Blog

  • Chicken Picatta with Asparagus

    This recipe is easy and quick, and a good way to feed a pile of people.

    Ingredients

    • 1 lb. boneless skinless chicken breast
    • 1 bunch asparagus
    • 1 lb. penne pasta
    • 1 cup flour
    • 1 tbsp. black pepper
    • 1 tsp. salt
    • 1 lemon, juiced
    • 2 tbsp. capers
    • 1 cup white wine
    • 1 cup chicken stock
    • 1 stick butter (8 tbsp.)
    • 1 tbsp. olive oil
    • 1 onion or 2 shallots diced
    • Grated parmesan cheese to taste

    Directions

    1. Fill a large pot halfway up with water. Add salt to taste. Cover and bring to a boil. Add penne and cook al dente.
    2. Cut or break off tough ends of asparagus. Cut into angled slices, 3 or 4 per stalk, so they are shaped like the penne.
    3. Dice up the onion.
    4. Cut the chicken breast into thin, flat pieces. Try to cut crossways as many times as you can to get wide, long but thin slices. I can usually get at least five from each breast. It helps if the chicken is partially frozen.
    5. Add 1/2 cup flour, salt and pepper to a large bowl and stir.
    6. Dredge chicken slices in flour mixture until coated.
    7. In a large pan, turn to medium-high and add olive oil. Once that’s hot, swirl in 2 tbsp. butter.
    8. When butter is melted, add chicken slices in a single layer, covering the entire surface of the pan.
    9. Brown for 3-4 minutes, turn and repeat.
    10. Set aside browned slices and repeat until all chicken has been nicely browned.
    11. Add 2 tbsp. butter to pan. Add onions/shallots and saute until soft. The pan should be really hot.
    12. Pour in white wine to deglaze pan, scraping browned bits up.
    13. Add the chicken broth and remaining butter.
    14. Whisk in remaining flour. Add water/wine/butter/broth to build up a nice sauce.
    15. Stir in the chicken, asparagus, and capers. Whisk remaining flour into chicken broth and remaining flour. Cover and turn heat to low.
    16. Check occasionally. It’s done when the asparagus is bright, green and tender.
    17. Serve with grated parm. I like red pepper flakes as well.

  • Just won the wordpress 2.7 icon competition!

    So psyched I won; I really busted my butt on these, and I’m glad it paid off. So happy to be involoved with such a cool project as WordPress:

    http://wordpress.org/development/2008/11/the-results-of-project-icon/

  • Contrast is the new context, which was the new content, which was the new format

    In the beginning, format was king. The mere fact that we were reading something on the web made it important. It had somehow come to occupy this new medium, which in itself was novel and beautiful and confusing. Whoever put it there had to be smart, and therefore the content as well.

    Then, at some point, maybe the early 2000’s, content became king. Your format is getting in the way of our content, we’d say. Enough of the tables, the flash, the jpeg-rendered text. Let us read <pre> formatted courier and be fulfilled.

    Then context became king; it was more important where, when, and how readers got the content than what the content actually was. Can I read it on my iWatch? Because that’s how I read stuff nowadays. Is it RTL compatible? Pft, how dare we ignore half the world (if not more)’s readership.

    Contrast is next. It’s all we have left. Is it different than what I’ve seen before? Does it stand out? In my daily sea-of-noise, what clambers to the surface, bobbing aggressively for attention like some snagged snapper float? That’s what I’ll read.

  • On designing logos

    I’ve designed a ton of fonts. I’ve designed a ton of icons. I’ve designed only a few logos.

    I always lump logos into the other categories, because I take the same approach to their crafting: get to the core of the symbol/s’ purpose and express it basicly, purely, and fundamentally. Then build on that solid core into something that resonates, based on feedback and outcomes.

    The problem with logos is that, unlike those other categories, they demand an immediate connection to an extremely specific audience: namely, the client.

    Who is the client? Good question. The client is not an anonymous user of creative output. The client is not a disconnected associate with little to go on when evaluating your work. The client is a stakeholder in your value as a professional creator. The client needs your work to “work,” because if it doesn’t, the client has problems that you’re responsible for.

    And the client is always right. Which means you can’t expect them to see things the way you do. They’re paying money.

    The client anticipates glitz and glamour out of the gate. They immediately compare raw sketches to a fully armoured cavalier, repleat with plate armor set in golden trim smelted with golden trim acquired from valorous raids. They want it to look Las Vegas.

