How to Design Interruptions
> We’re alerted hundreds of times per day. Some are useful and non-invasive, like an oven burner turning orange when it’s hot. Some are needed, like a critical security update, while others are just generally helpful, like a feature suggesting something new. But when they appear at inopportune moments, even the most useful notifications often have detrimental results like anxiety, frustration, and reduced productivity. While a pop-up might be nearly invisible to one person, to another it might stop a critical task completely for hours. We must examine when our communications are helpful vs. harmful.
DROB (Dynamic Rewriter and Optimizer of Binary code)
> This library implements application-guided rewriting of binary functions at runtime. Binary functions can be optimized and specialized based on runtime information. In contrast to transparent binary optimization, only selected binary functions are rewritten. No metadata (e.g. debug information) is required.
“Building Meaningfully”: Burroughs Wellcome Corporate Headquarters, 1972
> In 1969, pharmaceutical company Burroughs Wellcome commissioned renowned modernist architect Paul Rudolph to design its new corporate headquarters and research facility in Durham, North Carolina. The result was a visionary modular complex whose geometries created a futuristic melding of spaces and forms.
The 18-month fence hop, the six-day chair, and why video games are so hard to make
> Whether or not a player notices, appreciates, or is able to see these details, everything from a pen on a desk to a chair in a room has to be meticulously made, scrutinized, and tested. But at what cost? How does a developer decide how much time to allocate to set dressing a small room versus a game’s main character? How many polygons should an asset in the corner of a players eye get versus something directly in their face?