This is my first full year of having and using this blog. So it’s my first opportunity to do a year in review post. I’m going to go through month-by-month for my work posts using my archive page.
I was finishing up the FFL blog in January. Now that we’re handing off some of the branding to Cloudera I’ve been meaning to do a retrospective post on the FFL brand + website stuff I did throughout FFL’s independence. I really tried to pick a few minimal moves (flat, white-space, open, teal highlights, Chamber Sans font) and stick with them. I think the blog was one of the more successful applications of those. I tried to really trust the system and not overfit for specific content. The blog was.a good project for that because through the repetition of post previews you could really see the system at work. It was harder to get the same sort of system view on the website because there is not as much repetition of elements.
I made a pretty intense Jekyll post-loop to get the two-wide featured posts to work. I also thought a lot about how to put variable length titles in standard-sized boxes and I felt like my overlapping white-backed title highlights turned out pretty nice. Looking at it now I can also see my developing interest in procedural generation in the overlapping text and image-cover background — a set of rules that can lead to varied and surprising results. It would be fun to redo the layout with CSS grid someday.
Fresh off the blog, I got to work on redesigning the FFL website, including our client portal. I struggled more with the website than the blog. I had my overlapping highlighted text to bring over from the blog, and I was super excited about applying the same set of style rules to both. The key visual part of the website were the report and prototype preview pairs. The overlap from the blog didn’t work as well when applied to the GIFs and screen recordings of those, however. I ended up using it for that revision of the client portal, but I eventually got rid of the overlap in the final website design.
Before we had taken pictures of the physical reports open to different pages for the GIFs. I really liked the actual pictures but the difficulty of exactly reproducing the lighting conditions for each report (so they didn’t look distractingly dissimilar) was getting to me. After briefly trying to figure out if I should do real 3D modeling, I decided to fake the shadows in photoshop. It had been a long time (since my early skeuomorphic Wordpress design work) since I’d tried emulating real world shadows. It took me a long time, and I screwed up several times and failed to back-up the right layers so that I would have to start over. Compared to the past, my mind was definitely reaching for more ways that I could program things rather than just repetitively grind them out (I got really into layer organization). Still, the report images and GIFs that came out of it were probably the most successful design elements of the new website.
There are a few images here from a revamp of the HTML reports to match style of the blog and website. Then there is a shot of the internal tool I built to add the “We are reading” entries to the blog. I really enjoyed making that tool and have revamped and expanded a bit according to co-workers feedback. I also used the Github API to auth into and append to the file. I still think, if expanded on, that system could make for a nice CMS set-up for a Jekyll site.
Then there is the Interpretability prototype, which looked at churn data. Early time was spent just getting stuff into a table and figuring out how to use React Virtualized to make sure stuff didn’t get super bogged down on resorting. Then I started playing with color — seeing how much information I could get out of a color scheme. Some of those early shots are pretty close to how the final prototype ended up.
In the thick of Interpretability prototype work, with lots of screenshots. Early in the month I was working on the other view of the prototype — showing how changes to a customers attribute affected both the overall churn probability and the individual contributions to that probability. Looking back, I am again struck by the fact that the early version of this was pretty close to where I ended up. The split view of the original and the changed — initially with toggle-able checkboxes very much inspired by browser devtools for inspecting CSS. With the early design, I did know that I had an issue of showing how multiple changes related to the overall probability. I attempted to solve that with a graph of the overall probability that would scroll back through the changes as you hovered over each point. It was too distracting and actually still confusing in the graph form, but it was a (very Redux influenced) step for me in thinking about how to structure state in an application. It definitely prepped me for thinking about how to manage game state in stuff I’m doing now.
I also apparently took a break from the prototype to work on the FFL website again. Mainly the the splash intro. I really wanted to get a full-width background working, showing the reports and prototypes. Looking now, I think the version with just the prototype backer was pretty solid, but it didn’t emphasize the report aspect as much and it was still pretty busy. These were formally good approaches but the end result was just too busy. I’d eventually give up on the full-width part.
