Reflections on my relationship with Flash

February 14, 2014

Someone recently asked me why I liked Flash so much and have been a loyal advocate for so long. Even though HTML5 and modern browsers have allegedly (according to web design enthusiasts) rung the death knell for Flash, my affection for Flash lives on. But why? Well, I had to do some soul-searching to answer that, and my answer may surprise you with it’s simplicity that (perhaps rightly, perhaps blindly, depending on your perspective) ignores nearly all the technical pros/cons, tell-tale marketplace warnings, and standards-based arguments in the Flash vs. HTML5 debate. But hear me out….

I loved Flash because the products I created with it… just… worked. By “worked,” I mean my creations, designed once by me, were experienced by all end users how I meant for the experience to be “played back.”  Flash worked because the creation software and player/plugin were all offered and controlled by the same company. By having everything from creation to playback owned under one roof, you can expect it ought to have worked flawlessly. And nearly all of the time, it did. It’s not to say creating and deploying Flash-based projects was always easy or as clear to achieve as it could have been. But, from my designer’s point of view, once I validated that my creation worked, I could be confident it would work almost universally, for everyone. I could depend on it — rely on it to be close enough to “fact” that I didn’t have to worry about my creation being presented as anything other than intended to the end user. There’s something that feels “right” about that — something inside that says, “Yeah, it shouldn’t have to be any harder than this.”

Contrast that to the web browsers of Macromedia Flash’s hayday, all from different vendors, all with different features, all with incompatibilities, standardization largely lacking. As I’m fond of saying, no one won the browser war, but the consumers definitely lost. (And in some ways, perhaps us designers did, too.) Faced with those browsers — a “playback” mechanism that I could never be guaranteed would present a creation consistently or faithfully — it’s still not hard for me to look back and validate my affection for Flash. Imagine being a major motion picture studio, releasing a film to theaters around the world, and never knowing if each moviegoer in each theater will have the same experience. Imagine an experience where, in some theaters’ presentation of your film, an actor mysteriously (or perhaps magically) simply doesn’t show up in a scene or two of the completed film. That’s what trying to create rich web experiences felt like during the browser wars without Flash. And while HTML5 standards seem to be heading the right direction now, it still feels that way to a certain extent. It feels like creating a single experience shouldn’t be as hard as it still is.

I understand all the pros/cons of standards, innovation, monopolies, software life-cycles, etc. My mind knows all that. But I can’t help feeling that those of us who love designing digital experiences for others to consume continue to spend more time on technical nuances of the presentation/playback product (out of unfortunate necessity) than on the part of the craft we enjoy. It’s that part of me that loves Flash. In a relatively easy-to-understand interface, it allowed creators to produce relatively rich experiences for the masses to consume, without the mess of sifting the browser vendors’ junk. So Flash or no Flash, I hope those days I remember so fondly will return in the future — for the good of all of us who love creation of the experience more than the gritty technical details.


UPDATE: Three days after posting this, Lars Doucet shared some similar feelings on Flash development in his post: Flash is dead; long live OpenFL!

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Computer People vs. Normal People

August 6, 2013

Have you noticed how there seem to be some people who just “get” computers and others who don’t? I call the former “computer people” while the latter are simply “normal.”

There’s nothing wrong with not being a computer person. In fact, I think the majority of the people in the world are not “computer people.” But here’s a true confession: I did not realize I actually was a computer person until much later in life. I thought I was like everyone else, until people started referring to me like I was “one of those people that understands computers.”

After pondering this for a great many years, I’ve finally acknowledged that I’m different, but more importantly, I understand the difference between normal people and computer people: “computer people” think like machines. They understand machines. They feel right at home with computers because computers are made by (and, except for a few exceptional attempts to the contrary which we’ll discuss shortly, for) people who enjoy controlling and operating machines.  I think this is why it’s difficult for these two camps to understand each other. One side is baffled that understanding technology is so difficult for the other; and the other thinks the first has been born with some innate magical ability.

I thought everyone would be able to learn to understand computers as easily as I did… until I began the journey of writing The Ultimate PC Primer. It was an attempt to make the mysterious approachable for the commoner and was eye-opening for me, forcing me to put myself in others’ positions to see what they don’t understand. Has anyone else thought this way, about bridging the gap? Actually, yes, and I think it worked well for him and for his customers.

Steve Jobs is arguably one of the most successful designers to find a way to bridge “normal people” with modern computing capabilities, and to do so wildly successfully in the public marketplace (not just in a research space). According to this article (Review: iOS 7 Gives Us Insight Into the Future of Mobility) he was a fan of skeuomorphic design. Skeuomorphism is when something mimics the materials or ornamental elements of something that exists in the real world (source).

I think this is partially why iOS and Apple’s mobile products experienced such a rapid adoption amongst “normal people,” even those without much understanding of prior personal computing technology. Mental associations with familiar things is both comforting and illustriative for “normal people,” something I’ve found “computer people” often don’t understand. They don’t need to because it comes easily, naturally. They understand machines just fine without any “artificial” metaphors. But for all the “normal people,” the mysterious black box is more usable when it feels like something from a past experience in real life. In  fact, there are some indications that connections to physical things are being craved more and more as our existence becomes increasingly virtual. Skeuomorphic design certainly plays off these desires nicely, but it can go overboard, as I (and others) have pointed out previously. Still, cleverly and subtly connecting a real world concept  — either audial or visual — to a digital interface  can be powerful and effective.

Since that iOS review article hints that skeuomorphic design is on its way out at Apple now, it will be interesting to see if the resulting design of computing devices once again starts to feel like it’s “by computer people, for computer people.”