MacBook Pro (13-inch, 2018) and Blackmagic eGPU review

Original Source: http://feedproxy.google.com/~r/CreativeBloq/~3/ZR-OPtrj2FI/macbook-pro-13-inch-mid-2018-and-blackmagic-egpu-review

Portability or power? For decades, we’ve been wrestling with the same problem: portable computers can’t be powerful, and powerful computers can’t be portable. Well, the MacBook Pro (13-inch, mid 2018) is one attempt at squaring that circle: a small, light, slim computer for use on the road or in ‘third spaces’ such as coffee shops, which you can pair with an external graphics card (eGPU) to dramatically boost its power when you’re at your desk.

Best laptops for graphic design in 2018

And as you’ll discover as you read this review, the new MacBook Pro and Blackmagic eGPU broadly deliver on that promise: it’s okay to be excited about this, even though there are caveats.

First, to be clear, these are two separate new products from two different companies (even if Apple did collaborate with Blackmagic Design on the eGPU), and you can buy one without the other. We’re reviewing them together here, because we think the pairing is interesting and compelling.

Blackmagic eGPU review

Blackmagic Design eGPU

The Blackmagic Design eGPU is engineered around a powerful Radeon Pro 580 graphics card

The 13-inch MacBook Pro, we’ll get to, but it’s worth starting with a quick bit of background on eGPUs in general. Historically, the graphics card inside your computer simply drove the display; it worked out what to show, and passed that to the monitor. 

The best 4K monitors for designers

Broadly, there are two types of graphics card: ‘discrete’, which are their own self-contained mini-computers, and tend to be both powerful and power-hungry (impacting battery life in laptops); and ‘integrated’, which draw less power (and so are better for battery life in laptops) but are less powerful.

You might quickly surmise, then, that a good solution would be to use an integrated graphics card on a laptop and plug in a discrete graphics card when you need more power. But while this has been possible on Windows for years, it was only with a recent update to macOS High Sierra that Apple supported it.

eGPUs are great, then, because since they’re not constrained by the same power and temperature restrictions as inside a laptop, they can be hulking great monsters. This can be inelegant, though; traditionally, you got an eGPU setup by buying an empty case, then buying a graphics card to fit inside it. Because the chassis doesn’t know what you’ll put in it, it has to default to the ‘worst-case scenario’ in terms of heat, power and size, which can lead to needless noise and power draw as it tries to vent.

The Blackmagic Design eGPU, by contrast, is engineered around a specific card, a powerful Radeon Pro 580, so it can be smaller, quieter and more elegantly engineered. There are downsides, though: the card is fixed, and can’t be upgraded; it’s basically the Mac vs PC argument writ small.

There’s one other major thing you need to know about eGPUs, too. While the operating system now supports it, this doesn’t mean apps can actually access its power. Currently, the state of support for eGPUs is messy and ad-hoc. More on this later, but let’s start on familiar ground with the MacBook Pro…

MacBook Pro 13-inch (2018) review

Apple’s laptop line had languished for longer than many were happy with, and while the older versions that don’t have the dynamic Touch Bar above the keyboard remain un-updated, both the 13- and 15-inch Touch Bar models are updated to be more powerful now. We’re focussing on the 13-inch here, but it’s worth saying that the 15-inch MacBook Pro (mid 2018) models get 6-core processors, a doubling of the max SSD size to 4TB, and, thanks to a switch to DDR4 RAM, a higher RAM ceiling of 32GB.  

With the 13-inch, though, we’re talking a 2.3GHz eighth-gen Intel Core i5 (with Turbo Boost up to 3.8GHz), or a 2.7GHz eighth-gen Intel Core i7 with Turbo Boost up to 4.5GHz. We’re reviewing the latter; the £270 upgrade is worth it for creative pros. The base config is 8GB RAM, though our review model is maxed out to 16GB (£180+); 256GB SSD is standard, though ours has had a whopping £1,400 extra spent on it to take the capacity to its max of 2TB. Graphics card is a Intel Iris Plus Graphics 655, and this can’t be changed.

MacBook Pro 13-inch (2018): power

MacBook Pro 13"

The 13- and 15-inch MacBook Pro Touch Bar models are more powerful now

Performance is generally very strong, even if you don’t make allowances for this being the ‘baby’ laptop. It’s responsive (in part thanks to the ridiculously fast, circa-3GB/sec SSD), and with eight virtual cores, it didn’t creak with anything we threw at it. 

Of course, where the performance trade-off is most obvious is with exports and renders, but even there, it actually has nothing to be ashamed of; a 4:10 4K project in Final Cut Pro with effects, colour grading, titles and more exported using the Apple Devices 4K preset in 4:44, a little over real time. 

It gets hot and noisy when under load, though, and, compared to the iMac Pro, its thermal recovery – how quickly the fans can die down after heat has been generated – is much poorer. This is part of that power/portability trade-off.

There are other improvements away from raw specs too. New to Apple’s laptop line is the T2 chip, its custom silicon controlling the system. This might sound esoteric, but it’s in part responsible for that SSD speed, and it dramatically improves the security of the system, with, for example, hardware-level encryption and tougher barriers to circumventing security policies.

MacBook Pro 2018: features

We also welcome True Tone to the Mac for the first time, a system that debuted on iOS for reading the ambient light around you and adjusting the display’s temperature to blend in. While this might strike you as the last thing creative pros working in colour-critical applications might want, note first that it can be turned off, and second that, actually, you probably don’t want to. 

Unless you have a proper process of regularly calibrating your display and creating/sharing profiles – and that’s part of a chain all the way from clients to output – then colour is always going to be a bit of a crapshoot. And honestly, allowing the display to blend with the ambient light temperature in your broader field of vision throughout the day instead of forcing it to stay fixed is likely to deliver an overall truer colour into your brain. 