May is almost all work on the interpretability prototype. Early in the month I was trying to figure out how to balance emphasizing the key features for each customer while keeping also keeping the context there for all the fields so you could compare in-between customers. I tried to set up a kind of picture for each record, where a ribbon of color coded rectangles stood in for the importance of each factor, and then the top ones were highlighted below that. I’ve tried to do this with a few prototypes — figure out an abstract representation that gives you an idea of the ‘shape’ of the item in comparison to others. It’s a really compelling challenge to me, but it’s a tough one. In this case it’s not an immediately intuitive idea, that row of color-coded boxes, so the person using the app would have to learn to read it. It’s a big ask to have somebody learn to read that, especially if it’s not an app they’re really engaged in. I ended up backing off and returning to the table view. I think it was the right choice here but I’m still fascinated by the challenge of figuring out how to intuitively visualize ‘shapes’ of data.
Later on in the month I tried some animations for the ‘analyzing’ mode of the prototype, where it figures out the importance of various factors. This seemed like a fun one because it figures out those values through perturbations — cycling through all the possible values for each factor — I had some ideas about how to animate that concept. They were fun to code but ended up all being too busy and too literal. So I backed off there as well.
I spent most of June at work doing the figures for the interpretability report. I also played around with light procedural generation for the cover for the report. I ended up backing off the really procedural approaches (I did use it to determine the shading for the boxes), but it was definitely another step for me in realizing I really wanted to explore procedural generation.
I also worked a little bit on a game/simulation in June. The idea was there was a cat and you could feed it and if you fed it too much its belly would get big and it would roll over on its back. I had the idea and thought it was kind of funny and decided to just roll with it. I made the basic mechanics for it but lost interest a little bit. It shows the interest in system simulation I would go on to explore.
We released the interpretability report in July, so I finished the prototype and the layout for the print edition. I also got interested in multi-armed bandit problem and wanted to explore it with this evolving button idea, where I would set the parameters for a button’s styles and then have people choose one or two they liked and have it evolve over time based on people’s choices. There’s definitely lots involved in that that I continue to be interested in, especially the part where it’s exploring a possibility space, but I kind of lost interest in it I think because its hard to be too continually excited about a button.
In September I did some more experiments with simulation, especially with pathfinding, which was a whole other new world to explore. We also launched the Fast Forward Labs site. I started making an animated website card for my nephew, which turned into another way to explore game loop structure and tweening between animations.
In October, in prep for our next report, I started exploring using Three.js to render a ton of points for our recommendation visualization.
I also started making a ’simple’ recommendation prototype to explore collaborative filtering. I’ve made prototype with force-directed graphs a few times now, and each time I try to get the data-structure a little more right, so that a list view of the graph can sit next to the actual graph. I got a little closer this time, but I also didn’t scope down the project enough, so eventually I had to set it aside as we worked on the main prototype.
In November I really started in on the prototype for the Recommendations prototype. Most of the early work was on getting the t-SNE visualization working well.
I also started in on my backyard simulator, which is sort of the culmination of my simulation projects. I was really focused on data structure. I got different tiles working, and a simple dog actor walking around and eventually peeing. I frequently got frustrated with it as even though I tried to keep things really simple I felt the complexity of it would spiral out of control and I’d feel like I didn’t really have a handle on the code anymore. Still, the idea was the best one I’d come up for a simulation project. It felt like the right scope and I really want to see it happen. I’m planning on completing it in the near future.
December saw the continuation of work on the backyard simulator and the recommendations prototype.
It’s nice to look back and see all the things we put out at FFL last year. It’s also great to watch the evolution of my interest in procedural generation and simulation. I remain really excited to work more on the backyard simulation. It’s somewhat rare I stay as excited about an idea as I have with that one. I’ve been busy and sick for the start of January but I’m looking forward to really diving back into it.