    This is how it goes whenever I take on a new logo project, which is why I get so stressed out whenever one lands on my doorstep. On the one hand, nothing makes me more satisfied as a graphic designer than to see my designs “in the wild;” i.e., actually used by the client and viewed by people I have never met. I see that as an enormous responsibility, that if fulfilled, validates my self confidence as a bonifide designer.

    On the other hand, there have been so many cases where I’ve poured my heart and soul into something I know is perfect, only to find out that the client hates it, or worse, doesn’t even notice it before it’s even left the gate.

    I guess all I can do is to try different approaches. I look at work done by insanely talented people and wonder how they evaded these trysts. I can only conclude that they didn’t evade them, but instead learned from them and evolved into producers of content that appeals to the public they’re trying to reach. That’s what I’m trying to do.

  • Visual content consumption

    I like to think of history as a series of polar fluctuations. Old vs. new. Totalitarianism vs. shared governance. Baroque vs baroque.

    The history under consideration is how we consume visual content. The fluctuation is one of aspect ratio: landscape vs. portrait.

    I don’t know when we began distinguishing content from not content. Content began as part of its surroundings. Face painting and cave art were content, but the intention was to enhance the real world. But at some point, we decided to put content in a window, to present it as a view into another world.

    This window is the frame, and it can be any 2D shape, but most commonly it is a square or a rectangle. And this is where it gets really interesting.

    Rectangles can have either a landscape (wide) or a portrait (tall) aspect ratio. Landscape more natural. Our eyes are set horizontally, and landscape fills our field of vision more optimally. Portrait is more striking. Content presented this way “stands out”, distinguishes itself from what is not content because our eyes are forced to focus on a more narrow space.

    Which came first? There are lots of factors here. Probably textiles or tapestries were examples of the first real visual content, although it’s difficult to consider textiles such as patterned clothing as framed content. Tapestries were most likely hung horizontally, but banners, flags, etc. have no typical aspect ration; they may be hung vertically or horizontally, or simply be square in format.

    Writing systems are probably the best place to start, and these are naturally portrait format. Regardless of whether words are presented left-right, right-left, or vertically as they are depending on system, running text naturally takes the portrait format when presented in scrolls and pages.

    Subject matter dictated the aspect ratio for 2D visual art—paintings, prints, photography. Landscape works best for, uh, landscapes. Likewise with portraits. In landscape, we see the big picture. In portrait, we get up close and personal.

    The advent of film, and subsequently video games, changed that. Arguably the most popular methods for consuming content, these media were consumed inside the landscape frame. For over a century, landscape has dominated. Notably, video games spent a while in the portrait land of the arcade, until gaming consoles and pcs took over.

    But that changed abruptly with the smart phone. The method for capturing content became the frame, and the method for holding the device was inherently portrait; our hands hold this frame vertically, and thus capture content that way.

    Furthermore, phones introduced a new kind of visual content–one tied inherently to the social network. We began to consume content made not by professionals, but by our peers. One might argue that more time is spent consuming this type of content than any other; just peek over the shoulder of someone buried in their phone.

    I recently learned about a new type of device being imagined by Jonathan Ivy, the mastermind designer behind many Apple products including the iPhone. The thought is that how we consume content will be radically different via this device, and that AI will besomehow involved. While I’m eager to learn more, like this commenter, I’m skeptical. I’ve always seen a shift back to landscape in the future, with AR lenses returning our eyes to their natural way of seeing.

    But even that will change. History repeats itself, and the aspect ratio ping-pong game will continue. Who knows; maybe we’ll evolve to develop vertically-positioned eyes.

  • Designing Dashicons

    Designing Dashicons

    The dashicons font created for the mp6 plugin has pretty much taken up all of my time the last few weeks. This even with help from Mel Choyce, Joen Asmussen and the rest of the WP design team.

    There are quite a few resources on how to do this, but most of the ones I’ve read, although I’m sure worked for some, went against a few of my own design principals. So I set out to find the perfect workflow for me, and here it is.

    When I design icons in Photoshop (AP),  the end goal is a png sprite. Using a split window, I can zoom in on one window and see the actual size icon in the other. I can click on an anchor point and nudge it with the arrow keys, getting sub-pixel placement just right and having absolute control over the end product.

