A tour of Koenigsegg · Jun 19, 03:42 AM

This video is a nice factory tour of Swedish supercar manufacturer Koenigsegg:

The interviewer isn’t the most cutting journalist ever, but that’s fine, as it means that the firm’s owner, Christian von Koenigsegg, can just share his passion for the engineering detail that goes into building these exotic vehicles; things like weird materials they use to build the monocoque, how they store the fuel in the monocoque frame (just like my Buell has its fuel in the frame for a similar reason), down to the nice loop they have for building parts: 3D CAD model the first version, 3D print it, tweak the design by hand to feel better, then laser scan the changes to update the 3D CAD model, and repeat until happy.

If you’re at all interested in engineering of things like this, it’s worth a look.

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Changing roles · Jun 15, 10:56 AM

The life of a technologist is never a dull one – I’m pleased to say that, after working for myself for a year and half, I’m about to give up that position and join the team at Bromium as head of their newly formed OS X product group. Bromium are a start-up, based in both Cambridge in the UK and Cupertino in the US, that are still in stealth mode, so I can’t say much about what they do (though that’ll change shortly – a big announcement is scheduled for later this month), but I can say they’re doing something very disruptive related to computer integrity, taking a very different approach to what’s gone before in their particular domain, and they’re very serious about trying to change the face of computing.

I’ve actually already been working for them for a while, albeit as a contractor. Bromium have had around a year building a Windows version of their product, and decided to investigate the feasibility of a Mac OS X version – which is where I came in. Over the last few months, I’ve been building a proof of concept version for the Mac.

And initially that’s where the story was meant to end – I was contracted to do the proof of concept, and then return to my own projects at Digital Flapjack. But Bromium asked me to come in, not just as a developer, but to take this proof of concept, and build a product from it. Not on my own, but as team lead on the project.

It was a hard decision to step away from working on my own things under my own banner. But I always try to evaluate my position on a bunch of metrics – am I having fun? is what I’m building important? am I working with great people? am I being challenged in what I’m doing? When I left Camvine to set up Digital Flapjack it was because the chance of building PlaceWhisper and working for myself ticked most of those boxes (the Nabaztag is nice and all, but probably doesn’t constitute a great team :).

When Bromium came to me and asked me to take this project forward, I was initially hesitant – having essentially worked remotely on a little side project I wasn’t sure it ticked all the boxes I needed it to. However, they clearly saw I needed the bigger picture, and in addition to having met the folk in Cambridge, I flew out to Cupertino to meet the rest of the company. There I got to sit down with the founders and the developers and the sales guys and so on, and I realised that they were offering me something that ticked all the boxes: Bromium’s aim is to make a big impact with its new technology; it’s got a great team of people together to do that in all departments; and they really believe in building a Mac version of the product as a peer to the Windows version – I wasn’t being asked to build a side project, but take charge of a core part of the company.

One thing that particularly impressed me was that they haven’t fallen into a common trap for solutions in this area – which is to deliver a technical product that assumes a technical user. You expect mobile apps companies to understand the importance of user experience (not that they always do…), but less so the people who provide lower level systems solutions like Bromium. But talking to the team at Bromium I realised that they do get that – they want to make a product that is as unobtrusive as it is powerful. As someone who believes in shipping things that are nice for people to use, rather than a chore to use, this really excited me: let’s not just do things really well from a technical viewpoint, but also from a user perspective too.

What they were offering was sufficiently serious that I sat down and compared it with what I was currently doing. As much as I’ve enjoyed working for myself, and I’ve worked with some amazing contracting clients over the last 20 months, the Bromium position offered me a chance to tackle bigger challenges, with some awesome people, and potentially change the world of computing for the better.

Which is why this week I handed over a bundle of A4 paper covered with my signatures to Bromium.

Not goodbye

This doesn’t mean the end for Digital Flapjack and its projects, just a slowing down. There’s two more products in the Digital Flapjack pipeline that should come out in the next month or so, and I’m really looking forward to getting them out. But once they’re out Digital Flapjack will hunker down for a bit, and just keep supporting what it’s already got out there, rather than developing new things. PlaceWhisper will keep going, I’ll make sure that whatever changes happen in iOS 6 DF’s apps all continue to work and so on. Nothing is going to vanish.

Digital Flapjack will go back to being a place where I tinker in my spare time, a place for me to output things that aren’t related to Bromium – my mind doesn’t have an off switch at times, so it’s very useful to have a place to put things that don’t fit otherwhere.

To the future

So, after a brief holiday at the end of the month, you’ll be able to find me in Bromium’s Cambridge offices trying to change the world a little – it’s going to be very exciting. And, on the off chance you’re someone who enjoyed developing for the Mac and fancies some big challenges, I’m looking to build a team, and need great people to come join me on this – it’s not something I can do alone – so drop me a line if you’re interested.

Fun, fun, fun.

