20+ MBs these days. In an era where performance truly matters to the end user experience, web developers need techniques to help curtail this bloat in data down the wire.
No matter how well you optimize, there is no better way to than to delete things you do not need. How does one determine what is essential to the user experience and what is not? One answer Chris posits is to develop a hyper-lightweight version of your website which will provide critical insights into your specific performance priorities. This is a process that he has leveraged on many projects, in particular at YouTube to reduce the size of the video watch page from 1.5MBs to 100KBs. In this talk, Chris will take real-world web pages and show techniques for dramatically reducing their page weight and for identifying areas to optimize, while outlining the key steps to doing this well.
Objective
Learn a process for building a hyper-lightweight version of your website for establishing reasonable performance budgets, grounded in reality, to work from.
Target Audience
Web developers
Assumed Audience Knowledge
HTML, CSS, Javascript, some server-side awareness.
Level
Intermediate
Five Things Audience Members Will Learn
How to analyze a web page for performance issues
A holistic approach to deconstructing an existing website
A clear process for building a hyper-lightweight version of your website
Translating your findings into real performance priorities
Establishing a realistic performance budget
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Michael Fullman
VT Pro Design
Overview
An exploration of the process of creation. We live in a time where technology and inspiration are more readily available and accessible than ever before. That being said we also live in a time that mostly highlights the successes of projects and process. In this particular talk Michael wants to touch on the process of creation with technology at VT Pro, to further explore a full circle approach to inspiration and creation where often times our next project is inspired by something learned in the process of creating something else.
By exploring what went wrong and what went right in a number of different projects he’s created, Michael will touch on points where inspiration can be found in this world of seemingly endless technology; the importance of collaboration; what can be learned from the moments that don’t necessarily go as planned; and how often projects come close to failure than the audience ever knows. Lastly he wants to touch on the process of finding personal inspiration to inspire an audience, and the momentum to push further that comes from their energy.
Objective
Things often don’t go as planned, but often that’s the fun part.
Target Audience
Creative technologists and experience designers
Five Things Audience Members Will Learn
Collaborative process
Giving personality to a piece of technology
How to learn from the unexpected
We all start somewhere (the journey is just as important as the destination)
Everything is possible now
Post-Earth Visions: Designing for Space and the Future HumanFITC
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Sands Fish
MIT Media Lab
Overview
Today, the environments that humans occupy in space are designed for survival. Humans are carefully shuttled to and from space, and during their relatively short stays, they are provided with minimum supplies to remain alive and able to perform experiments. As we begin to plan less for short visits and more for life in space (such as a six to eight month trip to Mars and beyond) the question becomes: What does human culture look like in space?
This talk will explore how human culture, design, and creativity might evolve as we begin to live in space, and the unique environmental conditions that might guide us in certain directions, just as the environment on Earth has. It will discuss space tourism, living in zero gravity, and some experiments in art and design that hint at future aesthetics.
Objective
Convey what opportunities exist at the outset of a more democratized New Space age, and call out the aesthetics, ethics, and cultural frontiers we find ourselves faced with at the end of the second decade of this century.
Target Audience
Those interested in the future of human life in space
Five Things Audience Members Will Learn
The history of human culture in space
Unique design constraints and considerations when designing for zero gravity
The experience of flying in a zero-g flight
The aesthetics at play in human spacefaring — (what has been)
New forms, new materials, new ideas — (what might be)
The Rise of the Creative Social Influencer (and How to Become One)FITC
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Lindsay Munro
Adobe XD
Overview
Your social network could be more valuable than the work you’re doing today, because it could (and should) lead to the opportunities you get tomorrow. Your next post could result in your next recommendation, job, collaboration, exhibit, and next level experience.
In this session, you’ll learn how to hone and build your online social media presence to attract brands and engage in the modern-day endorsement deal. Get a behind-the-scenes perspective on the things brands look for in creative profiles and the rules of engagement.
Objective
Teach the ins and outs of what it means to be a creative social influencer.
Target Audience
Creatives looking to up level their social media presence and strike brand partnerships.
Things Audience Members Will Learn
How to set yourself up for “success” on social media
The importance of working with the right brands
Figuring out compensation and negotiating contracts
The ins and outs of disclosure and liability
How to not mess it up
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Amelie Rosser
Jam3
Overview
For the past two years Jam3 worked alongside Joy Kogawa and the NFB to create East of the Rockies, an augmented reality storytelling experience.
East of the Rockies is the first interactive AR game of its kind. The story takes users through a piece of Canadian history where Japanese Canadians were forced to leave their homes and live at internment camps during WWII.
This talk will cover the creation of the game: from concept and storyboarding, to the development process in Unity and various challenges and questions to consider from a creator’s perspective.
Objective
To let the audience in on the behind the scenes of developing an AR experience like East of the Rockies.
Target Audience
For those interested in Augmented Reality storytelling and game development.