    The move to vector as the final source has been really weird and challenging. In Illustrator, vectors don’t anti-alias the same was as they do in Photoshop. That is, if you draw a rectangle with the edges half-way between the edges of a pixel, in Photoshop, you might get a different grey value than if you did that in Illustrator (AI). And pixel snapping is inconsistent. I would copy/paste a shape from AP to AI, and  my perfectly sharp edges would become fuzzy, even though the paths were exactly in the same place. If I click/dragged an anchor over a pixel, then dragged it back, it would become sharp again. Very weird.

    The tutorials I read through, https://github.com/blog/1135-the-making-of-octicons and http://glyphsapp.com/blog/importing-from-illustrator/ were really helpful, but as I said earlier, there are fundamental flaws with those workflows, at least as far as I’m able to incorporate them into mine. For some reason, 16×16 is this imposing number that icon designers hold sacred. It’s a good target, but it really does overly constrain design. I decided 20×20 was a much easier canvas to work within, and as long as I left a pixel or two breathing room around the icons, they look great in a 16×16 space-not too big, but not leaving out important details in the name of absolute limits. I also got nervous when scanning through the article at all the weird numbers: 2048, 2052, -17something. Do we really need all those complex numbers? As for the glyphsapp.com article, while trying to draw directly in Glyphs may be the best way, it’s gonna be tough to put aside my AI experience to learn a new method for drawing vectors until I have lots of time on my hands.

    After trying all sorts of settings, I came to the conclusion that 20x20pixel icons should be designed in a 2000×2000 upm font. The glyphs article points out that 1 ai point=1 glyphs unit. So I worked in points.

    Another oddity was the Glyphs vs Glyphs Mini (GM) inconstancies. Joen Asmussen, who I can’t thank enough for all his help on this, designed the icon font you see at WordPress.com, using GM and following the octicons article pretty closely. I had a trial version of Glyphs, but decided to spring for GM for the sake of consistency. Although I started the font in Glyphs, bringing it into GM was an eye opener. The major issue was that GM doesn’t allow you to change the font’s UPM settings; so when I opened the .glyphs file I created in Glyphs, I was stuck with the 1000 upm I was originally working with. When I decided to try 2000 upm, so that it mapped more (theoretically) naturally with the 20pt x 20pt AI designs, my glyphs all got cut to 50% of their size. Resizing in glyphs was not something I wanted to learn how to do, so I returned my workflow to Glyphs.

    Screenshots:

    New AI file, 20pt x 20pt with points as units
    New AI file, 20pt x 20pt with points as units

    Keyboard increment set to 1/8th of a point, so I can nudge vectors between pixel edges as needed.
    Keyboard increment set to 1/8th of a point, so I can nudge vectors between pixel edges as needed.

    Gridline every 10pt, with 10 subdivisions
    Gridline every 10pt, with 10 subdivisions

    Snap to grid as needed
    Snap to grid as needed

    Select all your glyphs in Glyphs mini, set widths to 2000 upm
    Select all your glyphs in Glyphs mini, set widths to 2000 upm

    Choose font info in glyphs mini
    Choose font info in glyphs mini

    Ascender/caps height to 2000, giving you a perfect square for each glyph
    Ascender/caps height to 2000, giving you a perfect square for each glyph

    Icon drawn in AI, with a 20pt by 20pt box drawn around it as a bounding box
    Icon drawn in AI, with a 20pt by 20pt box drawn around it as a bounding box

    Scale it up to 2000x 2000, note the little chain lock ensuring proportional scaling
    Scale it up to 2000x 2000, note the little chain lock ensuring proportional scaling

    Copy the icon, Double-click a glyph in Glyphs Mini, Paste into the glyph window. Make sure the x/y/w/h are exactly as shown
    Copy the icon, Double-click a glyph in Glyphs Mini, Paste into the glyph window. Make sure the x/y/w/h are exactly as shown

    Double-click on the "bounding box" and delete it.
    Double-click on the “bounding box” and delete it.

    You can download the glyphs file, AI source file, and .otf here. Stay tuned for a video post.

  • The best cole slaw recipe

    I only post recipes that I make up and are simple, easy, and cheap. I’m a terrible cook because I’m impulsive, lazy, and AADHD.
    However, this one usually works:

    • Half a cabbage, cut up however you like it. I sliver mine with a razor sharp Global.
    • 1 TBs Sesame Oil
    • 2 TBs Rice Vinegar
    • 1 TBs Black Pepper
    • 1 Ts Salt

    Mix it all up and eat it now or wait until it gets even better.