Josh Clark's Blog, page 17
June 10, 2017
If Google Teaches an AI to Draw, Will That Help It Think?
Lately I’ve been thinking hard about creatives’ role in a world of artificial intelligence, but what the reverse: how about AI’s role in creative pursuits? Alexis Madrigal reports for The Atlantic on SketchRNN, one of several Google efforts to teach machines to make art:
The implicit argument is that when humans draw, they
make abstractions of the world. They sketch the generalized
concept of ���pig,��� not any particular animal. That is
to say, there is a connection between how our brains
store ���pigness��� and how we draw pigs. Learn how to
draw pigs and maybe you learn something about the human
ability to synthesize pigness. ���What can SketchRNN learn? Below is a network trained on firetrucks generating new fire trucks. Inside the model, there is a variable called ���temperature,��� which allows the researchers to crank the randomness of the output up or down. In the following images, bluer images have the temperature turned down, redder ones are ���hotter.���
[…]
What [project leader Doug] Eck finds fascinating about sketches is that they contain so much with so little information. ���You draw a smiley face and it���s just a few strokes,��� he said, strokes that look nothing like the pixel-by-pixel photographic representation of a face. And yet any 3-year-old could tell you a face was a face, and if it was happy or sad. Eck sees it as a kind of compression, an encoding that SketchRNN decodes and then can re-encode at will.
In other words, sketches might teach AI portable, human-understandable symbols of abstract concepts���a shorthand description of the world. It strikes me that all creative pursuits, including design and language, traffic in similar symbols and shorthands. I’m impatient to find out how this particular branch of AI develops to understand (and create) the interfaces and interactions that designers make on an ongoing basis.
At the moment, this is the stuff of the research lab. But other flavors are starting to emerge in consumer products, too. Apple has been training iOS to anticipate strokes in sketches and handwriting in make writing with Apple Pencil seem buttery smooth. In Buzzfeed’s overview of iPad updates, John Paczkowski reports:
Meanwhile, the Apple Pencil���s latency ��� that slight lag you get
when drawing ��� has been reduced to the point where
it���s virtually imperceptible; Apple says it���s just
20 milliseconds. And since Apple is so intensely focused
on capturing the experience of putting pen to paper,
it���s doing additional work in the background to remove
the lag entirely with machine learning���based algorithms
designed to predict where a Pencil is headed next.
���We actually schedule the next frame for where we think
the Pencil’s going to be, so it draws it right when
you get there, instead of right after you have been
there,��� Schiller says.
While Google and SketchRNN are chasing the lofty goal of understanding how humans communicate in symbols, Apple is meanwhile learning the commonplace but useful skill of learning how you write and draw. Machines may not yet be capable of their own creative works, but they’re already beginning to learn to understand and anticipate our own.
The Atlantic | If Google Teaches an AI to Draw, Will That Help It Think?
June 2, 2017
The Workshop and the Storefront
Brad Frost nailed down a pair of mighty useful metaphors for pattern libraries (“workshops”) and design-system style guides (“storefronts”). These are useful because they help delineate what kind of work happens where, which is a recurring source of confusion we���ve seen in companies struggling to maintain jumbo design-system projects.
The workshop
Brad created the first version of Pattern Lab when we designed the Techcrunch website back in 2013. That pattern-library software was the first glimpse of his Atomic Design methodology, building design pattern “organisms” out of smaller “atoms” and “molecules.” Pattern Lab has since been open-sourced and remains our go-to tool for developing and sharing websites and full-blown design systems.
Pattern Lab is where all our work comes together. It’s a collaborative environment where information architecture gets stubbed out in the browser, where visual design comes together, where the code gets wrangled, and where content is edited. We share ongoing work inside Pattern Lab with stakeholders and clients. And it’s the final deliverable for web projects, complete with page templates and detailed pattern library. Our projects happen almost entirely inside Pattern Lab.
Our pattern libraries are always a wonderful mess, full of experiments and spare parts and tools.
Brad explains:
While Pattern Lab shares some qualities with style guides (for instance, it shows code snippets and you can add pattern documentation), the environment is really designed for teams to effectively build and work with UI components: the navigation across the top is small and unobtrusive, there are viewport resizing tools to stress-test UI components and pages, we���re able to organize components in a way that makes sense to us as creators (such as using the atomic design methodology), and we can design with dynamic data to ensure patterns are robust, resilient, and serve the needs of the organization���s applications. Like my wife���s jewelry workshop, the environment is designed for the design system team to be productive and creative.
This is not, however, an especially friendly place for people outside the working production team. Its organization around atoms, molecules, and organisms isn’t relevant to others; it contains building-block patterns that don’t have much useful meaning on their own; and it contains work-in-progress experiments that aren’t ready for prime time.