Your mind does constant adjustments itself, analogous to True Tone in a way, and it’s probably wise to go with the flow. In short: True Tone looks natural, and you should try it. (It won’t affect external displays, except for the Apple Thunderbolt Display and LG UltraFine 4K and 5K Displays.)

The Touch Bar puts all the controls at your fingertips

Some folks hate the Touch Bar – a dynamic, long touch screen that replaces the function keys – and in particular the absence of a physical escape key, but try it before you swallow this received wisdom. Apps need to support it – most significant developers do, by now – but the constantly changing, context-sensitive way it puts controls at your fingertips can be, if you rewire your muscle memory, a significant productivity boost. The Touch ID button sits to the right, allowing for Apple Pay and unlocking – though if you have an Apple Watch and let it unlock the MacBook Pro, it’s done pretty much by the time the lid is open.

The keyboard has been tweaked. It’s still the ultra low-travel butterfly mechanism, which takes a little getting used to, but there’s now a thin membrane under each key. Officially, Apple tells us this is to make it quieter – it feels like it succeeded in that – but it’s as likely to be related to widespread reports of failures with the previous generation keyboard, thought to be caused by debris getting under the keys.

There are four USB-C-style Thunderbolt 3 ports, two on each side. And while you might take umbrage at having to dongle-up to do something as simple as plugging in a USB stick, they do offer some welcome flexibility (being able to plug power into either side, say), not least because unlike the previous generation MacBook Pro, all four ports are full speed.

MacBook Pro with Blackmagic ePU

Besides, one of the handy thing about the Blackmagic Design eGPU is that it doesn’t just house a graphics card – it also acts as a dock. There is one additional Thunderbolt 3 port (supporting the LG UltraFine 5K, and likely Apple’s upcoming display), an HDMI 2.0 port for UHD and 4K DCI at 60fps and four USB 3.1 port. 

Blackmagic eGPU

The Blackmagic eGPU doesn’t just house a graphics card, it also acts as a dock

Plug it in, therefore, and you could be hooking up storage, peripherals, displays and more with one cable, and it also charges your MacBook Pro. The only significant omission is networking; it would be nice to have had a Gigabit or faster Ethernet jack there too. As it is, you’ll have to buy a USB to Ethernet adapter if you want a wired connection.

It’s big, too, though designed with some flair; it looks good on a desk, and though it makes an impact visually, there’s little aural impact. Even left running overnight at 80%-plus load, the fan was nothing more than a soft hum, and would be inaudible in a working studio. It also barely got warm; impressive.

But the eGPU computational boost is key, and it’s not a simple answer. While some power gains can come free, apps really have to be adapted to be able to tap into the full power of the eGPU, and in any case, a graphics card is only used for certain types of task, with the main CPU doing most of the grunt work. We need to remember, too, that though Thunderbolt 3 is fast, at 40Gb/sec, it’s slower than internal interconnects.

Faster framerate

One area where it’s easy to see gains is in the traditional job of GPUs: displaying stuff on a screen. If, for example, we run Rise of the Tomb Raider: 20 Year Celebration at 1920×1200 on the internal display using the Iris Plus integrated graphics, we get a frame rate of 6.76fps on the Very High preset. 

These numbers are emblematic of the dramatic improvements an eGPU can add, say, for previewing VR content hooked up to the HDMI port.

If we plug a 1080p display into the HDMI port on the eGPU and use the same quality preset (albeit driving 10 per cent fewer pixels), this jumps to over 50fps. Indeed, if we turn everything to the maximum we can, we only drop a little below 47fps.

Few people will buy an eGPU just to run games – especially since this Tomb Raider title is one of the few that explicitly supports it – but these numbers are emblematic of the dramatic improvements an eGPU can add, say, for previewing VR content hooked up to the HDMI port. However, its more general effect on pro apps is harder to measure. 

Benchmarking

eGPUs on the Mac can accelerate apps that use Metal, OpenGL, and OpenCL, and we can get a sense of this using synthetic benchmarking apps such as LuxMark and Cinebench. For LuxMark, which tests OpenCL performance, rendering the LuxBall with the MacBook’s own internal GPU scored 2,693, and that score more than quintupled to 13,685 with the eGPU.

The gains were much less dramatic in Cinebench, which is measuring OpenGL. The internal GPU scored 33.7, and the external seemed to give different result depending on whether the window was on the internal display or a display connected to the HDMI port on the eGPU; 60.2 and 75.4 respectively.

Unigine’s benchmarking tool – especially useful for getting an idea of performance in VR authoring environments – gave 8.6fps (scoring 358) on the internal GPU/screen, rising dramatically to 35.1fps (1468 score) on an external display connected to the eGPU’s HDMI port.

Tomb Raider: 20 Year Celebration

Even when maxed out, the Blackmagic eGPU still runs Rise of the Tomb Raider: 20 Year Celebration at just under 50fps

Going further, and trying to get genuine benchmarks for real world use in pro apps, it gets messier. You might think Apple’s flagship pro app, Final Cut Pro, would take good advantage. But even though we can see in Activity Monitor that both the internal and external Blackmagic eGPU are being used in exporting, albeit not at full capacity, the difference in our test export wasn’t dramatic; 4:38 versus 4:44 without the eGPU.

There is a little script that can force apps to use the eGPU even if they don’t officially support it, called set-eGPU; but it made no appreciable difference to the final FCP export time. These exports, though, were all running from clips that have been pre-rendered, and actually, we did see a speed-up in the time to generate these background render files in this scenario; 9:24 with the eGPU forced, down from 15:36 without it. 

It’s worth saying that, of course, this eGPU solution from Blackmagic works very well with its own colour grading, FX and editing tool, DaVinci Resolve. We weren’t able to test it, but Blackmagic claims speedups of 4× to 7× depending on task, and indeed you could likely boost any improvements further, since in theory you could connect up to three of these eGPUs to the MacBook Pro at once. Note, mind you, that they’re not supported at all in Boot Camp.

