November 11, 2008

Telegram

There are many many things I want to say, and not that much time. My mental list of "things to blog", each promising an huge post, makes me think that maybe -- just maybe -- most of those blog posts are never going to be written. So, for now, I'm writing you a little telegram, telling only some things, and quickly.

The first, and obvious, is to tell you I'm going to marry soon. That's right: we knew we would going to do it for a long time, but it was only while celebrating her birthday that I did the actual move of asking her. As my friendfeed followers noticed, or her blog readers, she said "Yes". I'm really happy, but there are lots of things to do now: people still don't get married over the Internet, at least in Portugal ;-) Thanks a lot to those who gave us "congratulations" messages, I know I didn't replied to most of you... bear with me.

After a quick talk on Friendfeed between me and Melo, he decided to write Rasputine. Rasputine (or Ras, as Corto Maltese called him) is a generic Moo/MUD/Talker-to-XMPP gateway. You add a buddy to your roster and then you can use it to connect to that world. That means that now, a couple of days later, you can use Jabber to connect to several services, including Selva (add selva@rasputine.simplicidade.org, Second Life (via SLTalker, add sltalker@rasputine.simplicidade.org), Portugal Virtual (add pv@rasputine.simplicidade.org) or MOOsaico (add moosaico@rasputine.simplicidade.org). This also means that I'm now feeling back the urge to make SLTalker a lot more useful (and less buggy) than it is at the moment. It is being completely rewritten, using now libsecondlife 0.5.0.

I'm returning to have a good reading rhythm. So, I've been reading Cory Doctorow's books (he's also now freshly married, congratulations!), finaly got into the mood of getting and reading Neal Stephenson's Cryptonomicon (you know when you know that you will read and like a book, and you're so certain of it that you just keep postponing it? I've been doing that with this book for years...), Satrapi's Embroideries, some more SciFi, some Fantasy, some Manga, some essays... Well, a lot of stuff, but still not as much as I wanted to. Regarding to Cory's books, I have a funny thing to tell: despite all his books being freely available to download on his website, with a Creative Commons license, I've been buying and reading them in the physical book format (and reading a lot of his not-in-books essays in my mobile phone). Well, with "Overclocked" I stumbled into a problem: the book had 16 pages missing!. Frustrating, huh? Well, not that much: thanks to Creative Commons, I just picked up my cellphone and in less than two minutes I was reading what was supposed to be in those 16 pages. See one more case on which Creative Commons is a good idea? ;-)

Oh, speaking of Creative Commons: to celebrate their fund-raising campaign, Creative Commons has released "A Shared Culture", a cool short video by renowned filmmaker Jesse Dylan, explaining very well why Creative Commons is important. Since it is in English, without translations, and I wanted to write about Creative Commons in one of my twice-a-week column at "Programas Livres", a Portuguese web publication, I ended up doing a free translation and adaptation, in both text and audio formats.

And... well, I told you, I have lot's of stuff to talk about, but for now, this is it. If you want to keep more updated than this, consider following my Friendfeed.

October 20, 2008

MUD is 30: happy birthday!

This blog post is going to be so short that it is the kind if things that I usually only talk about on FriendFeed, but end up not blogging about. But then, reading the few things about the issue that were written, and feeling the overall tone, I decided that, even if small (due to my own time constraints, the theme is good enough to write a book), this is a blog post I had to write.

MUD is 30 years old today. What is MUD? Why is this an important theme? Well, MUD is the percursor and the father of Virtual Worlds and MMO's. Without MUD, there would be no Selva, no WoW, no Second Life. But more than historical influence, MUDs really created the way Virtual Worlds are architectured today.

So, happy birthday!

September 29, 2008

The broken Web

I have several computers, almost all of the time I'm using one (or several) or three: an HP laptop that with a 1024x768 resolution, the EEE PC 701 with a 800x480 resolution, and finally my BlackBerry 8100 and its way smaller screen. I use them to do everything I use computers for, including surfing the web. The experience is far from perfect, and here are some reasons why:

The web is about content, not displays


Please stop that really old mantra of "nobody uses 1024x768 anymore". I've been listening to that for a while, even if the biggest resolution I have on this three devices is exactly that one. Also, the argument isn't new: I remember at least the "nobody uses 640x480" and the "nobody uses 600x800" arguments, and I'm pretty sure that the thing didn't start there, but in other arguments like "nobody sees only 80 columns anymore". The biggest mistake here isn't to think that nobody uses 1024 while I still do. Nor trying to predict the smallest resolution out there. The mistake here is that the web is about content, not displays. Regardless of what you might think or want, a website is meant to be read by whoever crosses with it, using whatever device he's using. Your website must be visible, readable and usable by every device, with every resolution. It's not hard, and it doesn't mean you should ditch planning your website layout and make it into your CSS files. On the contrary, it means that you should treat content as content and put it in the document layer, presentation as presentation and put it in the presentation layer. But it also means that your presentation can't be made in a "if users are reading this in a 1024 screen", or "if users are reading this in a mobile device", but instead, "if users are reading a paragraph", "if users are reading a caption"...

One Web


Like I said in the previous item, your website should be platform-agnostic. But that doesn't only mean that I should read your website well in every resolution, it means that I should be able to read your website with every browser, in every device. One web, several ways of reaching it. So, remember this next time you're thinking about making a mobile version of your website: if you're planning on do it, you already did it wrong. See, your website should be readable everywhere. That means that if your website is well made, I can read it well in my mobile device without the need of going to a mobile version of it. On the other hand, if you're making me go to another website -- a mobile version -- you're not only stopping me of seeing the website I want to see, giving me a trimmed-down version of the real thing, you're actually making me see another webiste, with all the implications that might have. Remember, if your website doesn't look good in a mobile device in the first place, you already did something wrong...

The Web is The Web


The Web is The Web: nothing more. It's made of standards, composed by a set of documents written in a certain language. You have HTML, XHTML, CSS, Javascript, several formats for images and other objects... and that's it. The Web is just that. The web isn't made of "plugins" or "third-party applications". The web is made to be seen by a browser - any browser. So remember: if you have, for instance, flash in your website, the content must be 100% acessible by a browser without a Flash plugin. I'm serious: it's not my fault if I can't see your website in my mobile phone just because it full of flash. You chose to use a plugin that isn't available to every browser, in every platform, so you have to give an alternative for those visiting your website without that plugin. Oh, and spare me that "you don't have flash, get it here" messages, because you're just making me doing a couple of steps and going to another website where they'll tell me "your platform isn't supported". It's not my fault as a web user, and it's not their fault as a plugin provider: it's your fault as a content publisher.

What else?


There are tons of other things in the web that makes it as broken as it nowadays is. But for now, please think about this three. I bet that with those solved, my web experience would get a lot better.