Archive for May, 2012

Through the Lens: Emotive Portraits Revealing Cameras’ Souls


  

Plenty of people underestimate the power and significance of a camera, writing it off as a nothing but a small hand-held tool. However, this sleek device not only captures high-quality photos of everyday moments, but it also expands the boundaries of the art.

Like with anything involved in the creative process, cameras, as well as the person behind it, invests a part of itself to the creation of a photo. Even though common belief maintains that inanimate objects do not have a soul, some enthusiastic photographers seem prove the opposite. Of course, human imagination and the ability to envision a final result play a significant role, but when they are put in front of the lens the cameras’ souls are revealed.

Just take a look at first picture below, can you not see the sadness in its lens? Certainly, not everyone will immediately see that little something special in these ordinary devices, but with the proper composition, these artists show nothing is impossible. Many different interpretations can be taken away, but regardless of what you get from them, this collection shows the various faces of cameras’ souls.

In the collection below, we have gathered photos that were created by passionate people, who are eager not only to pay tribute to cameras by creating these portraits of them, but to also try and reveal the souls of the devices.

Portraits of Cameras

1. The Brownie Camera Club by pixelmama
The Brownie Camera Club

2. Camera & Tea by Seqqat
camera and tea

3. C L A C K by Kimberly Chorney
C L A C K camera

4. Mr. Vario by snaperture
Mr Vario

5.  Dad’s Old Camera – Yashica-Mat Copal-MXV by SRHart
Dad's Old Camera - Yashica-Mat Copal-MXV

6.  Camera and Strawberries by Ula Camera and Strawberries

7. Happy Sliders Sunday by fionajonesphotography
Happy Sliders Sunday

8. Ciro flex by Ryan Maine
Ciro flex

9. Paillard Bolex B8 Cine Camera by inkyfingerz
Paillard Bolex B8 Cine Camera

10. Kodak Brownie Flash IV in the dock by lumowerkx
Kodak Brownie Flash IV

11. Old Camera by dream_wave
the old Camera

12. day 5: the camera by Celine Taylor
the camera

13. Polaroid SX-70 Land Camera Sonar Onestep by dpup
Polaroid SX 70

14. Camera one, camera two by marchellem
Camera one, camera two

15. Kodak Brownie Flash IV by lumowerkx
Kodak Brownie Flash IV

16. Keirs camera by my lovely life through a lens
Keirs camera

17. Una cámara con mucha historia by nashkita
Una cámara con mucha historia

18. De vacaciones con mi cámara by nashkita
De vacaciones con mi cámara

19. Baby Brownie Camera by Charlotte Dee 
Baby Brownie Camera

20. Polaroid 1000 Land Camera and Polatronic 1 Flash by Arty Smokes
polaroid 1000 land camera

21.  Cyclops Bokeh 325/365 by EspressoTime
Cyclops Bokeh 325/365

22.  Camera in grass by Franz B. Photography 
camera in grass

23. My Kiev 4a by Mathijs Delva

24. Pornstar by + Yusuf +
Pornstar by Yusuf

25. Kodak Brownie Box Camera Balancing Act by Inspiredphotos

26. Ansco camera by Jessica Rose
Ansco Camera

27. The Camera is a Sketch Book by Amanda Mabel
the camera is a sketch book

Cameras’ Hearts Wide Open or Not?

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Studying the collection above you should definitely notice different states of mind and abstract concepts, that were hidden in the images. Loneliness (pic.5), friendship (pic.14), unity (pic.25) or even friskiness (pic.18). By now you should realize that cameras can not only capture everyday moments, they could also be inspiring, attractive and vivid by themselves.

Do let us know your favorite portrait, or maybe you have several beloved shots of your own? Also, it will be interesting to know, what kind of feelings have been evoked while exploring this roundup? We hope to hear your opinion!

(rb)


MUD: Minimum Usable Design


  

There is a paradox that fits my life. Doesn’t matter what aspect of my life I am talking about because it always seems to apply. Even more so when I think about this paradox and the design of this website and other websites. I really hate this paradox.

