Date: Fri, 5 Dec 2014 12:35:48 -0800
From: Robert M Ochshorn
Subject: Re: timelines/terrains
I was trying to keep it simple at first, but the pressures of the CDG prototyping environment escalated me towards the “spiral of death” design. Here’s another take:



On Dec 5, 2014, at 11:14 AM, Chaim Gingold wrote:

lol

(i think?)

On Dec 5, 2014, at 11:06 AM, Bret Victor wrote:

I hadn't realized there was a Poe's Law of prototyping.


On Dec 5, 2014, at 10:36 AM, Chaim Gingold wrote:


On Dec 5, 2014, at 10:06 AM, Dave Cerf wrote:

It may or may not help, but I am impressed by the real-time Hilbertizing you pulled off. What I struggled to see here was the Hilbert pattern forming in the background—but even when the video is near full-size, is it moving in a Hilbert trajectory? Maybe if the images were more transparent when they were near full-size, I could see the formation of the small cells in the background.

...Or if the foreground video sat still, didn’t go off the page, or otherwise hide itself or what is happening underneath! Its motion distracts from the background activity. It mostly just needs to sit still and let us see the video unfolding while getting out of the way of the background activity.


I am reminded of our other discussion regarding “peeking” underneath something, both in regards to quoted text and the hand-flipping animation technique. Your video made me wish I could peek under the layers obscuring the final Hilbert grid underneath.

I was just thinking about rack focus as a method of changing interface “focus.” Perhaps this is just skeuomorphism and I should be fired along with Scott Forstall. Is the desire to bring familiar and comforting interfaces from the “real world” to screens and keyboards inherently regressive?


On Dec 4, 2014, at 7:07 PM, Robert M Ochshorn wrote:

On Dec 3, 2014, at 9:57 PM, Dave Cerf wrote:

to better track with my eye what is going on

This may not help:

<hilbert-sm.mov>