So when you’re sharing polished patterns and design systems with a group beyond the production team, you need something more refined. You need…
The storefront
If the pattern library is the workshop, then the design-system style guide is the storefront, as Brad explains:
A style guide is the storefront where all the ingredients
of the design system are put out on the shelves.��The
style guide storefront is designed for a different
context than the design/dev environment workshop. Rather
than being a tool for only the design systems team
to make use of, the style guide communicates the design
system to the whole organization. That means the style
guide audience should be cross-disciplinary, since
a design system can help create a shared vocabulary��between
all the people who are responsible for the success
of the products at the��organization. The style guide
should provide information helpful for both��makers
and��users of the design system, and should be used
as a vehicle to continuously sell the value of the
design system to the organization.
This isn’t just a difference in presentation. There’s a difference in core content, too. In our recent projects building out gigantic enterprise design systems, we’ve found that the style guide always presents only a subset of the pattern library. We cherrypick the polished patterns that are ready to share, while excluding most of the experiments and building-block “atoms.”
Behind the scenes, we use Brad’s Style Guide Guide to import selected patterns and templates from Pattern Lab, and then display them in a polished website. (In practice, a simple Grunt task exports the HTML for all patterns, and then copies ���em into the style guide directory. Style Guide Guide includes them automagically in pages when it builds its website.)
From there, we add lots of guidelines and documentation to help newcomers make sense of the UX, the visual design, and the underlying markup. The end result is a set of settled solutions for common problems, clearly understandable and ready for production.
Distinct places for distinct jobs
We build patterns in the workshop, and we display the best of them in the storefront, showcasing them in the best possible light.
Too often, though, we see organizations try to force everything into one place. We see workshop pattern libraries trying to do double duty as a canonical design-system reference. Or on the other side, we see pattern libraries set up as static storefront references that live outside a useful working development environment. When these resources set up outside the workflow of designers and developers, they don���t get used, they get stale, they become irrelevant.
Following the workshop/storefront model���and stitching the two together so that one feeds the other���has ensured that the design systems we create continue to be used, vital, dynamic.
Brad Frost | The Workshop and the Storefront
���Algorithms Aren���t Racist. Your Skin Is Just Too Dark.���

Joy Buolamwini demonstrates “the coded gaze,” which recognizes her face only when she wears a white mask.
Joy Buolamwini on on a tear lately. The founder of the Algorithmic Justice League has received well-deserved press from the likes of the BBC and Guardian for her campaign to uncover inadvertent bias in machine-learning algorithms.
At Hackernoon, Buolamwini responds to criticism she received after demonstrating that facial recognition often breaks down for people of color. (Buolamwini, a woman of color, had to put on a white mask before one algorithm would even detect a face.) Some have told Buolamwini that it’s not the algorithm’s fault but rather that cameras are poor at discerning black faces: “Algorithms aren’t racist,” the argument goes. “Your skin is just too dark.”
Good lord. The problem is not with “photography.” If your eye can discern difference, the camera can, too. It’s true that camera technology has historically favored light skin. But that’s less a factor of underlying technology than of the skewed market forces and customer base that shaped early photography. In other words: it was a miserable design decision. For decades, for example, Kodak’s development process for color film was calibrated to photos called “Shirley cards” (named after the first model to pose for them). Shirley cards reflected a decidedly white concept of beauty. “In the early days, all of them were white and often tagged with the word ‘normal,’” NPR reported.
Now we’re carrying this original bias into the machine-learning era. Machine learning excels at determining what’s “normal” and trying to replicate it���or discard outliers. What the machines think is normal depends entirely on the data we feed their models. As the era of the algorithm begins to embrace the whole broad world, it’s urgent that we examine what “normal” really is and work to avoid propagating exclusionary notions of the past by encoding them into our models.
Instead of doing the hard work of creating truly inclusive algorithms, however, some suggest that Buolamwini should instead carry a lighting kit with her:
More than a few observers have recommended that instead
of pointing out failures, I should simply make sure
I use additional lighting. Silence is not the answer.
The suggestion to get more lights to increase illumination
in an already lit room is a stop gap solution. Suggesting
people with dark skin keep extra lights around to better
illuminate themselves misses the point.
Should we change ourselves to fit technology or make
technology that fits��us?
Who has to take extra steps to make technology work?
Who are the default settings optimized for?
As always with emerging technologies, our challenge is making tech bend to our lives instead of the reverse. It’s profoundly unfair to make some lives bend more than others.
For designers, the arrival of the algorithm era introduces UX research challenges at an unprecedented scale. A big emerging job of design is to help identify where the prevailing definition of “normal” is flawed, and then move heaven and earth to make sure the data models embrace a new, more inclusive definition of normal. That is where we need to add more light.