MacBook Pro and Blackmagic eGPU: verdict

Ultimately, we love this pairing, at least in theory. The Mac is decently powerful in its own right, and small, slim and light enough to get work done in awkward spaces; sometimes it’s not practical to work on a desktop, though that will still give you the absolutely best power possible if you need it. The addition of a meaty external graphics card is wonderful here, so long as the apps you’re using support it, but at the moment, that picture is just too fuzzy. 

If you’re thinking of buying, look at the bottlenecks in your workflow, and try to ascertain if they can be sped up with an eGPU. Talk to whoever makes the tools you rely on to find out their roadmaps before you commit, and remember that an eGPU on the Mac can accelerate apps that use Metal, OpenGL, and OpenCL. Badger folks till you get an answer, because the potential here is huge.

Also read: 8 must-have products for a smarter studio


Agile development: why and how to use it in your web and app workflow

Original Source: http://feedproxy.google.com/~r/CreativeBloq/~3/RiCMtln21Uw/agile-development-why-and-how-to-use-it-in-your-web-and-app-workflow

Agile development has evolved quickly over the last 20 years, thanks to new methods and tools that make it easier to innovate rapidly.

Top tips for nailing project management

It provides a way for developers, designers and managers to focus on providing the best product to their customers through feedback, iteration, collaboration and adaptability.

For the web, the agile process has provided a fundamental shift in how we deliver products to our users. Let's examine what's involved.

Traditional waterfall process

The waterfall process is often cumbersome, costly, time-consuming and demeaning to the real people who need the product: the customers

Most of us are familiar with and have experience of the traditional waterfall approach to creating a website, where the stages are defined as milestones, with a clear start and end date. 

Waterfalls usually consist of four phases: discovery, design, development and deployment. In the discovery phase, we tend to talk with the client's stakeholders, usually staff or board members that wanted to give input and examples of what they liked for us to follow. Rarely does this stage involve talking with actual customers to get their input.

The design phase uses the outcomes of the discovery to create compositions, usually of a complete page design with often limited rounds of revisions. This is followed by the development phase, which takes the completed page-design comps and builds them to spec, making sure that every pixel is in the proper place in order to execute the masterful vision of the designer.

And finally the deployment phase starts, usually with a beta launch in which quality assurance is carried out on the site for a few weeks. It then launches to the public, sometimes with a beta signifier on the logo as a badge of honour.

The problem with this is that all of your discovery happens weeks, maybe even months, before anything is actually put in front of a customer. Often the features that we assumed would be awesome fall flat once the users are able to interact with them, making our entire effort a partial waste of time and money.

This waterfall process is often cumbersome, costly, time-consuming and demeaning to the real people who need the product: the customers.

Enter the Agile Manifesto

Another popular ingredient used in the creation of working software is to approach it in small cycles. This gives the opportunity to build, test and ship the product every one to two weeks

The modern-day agile development process was sparked by the 2001 Agile Manifesto. It was penned by 17 developers who were fed up with over-controlling management and outdated feature requirements that didn't focus on what the user wanted or needed.

The Manifesto has four key beliefs that provide the foundation of the agile movement as we know it today:

Individuals and interactions over processes and toolsWorking software over comprehensive documentationCustomer collaboration over contract negotiationResponding to change over following a plan

Even though the Manifesto was born in the early 21st century, it grew from previous development methodologies as far back as the mid-20th century that were agile in nature, such as feature-driven development (FDD), extreme programming (XP) and even Scrum.

Each of these beliefs have tools and resources that make it easy for you to put them in place right now.

01. Individuals and interactions

A focus on the people that use our products and how they use them is extremely important. In the past, other methods like waterfall have neglected the user and outright ignored their humanity. Human-centred design, also known as design thinking or agile design, focuses on making us get out of our chairs to interact with people and see how individuals use our product.

There are three key areas of human-centred design: observation, analysis and ideation. Within these areas are some examples that might be familiar, like one-on-one interviews (observation), personas (analysis), or prototyping (ideation), to name a few.

Companies such as Ideo and Luma Institute provide vast resources on how to conduct qualitative exercises with real customers.

02. Working software

Trello offers a clear way of managing sprints using a Kanban style of task management that is popular in Silicon Valley

We shouldn't wait for a product to be perfect before sharing it with the world. Customers value transparency and collaboration. Make them happy by giving them working software quickly and improving it consistently.

An often-used buzzword you'll hear that embodies the ideals of working software is minimum viable product or MVP. The concept is that we should ship early and often so the product gets in front of real users to test and improve.

Using agile principles has offered me a creative problem-solving method at work. In addition to directly impacting business performance, applying agile to my IT projects has driven team collaboration and effectiveness in achieving business results.

Victoria Nwobodo, IBM

Another popular ingredient used in the creation of working software is to approach it in small cycles. This gives the opportunity to build, test and ship the product every one to two weeks while continuously making improvements. These cycles are called 'sprints'.

Sprints also reinforce your brand in the eyes of consumers. They'll feel content, sometimes even excited, to know you'll regularly be adding new features.

The project-management application Trello, offers a clear way of managing sprints using a Kanban style of task management that is popular in Silicon Valley.

Version control systems such as Git also complement the sprint workflow by being able to commit code, branch it off to try new features, merge it to push to production and even go back in time to bring back previous solutions or see why something didn't work before.

03. Customer/team collaboration

Your users want to feel heard and acknowledged, especially when your product frustrates them. Creating a culture of collaboration can help you connect to these customers in ways you never thought possible.

A great way to start collaborating with users is to invite them to provide feedback on features that have not been released to the general public yet. This gives you the chance to get an assessment of how well the features work while giving the customer a sense of inclusion.

The development methodology is sensitive to design decisions and ideally, said decisions would be best made as teams.

