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<channel>
	<title>The Real Adam &#187; Design</title>
	<atom:link href="http://therealadam.com/category/design/feed/" rel="self" type="application/rss+xml" />
	<link>http://therealadam.com</link>
	<description>Polymath practicing programming, probably procrastinating</description>
	<lastBuildDate>Mon, 26 Jul 2010 16:44:52 +0000</lastBuildDate>
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		<item>
		<title>Making the complicated seem simple</title>
		<link>http://therealadam.com/archive/2010/07/26/making-the-complicated-seem-simple/</link>
		<comments>http://therealadam.com/archive/2010/07/26/making-the-complicated-seem-simple/#comments</comments>
		<pubDate>Mon, 26 Jul 2010 16:44:52 +0000</pubDate>
		<dc:creator>Adam Keys</dc:creator>
				<category><![CDATA[Design]]></category>

		<guid isPermaLink="false">http://therealadam.com/?p=1690</guid>
		<description><![CDATA[Wherein simplicity is not what is actually sought <a href="http://therealadam.com/archive/2010/07/26/making-the-complicated-seem-simple/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Don Norman, <a href="http://www.jnd.org/dn.mss/simplicity_is_not_the_answer.html" title="Don Norman's jnd.org / Simplicity Is Not the Answer">Simplicity Is Not the&nbsp;Answer</a>:</p>

<blockquote>
  <p>We want devices that do a lot, but that do not confuse, do not lead to frustration. Ahah! This is not about simplicity: it is about frustration. The entire debate is being framed incorrectly. Features is not the same as capability. Simplicity is not the same as usability. Simplicity is not the&nbsp;answer.</p>
</blockquote>

<p>Norman goes on to explain how you can take a confusing mass of features and turn it into something less&nbsp;frustrating:</p>

<ul>
<li>Modularize into understandable&nbsp;clusters</li>
<li>Map clearly from actions to&nbsp;results</li>
<li>Model the ideas and actions&nbsp;cohesively</li>
</ul>

<p>The article is about interaction design, but it fits just as well in designing programming languages and&nbsp;software.</p>]]></content:encoded>
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		<title>Make More Awesome</title>
		<link>http://therealadam.com/archive/2010/06/11/make-more-awesome/</link>
		<comments>http://therealadam.com/archive/2010/06/11/make-more-awesome/#comments</comments>
		<pubDate>Fri, 11 Jun 2010 20:23:50 +0000</pubDate>
		<dc:creator>Adam Keys</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[creativitiy]]></category>
		<category><![CDATA[presentation]]></category>

		<guid isPermaLink="false">http://therealadam.com/?p=1352</guid>
		<description><![CDATA[Wherein the habits and tricks I use to make more interesting things are discussed <a href="http://therealadam.com/archive/2010/06/11/make-more-awesome/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Over the past year, I&#8217;ve been trying to create more stuff, some of which I&#8217;d hope to turn out awesome. Largely this is an ongoing sort of thing. I try things, I learn a little, I keep at it. Some things I try work, others don&#8217;t. I try to make a habit out of the things that have worked out well. I make a note of things that seem to help me get out of a funk when I&#8217;m not making as much as I&#8217;d like or having trouble putting in the hours I think are necessary to make cool&nbsp;stuff.</p>

<p>I first distilled these ideas into a talk I did at RubyConf 2009 on having more fun while coding. But I didn&#8217;t realize it at the time; I was just sharing some ideas about how to have fun. For me, one of the ways to have more fun is to make more time to have fun. But that&#8217;s just the beginning of making more awesome. I found I had to make more time, <em>and</em> develop a bunch of other&nbsp;habits.</p>

<p>For Big Design 2010, I honed the ideas, habits, and tricks I&#8217;ve found useful to me into a presentation on how to get off the couch, start making more things, and make some of those things awesome. I hope you&#8217;ll find it useful and perhaps start making lots of awesome&nbsp;stuff.</p>