Five Things Audience Members Will Learn
AR techniques using Unity
Storytelling in AR
Prototyping interactions in AR
Game state management using Unidux
Game optimization techniques in Unity
The Knowledge Society: Three Talks About the Future
Futurism Innovation Science
Isabella Grandic
The Knowledge Society
Overview
Join three incredible, young, and brilliant minds as they present their findings on topics that we’ll all have to deal with in the not so distant future. This series of talks will explore how exponential technologies like synthetic farming, nanotechnology, and quantum computing can be used to solve some of the world’s most difficult problems.
The speakers are all students of The Knowledge Society (TKS), a human accelerator for high school students designed to help them impact billions. TKS encourages students to take risks and think big.
Ayaan Esmail‘s talk will cover creating a proactive healthcare system
World Transformation: The Secret Agenda of Product DesignFITC
R.C. Woodmass
Crescendo
Overview
The reports are in: how we relate to technology directly affects how we relate to other humans, to our environments, and to ourselves. Are we headed for a technological dystopia, where robots are in charge and empathy is just a word for the history books? Not necessarily! Learn how the interfaces we interact with can teach us how to be better communicators, increase our understanding of each other, and how product design might be the key to building a positive future for all.
Objective
Directly address fear and skepticism about technology, inspiring all who design and build tech to think more empathetically when building UX and UI.
Target Audience
Product designers, HR specialists, and anyone skeptical about technology
Three Things Audience Members Will Learn
How to create user interfaces that are flexible enough to include everyone, even if they can’t keep up with all the different identities and new labels that people are using
What is conversation design, and how it has the power to teach people how to communicate
How AI has the potential to be more inclusive than previous data analysis systems, if we leverage its weaknesses to the human advantage
Matt Swoboda
Notch
Overview
The adoption of real-time technologies and workflows for content creation is a seismic shift in the world of video/graphics. It has a fundamental effect on not just on render times but on the entire creative process. In this session hear from someone who has been using realtime graphics for creative work for almost 20 years, and his experiences in applying it to productions such as the Ed Sheeran world tour and Cirque du Soleil.
Objective
Give the audience an overview of what really is capable in a real-time workflow today, and where things are headed.
Target Audience
Anyone who wants to take confident steps in the direction of real-time motion graphics, especially within the live, installation and AR fields.
Five Things Audience Members Will Learn
How does real-time change the creative and production process
Limitations – where does it work, where doesn’t it make sense
What real-time graphics are capable of today
What happens on a rock’n’roll tour bus
What DOESN’T happen on a rock’n’roll tour bus
Hasan Ahmad
Aquent DEV6
Overview
PWAs are a newly emerging delivery format for web, desktop apps. The fact that they can be installed on a client device and behave like natively installed apps means that special care should be taken when designing and building these types of apps, above and beyond a typical browser-only web application. One of the most important (potential) differentiators in the user experience of a PWA app vs a traditional web app is the ability to provide a high-performance UI because of their ability to do things like cache resources offline, including entire pieces of Web UI code, and the use of background services. In this talk we are going to do an exhaustive overview of the entire landscape of building PWAs from a performance-first perspective.
Target Audience
Web development teams
Assumed Audience Knowledge
Web Development fundamentals
Objective
Large enterprise applications
Five Things Audience Members Will Learn
Why PWA’s require performance engineering
What tools are available to measure performance metrics
Offline caching strategies
Host device considerations: desktop and mobile
Taking advantage of background code: Service Workers
Bhavana Srinivas
Netlify
Overview
A new web stack has emerged. A stack powered by modern browsers, API economy and Git based workflows. A stack that is not tied to specific technologies. A stack that takes into account both developer experience while building the application, and user experience when interacting with the application. A stack that delivers better performance, higher security, and lower cost of scaling for web applications.
In this talk, Bhavana will dive more into the architecture and best practices for building performant web applications using the JAMstack
Objective
Educate the audience about the JAMstack and why it powers performant sites
Target Audience
Web stakeholders who want fast, secure and performant websites
Assumed Audience Knowledge
Built a website/interacted with sites
Five Things Audience Members Will Learn
What is the JAMstack
The ecosystem around the JAMstack
How to improve the performance of your site built on the JAMstack
Example sites built on this architecture
Resources and best practices
From Closed to Open: A Journey of Self DiscoveryFITC
Midge “Mantissa” Sinnaeve
Mantissa
Overview
Midge will be speaking about his experience of switching to open source applications for his freelance work. From ditching expensive software subscriptions to going down the linux rabbit hole, he’ll take you along for the ride and show you some cool stuff along the way.
It’s an in-depth look at what happens when your digital tools become an extension of yourself and how that can in turn inspire you to get better as an artist and find your style.
Objective
Taking a critical look at how you work and why.
Target Audience
(Motion) designers, 3D & VFX artists
Four Things Audience Members Will Learn
Open Source Design Tools
Self-criticism
Inspiration
Letting go
Studio Macouno has been realizing post industrial projects for two decades. Though they’re very busy doing things like creating generative shavers for Philips and designing life size 3D printed petition elephants, those are but a fraction of what they would like to do.
In this talk Dolf will explore the projects they just don’t have time for. The things the studio would love to do but can’t do on it’s own. The things that are way out there… Those that don’t seem possible, or are just too much work. The dreams that they think are a bit too much, but they just might do anyway.