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Achievement unlocked: commit from the sky · Jun 2, 04:43 AM

Read any description of why you should use distributed version control, you’ll typically find the canonical example that it’s useful when you’re committing code on an airplane. It’s taken me a few years to finally do this, but I finally hit that use case on my way over to California earlier this week:

I did do more interesting commits, but their commit messages are not public :)

The picture is taken with lolcommits – an automated way to generate unflattering photos of you and your team.

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Outside Xbox · May 9, 05:20 PM

Very saddened today to hear that the peeps over at Inside Xbox have been given the boot. For those without an Xbox, Inside Xbox was essentially their own mini TV channel on the Xbox dashboard, with review shows, Q&A shows, etc.

What always amazed me about Inside Xbox UK was how consistently good it was – managing to be a good mix of content and humour (weird humour, but good :). What also amazed me was that it showed someone in Microsoft got it. Here was content produced for the Xbox audience, not for the typical Microsoft audience. I readily looked forward to tuning in each week to see what Dan and Andy and co would be up to this week. It only amounted to five or ten minutes of content a week, but it was good content. And it clearly wasn’t just me – they seemed to regularly win awards for IX shows.

It’s sad to see it go, the Xbox won’t quite be the same without it. I’ve noticed that the Xbox is becoming more integrated with the Windows world, with things like the Metro look and feel to the latest dashboard. Until now I felt these changes had been done well, but this change has left me most unhappy.

I guess this just leaves the guys at Achievement Hunter doing fun games related news shows now. But the video game world just won’t quite be the same without Inside Xbox.

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A sense of scale in developing supersonic cars · Feb 17, 10:15 AM

Last night I was fortunate enough to get to listen Richard Noble, the man behind the the holders of the Land Speed Record for almost the last thirty years talk a little about their final assault on the title (which they currently hold), the Bloodhound SSC, designed to reach Mach 1.4, or 1000 mph.

It was a fascinating talk – even though the “who can piss highest up the wall” nature of it doesn’t particularly appeal, it does motivate some fascinating engineering. A big part of the project is also to try to promote engineering to school children too, as there’s currently a huge underflow of engineers. All the designs and data for the Bloodhound are fully open – perhaps the ultimate open hardware project – though a little harder to recreate than an arduino.

Anyway, in amongst all the engineering geekery I was amused by one particular design point, which gets home the sense of how different a scale they’re working on: the Bloodhound SSC contains a Cosworth Formula 1 race engine, and hugely advanced and optimised engine that puts out more power than most cars you’d see.

However, the Cosworth F1 engine in the Bloodhound SSC doesn’t drive the wheels – it just drives the fuel pump for the rocket engine in the car.

So to drive this one car, they take one of the most performant engines on the planet, and use it as a component for one half of the car’s propulsion system (in addition to the Rocket, it has a jet engine from a Eurofighter). It’s just a different scale of working.

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Great Northern Road and friends · Jan 22, 01:21 PM

Laura and I have been running a Minecraft server for over a year now, with a small group of friends, and we recently all took to documenting all the stuff we’ve been making over on tumblr. It’s nice to see how our world has evolved over that time. The name comes from one of the early roads we made, which defined a lot of the pattern of growth over time.

It’s been really lovely to see what a small group of friends have built both individually and as a group. When I set the server up for Christmas 2010 I didn’t imagine it’d be still going today and the wealth of things we’d have produced: as big a replica of the Eiffel Tower as minecraft will let you produce, a scale version of the Tyne Bridge, the starlings of a city made up of tens of sky scrapers. You can see the world as it stands today on this map.

But pictures weren’t enough for one of our star residents, GlasgowDave – he went above and beyond with this video featuring most the primary sites on our server, and clearly spent quite a bit of time matching the visuals to the tune :)

Minecraft Jump Around, Inspired by the endlessly jumping sheep of Minecraft.

(I’d embed the video, but photo bucket’s embed player requires flash alas)

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User experience versus Developer Experience · Jan 15, 04:36 AM

Mobile apps make a great compliment to webapps – given a user freedom to keep using your service when out and about. It should be a case where everyone wins – services are more likely to be used, and benefit from happier customers and recommendations, and users get to do what they want when they want.

A great example of this is, of course, Twitter. Twitter apps on iPhone were, for a period, one of the most exciting places in app development, with competition causing all the different apps to try and out do each other, bringing some nice UI innovations along the way. We take pull-to-refresh for granted now, but that was born out of the Twitter app wars. These apps became a joy to use, so we’d use them more often, and thus we all tweeted more. Everyone was happy.

But those days are gone, and we’re seeing a worrying regression in terms of UI for social media apps. No longer are they making the user experience better and better: they’re making it pro-actively worse than it was before. And I think we can bring it down to people optimising for Developer Experience over User Experience; DX over UX.

Take the current Facebook app, which is the worse offender at the moment. Like a lot of these apps (I’m looking at you too Google+) it is not an honest native app – it is basically a little browser window dedicated to looking at Facebook. The UI is not native, all the content comes from Facebook’s website as HTML, and is rendered using webkit on the client, ignoring native controls in the process. This makes such apps feel a little alien. Even during the great UI battles of Twitter clients, the interfaces we all luciously native – they responded to touch beautifully, and kept at heart what it was that made the users of that device pic that platform.