<div style="width:425px" id="__ss_4478062"><strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/therealadam/make-moreawesome" title="Make More Awesome">Make More Awesome</a></strong><object id="__sse4478062" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=makemoreawesome-100611151624-phpapp01&amp;stripped_title=make-moreawesome" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed name="__sse4478062" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=makemoreawesome-100611151624-phpapp01&amp;stripped_title=make-moreawesome" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object><div style="padding:5px 0 12px">View more <a href="http://www.slideshare.net/">presentations</a> from <a href="http://www.slideshare.net/therealadam">Adam Keys</a>.</div></div>]]></content:encoded>
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		<item>
		<title>Who are we that make software?</title>
		<link>http://therealadam.com/archive/2010/04/30/who-are-we-that-make-software/</link>
		<comments>http://therealadam.com/archive/2010/04/30/who-are-we-that-make-software/#comments</comments>
		<pubDate>Fri, 30 Apr 2010 17:36:45 +0000</pubDate>
		<dc:creator>Adam Keys</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Expanded ideas]]></category>
		<category><![CDATA[pragprog]]></category>

		<guid isPermaLink="false">http://therealadam.com/?p=1339</guid>
		<description><![CDATA[Wherein there are cogitations on the natures of what we do <a href="http://therealadam.com/archive/2010/04/30/who-are-we-that-make-software/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>We who spend all of our time in front of a computer involved in the production of software are often quick to pigeon-hole ourselves. You probably self-classify as a developer or designer, maybe an engineer or artist if you got a college degree and think highly of&nbsp;it.</p>

<p>But like many other things, it&#8217;s all messy now. I&#8217;d say I spend sixty percent of my time doing general &#8220;developer&#8221; stuff, twenty-five percent doing something one could approximately call &#8220;engineering&#8221;, and split the rest between marketing, business, and&nbsp;design. </p>

<p>Does self-identifying with any one of these roles limit how we think or approach doing what we&nbsp;do?</p>

<h2 id="sloppy_classifications">Sloppy&nbsp;classifications</h2>

<p>Consider these heuristics for placing people into&nbsp;categories:</p>

<ul>
<li>You build things that face other&nbsp;people</li>
<li>You are making things that are constrained by rulesets defined largely by Newtonian&nbsp;mechanics</li>
<li>You are making things where trade-offs between aesthetics and affordances are&nbsp;made</li>
<li>Other people build things on top of your&nbsp;things</li>
</ul>

<p>None of these are useful at all. Were you to provide any one as a definition of what an engineer or designer is, you could probably get some heads nodding. So there&#8217;s <em>something appealing</em> about each of these statements. But none of them provide a pleasing definition or guideline for when you&#8217;re doing engineering, development, or&nbsp;design.</p>

<p>Part of the answer to these classifications is that we all do everything. Developers strive to build software that fits within the aesthetic of the code around it or their own personal aesthetic. Designers operate within the limitations of human perception and cognition. Engineers are constrained by both of these but will throw either out in a heart beat to improve upon the efficiencies that are important to the project at&nbsp;hand.</p>

<h2 id="we8217re_all_hybrids">We&#8217;re all&nbsp;hybrids</h2>

<p>The notion of developing designers and designing developers is by no means new. A few&nbsp;examples:</p>

<p>But consider <a href="http://www.threeriversinstitute.org/blog/" title="Three Rivers Institute">Kent Beck</a>, renowned for his work building and thinking about the process of building software. He often talks about the design of software, considering trade-offs, aesthetics, and affordances just like a designer does. But he&#8217;s also been spending a lot of time recently iterating on businesses, trying out new ideas, and writing about the process and essence of converting an idea into a sustainable&nbsp;business.</p>

<p>Or consider <a href="http://blog.mimeoverse.com/" title="Mimeo in the Tumbleverse">Shaun Inman</a>. He&#8217;s writing games as a one-man show. He splits his time between producing the music, drawing pixel art, and coding up collision detection systems. That&#8217;s a pretty neat cocktail of&nbsp;talents.</p>

<p>If you&#8217;ve ever bikeshedded a design discussion or suggested how a feature might work, you&#8217;re a hybrid. Ever refer to yourself as a specializing generalist? That&#8217;s a&nbsp;hybrid.</p>

