I had a professor once who insisted that drawing was a skill, not a talent. With the right instruction and enough practice, he could teach anyone in the world to draw, he said. And by and large, I believe him. But every now and then, you look at the ease and creativity someone puts into rendering an image onto paper, and you have to acknowledge there is some seriously impressive talent at work. Such is the case with Red Hong, who does her large-scale drawings without any traditional utensils. Instead, she uses things like paint and basketballs, or coffee rings. Seriously. If you haven’t checked out her work, you should do that now.
- May 2012
- April 2012
- March 2012
- February 2012
- January 2012
- December 2011
- November 2011
- October 2011
- September 2011
- August 2011
- July 2011
- June 2011
- May 2011
- April 2011
- March 2011
- February 2011
- January 2011
- December 2010
- November 2010
- October 2010
- September 2010
- August 2010
- July 2010
- June 2010
- May 2010
- April 2010
- March 2010
- February 2010
- January 2010
- December 2009
- November 2009
- October 2009
- September 2009
- August 2009
- July 2009
- June 2009
- May 2009
- April 2009
- March 2009
- February 2009
- January 2009
External: Hong Yi (Red Hong)'s Portfolio
Categories: the arts and artists Tags: core77,drawing,hong yi,red hong
Last time, I talked about the design theories that went into my new site: Metro, minimalism, reductionism, galleries, etc. This time, then, I want to talk about the tech it took to make those design sketches a reality.
Getting Started
First and foremost, before I was finished even drafting the design layouts, I had been convinced to move the site off of a static grid and onto a responsive grid. Why? Traditionally, websites have been designed for a known horizontal width. Usually the smallest one commonly used on the market (ever seen a size designed for “1024 or greater”? yeah, that.) But with a responsive grid, everything is based on percentages, not pixels. So, instead of a column being 62px wide, it might be 7.82% of the screen width instead. The advantages are obvious: content always fills the view while maintaining the same proportions. Those annoying “sidebars” of space blocking out most websites? Gone. The visual fills your entire view.
Knowing I wanted a responsive grid, I did some poking around. And I very quickly settled on one by Tyler Tate / TwigK (@tylertate) called “Semantic.gs.” Why? Because all of the grid work is done behind the scenes in the CSS, not by adding fake grid alignment classes to elements, which remove the flexibility of the grid and interrupt the dream of a semantic web (you know the one, where HTML markup is actually just markup and not styling.)
To use Semantic.gs, I needed to use another totally cool new technology: LESS. LESS is the work of Alexis Sellier (aka Cloudhead) (@cloudhead) that uses a javascript parser and a compiler to make CSS more like a proper language, with such things as mix-in, variables, math, and semantic nesting. It’s basically amazing, and if you code websites and haven’t brushed up on it yet, you should skip the rest of this article and go do that and you’ll already be ahead.
Letting Go Of The Pixel
The first thing I had to learn was that the pixel was dead to me. In a fluid world, there’s no place for calculating size by pixels. Block level elements were set to percents (and every image is set to 100% width within a containing block-level element). Type is set by em. Everything is relative and in an ideal world that’d be great.
Except.
In a fluid world, you can always know the width of an element. You live and die by the width. When aligning things in a grid, however, you sometimes need to know the height of things. Like my logo (to set the menu height). Or the height of a single square element so that input heights can be made to match. This is where things get… messier.
My first idea was, in all regards, a reasonable one: images have implied dimensions. Once the DOM calculates the width for one, it’ll also know the height, and with some assistance from jQuery I can just use that.
var rssHeight = $("img#rss").height();
$("input").css("height","rssHeight).css("lineHeight",rssHeight);
Those of you smarter than me probably already see the problem here: you have to wait for (often large) images to finish loading. The end result? The website kinda loads then “snaps” to the right aspects. Not exactly elegant.