Henri Helvetica, web performance analyst

Another important way to collaborate is to ensure your team and customer testing segments are a diverse group of people. Create a culture of inclusion that focuses on all ethnicities, genders and abilities. There have been many horror stories in the tech industry where a lack of inclusion ended up alienating a core demographic and ultimately causing the death of a product. Create a culture of inclusion from the beginning and always keep working at improving it.

At the Generate New York conference, Dan Mall made an excellent presentation on the importance of creating a common language and trust between your designers and developers. In his talk, Dan equated a roller coaster to the importance of creating a shared experience among the team to design, build and test together – both early and often.

Designers and developers work best in an agile environment when they understand each other’s struggles. Educating each other through lunch-and-learns, story reviews and check-ins, allows your team to grow by learning from each other.

Tessa Kriesel, Pantheon
04. Respond to change

Hotjar provides heatmaps, user recordings and several other features that shows how a customer interacts with your product

The needs of our customers are ever evolving. What worked last year will need to work even better and faster this year. Customers come to expect improvement.

To handle this, the agile process forces us to measure what works. Tools like Google Analytics provide a quantitative understanding of where users are going on your site, while something like Hotjar reveals how your visitors are clicking and scrolling. Hotjar provides heatmaps, user recordings and several other features that shows how a customer interacts with your product.

Launching a product is only half the story; the other half is continuously reviewing analytics and user feedback to make sure the thing you built is actually accomplishing your goals.

Mario Pabon, Underdog

Another practical tool is UserTesting. This tests real users, either yours or ones the tool supplies. They run through questions and talk to you with their microphone as their screen is captured on video. This can become an invaluable asset to gather feedback from a wide array of customers.

Keep in mind that your budget should focus on user testing and measurement as much as design and development. It's the only way we can see how users are interacting with a product.

One of the greatest things about digital product design is that we get to make educated guesses about the way people will use what we dream up. We get to be wrong, and we get to improve upon our mistakes.

Dan Mall, SuperFriendly

Elise Chant provides a free template on Trello to start your own Scrum board

An important part of responding to change is managing expectations of when new features can be completed or bugs squashed. The Scrum Framework combined with a tool like Trello, Jira, or Asana can handle this.

Scrum is an agile framework that outlines the roles of team members, assembles a list of needs called a backlog, defines how to handle sprints, sets a method of reviewing sprints after completion and many other useful tools.

Agile design systems

Systems like Atomic Design focus on simple components that can be iterated upon

The movement in web and app design to utilise systems for easier prototyping and testing of smaller pieces of content is another expression of agile design.

Systems like Atomic Design or the Bootstrap Framework focus on simple components that can be iterated upon.

Design systems also make the product future-proof, unlike waterfall designs. They can keep evolving; even across different devices and use-cases, the design system has the capacity to grow.

The best thing about agile is that it shook up the practice of design… Agile broke the stranglehold of waterfall, and since then, many of us continue to reinvent the way we work, just as we reinvent what our digital medium can be and do.

Jeffrey Zeldman, studio.zeldman
Your agile future

We've outlined several ways you can utilise agile methodologies in your work but keep in mind that it's more important you focus on processes than allegiance to specific tools. Take it upon yourself to seek out ways to introduce more collaboration, testing, and measurement into your work. Outline what you want to accomplish and the tools will fall into place as necessary to help you iterate your way to success.

This article was originally published in issue 308 of net, the world's best-selling magazine for web designers and developers. Buy issue 308 here or subscribe here.

Related articles:

Get started with an agile workflowBest project management software10 top tips for project delivery

Collective #441

Original Source: http://feedproxy.google.com/~r/tympanus/~3/VV1-42EoQ-E/

C441_pramp

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On Switching from HEX & RGB to HSL

Learn all about the powerful color format HSL in this article by Sara Soueidan.

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Switch Font Color for Different Backgrounds with CSS

Fucando Corradini’s pure CSS solution to the problem of changing the text color according to the background.

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GRID: A simple visual cheatsheet for CSS Grid Layout

A great visual reference to all CSS Grid properties. By Chris Malven.

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Motion & Playfulness

Benjamin De Cock shares real-world examples and best practices on how to deliver efficient and enjoyable user experiences.

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Reuleaux Polygons

A great exploration of Reuleaux polygons: learn how to construct them, morph them and rotate them within a square. By Varun Vachhar.

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TinyEditor

A very small functional HTML/CSS/JS editor made by Tom Ross.

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Create a 13 JavaScript game in 30 days with js13kGames

Read about this year’s js13Kgames challenge and how to participate.

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Fake 3D effect with depth map

Robin Delaporte’s replication of a “fake” 3D effect using a depth map as seen on Epicurrence.

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Introducing Electron Fiddle

Felix Rieseberg introduces Electron Fiddle that lets you create and play with small Electron experiments.

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CSS Snake & Ladders

A multiplayer game developed only in HTML/CSS. By Alvaro Montoro.

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Vue CLI 3.0 is here!

Learn all about the third version of Vue CLI with all its new features.

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Google AMP – A 70% drop in our conversion rate.

Nathan Kontny shares the results of rebuilding pages in Google AMP.

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How I gained commit access to Homebrew in 30 minutes

A very interesting article by Eric Holmes on how he could gain access to Homebrew’s GitHub repositories.

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SuperSlide.js

A flexible, smooth, GPU accelerated sliding menu for your next PWA.

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100 days of Motion Design

Read how Tiantian Xu created 50 beautiful animations in 100 days.

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What is Typesetting?

An excerpt from Chapter 1 of Tim Brown’s “Flexible Typesetting” book.

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Let’s serve everyone good-looking content

Hidde de Vries shares his thoughts on using CSS Grid fallbacks.

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Neede Design Resources

A collection of useful online resources for designers.

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Creating the “Perfect” CSS System

Lindsay Grizzard’s high level guide for designers and developers on how to create and maintain a CSS system.