Hackernoon | Algorithms Aren���t Racist. Your Skin Is Just Too Dark.
June 1, 2017
The Future of the UX Designer
Designer Anton Sten ponders the future role of digital designers in a world of more and more Alexas, Siris, and other non-visual interfaces. His conclusion is that much more of our work will be about designing for what goes wrong:
As technology offers us more and more options and possibilities,
our work as UX-designers will grow to include even
more edge-cases. As our acceptance of friction with
these services continues to decrease, our work will
increasingly need to include more ���what if��� scenarios.
I agree, and I’m excited about this. Instead of etching buttons and controls for flows that we wholly control, I see our work evolving into the anticipation of scenarios that spin out of machine-generated content and interaction.
How will we handle the weird, the odd, the unexpected, and the wrong? These are exciting challenges, and they mean designing the experience and expectations around the interaction that the machines themselves create. Among other things, we have to help systems be smart enough to know when they’re not smart enough.
Anton Sten | The Future of the UX Designer
Lori Richmond Started #ViewFromMyRun To Merge Her Two Passions
So happy and proud for my studiomate Lori Richmond, a marvelous illustrator who’s also become an impressive runner over the last several months. Only a year after taking up running, Lori was just featured in Runner’s World���for her inspired illustration project.
Here’s the concept: after every training run, Lori draws or paints a scene she saw. And she executes it in exactly the time it took her to finish that run.
Short runs get quick impressions:
A post shared by Lori Richmond (@loririchmonddraws) on Mar 24, 2017 at 6:09pm PDT
…while long runs get tons of attention and detail:
A post shared by Lori Richmond (@loririchmonddraws) on May 7, 2017 at 6:50pm PDT
Lori’s been posting all of these at her @loririchmonddraws Instagram account. And Runner’s World took notice, which is super-fun recognition for a new runner who’s already logged four half marathons. (Her goal is to run a half marathon in each of New York’s five boroughs.)
“I got kicked out of gym in the 6th grade because I was SO un-athletic,” Lori posted in our studio Slack channel. “The art kids will always come back for you!!”
Runner's World | This Artist Creates Awesome Drawings With Inspiration From Her Training Runs
May 15, 2017
���The Style Guide Guide���
At An Event Apart today, Brad Frost announced the release of “The Style Guide Guide,” a boilerplate template for building style guides for design systems. It’s a terrific starter kit, cribbing the information architecture we’ve found to be most successful in our work on big enterprise design systems.
The Style Guide Guide imports and displays design-pattern HTML from a separate pattern library. Anytime there’s a change in the underlying code of the patterns, the style guide picks it up���always up to date. From there, The Style Guide Guide mixes in your documentation, usage guidelines, and design principles. Because those are entered in Markdown, it’s easy for a whole team to contribute documentation and guidelines, with a very low technical barrier to entry
Brad, Dan, Ian, and I have been using The Style Guide Guide alongside Pattern Lab in our last few design-system projects. It’s proven to be a highly collaborative environment for creating and sharing a design system. (Stay tuned, Brad promises a blog post to walk you through the integration with Pattern Lab, very cool.)
Github | The Style Guide Guide
May 1, 2017
No Need for Alarm About How Neural Nets Work
Albert Wenger writes that concerns about “black box” algorithms are overwrought. (See here and here for more about these concerns.) It’s okay, Wenger says, if we can’t follow or audit the logic of the machines, even in life-and-death contexts like healthcare or policing. We often have that same lack of insight into the way humans make decisions, he says���and so perhaps we can adapt our current error prevention to the machines:
It all comes down to understanding failure modes and
guarding against them.
For instance, human doctors make wrong diagnoses. One
way we guard against that is by getting a second opinion.
Turns out we have used the same technique in complex
software systems. Get multiple systems to compute something
and act only if their outputs agree. This approach
is immediately and easily applicable to neural networks.
Other
failure modes include hidden biases and malicious attacks
(manipulation). Again these are no different than for
humans and for existing software systems. And we have
developed mechanisms for avoiding and/or detecting
these issues, such as statistical analysis across systems.
Continuations | No Need for Alarm About How Neural Nets Work
Not OK, Google
Ben Thompson reacts to Google’s latest effort to bury fake news and hate speech. In particular, he throws a flag on Google’s plan to favor “authoritative” sources���and especially on the fact that Google will almost certainly not reveal what grants a site this privileged status.
Google is going to be making decisions about who is authoritative and who is not, which is another way of saying that Google is going to be making decisions about what is true and what is not, and that demands more transparency, not less.
For better or worse, of course, Google is our de facto truth machine. Most of the world turns to its search engine to answer a question. That’s what makes this whole situation so thorny: as the world’s primary source for facts, Google must be more discerning than it is now. And yet the act of being more discerning amplifies its influence even more.
