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Sebastiaan de With (@sdw) on X

I found it interesting to read the Japanese backlash responses to this, some particularly disturbed because of a belief in “Tsukumogami” — the idea that creative tools can possess a spirit of their own (a beautiful notion), so destroying them is truly evil. … not a great look

Ролик показался самой классной частью киноута: интересно, что часть аудитории восприняла его строго наоборот! https://t.me/niketasfm/2051
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Радиорубка Лихачёва

Со вчерашнего мероприятия Apple про новые айпады больше всего обсуждений — про то, что новый iPad Pro стал самым тонким из всех устройств Apple, и связанный с этим рекламный ролик под названием «Crush», который запостил у себя в Твиттере даже Тим Кук. Лично мне этот самый ролик показался достаточно логичным — он в тренде вирусных видео про гидравлический пресс, он залипательный и доносит основной маркетинговый посыл. Но вот у доброй половины комментаторов он вызвал другие эмоции. Apple обвинили в том, что они ненароком запечатлели метафору, мрачное пророчество — тотальное уничтожение прекрасных и уже существующих инструментов для творчества одним-единственным технологическим устройством. Ролик называли tone deaf (бестактным), сделанным мимо ценностей молодого поколения, которое и является основным потребителем креативных инструментов, и даже увидели в нём эффект, обратный их знаменитой рекламе «1984»: тогда Apple разрушала мрачную антиутопию, где корпорация пыталась убить свободу самовыражения — а тут она сама же эту антиутопию и создаёт. Один из ярких примеров в этой дискуссии — переделанная версия, где всё идёт задом наперёд под песню «I Got You Babe». Действительно оставляет совершенно иное впечатление, хотя и маркетинговый посыл доносит.

> Vision Pro high-fidelity passthrough experience parallels Apple’s introduction of the iPhone’s original retina display. (...) “Gaze + pinch” input modality is the VR equivalent of the iPhone’s capacitive multi-touch. (...) Optic ID as an overlay on top of live passthrough is a beautiful design decision that only enhances [presence]. > Apple’s decision to over-spec the Vision Pro does, however, lead to the inevitable consequence of a headset weighing above 600g, (...) that makes it difficult for most people to wear it for more than 30-45 minutes. (...) [It] helps prepare the world to receive a more mainstream Apple VR headset that could have product-market fit. > With this in mind, it’s easy to understand two particularly important decisions Apple made for the Vision Pro launch: designing an incredible in-store Vision Pro demo experience [and] launching an iconic woven strap that photographs beautifully even though this strap simply isn’t comfortable enough. > Apple made the Vision Pro display intentionally blurry in order to hide pixelation artifacts and make graphics appear smoother. (...) This is the kind of thing that our hardcore VR engineers at Oculus would have fought against to the end of the world, and I doubt we could have ever shipped a “blurred headset”, LOL! > Apple’s anti-VR stance is a risky move because it negates most of the traditional immersive content. (...) The Vision Pro aspires to become your “spatial iPad Pro”. (...) It's also [a few fixes] away from being a suitable [external monitor]. (...) Carrying a MacBook Air and a Vision Pro [could] give you a reasonably good workstation. > I returned my Vision Pro for a full refund. (...) Apple’s high-risk decision to completely exclude immersive [VR games] — plus their inexplicable failure to create exciting momentum by not having high-quality AR apps at launch — don’t leave them with many options. (...) The only low-hanging fruit is to make productivity really good. https://hugo.blog/2024/03/11/vision-pro/
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Vision Pro is an over-engineered “devkit” // Hardware bleeds genius & audacity but software story is disheartening // What we got wrong at Oculus that Apple got right // Why Meta could finally have its Android moment

by Hugo Barra (former Head of Oculus at Meta) Friends and colleagues have been asking me to share my perspective on the Apple Vision Pro as a product. Inspired by my dear friend Matt Mullenweg&#821…

(статья выше крайне biased, но и соцсети сломаны beyond repair! так и живём)
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(статья сверху крайне biased, но и соцсети сломаны beyond repair! так и живём)
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> Something went [wrong] for adolescents in the early 2010s. (...) Rates of depression and anxiety in the United States [rose] by more than 50 percent. (...) Friendship, dating, sexuality, exercise, sleep, academics, politics, family dynamics, identity—all were affected. (...) Those were the years when adolescents in rich countries traded in their flip phones for smartphones. > The changes started slowly in the late 1970s and ’80s, [as] many parents in the U.S. grew fearful that their children would be harmed or abducted. (...) In the 1990s, American parents began pulling their children indoors. (…) Young people who are deprived of opportunities for risk taking and independent exploration will, on average, develop into more anxious and risk-averse adults. (...) Shared adventures and shared adversity bound young people together. > Real-world [interactions] are characterized by four features. (...) [They] are embodied, meaning that we use our hands and facial expressions. (...) Synchronous, [so] we learn subtle cues about timing and conversational turn taking. (...) [They] involve one‐to‐one communication, or sometimes one-to-several, [and] take place within communities that have a high bar for entry and exit, so people are strongly motivated to invest in relationships and repair rifts when they happen. > Online interactions can bring out antisocial behavior that people would never display in their offline communities. (...) Kids going through puberty online are likely to experience far more social comparison, self-consciousness, public shaming, and chronic anxiety. (...) All this is made worse by the fact that so much of digital public life is an unending supply of micro dramas. > Girls have much lower rates of addiction to video games and porn, but they use social media more intensely than boys do. (...) Even at the peak of teen cigarette use, in 1997, nearly two-thirds of high-school students did not smoke. (...) [Social media] applies a lot more pressure on nonusers, (…) which puts [them] at risk for anxiety and depression. > Our ultimate goal should not be to remove screens entirely, nor [return to] 1960. [It should be keeping] young people anchored in the real world. (…) If parents don’t replace screen time with real-world experiences involving friends and independent activity, then banning devices will feel like deprivation, not the opening up of a world of opportunities. https://www.theatlantic.com/technology/archive/2024/03/teen-childhood-smartphone-use-mental-health-effects/677722/
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End the Phone-Based Childhood Now