<h2 id="directed_thought">Directed&nbsp;thought</h2>

<p>If you&#8217;ve self-classified one way or the other, there are little things you might do that have large effects on your thinking. You socialize with those who are like classified, use the tools of that classification, and concern yourself with the classic problems that consume those working in your area of&nbsp;specialization. </p>

<p>If you&#8217;re not careful, you could box yourself in too much, become too specialized. While there are opportunities for well-chosen, tightly-focused specializations, they are few and far between. Specializing generalists are the order of the&nbsp;day.</p>

<p>Where do we get if we acknowledge that we&#8217;re all hybrids now? Suppose you&#8217;re aiming for a balance of sixty percent developer, twenty percent engineer, and twenty percent designer. Is it worth going whole-hog learning Emacs or Photoshop? Or is it better to learn less-capable but lower learning-curve tools like TextMate and Acorn? Should such a person concern themselves with the details of brand design and the implementation of persistent data structures, or is it more important to grasp those topics in a conversational&nbsp;manner?</p>

<p>Is it a better use of Shaun Inman&#8217;s time to dissect a Mahler symphony, do an expansive study of pixel art, or review the mechanisms Quake <span class="caps"><span class="caps">III</span> </span>used for detecting collisions? Is it a better use of Kent Beck&#8217;s time to build software and write about that process, to talk to people and integrate their problems into his way of developing software, or iterate on business ideas and share those&nbsp;experiences?</p>

<h2>Here&#8217;s the motivational&nbsp;part</h2>

<p>So now that all of this is forehead-smackingly clear (right?!), where do we go from here? Personally, I&#8217;m using the idea to guide how much effort I put into teaching myself new tricks. I probably won&#8217;t go on a six-month algorithms kick anytime soon, but I might spend six months learning the pros and cons of various database systems or application frameworks. I&#8217;d love to spend a month just tinkering with typography, color, layout, and other visual design topics. I probably won&#8217;t sweat it if Emacs or Photoshop don&#8217;t integrate into my daily work too well, or prove impenetrable to my mind, since those tools imply workflows that aren&#8217;t top priority to&nbsp;me.</p>

<p>But that&#8217;s me; where should <em>you</em> go? If you don&#8217;t already have a good idea of what kind of hybrid you are, start noting how much time you spend on various sorts of tasks and think about whether you&#8217;d like to do more or less of them. Then, start taking action to realize a course&nbsp;correction.</p>

<p>You can be whatever kind of hybrid developer you want, it&#8217;s just a matter of putting in the time and&nbsp;effort.</p>]]></content:encoded>
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		<title>The imperfection of our tools</title>
		<link>http://therealadam.com/archive/2010/02/18/the-imperfection-of-our-tools/</link>
		<comments>http://therealadam.com/archive/2010/02/18/the-imperfection-of-our-tools/#comments</comments>
		<pubDate>Fri, 19 Feb 2010 01:58:23 +0000</pubDate>
		<dc:creator>Adam Keys</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[tools]]></category>

		<guid isPermaLink="false">http://therealadam.com/?p=1324</guid>
		<description><![CDATA[Wherein I ponder the tools we use to create <a href="http://therealadam.com/archive/2010/02/18/the-imperfection-of-our-tools/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I enjoy a well-crafted application. I place a high value on attention to detail, have opinions on what design elements make an application work, and try to empathize with the users of applications I&#8217;m involved in creating. Applications with a good aesthetic, a few novel but effective design decisions, and sensible workflow find themselves in my Mac&#8217;s dock. Those that don&#8217;t, do&nbsp;not.</p>

<p>The applications I observe fellow creators using to create often don&#8217;t fit into their environment. They don&#8217;t fit into the native look-and-feel. They ignore important idioms. Their metaphors are imperfect, the conceptual edges left&nbsp;unfinished. </p>

<p>In part I notice this because as creators we tend to live in a few different applications, and time reveals most shortcomings. But in part, I notice this because the applications are in fact flawed. Flawed to the point, that you would think given my opening words, that I would refuse to use them. And indeed, I refuse to use many of the applications that others find completely acceptable for making the same kinds of things I&nbsp;do.</p>