Perhaps the most unanticipated outcome of the unfettered
nature of the Internet is that the sheer volume of
information didn���t disperse influence, but rather concentrated
it to a far greater degree than ever before, not to
those companies that handle distribution (because distribution
is free) but to those few that handle discovery.
Stratechery | Not OK, Google
How to Design New Information Environments That Don���t Suck
Jorge Arango conjures Gall’s Law, the 40-year-old dictum of systems design that remains as relevant as ever:
���A complex system that works is invariably found to
have evolved from a simple system that worked. A complex
system designed from scratch never works and cannot
be patched up to make it work. You have to start over
with a working simple system.�����
��� John Gall
Every ambitious project launches amid a thicket of fears and grand hopes. The worst thing you can do is try to design for all those assumed outcomes (let alone the edge cases). Start with a sturdy but simple system and build from there as you learn. As Jorge writes, that’s the appeal (and necessity) of the MVP:
When the product is real and can be tested, it can (and should) evolve
towards something more complex. But baking complexity into the first
release is a costly mistake. (Note I didn���t say it ���can be���. It���s guaranteed.)
Jorge Arango | How to Design New Information Environments That Don���t Suck
April 26, 2017
About.com CEO Neil Vogel at Business Insider

“I’m not going to be the guy who ruined About.com,” About.com CEO Neil Vogel told Business Insider. “It’s already ruined, so this is all upside here.”
Vogel was referring to his plans to retire the About.com brand next week, on May 2. About.com is one of the most venerable Internet properties out there, over two decades old and still one of the top 100 by traffic. The content will live on, but across several different verticals, none of which will carry the About.com name. About.com is dead; long live About.com.
Shutting down that brand might have the ring of failure, but it turns out it’s a pretty remarkable turnaround story. I’ve been lucky enough to see that turnaround up close.
A few years ago, Google’s algorithm started treating the general-interest site as a content farm, and the site’s search ranking plummeted. At the same time, advertisers were backing out, preferring more targeted sites over About.com (WebMD, for example, instead of About.com’s Health section). Fortunes were not looking good.
In early 2016, Big Medium teamed up with About.com to create new vertical brands out of About.com content. We crafted the brands, designed the sites, and helped revamp the company’s design process. Over the past year, we designed three verticals and advised on the branding for a fourth. These verticals took About.com’s enormous library of how-to content, dusted it off, and wrapped it in premium, branded sites.
The first one was Verywell, a health vertical:
Health is our most valuable, most-trafficked, biggest vertical,
so we came up with an idea. Our content is very much
in the style of like WebMD or Everyday Health. But
we thought those sites, we just didn’t think they have
served a market need. We thought that we could make
a beautiful, kinder, gentler health site. You go to
these some of other sites with a headache, you think
you have a brain tumor. You come to us with a headache,
we’re going to make your headache feel better and explain
why you had a headache and make it better. That was
the thesis.
So we took our 100,000 pieces of health content of
About.com, threw 50,000 in the garbage because they
were old. We didn’t like them. The other 50 [thousand]
were read by our writers. If it was medical information;
it was read by a doctor. We had 30,000 pieces of content
read by physicians, edited, cleaned up. Built a brand-new
site from scratch, a new taxonomy for our content,
put it on the site.
We did that. We built this beautiful new site from
scratch, everything from scratch.
Together we created the new brand, cleaned up the information architecture, and importantly got rid of a ton of cheap advertising. With fewer ads per page and a new premium brand, traffic skyrocketed and revenue soared.
I think we had 8 million uniques when we started
a month, I think we have 17 million uniques now to
Very Well. So we’ve pretty much doubled in size in
12 months. We’re by far the fastest-growing thing in
the health space. I think we’re No. 4 or 5 on comScore
on health because our bet was right …
We knew that this would work. Then we launched something
in the summer. Ran a very similar playbook on our personal-finance
content called The Balance, which has pretty much doubled
in traffic since we launched it this summer. We launched
something called Lifewire in November, which is our
evergreen-content tech site ��� how to fix my router,
how to unbrick my iPhone. We launched three weeks ago,
about a month ago something called The Spruce, which
is the third-biggest home site on the internet, only
behind HGTV and the Hearst Brands. We had such scale
on About, that we’re launching these new brands into
the world that are new to the space with no legacy
issues, look like start ups, but all of a sudden, like
we’re top 10 in comScore because we’re coming with
such scale. The market’s like, "What? Where did
you guys come from?"
It was a treat to work with the whole crew at About.com. There’s a lot of experience under that roof, and it’s been amazing to help release so much pent-up potential.
Vogel says that the About.com name will finally be retired next week to be replaced with a new brand name.
Business Insider | About.com CEO Neil Vogel Interview