“To walk through the woods, you first need to walk halfway through. Then, once you’re in the middle of it, you still need to walk half of the remaining distance, then half of the distance again, and then another half, and you can never successfully make it through the woods.”

This example is based off of Zeno’s paradoxes, which are even more mind-boggling than the one above.

No matter what stage of a design I am in, I am always halfway there. This is why you might find yourself always saying that you need two more weeks to finish up all the details. It will always be two more weeks no matter what, because all you did was get halfway from where you were to where you are trying to go. Using this mentality can wear you down, but if you twist it around a bit, it can be used as motivation to achieve a successful design.

A Totally Made Up Theory

Let’s use our good ol’ sparring partner Google as an example. You are about to sit down and create the first home page in Google’s history. If you had an infinite amount of time you could tackle any part of the design that you wanted without any worries. But unfortunately life doesn’t give us non-deadlined projects. Because of this, you know the goal that you are striving to achieve—you know what it looks like once you leave the woods, so first, you just have to get halfway there.

If the very first half makes the design at least 50% usable then what would you design first? The logo? The footer? The obvious choice would be the search box and button. In fact, if you design that, then you are probably over 50% of the way through with the design because the website is now usable. It’s good to get that first 50% out of the way, and now you are halfway to your end goal. Some people like to call this working from the inside out.

Next step is to get halfway from where we are now to where we need to be. I think it’s important that we have some kind of branding on the page so people know where to come back to next time they want to search. That means I put the logo on the page. Once I am done with that I’m 75% of the way to my goal. 75% of the way through and how many people in the world would be satisfied with using Google if it had nothing but a logo, search bar and one button on it? I’m betting more than 75%. But if getting 75% of the way towards our goal can please even 75% of our audience, we might be doing a good job.

If you continue on with this process of knocking out half of what you need to do, eventually you will get close enough to your goal where good enough is as good as you are going to get. I know people argue about what good enough means, but if you are 99% of the way to where you are trying to go, then good enough is good enough.

MUD

In the startup community there is a term called minimum viable product.

“A Minimum Viable Product has just those features (and no more) that allows the product to be deployed.”

Minimum Viable Product, from Wikipedia

I’m coining the term Minimum Usable Design, and that is when you reach your 50% mark for your design. If you can’t use your design after you have reached 50% (or a person can’t understand at least 50% of what is going on) then you haven’t reached the 50% mark yet.

By no means does this imply that you should show your design to the public at the 50% mark, but you can use it as a way to gauge your progress. Sometimes you need to wait untill you are 99% done before showing your work to a larger audience. There is nothing wrong with striving for perfection, but it depends on your design and audience. Apple does minimum viable product with the limited features on their products, but make up for it with maximum viable design (a new term, crown me king).

An Example

Blog design is a very simplistic example, but lets run with it. On my website, Drawar, the main goal is to get people to read the content. If I can do that, I have achieved my number one goal, and it just so happens that this goal will keep the majority of my audience happy. Because of this, I want to make the content easy to get to, and so I need to know what design will help me get there.


The 50% mark. Not much, but it achieves the #1 goal.

With this design, anyone that comes to my website can read the content. That is 50% of my journey, but now I need to go the other half to reach another subset of people coming to my design. I decide next that there should be some branding on the website so that people can know where they are at and remember the website if they visit it again.


Now the design is 75% there.

Now when you visit the website you know where you are at, but notice that the additions didn’t take away from the original MUD that I created. From here I can take another halfway point journey by adding links to other sections of the website, and also provide a bit of context about the website they are on.


87.5% of the way…

Again, the additions do not take away from the original 50%, so that is a good thing. Time for one more halfway journey before I push the website out, and that would be adding some revenue.


93.75% complete (well, at least to me).

Basically the design is finished, but there are additional things I could add to the design to make it more complete to some people. For example, search, social media widgets, and possibly a blogroll. I’ve set the goals of the design though, so I understand the milestones that I want to achieve.