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Data Fetching in Redux Apps – A 100% Correct Approach

Ohans Emmanuel shows how to do data fetching in Redux apps the right way.

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Collective #441 was written by Pedro Botelho and published on Codrops.

Popular Design News of the Week: August 6, 2018 – August 12, 2018

Original Source: https://www.webdesignerdepot.com/2018/08/popular-design-news-of-the-week-august-6-2018-august-12-2018/

Every week users submit a lot of interesting stuff on our sister site Webdesigner News, highlighting great content from around the web that can be of interest to web designers. 

The best way to keep track of all the great stories and news being posted is simply to check out the Webdesigner News site, however, in case you missed some here’s a quick and useful compilation of the most popular designer news that we curated from the past week.

Note that this is only a very small selection of the links that were posted, so don’t miss out and subscribe to our newsletter and follow the site daily for all the news.

20 Must-Have Wireframe Templates and UI Kits for your Design Library

 

Common Webpage Design Mistakes

 

5 Extensions that Transform Google Chrome into a Modern Browser

 

SimpleBar – Custom Scrollbars Made Simple

 

Clockify for Mac – The Only Truly Free Time Tracker & Timesheet for Teams

 

Everything Bad About Facebook is Bad for the Same Reason

 

Site Design: Bill Hinderman

 

Framer X Preview

 

Asora Clickbait Detector – Detects Clickbait Posts on Social Media

 

Acct.Watch – Monitors Accounts so You Can Have the @username You Want

 

Oilist 2.0 – Ground-breaking Generational Art App

 

Racism in Design, Who’s To Blame?

 

Turn Designs to Native Mobile Apps

 

UX Case Study: Google Maps Vs. Waze Mobile Apps

 

Take Another Look at Tumblr

 

The Doomed Toys “R” Us Rebrand that Never Came to Be

 

Drawser – Free Browser-based Vector Graphics Editor and Design Sharing

 

Be Better: Process

 

How to Design an Effective Welcome Email

 

Design Trends for Fixed Navigation Menus in Web Design

 

Designing Charts – Principles Every Designer Should Know

 

Adobe has Added 665 New Monotype Fonts to Creative Cloud

 

Linked: Space Force Logo Vote

 

Building Fluid Interfaces

 

How to Land a Remote Freelance Web Development Job in 21 Days Without a Fleshed Out Portfolio

 

Want more? No problem! Keep track of top design news from around the web with Webdesigner News.

Add Realistic Chalk and Sketch Lettering Effects with Sketch’it – only $5!

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“there’s good inside” – Method’s Inspiring New Brand Campaign

Original Source: http://feedproxy.google.com/~r/abduzeedo/~3/8y6QdxCBUI0/theres-good-inside-methods-inspiring-new-brand-campaign

“there’s good inside” – Method’s Inspiring New Brand Campaign

“there’s good inside” - Method’s Inspiring New Campaign

abduzeedo
Aug 13, 2018

Today, Method Products, pbc – a pioneer in design-driven, people and planet-friendly home and personal care products – launches a new integrated brand campaign, “There’s Good Inside.” It spotlights the good inside its products, its people and its state-of-the-art, sustainable soap factory in Chicago. Brought to life with an uplifting, clean-centric cover anthem of the popular ‘90s earworm “I’m Gonna’ Be (500 Miles),” by The Proclaimers, the whimsical, smile-inducing campaign centers around the notion that most people don’t believe cleaning can be fun, creative or connected to their values. True to the brand’s disruptive nature, method® playfully disagree.

“When people think of method®, they often think of our beautiful designs and wonderful fragrances, but there’s so much more depth to the brand,” said Doug Piwinski, method®’s Global Chief Marketing Officer. “This campaign is meant to draw attention to the beauty of what’s inside our bottles–not only how our products are made and who makes them–but ultimately how we are connected to the homes and people who use and love method. We’re reminding everyone we can all be planet, people, and pet-friendly, and look good doing so.”

“There’s Good Inside” 2-minute video

 

Playing a starring role in the campaign and commercial are a handful of actual method employees, aka the Movers and Makers. The spot takes place inside method®’s factory  which is the first-ever LEED Platinum Certified manufacturing plant—affectionately known as the South Side Soapbox—and located on the south side of Chicago in the historic community of Pullman. The boldly colorful, delightfully sustainable factory provided the perfect setting to spotlight the brand’s iconic design, color and whimsy alongside industry-leading practices that exemplify what manufacturing and urban revitalization look like in the 21st century.

The method® brand’s two-minute anthem video features a harried father of twins thankful that method® is both stylish and sustainable; a chef who swoons over plant-derived ingredients and sweet-smelling soap; and a cat lady who appreciates putting the hurt on dirt without harming her furry friend. The spot culminates with some of method’s very own Chicago factory Movers and Makers dancing and singing a rousing chorus of “Scrub a dub, yeah!”

method® partnered with independent creative agency Mekanism and Mekanism’s in-house Social Media Agency Epic Signal to conceptualize and produce the content which includes the two-minute anthem video, a mix of connected TV and digital ads, social, influencer and experiential media. Directed by Chicago native Greg Brunkalla, the spot is designed to introduce method® to a larger audience than ever before. Social media activations will compel people to join the fun and creativity online using #mymethod.

“We built an idea that’s about doing good together. To show that “clean” doesn’t have to be all about elbow grease and sparkly white floor —it’s individual personalities, bold colors, vibrant factory workers, and a ‘90s track we all know and love,” said Mekanism Creative Director Laura Wimer. “Method’s “there’s good inside” campaign showcases how we clean isn’t just a reaction to a mess. There’s a way to it—whether we’re cleaning for loved ones, pets, a passion, or ourselves, we all aim to make the world a little bit better.”  

