> I feel like sticky nav and sidenotes aren't particularly unusual?
Not unusual, but you used them with taste and restraint, like the rest of your layout and animations. That's something that HN comments like, I think. Notice the distinct lack of "OMG some fancy presentation trick ! Litteraly unviewable!" comments that often happens when an unusual layout is presented (and often with reason; but sometime to a fault).
I guess the main praise your page UI is that it looks, well, like a page. But augmented I guess ?
Personnally I really like the way you used a grid to separate the content from the nav. I like that you used both the left sidebar for nav and for the header number (re-using the same space for multiple purpose feels elegant, because those purpose are secondary to the content, if that makes sense). And I like that the grid anchors your eyes by fencing the different chapters along with the nav. (and now that I mention it, it feels weird that the headings are outside their chapters, but it didn't felt like that upon first reading).
I agree with the general vibe of your post but let me make a tangeant:
> I always think of my Roomba in this kind of situation, namely when one tries to imagine a future where tech works outside of the computer. Basically my little vacuum robot mostly sits idling in the corner because... a basic broom or a normal vacuum cleaner is radically more efficient, even if it means I have to do so myself.
For me the whole value of a robot vacuum is that... I don't vacuum, the robot does, and when it does so it when I'm not at home. Reduce the dust periodically by 75% so that it's neater; I'll do a deep clean every few month or so.
(maybe what you're saying is that the cost of vacuuming for you is low enough that it's similar to launching the robot vacuum, in that case I understand you !)
> the whole value of a robot vacuum is that... I don't vacuum, the robot does, and when it does so it when I'm not at home.
I agree, that's indeed the value proposition and that's in fact why I got mine... but do you really "just" do that, namely turn it on (or automatically with scheduling) or rather do you
- very it's charged (because sometimes it doesn't actually get right on its station)
- verify its empty or that its bin isn't full
- remove chairs and cables
then and only then start it?
I had just a few couple of "bad" experiences when it got stuck on something just a few centimeters of the floor or (and that one really sucks) cables entangled inside to reconsider how "worry free" letting it roam without supervision was. I don't have pets but if I did the poop smearing videos would also scare me quite a bit.
I see where you're coming from, because my robot tends to eat the cats toy as well as my computer charger cable. In my case the prep is minimal, as it's just putting them on the sofa. Otherwise the robot has no problem charging and returning home, (I only had issue 3 times in 5 years ?). Concerning the bin I have pets so in my mind I have to empty the bin after each run. But psychologically I see tons of hair so in a way it's satisfying to see a job well done. The pets are fortunately well behaved so poop smearing is a non-issue (some more recent robot also have object detection to avoid this kind of stuff).
In any case, the ritual is to run it every odd day or so just before leaving for work so the mental burden is low.
I join my voice in disgreeing with this. While some games can indeed be rose-tinted (I have fond memory of that Game Boy Spiderman game, and it's a terrible shoverware game), many of them are traiblazer (like, invented a genre) or are still standing on their own very well.
Some? There are tons of horrible old games, vastly outnumbering the good ones. It's just by now it's fairly established what the good games are and the bad ones are mostly forgotten my most.
We simply don't have the same luxury with new games, they can be hit and miss, and reviews are untrustworthy.
I feel as though this reply doesn't really address what is being said in the prior post at all. Yes, bad old games exist. But there were literally dozens of genre-defining games that would go on to shape how games continued to be made in the decades since. Somebody posted a list of indie titles they consider good and probably half of them are outright homages to these older games. Games that are so good they define or reshape genres are few and far between nowadays. They do exist (Vampire Survivors was mentioned, and it is one), but not anywhere near the rate they used to.
You have to consider that it’s easier to create a genre when there are fewer games in existence. On Atari you’d make a game called “basketball” and bam, new genre!
That is why I specifically included "or reshape". Atari was first for many genres, but it didn't meaningfully define them, or to the extent it did they were significantly reshaped by future games. Super Mario Bros. was far from the first platformer but it, and future developments in the franchise, were so much better than everything that came before them that they became the face of the genre. We see Metroidvanias copying the Super Metroid / Castlevania formula for three decades and counting. None of those copies, not even the wildly successful ones like Hollow Knight, reshaped the genre such that future games were made in their image. And so it goes for most genres. It is certainly possible to reshape a genre in the modern era; Stardew Valley did it, for example. But it is rare for new games to pull off a concept so well that everyone after them copies their homework. Everyone is still copying the homework of the games from 20, 30 years ago.
Yeah I was responding to the opinion that old games are good because of nostalgia, which I don't agree with at all. Some are good because of nostalgia, some are good because they're just that good (there's a thriving community around NES Tetris for instance), some are good because they pushed the medium forward (Metal Gear Solid, Warcraft, The Sims, ...).
>Yes, bad old games exist. But there were literally dozens of genre-defining games that would go on to shape how games continued to be made in the decades since
The N64 had one of the smallest videogame libraries ever. It had less than 400 titles. How many of those were "Super great" vs how many were utter garbage?
The SNES had 1749!
The vast vast majority were slop.
A lot of the "great" ones are only really great in context, ie no preceding works to draw from and with the technological limits of the time.
Is Pilotwings good? As someone who grew up with similar age flight simulators but not pilot wings, it is extremely mediocre. Same for StarFox and StuntRaceFX even though both were dramatic at the time, but they do not hold up in the slightest. 12fps is not that fun.