<p>Increasingly, it seems the applications that people who create things live in offer a disjoint user experience. I&#8217;m thinking of visual people living in Photoshop or Illustrator or developers living in Emacs or Terminal.app. We use these applications because they best allow us to make what we want and get in our way only a little bit. But, it&#8217;s a tenuous relationship at&nbsp;best.</p>

<p>What&#8217;s this say about what we&#8217;re doing and the boundaries that we operate along? Would we accept the same kinds of shortcomings in say, a calendar application or a clock widget, if those were central to our workflow? That is, is there something about the creative process that leads us to accept sub-perfect tools? Is it inevitable that someone seeking to make new things will find their tools imperfect? Is the quest for ever-more perfect tools part of how we grow as&nbsp;makers?</p>

<p>I hate closing with a bunch of questions, but this piece is but an imperfect tool for discovering an&nbsp;idea.</p>

<p><em><strong>Ed.</strong> Closing could use some&nbsp;work.</em></p>]]></content:encoded>
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		<title>Curated awesome, the 1st</title>
		<link>http://therealadam.com/archive/2009/10/09/curated-awesome/</link>
		<comments>http://therealadam.com/archive/2009/10/09/curated-awesome/#comments</comments>
		<pubDate>Fri, 09 Oct 2009 12:41:55 +0000</pubDate>
		<dc:creator>Adam Keys</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[Curated]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Music]]></category>

		<guid isPermaLink="false">http://therealadam.com/?p=837</guid>
		<description><![CDATA[Wherein things look and sound neat, but also create nicely as well <a href="http://therealadam.com/archive/2009/10/09/curated-awesome/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://tumble.therealadam.com/post/207750098/nick-delaney-photography-book-1-urban" title="Adam's Awesome : Nick Delaney Photography | Book 1 - Urban...">A bumpy subway wall</a>, <a href="http://tumble.therealadam.com/post/207628389/i-like-unicorn-because-its-unix" title="Adam's Awesome : I like Unicorn because it’s Unix">loving things for their Unix-y qualities</a>, <a href="http://tumble.therealadam.com/post/205876395/theimpossiblecool-vonnegut" title="Adam's Awesome : theimpossiblecool: Vonnegut.">Kurt Vonnegut looking dapper</a>, the <a href="http://tumble.therealadam.com/post/202800714/fuckyeahclassical-symphony-no-9-in-e-minor" title="Adam's Awesome : fuckyeahclassical: Symphony No. 9 in E Minor,...">final movement of Dvorak&#8217;s Ninth Symphony</a> (originally his fifth), and <a href="http://tumble.therealadam.com/post/202624980/reflection-eternal-back-again-talib-kweli" title="Adam's Awesome : Reflection Eternal - Back Again [Talib Kweli]">a music video by Talib Kweli that makes me want to go get my hair cut</a>. Oh, and I can&#8217;t leave out <a href="http://tumble.therealadam.com/post/201978255/material-exploration-is-the-process-of-getting" title="Adam's Awesome : Material exploration is the process of getting...">the connection between prototyping physical things and applications operating on large data</a>, Ben Scoffield&#8217;s take on <a href="http://tumble.therealadam.com/post/200939925/database-taxonomy" title="Adam's Awesome : Database Taxonomy">database taxonomy</a> and <a href="http://tumble.therealadam.com/post/200026798/read-one-book-a-week" title="Adam's Awesome : Read One Book a Week">a screed on reading one book per&nbsp;week</a>.</p>

<p>(<em>Editor&#8217;s note</em>: I recently took to using Tumblr again. For a while, I&#8217;ve been curating interesting stuff here. But Tumblr has evolved into a really fantastic application for doing this. So, my policy going forward is to post <em>my</em> stuff here and curate other people&#8217;s awesome stuff <a href="http://tumble.therealadam.com/" title="Adam's Awesome">over there</a>. That said, I&#8217;ll probably do &#8220;best-of&#8221; posts, like this one, to keep you interested and&nbsp;informed.)</p>]]></content:encoded>
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		<item>
		<title>Design: it&#8217;s important</title>
		<link>http://therealadam.com/archive/2009/04/27/design-its-important/</link>
		<comments>http://therealadam.com/archive/2009/04/27/design-its-important/#comments</comments>
		<pubDate>Mon, 27 Apr 2009 16:24:05 +0000</pubDate>
		<dc:creator>Adam Keys</dc:creator>
				<category><![CDATA[Curated]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[aesthetics]]></category>