Objective
Finding, funding and founding cooperatives for creative futurist projects.
Target Audience
People interested in making things today that seem ideas for tomorrow.
Five Things Audience Members Will Learn
Some about generative design
3d printing
Art
Running projects
And making things happen
ER(Entity Relationship) Diagram for online shopping - TAEHimani415946
https://bit.ly/3KACoyV
The ER diagram for the project is the foundation for the building of the database of the project. The properties, datatypes, and attributes are defined by the ER diagram.
This 7-second Brain Wave Ritual Attracts Money To You.!nirahealhty
Discover the power of a simple 7-second brain wave ritual that can attract wealth and abundance into your life. By tapping into specific brain frequencies, this technique helps you manifest financial success effortlessly. Ready to transform your financial future? Try this powerful ritual and start attracting money today!
Multi-cluster Kubernetes Networking- Patterns, Projects and GuidelinesSanjeev Rampal
Talk presented at Kubernetes Community Day, New York, May 2024.
Technical summary of Multi-Cluster Kubernetes Networking architectures with focus on 4 key topics.
1) Key patterns for Multi-cluster architectures
2) Architectural comparison of several OSS/ CNCF projects to address these patterns
3) Evolution trends for the APIs of these projects
4) Some design recommendations & guidelines for adopting/ deploying these solutions.
1.Wireless Communication System_Wireless communication is a broad term that i...JeyaPerumal1
Wireless communication involves the transmission of information over a distance without the help of wires, cables or any other forms of electrical conductors.
Wireless communication is a broad term that incorporates all procedures and forms of connecting and communicating between two or more devices using a wireless signal through wireless communication technologies and devices.
Features of Wireless Communication
The evolution of wireless technology has brought many advancements with its effective features.
The transmitted distance can be anywhere between a few meters (for example, a television's remote control) and thousands of kilometers (for example, radio communication).
Wireless communication can be used for cellular telephony, wireless access to the internet, wireless home networking, and so on.
52. The Unsucked Web Manifesto
WHEREAS, the web is built on an amazing collection of features that's ever-expanding, both in
complexity and in size of resources;
WHEREAS, designers and developers currently exert near-complete control over the experience a
user has on their site or web application;
WHEREAS, designers and developers tend to design for the best experience, making assumptions of
free, fast, unlimited bandwidth to deliver this experience to users;
WHEREAS, user access to a lower fidelity experience is often treated as unimportant to business
goals, and usually given the same amount of (non-)care as Accessibility concerns, which is to say
little to none, or as older "unsupported" browsers (like IE6);
WHEREAS, many users are often disenfranchised from this web because a site or web application is
too big—either too costly in time to download over slow internet, or too costly in money over
metered bandwidth, and must unfortunately therefore make a choice simply not to visit at all;
WHEREAS, principles such as progressive enhancement and responsive design are nearly universally
accepted among the community, but mainly only focus on device capabilities and characteristics
instead of user choice;
WHEREAS, we can build a web that embraces users and gives them choice over their experience;
WE THEREFORE ASSERT the following principles of unsucked web design:
THAT designers and developers of sites and web applications must be free to continue to adopt the
latest and greatest web technologies as appropriate to their goals, including retina images, web
fonts, etc.
THAT all sites and web applications must also at a minimum provide a useful, if significantly
limited, low fidelity version that consists variously of: HTML/text, basic styling, a few (low-
resolution) images, etc.
53. WHEREAS, principles such as progressive enhancement and responsive design are nearly universally
accepted among the community, but mainly only focus on device capabilities and characteristics
instead of user choice;
WHEREAS, we can build a web that embraces users and gives them choice over their experience;
WE THEREFORE ASSERT the following principles of unsucked web design:
THAT designers and developers of sites and web applications must be free to continue to adopt the
latest and greatest web technologies as appropriate to their goals, including retina images, web
fonts, etc.
THAT all sites and web applications must also at a minimum provide a useful, if significantly
limited, low fidelity version that consists variously of: HTML/text, basic styling, a few (low-
resolution) images, etc.
THAT designers and developers of sites and web applications must begin to intentionally design
the web inlayers, not unlike the original principles of progressive enhancement, and not
dissimilar from breakpoints in responsive design. However, these layers of features must adapt
not only to device capabilities, but also to user choice.
THAT no matter how powerful a user's device may be, or how awesome its screen, designers and
developers have to respect that a user may not want to pay the time or money for those retina
images, web fonts, etc.
THAT developers know how to fiddle with settings to control some aspects of this already, but
regular non-technical users do not, and should not have to. User choice over the desired fidelity
of experience on a site or web application must be easily expressible in the main UI of a
browser, and must be on a per-site basis. For instance, a user may choose in loading a particular
site between "Faster Load" or "More Features".
THAT ultimately, if there's a conflict between a user's expressed (or default) choice of fidelity
of experience and the experience offered or forced by the site or web application, user choice
must take precedence. Browsers must respect the user choice and refuse to download (not just
suppress display, as in responsive design) resources that exceed chosen fidelity.