Using webkit for custom UI components is not something I frown upon generally, I’ve done it myself, but when it’s used to replace stock components with a poor substitute, I begin to worry. This is great for the developer experience – the iPhone version of the app, Android version of the app, the Windows Phone version of the app all look the same and share the same code. It’s a total win for the developer. But as a user, it’s the opposite. Users pick a platform, particularly iPhone users, because they like the way that platform works. By making your app a cross platform webkit experience you’re telling the users you don’t care about their platform preferences – it’s the developers preference that counts more.

But so what, you say, it’s a mild UI critisism, why get so worked up about it. Because the worse is yet to come.

When I use an app on my phone expect it to work whether I’m online or offline. Look at the standard apps on your phone – email client, text messages, notes apps. They all work when you have no mobile or wifi signal. Sure, you can’t send or recieve new mail, but you can read your old mail – which is a hugely useful feature, and in fact I’d say a vital feature. Say you’re trying to find where you agreed to meet someone when you’re out, and have no mobile signal. No problem, your phone still has that email or text message with the venue stored somewhere.

Now try use the Facebook app offline – it’ll just display a sad smiley and say it couldn’t reach the Internet, and we should try again. I hope your hypothetical friend that you arranged to meet via Facebook likes waiting.

Last time I checked, all the principle mobile platforms had this crazy thing we like to call “storage” where you can, get this, store things so they’re available later. It’s not hard – we’re been storing data for quite a while now. But in the rush to make their app more flexible when they want to change how Facebook works, this means all the content is formatted on their servers and sent down each time you want to display it. So when I’m in the middle of nowhere, and want to check where it was my friend said we were going to meet, it’s like being back in the dark ages. I can’t get access to information I already accessed once on this device.

Ask yourself that question again: did they optimise for the user experience here, or the developer exeperience?

And this is a regression – it’s not like they’ve just not had time to do this. The Facebook app used to work like a native app, where it’d use regular compents (a bunch of which they open sourced) and would store things so they could be read later regardless of your network status. Facebook have taken a step backwards here.

I’ve no problem with Facebook wanting the flexibility to change the flow of their app without having to make users redownload the app each time, but the way they’ve done this is, quite frankly, poor. They have a huge wealth of talent in that company, but it seems that talent isn’t in charge of designing their mobile apps, which is a shame.

It’s very easy as a developer to optimise for the developer experience over the user experience, and it’s something you need to fight to maintain in any project, but it’s worth the fight. When I’ve managed development teams I’ve always tried to maintain that view – our job as developers is not to do the easy thing: we should be doing the hard things so the users don’t have to. That’s what they pay us for.

Of course, we don’t live in a perfect world with infinite time to build the perfect product, so often the UX/DX trade off is a comprimise, but it’s hard to accept that excuse when apps like Facebook’s have had these features in the past, and have now lost them.

One of the best things that’s happened in the last few years is UX seemed to be winning over DX. The whole output of the Twitter app battles was better and better UX. It’s very sad to see the tide turn the other way.

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Where to go for coffee · Dec 23, 04:26 AM

Over the years, for some unfathomable reason, I seem to have gathered a reputation as someone who drinks coffee, and nice coffee at that. One side effect of this is people often ask me to recommend coffee shops that might provide them with nice coffee.

At the moment it seems a particularly good time to be trying to find good coffee out there – the standard of coffee shops seems to have shot up in the last couple of years (or, perhaps, I’ve only just noticed it). So using PlaceWhisper I’ve put together a little collection of places I like to go at the moment:

There’s a bigger version on its own page over here.

Some people might point out I’ve missed some obvious places, and indeed places they might expect me to recommend. The choice is limited to places I’ve been in the last year or so – I knew lots of great places in Glasgow when I lived up there, but it’s been so long since I hung out there I have no idea whether such places are still open and what the coffee is like now. I know my taste in coffee changes over time, so these are places that I rate today. In particular, most of these places are third wave coffee joints, which is what I like to drink at the moment.

If I’ve missed somewhere out, do let me know, and I’ll schedule a trip :)

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American Power · Nov 13, 04:29 AM

If you’re down at Albert Dock in Liverpool, then I heartily recommend the Mitch Epstein: American Power exhibition at the tiny Open Eye Gallery hidden in the new black monolithic buildings down that way.

It’s a small exhibition of photographs showing the impact of America’s need to generate power on the local environment – ranging from coal, to hydro, to wind. The photographs are printed in what I’d guess is six by six foot prints, revealing lovely amounts of detail in the landscape and buildings (at a guess, I’d say he’s armed with a high end Hasselblad to get these wonderfully detailed photos).

A couple of the prints actually remind me of Storm Thorgerson – the scenes have a slightly surreal touch, mixing the everyday landscape with the otherworldly appearance of wind turbines or whatever, all captured with a similar vividness.

There’s a website for the artwork, but it totally fails to get across the power of the photographs when compared to these large prints. If you’re in Liverpool and like photography, then I really recommend seeking it out.

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