Design Is Never Finished

Although I’m happy with the end result of the design, it doesn’t mean it will work for everyone that visits. Someone will always want to get more out of a design, and that is why a design will never be able to leave the forest. Fortunately, the more halfway points you knock out in a design, the smaller the subset of people that are still wanting more out of it. Be careful though, because adding too much will take away from the original 50%, which was the main purpose of the design from the beginning.

And don’t think that this only applies to “minimalistic” websites—that is just my style of design, but it applies just as much to the designs that add a lot of flare to their aesthetic. Tweetbot, for example, isn’t any less of a usable design than other Twitter clients in my mind, because it adds a bit more flash to its design elements.

Always aim for the next halfway point and you will get closer and closer to the edge of the forest—but remember that you will never reach the end. Designs can always be improved upon, and therefore will always be unfinished.

Image on frontpage created by Libby Levi.

(jvb) (jc)


© Paul Scrivens for Smashing Magazine, 2012.


Just My Type: Super Clean, High-Quality & Free Fonts


  

Whatever type of designer you are, you want to be able to offer potential clients a nice variety of styles. In this current day, many designers and clients are looking for really clean, minimalistic design work. One of the main ways one can execute a very clean look is via your choice of fonts. Luckily, there are tons available, especially free fonts.

Not every one is going to be great for your project–quite frankly, there’s a lot of trash and there’s a lot of fonts that simply don’t fit. The font you choose, however, can have a great impact on the design. Good typography can often lead to good design, and the number one rule in typography is if you can’t read it, don’t use it.

Clean fonts are a necessity to any designer. Not just because clean and minimalist design is popular, but because cleaner fonts don’t have a ton of decoration and are therefore easy to use for different occasions. Below, we have a list of 25 fonts that are lacking a lot of decoration, but are high quality and of good detail. Did we also mention most of them are free for personal and/or commercial use?

Super Clean Fonts

Bebas Neue

Boarder

Coneria Script

Designosaur

Directory

 Elsa

Great Vibes

Homizio

Hype

Men-Nefer

New World

Open Sans Condensed

Ostrich Sans

Pacifico

Piximisa

Quicksand

Raspoutine

Rawengulsans

Reznor Broken

Roboto

Sports World

St. Marie 

Stromline 

St. Ryde

Trocchi

 Conclusion

Some of these fonts are great for just headlines, and some of them are great for your body text. Whatever your usage, we hope you make the most out of them. Fonts can be a very important and intricate piece of your design–if you pick the wrong one you can end up losing your audience. Don’t make that mistake by using some awful, poorly put together font. High quality, and free fonts are hard to come by so hopefully you find this post helpful. Are there any other super clean or versatile fonts that you really enjoy using?

(rb)


Develop A One-Of-A-Kind CSS/JS-Based Game Portfolio


  

A portfolio is a must-have for any designer or developer who wants to stake their claim on the Web. It should be as unique as possible, and with a bit of HTML, CSS and JavaScript, you could have a one-of-a-kind portfolio that capably represents you to potential clients. In this article, I’ll show you how I created my 2-D Web-based game portfolio.

Daniel Sternlicht Portfolio.
The 2-D Web-based game portfolio of Daniel Sternlicht.

Before getting down to business, let’s talk about portfolios.

A portfolio is a great tool for Web designers and developers to show off their skills. As with any project, spend some time learning to develop a portfolio and doing a little research on what’s going on in the Web design industry, so that the portfolio presents you as an up to date, innovative and inspiring person. All the while, keep in mind that going with the flow isn’t necessarily the best way to stand out from the crowd.

One last thing before we dive into the mystery of my Web-based game portfolio. I use jQuery which has made my life much easier by speeding up development and keeping my code clean and simple.

Now, let’s get our hands dirty with some code.

The HTML

Let’s warm up with a quick overview of some very basic HTML code. It’s a bit long, I know, but let’s take it step by step.