My second idea was a better one. Pick an element with a ratio I could know (like my logo, or the RSS icon or anything really because I made the bloody graphics), then, calculate its height based off that ratio and something the browser was going to know right away anyway: the browser width. This way, we don’t wait for the image to load to grab it’s height. As soon as the DOM is ready we tell it in advance what height it’s going to figure out it’ll be eventually anyway. Way, way faster.
var body = $("body");
var bodWidth = body.width();
// the content is only 78% of the page width to keep it from raping eyeballs
var adjustedWidth = bodWidth*.78;
var squareHeight = adjustedWidth*0.0491;
$(".singlesquare").css("height",squareHeight);
$(".doublesquare").css("height",squareHeight).css("width",squareHeight);
Thinking Big. And Bigger
I’m pretty young, really. When I started designing for the web. 800×600 was already the dominant web resolution, with 640×480 the trailing legacy support size. But even so, if I were to go back in time and tell that me that someday in the not-so-distant future he’d find out that the largest standard resolution he’d need to support one day would be 2560 pixels wide (the approximate width of a 4 megapixel image), he’d laugh me out of his web dev class. 2560? Shit, the bandwidth alone would be impractical, and even then, what would you show it on?
Yet, here we are, and supporting 2560px is a real limitation to making a genuinely responsive site (you know, because downsizing looks OK to great, but upsizing never ever ever looks good ever). Yowzer.
In design, “web-size” refers to a low-resolution image that’s no good for printing, but thanks to the web’s approximate 72ppi resolution (actually varies a lot these days by display), and low total resolution, these images look just fine on the screen.
Yeah. That’s not the case when you’re looking at monitors that have more pixels than the average digital camera of 2004. “Web-size” doesn’t cut it anymore. I had to think it out. Every header image must be at least 2560 pixels wide. The homepage uses a 1:2.45 size ratio. The other pages all use a 1:4.6 ratio. But the width is always the same. 2560. No more casually scraping images off the web for blog posts, that’s for sure. Every image I upload needs to be planned, and it needs to be high-quality. And, because bandwidth is still an issue, I always have to worry much more about optimization than I did when graphics could be 500px or less. I promise you, your average mobile connection will throw an absolute hissy over a 2.1mb png file. As will your average user. Among other things, it means that highly compressed JPGs are currently the only way to go. Don’t believe me? Here’re some export weights from Illustrator’s save for web for a 4112x1429px image (the one used earlier in this blog, before I resized it):
- PNG-24: 3.26mb
- PNG-8 (256 perceptual): 1.33mb
- PNG-8 (64 perceptual): 1.07mb
- JPG (80, Optimized): 1.52mb
- JPG (40, Optimized): 696.5kb
See? Compressed JPG, clearly the winner. The gallery images suffer the compression hammer a bit less, because, well, it’s a portfolio site after all. But the point stands: a true fluid responsive site really makes you think about your images. A lot.
Whew. That’s a lot, and we’re just scratching the surface. Next time we’ll take a look at waypoints, sticky elements, and what’s in a gallery. After that, WordPress hacking for fun and flexibility. See ya then.
So, a few people close to me have encountered my fascination with modern smartphone design. It’s a product that combines a lot of things, from industrial design to OS and interface design and back around to content and app design within an established language. And, that’s all actually very cool to examine and see how all the bits come together, and how decisions at one point are reflected throughout. And, it’s pretty easy to think that Apple with its ground-breaking and totally iconic iPhone is really the only “design” in the game, but that’s really just not true.
And so, I was glad to finally have a chance to sit down and watch this interview Engadget did with Nokia’s VP of Industrial Design, Stefan Pannenbecker, where they talk about several aspects of design within an ecosystem that extends all the way from a flagship superphone all the way down to regular old annual cellphone models, and just how much these every day objects are actively designed with goals and motifs in mind. If you haven’t stopped to think about just how much most of the items in your life have been designed, whether they seem “designer” or not, this is probably a good place to start.
And, if you’re a fan of the Lumia design aesthetic like me, you’ll probably be happy to get an actual answer about why the Lumia 900 has a flat screen instead of the elegantly curved one of the Lumia 800.
Check the video out from the external link. It’s worth it.
Categories: design and principle Tags: industrial design,nokia
An oven doesn’t make a great cook. A camera doesn’t make a great photographer. You don’t need fancy gear to make beautiful images.
I know what people are trying to say with this. I do. I get it. I’m one of the first to say that our world has a sort of gear fetish, a cult of the ever-newer. I get it. But, pithy, over-simplistic sentences like this don’t help anything either. A good cook can make something good with a bad oven, sure. They can make a lot more better things faster with a good oven. And even that’s too simple. I dare you to try making a milkshake without a blender, or shred cheese without a grater. Go ahead. Try it. Not so fun, right?