The environment in which kids grow up today is hostile to human development.

> Something went [wrong] for adolescents in the early 2010s. (...) Rates of depression and anxiety in the United States [rose] by more than 50 percent. (...) Friendship, dating, sexuality, exercise, sleep, academics, politics, family dynamics, identity—all were affected. (...) Those were the years when adolescents in rich countries traded in their flip phones for smartphones. > The changes started slowly in the late 1970s and ’80s, [as] many parents in the U.S. grew fearful that their children would be harmed or abducted. (...) In the 1990s, American parents began pulling their children indoors. (…) Young people who are deprived of opportunities for risk taking and independent exploration will, on average, develop into more anxious and risk-averse adults. (...) Shared adventures and shared adversity bound young people together. > Real-world [interactions] are characterized by four features. (...) [They] are embodied, meaning that we use our hands and facial expressions. (...) Synchronous, [so] we learn subtle cues about timing and conversational turn taking. (...) [They] involve one‐to‐one communication, or sometimes one-to-several, [and] take place within communities that have a high bar for entry and exit, so people are strongly motivated to invest in relationships and repair rifts when they happen. > Online interactions can bring out antisocial behavior that people would never display in their offline communities. (...) Kids going through puberty online are likely to experience far more social comparison, self-consciousness, public shaming, and chronic anxiety. (...) All this is made worse by the fact that so much of digital public life is an unending supply of micro dramas. > Girls have much lower rates of addiction to video games and porn, but they use social media more intensely than boys do. (...) Even at the peak of teen cigarette use, in 1997, nearly two-thirds of high-school students did not smoke. (...) [Social media] applies a lot more pressure on nonusers, (…) which puts [them] at risk for anxiety and depression. > Our ultimate goal should not be to remove screens entirely, nor [return to] 1960. [It should be keeping] young people anchored in the real world. (…) If parents don’t replace screen time with real-world experiences involving friends and independent activity, then banning devices will feel like deprivation, not the opening up of a world of opportunities. https://web.archive.org/web/20240313131003/https://www.theatlantic.com/technology/archive/2024/03/teen-childhood-smartphone-use-mental-health-effects/677722/
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> Polish is something only the person who creates it will notice. It’s a paradox; polishing something makes it invisible. (...) Next time you flip a wall switch or plug something into an outlet, take a second and look at the two screws holding the face plate down. (...) Professional electricians will (almost) always line the screw slots up vertically. > A traditional go board isn’t square. It’s very slightly longer than it is wide, with a 15:14 aspect ratio. This accounts for the optical foreshortening that happens when looking across the board. (...) Subtle adjustments go into the shape of letters in a typeface: round letters like ‘e’ and ‘a’ are slightly taller than square letters like ‘x’ or ‘v’. > The polish paradox is that the highest degrees of craft and quality are in the spaces we can’t see, the places we don’t necessarily look. Polish can’t be an afterthought. It must be an integral part of the process, a commitment to excellence from the beginning. The unseen effort to perfect every hidden aspect elevates products from good to great. https://matthewstrom.com/writing/the-polish-paradox/
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The polish paradox

The more you polish, the less you see

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> Instead of repetition, you create texture. (...) Steal a technique from gaming and create multiple variations of the same sound. Create 8-12 variations by varying pitch, volume, timing, or mix and randomly play one variation for every new key press. (...) If you’re a sound skeptic, trust me, try this one thing and it’ll blow your mind. > As with visual design, sounds for actions should never be considered in isolation but in how they relate to one another. (...) Opposing actions—open vs close, prev vs next, send vs receive—(...) should sound like similar opposites. A sound might be played in reverse or the emphasis may be moved from the beginning to the end. > Sound within the software world can feel like an echo chamber where most sounds follow what’s been done before—beeps, clicks, pops. If you want to sound like something new, go beyond software. Movies, games, and music all use sound in very sophisticated ways that can be co-opted for software. > Haptics shape our perceptions of a sound. Think of a keyboard key stroke or swinging a hammer. Sound can make the same action feel soft or precise, clean or jumbled, heavy or light. Haptics can also be a substitute for sound in moments where it may be too much or just impractical. https://www.notboring.software/words/the-sound-of-software 🧡
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The Sound of Software | !Boring Software

How to design sound that elevates software and won't drive you crazy