<div id="wrapper">

    
    <hgroup id="myInfo">
        <h1>DANIEL STERNLICHT</h1>
        <h2>Web Designer, Front-End Developer</h2>
    </hgroup>

    
    <div id="startCave" class="cave"></div>
    <div id="startCaveHole" class="caveHole"></div>

    
    <div id="mainRoad" class="road"></div>
    <div id="leftFence"></div>
    <div id="rightFence"></div>

    
    <div id="daniel"></div>

    
    <div id="aboutRoad" class="road side"></div>
    <div id="aboutHouse" class="house">
        <div class="door"></div>
        <div class=�lightbox�>…</div>
    </div>
    <div id="aboutSign" class="sign">
        <span>About Me</span>
    </div>

    
    …

    
    …

    
    <div id="rightTrees" class="trees"></div>
    <div id="leftGrass" class="grass"></div>

    
    <div id="endSea" class="sea"></div>
    <div id="endBridge" class="bridge"></div>

    <div id="boat" class="isMoored">
        <div class="meSail"></div>
    </div>

</div>

The HTML is not very complicated, and I could have used an HTML5 canvas element for this game, but I felt more comfortable using simple HTML DOM elements.

Basically, we have the main #wrapper div, which contains the game’s elements, most of which are represented as div elements (I chose divs because they are easy to manipulate).

Have a quick look at my game. Can you detect what makes up the game view?

The game view
The game view

We have roads, trees, fences, water, caves, houses and so on.

Back to our HTML. You’ll find an element for each of these items, with the relevant class and ID. Which brings us to the CSS.

The CSS

First of all, note that I prepared the HTML to follow the principles of object-oriented CSS by determining global classes for styling, and not using IDs as styling hooks. For example, I used the class .road on each element that should look like a road. The CSS for the .road class would be:

.road {
   position: absolute;
   background: url(images/road.png) repeat;
}

Take trees as another example:

.trees {
   position: absolute;
   background: url(images/tree.png) repeat 0 0;
}

Note that almost all of the elements are absolutely positioned on the game’s canvas. Positioning the elements relatively would be impossible for our purposes, especially because we want the game to be as responsive as possible (within limits, of course — the minimum width that I deal with is 640 pixels). We can write a general rule giving all of the DOM elements in the game an absolute position:

#wrapper * {
   position: absolute;
}

This snippet will handle all of the child elements inside the #wrapper div, and it frees us from having to repeat code.

One more word about the CSS. The animations in the game are done with CSS3 transitions and animations, excluding certain features such the lightboxes and player “teleporting.� There are two reasons for this.

The first is that one of the purposes of this portfolio is to demonstrate innovation and up-to-date development, and what’s more innovative than using the power of CSS3?

The second reason is performance. Upon reading Richard Bradshaw’s very interesting article “Using CSS3 Transitions, Transforms and Animation,� I came to the overwhelming conclusion: use CSS3 when you can.

A great example of the power of CSS3 animations in my portfolio is the pattern of movement of the water. The CSS looks like this:

.sea {
   left: 0;
   width: 100%;
   height: 800px;
   background: url(images/sea.png) repeat 0 0;
   -webkit-animation: seamove 6s linear infinite;   /* Webkit support */
   -moz-animation: seamove 6s linear infinite;      /* Firefox support */
   animation: seamove 6s linear infinite;          /* Future browsers support */
}

And here is the code for the animation itself:

/* Webkit support */
@-webkit-keyframes seamove {
   0% {
      background-position: 0 0;
   }
   100% {
      background-position: 65px 0;
   }
}

@-moz-keyframes seamove {…}   /* Firefox support */
@-keyframes seamove {…}       /* Future browsers support */

Sea.png
The sea PNG is marked out.

The repeating sea.png image is 65 pixels wide, so to give the sea a waving effect, we should move it by the same number of pixels. Because the background is repeating, it gives us the effect we want.

Another cool example of CSS3 animations happens when the player steps into the boat and sails off the screen.