There’s a reason I recently jumped systems to Nikon, and it certainly hasn’t been the thrill of writing the payment checks. And it’s because in any profession, there is a nearly symbiotic relationship between the professional and their tools. A better camera won’t make you a better photographer by itself. But if your camera is what’s holding you back, then getting a better one will. But that’s not tweetable, is it? It’s tough to look at your gear and your photos and know, really know, when faults were due to the gear, and when they were due to you. But you need to. Sometimes you need better gear. Often you don’t. There’s no simple way to tell which is which every time. It’s messier than that. But, for what it’s worth, here are things I look at and think about before I upgrade gear.
- Do I know all of the specs of my current camera. All of them. Not just sensor size and AF points. How many of those points are cross-type? At what EV do they act up? When do they fail? How does the camera handle exposure? Levels? How much headroom do files have? If I miss an exposure, how many stops can I push or pull it before the image breaks down? How does it do in strobes? In ambient light? On a tripod? What’s the x-sync? What’s the real x-sync I can cheat above the stated one? And so on.
If you don’t know your camera’s specs on that level, then how can you even begin to know when the camera is failing, and when you are? Tech review sites are a great place to get a basic idea of that intimacy, they’ll tell you the theoretical limits. But make sure you burn the frames yourself and spend that time in post and in the field learning your tool and how it behaves when you use it for your work. Unless you shoot test charts and brick walls for a living, the real measure of a camera is how it handles in your day-to-day work flow. You’ll find a lot of those “deal-breaker” idiosyncrasies and flaws never even affect you. When they do every single time, well, then maybe you’re looking at a real reason to upgrade. But be prepared to answer what it is that you’re hoping to overcome. It should be a concrete answer, not something wussy and nebulous like “well, maybe some more resolution might be nice…”
- Lenses are investments. People always tell you the glass matters more than the body. Largely, I agree. But as with everything, you need the right glass. And I don’t just mean the biggest, fanciest glass everyone’s drooling over. This is a tool, remember. Something you’re in symbiosis with. The right glass is the lens that will accomplish the goals you need it to, every time you need it to. Sometimes that’s a big pro lens, there’s no escaping that. Sometimes it’s a $400 refurbished consumer telephoto. It depends on what you shoot, and how. But the fact is, it’s only an investment if it’s something you both need, and will keep. Otherwise, it’s an expense at best, a waste on average.
Why? Because a different lens will only deliver better photos if you know what you intend to do with it, and why you need that focal range, that aperture, and that sharpness. If you can’t tell the difference in total image quality from two focal lengths on the same kit lens yet, you’re not there. Keep at it. You will be. And then it’ll be painfully obvious to you what you need from a lens. Then it’s a matter of finding the one that does that, which is way easier than guessing at lenses you might need. Cheaper, too. Even when that one lens is more expensive. And then you get to call it an investment.
- Learn how to edit. An “edit” is not just a change made to a photo, it’s the process of looking over a body of work and choosing what’s good, what’s trash, and what needs poked at until you know it’s good or trash. There’s a combination of things that go into this: a knowledge of subject and composition, of lighting, of in-field technique (aperture choice, ISO, shutter, handshake, etc) and post-editing technique (levels, white balance, sharpening, noise reduction). Be diligent about editing. Be honest. Be hard on your photos. If you’re shooting five hundred photos, why expect more than a dozen will be good? Why expect more than maybe one or two will be great? They won’t. I can take a hundred shots in controlled studio lighting with a model and they still won’t. Poses don’t work. Lights don’t fire. You miss your exposure. You miss your focus. You get too close to a light and stop down and you pixel level is all fuzzy from diffraction limitation. All this happens, every time. Experience minimizes it. Honest editing shows you the consequences of all of it, and makes you come to terms with them. It also teaches you the greatest secret of them all: most photos absolutely suck. Being a good photographer is knowing to only show the ones that don’t.
Spend the time to know which ones don’t. Stick with whatever gear you have until you can. Once you can figure that out, then you’ll know what else you need. It might be a new body. Or lenses. Or studio lights. Or a tripod. But whatever it is, once you know how you shoot and what part of your gear regularly fails you where, it’ll be more than immediately obvious what you need.
Then, go get it. And repeat it all.