>Games that are so good they define or reshape genres are few and far between nowadays.
Yes, this is called a new domain maturing. This is the expected outcome in all new domains. You pick all the low hanging fruit and explore most of the solution space.
Scroll through this list and tell me things were better back then
> the social media of today don't seem all that much different from the internet forums of back in the day
The message boards I participated when I was a young teenager were mostly focused on a specific topic (a specific videogame or series of videogame, or a specific genre), with some off-topics board on the side. They were contained communities; village-like if you will. If you don't like one you could hop on another website that had another set of members, customs, and rules.
(yes, you can sort-of see that small village feel with some Discord group or subreddit; but back then the media were controlled by an admin, not a centralized for-profit group)
Contrast this with today's infinite feed were everyone could potentially reach anyone, all curated by The Algorithm(tm) with a vague notion of "friend" or "subscriber".
More like Sim City 3000 methinks. Sim City is more pixel artsy / lower resolution, while 3000 have enough resolution to feel more like an illustration rather than a videogame.
"he has the same mod" is downplaying it. He's adding VR for games with widely different engines. Same functionality yes, but vastly different codebase.
Fun false fact that I just invented : the Monty Python briefly considered to have Johann Gambolputty de von Ausfern-schplenden-schlitter-crasscrenbon-fried-digger-dingle-dangle-dongle-dungle-burstein-von-knacker-thrasher-apple-banger-horowitz-ticolensic-grander-knotty-spelltinkle-grandlich-grumblemeyer-spelterwasser-kurstlich-himbleeisen-bahnwagen-gutenabend-bitte-ein-nürnburger-bratwustle-gerspurten-mitzweimache-luber-hundsfut-gumberaber-shönendanker-kalbsfleisch-mittler-aucher von Hautkopft of Ulm to mutter Lopadotemachoselachogaleokranioleipsanodrimhypotrimmatosilphiokarabomelitokatakechymenokichlepikossyphophattoperisteralektryonoptekephalliokigklopeleiolagoiosiraiobaphetraganopterygon, but John Cleese, who play the man interviewing the last descendent of Johann Gambolputty de von Ausfern-schplenden-schlitter-crasscrenbon-fried-digger-dingle-dangle-dongle-dungle-burstein-von-knacker-thrasher-apple-banger-horowitz-ticolensic-grander-knotty-spelltinkle-grandlich-grumblemeyer-spelterwasser-kurstlich-himbleeisen-bahnwagen-gutenabend-bitte-ein-nürnburger-bratwustle-gerspurten-mitzweimache-luber-hundsfut-gumberaber-shönendanker-kalbsfleisch-mittler-aucher von Hautkopft of Ulm, being a fervent Latin teacher opposed the idea because he thought that was Greek nonsense.
I was thinking of something like a sugar dispenseur (turn the container to fill a volume, and this volume becomes you serving), but your solution is way more economical and space efficient.
Can't say it's mine, I've seen it on a rice package!
I myself thought of a solution similar to yours, or even more complex solutions like revolving doors or having an internal chamber the size of a serving with two lids that can't be both open at the same time..
But to be honest, I don't think any of this is really useful beyond a restaurant where sizes are fixed (and indeed use pasta-specific ladles to have standard portions). Depending on the day of the week or how many and who's at home I'm still better doing the math with a scale than predefined servings.
In a parrallel universe, I am still be working in that domain (I was in Silvestro Micera's lab (he did similar kind of feedback for the hand) for my Master's thesis - also a long time ago; it didn't go so well due to an expectation mismatch from both myself and my supervisor)(I now work as a software engineer... pay and oppotunities are better).
If I understand correctly (I only skimmed your paper), the method you used is to take a muscle, cut it in two lengthwise, use those as a pair of muscle to graft, then put two nerves close to it and pray for re-inervation. Then you use EMG as a basis for your signals.
- Help my brush up my EMG knowledge: what's the tradeoff in choosing the muscle ? For a human case such as the one provided in the link, do you have the same signal quality choosing a smaller or bigger muscle ?
- I assume you're using intramuscular EMG (you're doing surgery anyway, so you might as well put some electrodes). How does this behave over time ? I had some experience in brain-computer interface, and I know scar tissues and the like is a real issue that can come up over time.
My significant other uses her touchscreen laptop as a consumption device (for video and prose; a lot of fanfictions!) in the bed (a beefy tablet with a built-in stand resting on her belly, if you will). In that context she's very happy with a touchscreen and is a factor when buying a new laptop (fortunately that Thinkpad X1 Yoga from 2017 is still going strong).
Not unusual, but you used them with taste and restraint, like the rest of your layout and animations. That's something that HN comments like, I think. Notice the distinct lack of "OMG some fancy presentation trick ! Litteraly unviewable!" comments that often happens when an unusual layout is presented (and often with reason; but sometime to a fault).
I guess the main praise your page UI is that it looks, well, like a page. But augmented I guess ?
Personnally I really like the way you used a grid to separate the content from the nav. I like that you used both the left sidebar for nav and for the header number (re-using the same space for multiple purpose feels elegant, because those purpose are secondary to the content, if that makes sense). And I like that the grid anchors your eyes by fencing the different chapters along with the nav. (and now that I mention it, it feels weird that the headings are outside their chapters, but it didn't felt like that upon first reading).
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