Boat sails
The boat sails off the screen, revealing the “Contact� section.

If the player gets back onto the road, you’ll notice that the boat moves in “reverse,� back to its original position. It sounds complicated, but you have no idea how easy it is with CSS3 transitions. All I did was capture the event with JavaScript to determine whether the user is “on board.� If the user is, then we add the class .sail to the boat element, which make it sail off; otherwise, we withhold this class. At the same time, we add a .show class to the #contact wrapper, which smoothly reveals the contact form in the water. The CSS of the boat looks like this:

#boat {
   position: absolute;
   bottom: 500px;
   left: 50%;
   margin-left: -210px;
   width: 420px;
   height: 194px;
   background: url(images/boat.png) no-repeat center;
   -webkit-transition: all 5s linear 1.5s;
   -moz-transition: all 5s linear 1.5s;
   transition: all 5s linear 1.5s;
}

When we add the class .sail to it, all I’m doing is changing its left property.

#boat.sail {
   left: -20%;
}

The same goes for the #contact wrapper with the class .show. Except here, I’m playing with the opacity property:

#contact.show {
   opacity: 1;
}

CSS3 transitions do the rest of the work.

The JavaScript

Because we are dealing with a 2-D game, we might want to base it on a JavaScript game engine, perhaps an existing framework. But the thing about frameworks (excluding jQuery, which I’m using as a base) is that they are usually good for a head start, but they probably won’t fit your needs in the long run.

A good example is the lightboxes in my portfolio, which provide information about me and are activated when the user enters a house.

An example of a lightbox in the game
An example of a lightbox in the game. (


Beauty Reflected: Collection of Reflection in Photography


  

There are many techniques that photographers use to enhance their pictures, though some focus on allowing their composition to bring most of the ‘wow’ factor to the works. With the aid of a variety of reflective surfaces, these talented photographers expand their pics, adding another layer to each piece. A layer that can really take the images to fantastic new places. Like in the collection below.

Today we have a showcase of wonderful shots taken with some of the beauty of the piece reflected for the viewer. So many creative ways reflection in photography can be highlighted and pulled off, that we felt it would be an inspiring collection for our readers. Here’s hoping that we are right.

Beauty Reflected

Morning at Situ Gunung II by juhe

Reflection of sorrow by WiciaQ

Staring At My Dream by oO-Rein-Oo

miss you by IgNgRez

Help me by Alephunky

Alpine Reflection by hikester

after it rains by Zaratops

Heaven and Hell by jay-peg

reflection by Basistka

Center of USSR by alexiuss

Almost… by kelc

Chasing pavements by iNeedChemicalX

Urbanidea by gilad

splash2 by BenoitPaille

Porsche 2L7 Carrera – Reflection

. Liquids . by livingdead01

Wuzhen by foureyes

final act by hotburito2

Eclipse Of My heart by BatDesignz

Tangolunda Bay by IvanAndreevich

Sun on ice by AniMal-e

I Know… by Alephunky

d e r e l i c t by nilgunkara

The night by EliseEnchanted

Reflecting The Old World by Nelleke

…ifI were the rain by foureyes

Alice-Looking Glass by Sugarrock99

Photographic Canvas by oO-Rein-Oo

Maybe I’ll Be A Daddy by Lady-Tori

Shimmer by EliseEnchanted

The Shape Of City Winter by gilad

Split second love by Noxire

Luminous by EliseEnchanted

Sunset by AntiSpy

Somewhere Down The Crazy River by gilad

Watermark by foureyes

reflection by The96th

urbanKeops2 _ the green desert by bosniak

Water Drop 2 by SquadGazZz

scandinavian summer blues by hotburrito2

To Conclude

The world is teeming with beauty to reflect, and this collection demonstrates just a fraction of it. What were some of your favorites from the showcase? Do you know of any other examples of reflection in photography that we might have missed out on here? Hit us up in the comment section with your thoughts.

(rb)


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