Well, now that I’ve got the new version of my site up, I thought I’d take a moment for anyone interested to talk about the design decisions, theories, and methods that went into making this a reality. This new version is, I feel, a massive success in what it seeks to do, and it pushes my own online presence far beyond what I had been doing before. And while maybe all that just comes across to the viewer, it does so because of a lot of decisions I’ve fussed with over the past few weeks, the past few months, and some going back the past few years.
DESIGN
First up, the design was a pretty large undertaking. I’ve found out over the past five years that an artist portfolio is actually a very difficult thing to do right. Artists tend to be non-linear. Websites (and how we as people actually use them), are linear. This causes a lot of tension between artists and their websites, and how the conflict between non-linear thinking and linear display gets resolved varies a lot. I’ve seen quite a few approaches, a lot of solutions, and a lot of things that I didn’t like. I’ve seen artists try and reconcile the need for a creative, interactive space by using very free-form, experimental sites. As a designer, though, I’ve felt these have always failed the end user, serving only to satisfy the wants of the artist, and not the actual needs of the website or its users. Among other things, these creative sites tended to have one or many (if not all) of the following design shortcomings:
- A heavy reliance on Flash. While I was never of the hardline “Flash is the devil” camp, Flash was always an unwieldy solution. It was very, very programmatic to create. Very difficult to make flexible. It didn’t scale well or easily to various page heights, leading to fixed viewport style sites. It kept the data locked inside. It didn’t index into Google. It didn’t work on mobile. The list goes on…
- No permalinks. Usually because of Flash. When you went to a gallery, the address of the site didn’t change. You couldn’t bookmark or share individual pages, galleries, or images. For a portfolio page, this was absurd. It was counter-intuitive and harmful. Users are coming to look at art, and the site shouldn’t hinder them on sharing it once they have.
- Mystery-meat navigation. ”Creative” sites really worked on eschewing things like labels. Unfortunately, the web lives on labels, and discarding them often meant I was clicking on anonymous images or icons, hunting around trying to guess what I’d just asked to see, and how the hell I was supposed to find what I really was trying to find. Sure, it meant the artist didn’t have to ask themselves the hard questions, like how to edit and show their work in coherent bodies, so, they felt more freed. But as an end-user, it sucked. A lot.
The sites that shy away from Flash aren’t without their own faults, though. Usually, they take the idea of “simple” to a point that’s closer to “crude.” These sites, though much preferable to the Flash ones, have a few different concerns:
- The content loads a whole page for each piece, increasing load time, interrupting the flow, and slowing down the ability to scan a body of work. Plus, it just doesn’t convey the level of polish and gloss a modern web user expects, leaving things feeling chintzy.
- The home page is often just an image, lacking any information to help orient a user. Or for Google to index.
- The layout is formulaic and static, leaving the image left to look like it’s “floating” among some scattered menu links.
- No Flash. Period.
- Permalinks are a must. Users need to be able to bookmark and share individual pieces.
- The home page needs a large key photo (since I am a visual artist, not a blogger), but also search engine-friendly text content that updates regularly.
- All sections need to be clearly labeled. All collections need to have a coherent theme, motif, or topic. Users shouldn’t have to guess any more than they have to where to find what they want.
- The images need to be as large as they can be, without requiring scrolling on smaller screens to see the entire image.
Metro UI and Gallery Aesthetics
With those goals in mind, I turned to the design mantras most concisely laid out by a rather unlikely source: Microsoft. In the original concept docs for their Metro UI used on Windows Phones, they talked about a new, modern approach to UI design that takes its cues from older, more tried design movements like Constructivism, Brutalism, and other such theories. Of particular resonance from the whitepaper on the aesthetic was the following line:
We think content should be elevated, and everything else should be minimized.
This is really the core of their philosophy, which has been fleshed out with statements like “LET’S BE HONEST. IT IS WHAT IT IS,” “TYPOGRAPHY IS BEAUTIFUL. PERIOD,” and “WHEN ALL IS SAID AND DONE, CONSUMERS WANT CONTENT.” But it keeps coming back to the simple idea of reducing and fiercely eliminating all unnecessary UI, and reducing the visual architecture (or “chrome”) that computers and the modern web have often used to deliver that content.
As a design philosophy, it’s one I’ve been working towards for a long time, and the external inspiration of the whole system has helped me define and refine that sentiment. And, it also reminds me of something else I’ve always loved: the gallery aesthetic.