The campaign, while integrated across multiple channels, is method’s latest significant campaign driven to reach the people who love method®where they live and shop online. The ads will run from August 13th – through October in top US markets including Chicago, Washington D.C. and Denver. To view the campaign ads and learn more, visit www.methodhome.com/mymethod.

advertising


“Coming Soon” Pages: Be Successful or Die Trying

Original Source: https://www.hongkiat.com/blog/coming-soon-pages/

Some useful tips for creating effective ‘Coming Soon’ page for your upcoming website along with live examples.

The post “Coming Soon” Pages: Be Successful or Die Trying appeared first on…

Visit hongkiat.com for full content.

What’s New for Designers, August 2018

Original Source: https://www.webdesignerdepot.com/2018/08/whats-new-for-designers-august-2018/

What’s old is new again; that’s the theme this month with new tools for designers with a few new tools that are rooted in the “old” concepts of design theory. From working with typefaces, to a color wheel, this roundup is packed with goodies. And then there are some new “new” tools as well, including a couple of cool 3D elements.

If we’ve missed something that you think should have been on the list, let us know in the comments. And if you know of a new app or resource that should be featured next month, tweet it to @carriecousins to be considered!

Font Playground

Font Playground is a tool to help you experiment with variable fonts and even export front-end code. Variable fonts, which are single font files that behave like multiple fonts, are gaining popularity, making this something you should probably experiment with.

Color Wheel Generator

Color Wheel Generator provides color-perfect matches for all hues around the color wheel in HEX format. Adjust settings such as hue, angle, saturation and lightness to see perfect matches from every location on the wheel.

Scale

Scale is a tool to help you see a color scale for actual use. See tints of a color in steps so you know exactly what colors will look like.

Rockstar

Rockstar is a dynamically typed Turing-complete programming language. It is designed for creating computer programs that are also song lyrics, and is heavily influenced by the lyrical conventions of 1980s hard rock and power ballads. (So, it is a super-fun programming language to experiment with.)

Fondu

Fondu is a smart contract building tool. The open-source contract is designed for launching an initial coin offering or crowdfunding campaign. Fill out the questionnaire and download your contracts.

Font Memory Game

The Font Memory Game can help you train your eyes to notice details in typography and better identify different typefaces. (It’s harder than you think!)

Fusion.js

Fusion.js is now available for public use. The Uber project is described as “is a good choice for someone looking for an open source boilerplate to build a modern, non-trivial web app.” It is a MIT-licensed JavaScript framework that supports popular libraries like React and Redux, and comes with modern features like hot module reloading, data-aware server-side rendering, and bundle splitting support. It provides a flexible plugin based architecture.

StyleURL

StyleURL lets you export and share CSS changes directly from Chrome DevTools so you can use it with an existing workflow. It generates a link which loads CSS changes into existing webpages automatically so that you can share tweaks visually.

Keyframes

Keyframes is a new online hangout for animators. You can chat about and share projects, ask questions and use the community as a learning tool to up your animation game.

Brandcast Team Edition

Brandcast Team Edition makes it easy for teams to work on code-free website design projects together. The tool allows marketing teams to create completely custom websites and interactive sales and marketing collateral without a single line of code. The release allows everyone – from designers to copywriters – to work on projects together within the interface.

Pair & Compare

Pair & Compare lets you find and preview font pairs. Test Google fonts (and more) right on the screen and change settings to match your project needs — background, text width, font size, line height and more.

Emoji Tweeter

Emoji Tweeter lets you create tweets from a desktop computer complete with emojis. It’s basically an emoji keyboard.

3D Cube Form

3D Cube Form makes you say “that’s cool.” The form tool is interactive and starts with a color picker — engaging, right? Then the user enters details based on form fields. It’s fun and different; it might not work for every project, but is definitely worth your time.

3D Toggle

3D Toggle is a cool animation that changes how you think about toggle actions. You’ll want to click it into action.

Malvid

Malvid is a tool to help you develop components with an interactive user interface so that you can preview and document web components as you create them. The tool analyzes your folder structure to turn files into a visual UI and it works using an API or CLI tool.

Podmap

Podmap is a cool data visualization tool that maps the world’s podcasts so you can find something new to listen to near you. Search by geolocation, podcast name or filter by country.

CoolHue

CoolHue is a JSON-rendered gradients palette. It includes 60 gradient options so you can add a trendy color effects to projects with ease. You can also grab CoolHue palettes for Photoshop or Sketch.

Tutorial: Animated SVG Neon Light Effect

The Animated SVG Neon Light Effect tutorial allows you to take a cool custom effect that you create in Adobe Illustrator and then move it to Sketch and export a sleek SVG image that is lightning fast for websites and apps. The step-by-step guide shows you how to do everything from creating the nifty effect to applying it for use (no more heavy gifs!). Plus, the tutorial includes downloadable project files to get you moving through the project with ease.

Aunofa Serif

Aunofa Serif is a tall and distinct serif typeface for display. The free version includes only uppercase characters. The paid version includes a script option as well.

Calibre

Calibre is a super-condense font that’s a fun choice for display with just a few words. The x-height is incredibly high in this uppercase font. It also includes numbers and a few glyphs.

Cleon

Cleon is a round sans serif appropriate for a variety of uses. It includes upper- and lowercase letters, numerals and some punctuation.

Deansgate Condensed

Deansgate Condensed is a clear and distinctive typeface that resembles the type used on street name signs in Manchester. Distinct characters include a point Z and points on the M and W.

Facon

Facon is a trendy display font in a ragged style. The letterforms include distinctive cutouts. It is an uppercase font with numbers and some special characters.

Mercy

Mercy is a highly readable sans serif with interesting curves for some of the letters – note the “M” in the image. It comes with a limited character set – just 69 elements – but does include italics of each.

Add Realistic Chalk and Sketch Lettering Effects with Sketch’it – only $5!

