I imagined this as instructed as was simultaneously bored and depressed.
Why does it always have to be about shopping.
141–150 of 277 posts
I imagined this as instructed as was simultaneously bored and depressed.
Why does it always have to be about shopping.
Earlier quoted context omitted.
Here's why minimalism has such staying power. Fundamentally, pleasing design is about repetition and consistency. Brian loves patterns, that's all there is to it. Good graphic appeal isn't a seasoning like salt which you can just sprinkle on by paying for a few better "designed" assets. Its possible to make really pleasing design out of parts that are individually seen as cheap and low quality. Its also possible to m…
A recent trend seems to be to combine minimalism, tackyness and deliberate inconsistencies in order to feel more playful and friendly. IMO these designs are also clear, because they allow themselves to let things pop out and have very strong accents and contrast.
This one gives off especially Stockholm Syndrome-y vibes:
> You need the physical dimensions of your screen, which can’t be queried even in modern web browsers ... That’s precisely what we needed, but MediaPipe Iris isn’t exposed to JavaScript ... Despite our failure to ship this to a massive audience, we still think it’s important to take a step back and marvel at what’s currently possible in modern web browsers ... It’s hard not to be excited about the future of the web right now.
Seriously? Their project failed to replicate a demo from 2007 partly because browsers don't expose the APIs they needed or even basic data you could get easily from Windows 95, yet modern web browsers are a "marvel" and "it's hard not to be excited about the future of the web right now"? How is that exciting? How is any of this a marvel? It seems the opposite of exciting to me; it shows that browsers still, after 30 years of continuous development, cannot be used to push technical boundaries.
The sad thing is their project didn't have to fail. They could easily have shipped Lee's demo on Shopify sites by writing a small native app for Windows and Mac, then making it download if the user clicks "View stereoscopically". The app would have access to the screen geometry and additionally detailed data from the camera driver, which could then be used to look up the necessary data from a Shopify API where they have pre-calculated the metrics for the most popular brands. On Windows the number of clicks required would be identical to in a web browser, because whilst the user would have to click the download in their tray to start the 3D view, as a web app they'd have to click a permission button to grant webcam access anyway so it amounts to a very similar UX. (On macOS Chrome it'd take one further click, on macOS Safari it will extract a .app inside a zip for you, so the number of clicks is equivalent to Windows).
It's because of repeated frustrating experiences like this with teammates in my own prior research projects that I eventually took the time to write Hydraulic Conveyor, because part of the reason devs are so reluctant to go outside the browser is that the distribution DX is traditionally quite terrible. Conveyor makes massive improvements there. The goal is to have a DX similar to shipping a (static!) website and it gets very close to that indeed.
Still, even now that distribution is fixed there are other reasons why research teams dig themselves into web-shaped holes like this. Not all of them can be fixed with software:
1. Experience. According to the StackOverflow survey, half of all developers have been devs for less than 10 years. We can safely assume that only a tiny minority of them have ever written a native app for Windows or macOS. Also about 50% of devs "dread" working with C++, rising to 60% for C and a whopping 75% for Objective-C, so that's not really conducive to working with the Windows or Mac APIs (Swift and C# do better).
2. Disinterest in learning. Probably due to "resumé driven development"; we devs always have one eye on the next job and what skills will be attractive to future employers. This can cause appropriate tech to get stuck in a catch-22/local minima where people don't want to learn it because other employers aren't using it, so people don't use it, so people don't want to learn it, etc. The strongest engineers will figure out what tech is most appropriate for a project and learn it if necessary even if that skill may be a one-off for that employer, but especially for people earlier in their careers they may prefer to aggressively chase what's popular to unlock job-hop pay rises.
3. The (inaccurate) perception that people don't download desktop apps. The proliferation of popular Electron versions of websites and general apathy towards PWAs is perhaps starting to correct this but it's still an issue I see sometimes.
4. Ideological loyalty. People like the idea of community/collectively developed open source tech, for all sorts of valid reasons, but this can easily turn into blindness. A complete failure to implement a 15 year old tech demo despite using vastly more advanced technology is objectively not "exciting" or "a marvel", it's actually quite embarrassing for our whole industry. But if you're emotionally committed to seeing technological progress through the lens of an ever larger HTML5 spec and nothing else, then it may seem somehow like this is still progress.
The article states it could be really improved by using the Iris model, but I believe the MediaPipe Iris model is embedded in the FaceMesh model. Please correct me if I'm wrong.
> The first step in the pipeline leverages MediaPipe Face Mesh, which generates a mesh of the approximate face geometry. From this mesh, we isolate the eye region in the original image for use in the subsequent iris tracking step. …
> Face Landmark Model
> The face landmark model is the same as in MediaPipe Face Mesh. You can also find more details in this paper.
> Iris Landmark Model
> The iris model takes an image patch of the eye region and estimates both the eye landmarks (along the eyelid) and iris landmarks (along this iris contour)…
Earlier quoted context omitted.
Unfortunately it's stuff like this that's poisoned otherwise cool new tech for me. I can't help but wonder "how will this be used to advertise to me?"
> I can't help but wonder "how will this be used to advertise to me?" Or lie to you? VR storefront eh? Bet the product will look a lot better than it actually does in real life.
Can't help but notice that we keep wanting to make content that should be flat more 3D (e.g., animated 3D backgrounds, scroll filler on corporate pages, the entire metaverse), and content that could benefit from being 3D more flat (like UI buttons losing their pseudo-3D bevels and not looking like interactive widgets at all).
Re UI, my theory is that this is partly because minimalism doesn't become dated as fast. Related, I remember that what blew me away upon seeing the 3DS for the first time was not the 3d playfield (which looked exactly as I expected), but the UI in 3D. It really felt like a glimpse into an exciting future.
Imagine, for example, opening your favorite brand’s website and being presented with a miniature virtual storefront. You could look at their most popular products as if you were standing on a sidewalk peering into their shop. I imagined this as instructed as was simultaneously bored and depressed. Why does it always have to be about shopping.
But yes, first promote some gimmicky fun stuff to get the foot in the door and when it has arrived, show the real face.