		<guid isPermaLink="false">http://therealadam.com/?p=587</guid>
		<description><![CDATA[Wherein we are told how design becomes important in the future <a href="http://therealadam.com/archive/2009/04/27/design-its-important/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://konigi.com/notebook/move-beyond-function-towards-connection">Via Konigi</a>,&nbsp;David&nbsp;Malouf:</p>

<blockquote>
Great design in the end will give us something to relate to, to feel connected with, and to reinforce our humanity. Tapping that right balance between emotion and logic, chaos and control, analog and digital, is the key to this success. We can no longer rely on &ldquo;form follows function&rdquo;. Form has to be parallel to function, as function is growing in commodity.<br /><br />
</blockquote>]]></content:encoded>
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		<item>
		<title>Compare and contrast</title>
		<link>http://therealadam.com/archive/2009/01/19/compare-and-contrast/</link>
		<comments>http://therealadam.com/archive/2009/01/19/compare-and-contrast/#comments</comments>
		<pubDate>Mon, 19 Jan 2009 15:03:39 +0000</pubDate>
		<dc:creator>Adam Keys</dc:creator>
				<category><![CDATA[Curated]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Nerdery]]></category>
		<category><![CDATA[The System]]></category>
		<category><![CDATA[blech]]></category>
		<category><![CDATA[far_side]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[urbanism]]></category>

		<guid isPermaLink="false">http://therealadam.com/?p=461</guid>
		<description><![CDATA[Wherein we see things that are opposite and things that are similar <a href="http://therealadam.com/archive/2009/01/19/compare-and-contrast/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><strong>Compare</strong>. <a href="http://infranetlab.org/blog/2009/01/student-works-suburban-defense/">Suburbs built on top of military/industrial complexes</a> - intriguing yet awful. Quirky and cute - <a href="http://www.flickr.com/groups/farside/pool/">people re-enacting Far&nbsp;Side&nbsp;comics</a>.</p>

<p><strong>Contrast</strong>. Assaf Arkin notes that the current <a href="http://blog.labnotes.org/2009/01/15/rounded-corners-219-%e2%80%93-browser-oriented-architecture/">recession may bring us more apps that put function over form</a>. Hopefully this means we won&#8217;t hear about Rich Internet Apps (blech!) for a while. On the other hand, hopefully we <em>will</em> see more apps that leverage&nbsp;<a href="http://bokardo.com/archives/game-mechanics-for-interaction-design-an-interview-with-amy-jo-kim/">game&nbsp;mechanics</a>.</p>]]></content:encoded>
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		<title>I found more awesome on the web</title>
		<link>http://therealadam.com/archive/2009/01/12/i-found-more-awesome-on-the-web/</link>
		<comments>http://therealadam.com/archive/2009/01/12/i-found-more-awesome-on-the-web/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 13:29:47 +0000</pubDate>
		<dc:creator>Adam Keys</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[Curated]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[arduino]]></category>

		<guid isPermaLink="false">http://therealadam.com/?p=400</guid>
		<description><![CDATA[Wherein I discover another corner of web awesomeness. <a href="http://therealadam.com/archive/2009/01/12/i-found-more-awesome-on-the-web/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Via <a href="http://tinker.it/now/2009/01/09/stuff-and-things-23/">Tinker It Now!</a>, I ended up at <a href="http://createdigitalmotion.com/2008/12/15/demos-and-tutorials-live-control-of-open-source-animation-in-animata-even-with-a%20viewmaster/">Live Control of Open Source Animation in Animata</a>. Therein, real-time 2.5D animation is controlled via a likeness of Mickey Mouse laden with Arduinos. Said gizmo sends data to <a href="http://puredata.info/">PureData</a>, relaying data to software called <a href="http://animata.kibu.hu/downloads.html">Animata</a>. Animata does the&nbsp;animation&nbsp;sweetness.</p>

