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The Shape of a Mars Mission (Idle Words)

You can think of flying to Mars like one of those art films where the director has to shoot the movie in a single take. Even if no scene is especially challenging, the requirement that everything go right sequentially, with no way to pause or reshoot, means that even small risks become unacceptable in the aggregate.

The Tyranny of Now — The New Atlantis

I’m not a fan of Nicholas Carr and his moral panics, but this is an excellent dive into some historical media theory.

What Innis saw is that some media are particularly good at transporting information across space, while others are particularly good at transporting it through time. Some are space-biased while others are time-biased. Each medium’s temporal or spatial emphasis stems from its material qualities. Time-biased media tend to be heavy and durable. They last a long time, but they are not easy to move around. Think of a gravestone carved out of granite or marble. Its message can remain legible for centuries, but only those who visit the cemetery are able to read it. Space-biased media tend to be lightweight and portable. They’re easy to carry, but they decay or degrade quickly. Think of a newspaper printed on cheap, thin stock. It can be distributed in the morning to a large, widely dispersed readership, but by evening it’s in the trash.

UI Pace Layers - Jim Nielsen’s Blog

Every UI control you roll yourself is a liability. You have to design it, test it, ship it, document it, debug it, maintain it — the list goes on.

It makes you wonder why we insist on rolling (or styling) our own common UI controls so often. Perhaps we’d be better off asking: What are the fewest amount of components we have to build to deliver value to our users?

The Unraveling of Space-Time | Quanta Magazine

This special in-depth edition of Quanta is fascinating and very nicely put together.

The Lunacy of Artemis (Idle Words)

Maciej rips NASA’s Artemis programme a new one:

Advocates for Artemis insist that the program is more than Apollo 2.0. But as we’ll see, Artemis can’t even measure up to Apollo 1.0. It costs more, does less, flies less frequently, and exposes crews to risks that the steely-eyed missile men of the Apollo era found unacceptable. It’s as if Ford in 2024 released a new model car that was slower, more accident-prone, and ten times more expensive than the Model T.

When a next-generation lunar program can’t meet the cost, performance, or safety standards set three generations earlier, something has gone seriously awry.

European astronaut rookies make the grade - BBC News

Rosemary and her dad are regular attendees of Brighton Astro so everyone is pretty excited about this news!

Prototypes, production & fidelity layers | Trys Mudford

I’ve always maintained that prototyping and production require different mindsets. Trys suggests it’s not as simple as that.

I agree with much of what he says about back-end decisions (make it manual ‘till it hurts—avoid premature optimisation), but as soon as you’re delivering HTML, CSS, and JavaScript to real people, I think you need to meet certain standards when it comes to accessibility, performance, etc.

Okay, Color Spaces — ericportis.com

Everyone is quite rightly linking to this great interactive explainer on colour. It does a great job of describing complex concepts in a clear accessible way.

How NASA Learned to Love the Worm Logo - The New York Times

A delightful ode to a once-divisive design.

Monaspace

Five lovely monospaced variable fonts.

Time team: Documenting decisions & marking milestones · Paul Robert Lloyd

Here’s the transcript of Paul’s excellent talk at this year’s UX London:

How designers can record decisions and cultivate a fun and inclusive culture within their team.

Ship Faster by Building Design Systems Slower | Big Medium

Josh mashes up design systems and pace layers, like Mark did a few years back. With this mindset, if your product interface are in sync, that’s not good—either your product is moving too slow or your design system is moving too fast.

The job of the design system team is not to innovate, but to curate. The system should provide answers only for settled solutions: the components and patterns that don’t require innovation because they’ve been solved and now standardized. Answers go into the design system when the questions are no longer interesting—proven out in product. The most exciting design systems are boring.

Erik Wernquist - Short Film: “One Revolution Per Minute”

Suppose you had a luxury spacecraft spinning at 1RPM to create 0.5g using centripetal force, as is often depicted in science fiction:

I believe that the perpetually spinning views would be extremely nauseating for most humans, even for short visits. Even worse, I suspect - when it comes to the comfort of the experience - would be the constantly moving light and shadows from the sun.

Clamp calculator | Utopia

Oh, this is a nice addition to the Utopia set of tools: when you don’t need a full-on type scale but you still want to figure out fluid clamp() values, the clamp calculator has you covered.

It’s got permalinks too!

Why We’ll Never Live in Space - Scientific American

In space travel, “Why?” is perhaps the most important ethical question. “What’s the purpose here? What are we accomplishing?” Green asks. His own answer goes something like this: “It serves the value of knowing that we can do things—if we try really hard, we can actually accomplish our goals. It brings people together.” But those somewhat philosophical benefits must be weighed against much more concrete costs, such as which other projects—Earth science research, robotic missions to other planets or, you know, outfitting this planet with affordable housing—aren’t happening because money is going to the moon or Mars or Alpha Centauri.

404 Page Not Found | Kate Wagner

Considering the average website is less than ten years old, that old warning from your parents that says to “be careful what you post online because it’ll be there forever” is like the story your dad told you about chocolate milk coming from brown cows, a well-meant farce. On the contrary, librarians and archivists have implored us for years to be wary of the impermanence of digital media; when a website, especially one that invites mass participation, goes offline or executes a huge dump of its data and resources, it’s as if a smallish Library of Alexandria has been burned to the ground. Except unlike the burning of such a library, when a website folds, the ensuing commentary from tech blogs asks only why the company folded, or why a startup wasn’t profitable. Ignored is the scope and species of the lost material, or what it might have meant to the scant few who are left to salvage the digital wreck.

Space Elevator

Scroll up to the Kármán line.

Some simple ways to make content look good - Set Studio

This is a terrific walkthrough from Andy showing how smart fundamentals in your CSS can give you a beautiful readable document without much work.

Light Years Ahead | The 1969 Apollo Guidance Computer - YouTube

This video was in my “Watch Later” queue for ages but I finally got ‘round to watching it this weekend. It’s ace! Great content, great narrative, great delivery—would’ve made a good dConstruct talk.

Light Years Ahead | The 1969 Apollo Guidance Computer