Source

p img {display:inline-block; margin-right:10px;}
.alignleft {float:left;}
p.showcase {clear:both;}
body#browserfriendly p, body#podcast p, div#emailbody p{margin:0;}

Web Performance For Third Party Scripts: SmashingConf Videos

Original Source: https://www.smashingmagazine.com/2018/08/smashingconf-scripts-videos/

Web Performance For Third Party Scripts: SmashingConf Videos

Web Performance For Third Party Scripts: SmashingConf Videos

The Smashing Editorial

2018-08-08T13:30:35+02:00
2018-08-10T21:02:53+00:00

We are continuing our exploration of video from Smashing Conferences this year with two videos that explore the impact of third party scripts. These scripts can add functionality, and give us valuable information, but what do they cost?

These two talks will help you to assess the third party scripts you might be considering adding to a site, and to be able to advise your clients or team members when the request comes in to add yet another script to a global include file!

Name That Script!

Recorded at the SmashingConf in San Francisco earlier this year, Trent Walton asks how can we objectively measure the value of third party scripts for advertising, A/B testing, or analytics? We need to consider their impact on web performance, user experience, as well as understand if they really help our business goals.

A/B Testing, Ads and Other Third Party Tags

At the SmashingConf in London, Andy Davies approached the same subject from a technical angle, showing us the impact that “just a snippet of JavaScript” can have.

Enjoyed watching these talks? There are many more SmashingConf videos on Vimeo. We’re also getting ready for the upcoming SmashingConf in New York — see you there? 😉

With so much happening on the web, what should we really pay attention to? At SmashingConf New York 2018 ?? we’ll explore everything from PWAs, font loading best practices, web performance and eCommerce UX optimization, to refactoring CSS, design workflows and convincing your clients. With Sarah Drasner, Dan Mall, Sara Soueidan, Jason Grigsby, and many other speakers. Oct 23–24.

Check the speakers →

SmashingConf New York 2018, with Dan Mall, Sara Soueidan, Sarah Drasner and many others.

Smashing Editorial
(ra)

Build a complex 3D sci-fi scene in Blender

Original Source: http://feedproxy.google.com/~r/CreativeBloq/~3/Y7zOuYEl0pY/build-a-complex-3d-sci-fi-scene

Creating an apocalyptic sci-fi city scene in 3D art is something artists might shy away from doing because of the vast complexity of the subject, 3D models and textures needed. But with smart ways to tackle it, it is certainly doable.

There are many different paths you can choose to achieve the final visualised image you have in mind. In this tutorial, I‘ll shed some light on the process I used to make this night-time scene. I try not to limit myself too much with a strict and predetermined workflow, or the software I use. My workflow may differ minimally to vastly depending on the project I’m working on. Software packages are just different tools that help you to get things done.

31 brilliant Blender tutorials

Most of my projects start with a concept sketching stage in 2D, but this time I started in 3D. If you’re interested in 3D concepting, I strongly recommend Jama Jurabaev‘s Intro to 3D Concept  Design course on Learn Squared.

Procedurally generating a city can vastly speed up the initial stage of finding a good concept, camera position and composition. You don‘t need to worry about getting the perspective of your 2D buildings right; in 3D you can simply reposition your camera and instantly have a completely different picture.

01. Look for references

Look beyond Google for reference images

As I already have a pretty good picture in mind of what I wanted to do – an apocalyptic, Independence Day-inspired scene – I start with hunting for reference. If all you want is reference pictures, Google is a good place to start, but if you intend to use those references in some way or another in your picture (textures, and so on), you should look for royalty-free images. Pixabay and Textures.com are a big help there.

02. Create the assets

Photoshop brushes allow for the buildings to be painted quickly

I use a procedural approach to model the buildings. The lower buildings are all displaced planes. I hand-paint a few displacement maps of single buildings with Photoshop and convert them into brushes. This method allows me to quickly ‘paint’ displacement maps for entire city blocks. These blocks can then be instanced to give the illusion of a highly detailed city. The higher buildings are roughly modelled with no attention to topology. We will add details later.

03. Add textures and shading

Blender randomly allocates the textures

The texturing and shading is done (partially) procedurally. I compile several pictures of cities to texture atlases. I then map, shade, alter and randomly distribute those textures with Blender’s powerful node system. For every diffuse map I plug in, the shader network automatically generates a specular- and bump-map. Not a single building is manually UV-unwrapped – all are box-mapped with some random shifting of the coordinates.

04. Streamline your lighting

Lighting is mapped in a similar way to the textures

I compile light texture atlases the same way I did the diffuse textures of the buildings. The mapping is also done the same way except blocking the textures on faces, which point upwards to avoid having lights on the roof. Distributing them randomly means they often don‘t match up perfectly to the diffuse textures. There is definitely a trade-off between being fast and flexible, and probably having to fix some things in post-production.

05. Shift and scale UVs

Displacement maps are modelled in real time

The base of the ship is a really simple model, which I then UV-unwrap, subdivide and displace with a displacement map I find in a Blender forum thread. The UVs are all rectangular and not rotated so the displacement follows the round form of the ship. With such a set up you can shift and scale the UVs to model the ship with displacement maps in real time. This is an extremely fast and intuitive way of doing greeble-like surfaces.

06. Experiment with building layouts

Different building layouts can be played with quickly

Now the fun part begins. This is where all the work comes together. First, bundle all the buildings into separate groups that feed particle systems. By doing this, you can change the random seed of a particle system and shuffle through randomly generated cities to find an arrangement that you like. This is the power of 3D concepting – you can generate several layouts in a really short amount of time.

07. Create lighting with HDR

HDRs produce true to life lighting quickly

The scene is lit entirely with a HDR image. There are numerous places on the internet that provide high-resolution HDRs these days. HDRs have two major advantages for 3D concepting; they render extremely fast and give you realistic lighting with a click of a button. I pick a few that I then import into Blender to quickly test out a few lighting scenarios. Cycles, Blender’s modern built-in viewport renderer, makes this a breeze.

