The 100 Days Project

It’s that time of the year again. The 100 Days Project started by Emma Rogan is about to kick off on 15 May 2017. The idea is simple: you decide on a creative task and do it every day for 100 days. You can update and keep track of your progress on the website.
Others will do the same so you can check out what everyone’s up to.

I first heard of the 100 Days Project a few years ago and thought it was a great idea. In 2014 I made hand drawn icons, which even got featured in the weekly newsletter, but only got to 90 days before getting side tracked. I didn’t want to go back after the deadline to complete it because that’s technically cheating, right?

Regardless, it was a really fun and challenging activity as it gave you something to aim for every day. There were no excuses since you had to upload your work for the world to see. You simply made time somehow.

To be honest the best part was to see the whole picture come together little by little. A couple of icons in the beginning don’t look like much, but guess what — by day 65 you’ve got a decent icon set to play with and watching the grid filled with your work come to life gives you a sense of accomplishment. Good times, man.

Unfortunately there was no such project in 2015 and I missed the one in 2016. I’m still thinking about what exactly I would like to do for this year’s 100 Days Project but I’m definitely signing up.

If that sounds like your type of thing feel free to sign up or tell your friends about it. There’s an entry fee of minimum $15 NZD but you can give more in order to support the project if you like. A big event is scheduled at the end of the 100 days where people show their work in person and hang out to talk about their process. Also note that you don’t have to be located in New Zealand to participate.

Thoughts on the Destiny UI

Destiny 2 finally has a release date, 8 September 2017, and I’m super excited. What better occasion to tell you a bit more about one of my favourite titles?

Destiny is one of the best games I’ve played in a while. It’s a multiplayer FPS (first person shooter) with RPG (role playing game) mechanics which came out back in 2014. I didn’t start playing until sometime last year and have missed out on a lot of content since its release but that’s fine. I’m not a one of those gamers who need to unlock all the achievements and collect every single item to enjoy the game.
In saying that I wasn’t going to wait that long to get the sequel this time around and jumped on the pre-order for Destiny 2.

Why I enjoy Destiny

It obviously reminds me of Halo which is still one of my all-time favourites on Xbox. This should come as no surprise since Bungie is behind both franchises.

I like space and that’s exactly where Destiny’s story takes place. From movies like Gravity to books like The Martian to games like Halo I really enjoy being immersed in that environment. It’s like having a preview of the future. Honestly if people like Elon Musk have serious plans to colonise Mars this might become reality sooner than we think. In Destiny you can explore entire planets by foot or on your hovering Sparrow racer. On Mars the vibe is entirely different from the Moon and discovering new areas while completing missions keeps you busy for hours on end.
The reward for your troubles and slain enemies is loot. Being a fan of the Diablo series by Blizzard and RPGs in general, it’s the first time I saw two distinct genres overlap such a great way. I highly recommend you check it out.

Besides the gameplay, one of the things that appeals to me the most in Destiny is the user interface. It’s really clean and quite different from other games in the genre.

Swiss style in a sci-fi interface

The designers at Bungie chose to stay away from traditional sci-fi interfaces where people expect bright colours on mostly dark backgrounds with bits of tech randomly animating.
Instead they used Swiss typefaces like Futura and Neue Haas Grotesk together with clean shapes and clear visual hierarchy. It’s refreshing to see so much care put into typography and details like loose tracking on titles feel very natural.

You’d think that this visual treatment would clash with traditional elements in the game such as the map which looks like old seafarers cartography. However that’s not the case as these two styles are able to co-exist without one overpowering the other. In the example below the map in the background is slightly faded out in order to allow the mission locations to draw all the attention.

Free moving cursor and hover states

The look and feel is a lot closer to what you would find on a web site than in a game. A prime example of this is the cursor that allows players to freely move around the screen instead of tapping through options using the analog stick in a very linear way. This allows to declutter the interface since elements can be positioned anywhere on the screen.

Another example is the use of tooltips that appear when players hover over items. That way the interface remains clean even though there is a lot of content on the screen. Allowing the players to control the information they want to see makes for a great user experience and is enabled by the use of the cursor.

The result is a very quick and intuitive way to browse through content-heavy menus. Bungie has really pushed the boundaries of game UI that not only looks but also feels great. Better yet, there is even a companion app for your phone that lets you do all your inventory management on the go.

Drawit, a drawable user interface

Drawit is a user interface exploration imagined by MIT Media Lab Research Assistant Marco Exposito. His bachelor’s thesis project takes visual programming to a whole new level.
In fact, it allows you to create your custom interface by drawing shapes on a tablet. These shapes are defined by the user and can be seemingly random. They then connect to physical objects like a lamp and allow you to change its properties remotely. In the example above, a big circle represents the lamp and a smaller darker circle acts as a button. Drawing a line between these two shapes essentially connects them with one another and make interactions possible. Linking multiple physical objects together is just as easy.
I really like how this approach makes no assumptions on the users background and can be whatever they want it to be. This method of user input appears to be the purest form of UI customisation.

MediaSquare: Samsung’s shared media experience

The talented (experimental) interface designer Jinha Lee who is known for amazing projects like ZeroN and SpaceTop recently presented his latest work for Samsung.
It’s called MediaSquare and the idea behind it is to break the traditional ratio of one user per device. A TV would no longer be limited by a single remote for example. Just like having several keys for a single car, users could seamlessly access the TV through various controlling devices such as phones or wearables.
Although the example shown in the video above of people constantly switching music during a party is not the best example, I can see this providing a great experience for gaming or collaboration in general.

Android is shying away from the side navigation

In a recent update to the Android app, YouTube has introduced a new main navigation: tabs!
The standard side navigation is gone. Yes, it’s that hamburger icon which is common for Android apps and adheres to the Material Design guidelines by the way. To me this is a welcome change considering tabs drastically outperform a side drawer when it comes to global navigation as Luke Wroblewski points out. It’s hard to deny that the previous iteration was bloated and difficult to use efficiently, especially if you were a power user.

Although Android apps frequently make use of tabs, they would be relegated to a secondary navigation. This is in contrast to its major competitor iOS, which has claimed tabs as primary navigation since its launch.

Is this move an exception in the Android universe, carefully guided by analytics or are we witnessing signs of regret in regards to a primary side navigation which may not be as obvious on first glance?
Only time will tell. In the meantime I’ll have to get used to how weird those tabs look on the iOS version of YouTube.