Galleries tend to have a uniform look: empty walls, sparsely hung art, lots of white, very little clutter. They emphasize something that’s very important–white space. They let the art be the focus, and stay out of the way as much as they can. They strive to reduce visual distraction and cross-chatter. And they’re elegant as hell for it.
With those ideas and aesthetics in mind, I set about to looking at the last version of my site. I had to decide which elements were going to stay, and which weren’t. Then I removed everything unnecessary. The implied-page drop shadows are gone, releasing the content into more white space. Horizontal rules went too, and instead I just use comfortable, generous margins on content to provide necessary visual breaks. At the suggestion of my girlfriend, I also used an increasingly-popular web design idea known as “responsive” or “fluid” adaptive design, that lets the site fill the entire browser window. The design ration stays the same, and the experience is enarly identical for desktop resolutions from 500 to 2560 pixels wide. I moved the menu below the header images and galleries, letting the visual be the dominant cue. When text is used, it has wide margins, and large type. Only the things needed are shown at any time. The menu is sticky and joins and exits the flow as it needs to. Return to top buttons are hidden on short pages and quietly enter the picture on longer posts and pages as you scroll.
Images are given priority, and are allowed to be as large as they can be. Text takes the next visual priority, and as much as possible is done with type alone. Icons and graphics are kept to a bare minimum, with only 12 icons and graphics used across the site, and only an additional couple chrome elements (such as the shadow behind the menu and over the header) to help establish a clear visual hierarchy. All said, only 22 image files are used to make the entire site. Everything else is pure content.
The result, I feel, is gorgeous. Images are huge, and take up most of the prime visual space. The text is relevant and dynamic. Controls are pared down to just what you need, and they’re right where you expect them to be as soon as you want them. It fills the browser. It changes size as you resize your window in all browsers that properly support it.
But, it took a bit of work to make all that happen. So, for the designers among you, press on and we’ll look at some of the technical difficulties that had to be overcome and the compromises made in part 2.
Part 2: Making ZmZ v5: The Technical Part 1
Ah. Another day, another of my photos in local rag The Eastside Voice (as well as a very favorable write-up of my friends at ETC‘s performance of “A Midsummer Night’s Dream.” Link below, though, the modern world hasn’t called and told the Voice that interactive flash newspapers are no longer cool, so, grab a desktop and not a smartphone for this one.
Not a whole lot to say here that can’t be experienced better by just browsing around, but after a few bug patches today, I can proudly say that my fifth revision of zedmartinez.com is now live and rockin’. So, hop on over. Experience the 17 large, crisp header images for the homepage. Check out the new and larger galleries. And so on. And so forth.
I’ll follow up next week with some posts about the buttloads of design research and theory and technobabble that went into making this sucker, but for now, whew, I’m taking a break, and it can speak for its own darn self.
As I’m working on the new design for ZmZ here, I found the various other drafts and revisions and put together a quick and basic timeline of the site’s evolution over the past four years. I find it interesting. That is all.
Full-size huge version without the fancybox via the external link.
Hey everyone. Remember when I did those cast photos for my friends, local theatre start-up EclecticPond Theatre Co (ETC)? Well, I’ve been up to those same tricks, this time doing a fair amount of photo work for their next performance, “A Midsummer Night’s Dream.” Ironically put on in winter. oh well, warm thoughts, yeah?
Anyway, they were, as always, lovely people. Lots of new cast this time, but a few familiar faces in the mix. And, as always, I encourage everyone in the Indianapolis area to get out and support these guys and local theatre. This show will run Feb 10-11, 17-18, and 24-25. Hit the link below all the pretty pictures to learn more on their website.
Categories: the arts and artists Tags: eclecticpond theatre company
The secret is that making Art, creating things, is a transformative process. The act of creation takes certain elements of our psyche, energy, if you will, and morphs it out of our heads and into the real world. Matter can neither be created nor destroyed, but it can be alchemized. The reason why Art works so well in therapy is that it allows for negative energy and/or trauma to be cleared out of our heads, and turned into something productive, without having to speak about things literally. Pictures can communicate energy without words, and in so doing, can tell stories that would be otherwise stuck in the murky world of the subconscious. The act of creation is akin to shining light on our shadows, (Jung again) and it enables the creator the opportunity to move on. Catharsis.
-Jonathan Blaustein




