08. Do render passes

Allow plenty of time for a beauty render

Beside doing a beauty render, I also render out several passes for compositing. These include, ID passes so I can quickly select individual buildings; Z-depth passes to simulate the atmosphere; Normal passes for eventual relighting; and, of course, several light passes. The beauty render needs around 20 minutes in 4K to be reasonably noise free. The additional passes are ready in a fraction of that time.

09. Create atmosphere 

Build the image up from the background to the foreground

With the already prepared and rendered passes, the compositing is really straight forward. I usually work from the background to the foreground. The sky sets the mood. With the Z-depth pass I‘m able to give the image a nice atmosphere. The light passes are then added on top and blended between them, depending on which light pass looks best on the buildings.

10. Add details

cityscape image

Fixing is easier than adding every single detail

Now comes the payback for not doing things properly before rendering. But most of the time fixing things in post is far less work than having to model every little detail and care about every pixel in the render. In this stage, I blend the spaceship with the clouds, add red lights on the roofs, add cranes, chimneys, antennas, the electric lightning below  the ship and the smoke between the buildings. And generally fix everything that wasn‘t perfect!

11. Finalise the scene

cityscape image

Recreate a camera lens to finish off the image

The final step is to replicate the effects of a real camera’s lens and film; to make the scene look as it would have looked if it had been shot in the real world. So, I slightly blur the scene, add bloom, lens distortion, a slight chromatic aberration, vignetting, film grain, and finally give it a cinema-like colour grading. I love this part. This is when everything you worked on blends together to form something real. It‘s like magic.

This article was originally published in 3D World magazine. Subscribe here.

Read more:

How to create a photorealistic room sceneMaster procedural modellingCreate a tiles material in Substance Designer

The Intersection of Food + Design: A Thought Provoking Look

Original Source: http://feedproxy.google.com/~r/abduzeedo/~3/CZ7NnOqYnOA/intersection-food-design-thought-provoking-look

The Intersection of Food + Design: A Thought Provoking Look

The Intersection of Food + Design: A Thought Provoking Look

GisMullr
Aug 09, 2018

How empowering would it be to cause social impact with your design? Have you ever thought about mixing design, technology and food to transform the way we eat? I honestly haven’t thought about this before. At least not in this impactful fashion. I didn’t realize that food & design could be so interesting and important together. What comes to mind when you hear “food & design”? To me, I envision fancy, curated dishes perfectly shot on Instagram. You know, the ones that look too good to be true? Or how about those super exclusive and fancy restaurants you see on TV shows but can only dream about actually going? So it was a happy surprise to read that The Dutch Institute of Food and Design is a platform for designers working with food and its impacts on society. They instigate designers creativity to collaborate with specialists and develop alternative approaches to the food industry.

When Design meets Food to Change the way we see the Food System

We all eat. It doesn’t matter what you eat, when or how much. But that is something all of us have in common. Eating. Some see food as fuel for our body. Other see food as a ritual, as a reward. It doesn’t matter how you see the food industry, you do participate in it. So why not use your point of view and ability as a designer to disrupt the food sector? And don’t think about that beautiful dish that keeps popping into your head while you think about this. Think about the whole food industry, the whole process behind that food you are eating. Think about how important it is. From farming to transportation, healthcare to waste, there are a ton of steps involved in the process of creating our beloved food. Have you ever stopped to think about the societal and environmental challenges that surround food? Yes? No? Maybe? So this may be a good opportunity for an exercise. Next time you eat something, take a few minutes to think about it. Think about the process behind that particular morsel you are eating. Where was it produced? How was it transported to where you are? Did it cause any impact during its journey to your plate? And most importantly, do you have any ideas that could change one of those answers you asked yourself? I bet, at least once, it crossed your mind that a certain package could have been designed better. That this certain material would have made a much better to go box than the one in front of you. Or that we should be able to have a better use for some of the food waste we see. Maybe it crossed your mind that when we eat a banana and discard the peel, someone, somewhere, could have a brilliant idea for what to do with that peel. What about that little sucker peanut shell? Can we smash it and turn them into beautiful furniture? Maybe we can blend corn cobs and turn them into a natural dishware line? How about food transportation? If we could have some sort of Lyft service for trucks where rides could be shared to make transportation more cost effective and accessible? I don’t know. Is any of this possible? But this kind of exercise certainly provokes a lot of thinking and how great ideas come to life.

When Design meets Food to Change the way we see the Food System

 

Design is the creation of a plan or convention for the construction of an object, system or measurable human interaction. Design has different connotations in different fields. In some cases, the direct construction of an object (as in pottery, engineering, management, coding, and graphic design) is also considered to use design thinking.

Wikipedia

 

So you see, you don’t need to be a chef or a farmer or anyone directly working inside the food industry to change things. It all starts with an idea.

In case you have something related to food design in mind you can check out The Dutch Institute of Food and Design Future Food Design Awards. They are still accepting projects for the 2018 Awards. The deadline is August 12. They are looking for ideas that will change the way we see the food system. Take a look of last year’s winning project.

Winner 2017 – Fernando Laposse

We were delighted to post about last year’s winner Fernando Laposse and his awe-inspiring project dubbed Totomoxtle. Totomoxtle is a project inspired by the relationship of Mexico with its maize by creating a surfacing material from naturally coloured, native corn husks. The process is simple, the husks are flattened and glued onto veneer or MDF which can be sawed and lasercut to create tiles or marquetry for interiors and furniture. Apart from creating a sustainable material, the project also aims to raise awareness about the uncertain future of heirloom maize and the people that harvest it using traditional methods in an increasingly globalised world. Read more about Totomoxtle.

 

When Design meets Food to Change the way we see the Food System

When Design meets Food to Change the way we see the Food System

food