<p>This led me down a whole rat&#8217;s hole of awesome. <a href="http://originalhamsters.com/index.php">Matt Niinim&auml;ki</a> <a href="http://vimeo.com/mattiniinimaki/videos">is up to awesome things</a>. Animata seems <a href="http://animata.kibu.hu/tutorials.html">wicked cool</a>&thinsp;&mdash;&thinsp;it&#8217;s like digital marionettes, except not creepy. PureData, near as I can tell, is like <em>Little Big Planet</em>, but for audio/video. The <a href="http://puredata.info/docs/manuals/pd/">PureData documentation</a> is <em>dense</em>, but there are good examples and docs included in the application (look under Help&rarr;Browser). Pd, so far, has the distinction of being more inscrutable, for me, than Haskell. I can run Haskell programs; I cannot, for my life, figure out how to make Pd patches&nbsp;<strong>go</strong>.</p>


<p>Let&#8217;s enumerate: <a href="http://arduiono.cc">Arduino</a> is open source hardware with a dandy little programming environment that makes writing embedded programs vastly less onerous than is typical. PureData is visual-patch-language-thing for creating audio-oriented systems with some graphics smarts on the side. Animata does interactive real-time animation. All of these great toys are&nbsp;open&nbsp;source.</p>

<p>Did I mention <a href="http://therealadam.com/archive/2008/12/05/people-are-making-cool-stuff/">people are making&nbsp;cool&nbsp;stuff</a>?</p>]]></content:encoded>
			<wfw:commentRss>http://therealadam.com/archive/2009/01/12/i-found-more-awesome-on-the-web/feed/</wfw:commentRss>
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		<title>Ogres and APIs</title>
		<link>http://therealadam.com/archive/2008/12/26/ogres-and-apis/</link>
		<comments>http://therealadam.com/archive/2008/12/26/ogres-and-apis/#comments</comments>
		<pubDate>Fri, 26 Dec 2008 17:38:41 +0000</pubDate>
		<dc:creator>Adam Keys</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[Curated]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[rails]]></category>

		<guid isPermaLink="false">http://therealadam.com/?p=387</guid>
		<description><![CDATA[Wherein David Hansson channels Mike Myers <a href="http://therealadam.com/archive/2008/12/26/ogres-and-apis/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.loudthinking.com/posts/37-bringing-merbs-providesdisplay-into-rails-3">Bringing Merb&#8217;s provides/display into&nbsp;Rails&nbsp;3</a>:</p>

<blockquote>
The symmetry relates to another point in <span class="caps"><span class="caps"><span class="caps"><span class="caps">API</span></span></span> </span>design that I&#8217;ve been interested in lately: progressive expansion. There should be a smooth path from the simple case to the complex case. It should be like an Ogre, it should have layers.<br /><br />
</blockquote>]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>The absurdity of X, Y, R, G and B</title>
		<link>http://therealadam.com/archive/2008/12/15/absuridity_of_x_y_r_g_and_b/</link>
		<comments>http://therealadam.com/archive/2008/12/15/absuridity_of_x_y_r_g_and_b/#comments</comments>
		<pubDate>Tue, 16 Dec 2008 03:51:26 +0000</pubDate>
		<dc:creator>Adam Keys</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[Curated]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[context free]]></category>
		<category><![CDATA[processing]]></category>

		<guid isPermaLink="false">http://therealadam.com/?p=370</guid>
		<description><![CDATA[Wherein _why shows us how graphics programming can grow <a href="http://therealadam.com/archive/2008/12/15/absuridity_of_x_y_r_g_and_b/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a href='http://hackety.org/2008/12/04/theFrustratingMagicalAspect.html'>The Frustrating Magical Aspect</a> - why&#8217;s great take on the absurdity of the tools we use to put interesting shapes and colors on our screens. Here&#8217;s to hoping for interesting abstractions that are somewhere between rigorously pushing pixels and randomly drawing shapes until something neat&nbsp;pops&nbsp;out.</p>]]></content:encoded>
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