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On Designing For Children

from SOS [alt+shift+b] in programming

I’ve been building Kidz Fun Art (web, iPad & Windows) since 2021, so 4 years at time of writing. It’s a tablet optimized application intended to be used by children of all ages – my daughters were 3 and 5 when I started, and are 7 and 9 now, so I’ve seen how they use it almost daily at various ages. I’ve learned a few things about designing for their usability and how it differs from some more common patterns found in adult focused applications. Topics Covered Minimize Text Use Show, Co-locate and Hint tools Mistakes should be easy to fix Know when to involve an adult Reduce the need for fine motor control Try to solve Palm Rejection Simplify, then add delight(ness) Maintain visual context when changing state Monetize without ads, or not at all Plan for app growth without social sharing Children should never spend money Epilogue Minimize Text Use If you want kids under 8 to use your app, find a way to communicate all its primary functions with as little text as possible. Text does not actually provide guidance to a large percentage of your user base as they can’t read it Text takes up valuable space that could be used for better graphics or aesthetically pleasing empty space Text is visually unattractive and off-putting to most children. In the image below, note that there is not a single piece of text. While secondary and tertiary features sometimes require text, do what you can to make all primary controls text-free. Show, Co-locate and Hint tools Adult focused apps often have menus where the user must know to hunt and peck for the features they need. This is not well suited to younger users. I’ve found that it works much better to design ways to co-locate tools with the objects on which they are to be used. For example, if a user wants to select and rotate part of the image, place the control for rotating directly on or next to the selected area, not far away in a control bar or menu. Place tools for manipulating objects directly on top of the...
28th Jul 2025

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More from SOS

Clean your Mac & Windows/Linux PC with Disk Space

TLDR: Download the best disk cleanup app in existence from diskspace.io. A fun experiment in writing the same app three times (well kind of 4 times) with AI, and being as optimised and OS native as possible. My Mac recently filled its 1TB drive and my quest to find out where the space had gone was very frustrating. The existing tools for tracking down disk space were slow, clunky and it was impossible to use them until their 30 minute crawl of my hard drive completed. I decided to fix this by building a new app called Disk Space, which takes the great features of my favourite old time app Disk Inventory X, makes it blazingly fast and adds much improved file/folder deletion aesthetics so that you can clean up safely and quickly, as well as highlighting recently created files so you can find what changed more quickly. Let’s get nerdy The three versions, Mac, Windows and Linux, are all mostly independent, with just a little shared C++ code. My goal was to make each app as small, fast, as native to its environment as possible. This meant not using any of the more common cross platform libraries, and leaning on Claude to do the work. MacOS The MacOS version of Disk Space is written fully in Swift, with no dependencies on other libraries. This was the first version I built. It detects how many CPU cores your machine has and optimises itself to maximise the throughput. The size of the installed app is just under 1MB, with about 300KB of that being multiple sizes of the icon, so the app itself is just over 600KB in size. Not bad! Releasing desktop apps for the Mac is actually not too bad an experience. You can choose to put it in the App Store, but then it can be a pain to release a new version. Apple offer a free notarisation service that signs the built app with your Apple Developer credentials, and it works well. For this reason, you can simply download the MacOS version of Disk Space from the site. Windows The Windows version is a direct port of the Swift code to C++. Similar to the MacOS version it optimises its operation based on the number of cores, but it also checks if the drive being scanned is a spinning disk or a solid state drive. If it’s a spinning disk there’s no point running many threads against it, it’s physically incapable of responding, so it caps the number of threads. Since it it just pure C++ with no dependencies pulled in, the installer is just about 600KB, pretty cool. Releasing apps on Windows these days generally means you are forced to either release through the Microsoft Store or pay for quite expensive yearly fees to have your app notarized. Without this, the user will be shown very scary warning dialogs, making the app very hostile to use. Since this is a small free app, I went the Microsoft Store route. Linux The Linux version shares some of the C++ with the Windows version, especially the code that draws the multi-coloured tree map on the right. Similar to the Windows version, it checks the hardware of your storage to best optimize itself and otherwise builds the UI using Linux native code with almost not dependencies. The first version Claude recommended depended on the GTK libraries for the UI, which was convenient, but it meant that using the app on any system that didn’t include those libraries would force the user to download hundreds of megabytes just to get a 500KB app running. Luckily, within an hour Claude had completely rewritten the app to be almost fully self contained. This means that the Linux app, which is packaged as an AppImage file, is just about 600KB all in, and you can simply download it from the site. Epilogue This was a fun experiment in building an identical app for all three operating systems while keeping it as native and optimised as possible. The hardest part was the hardware setup required for testing. I now have on my desk: My MacBook Pro (my primary machine). I do most of my work on this, run Claude and do all testing of the MacOS app. A small but powerful Windows Desktop. This is pretty great, as not only can Claude build and test Windows apps on it, it can also build and test (to some degree) Linux apps too. I use this as the main machine for those two operating systems. An ancient, 2009 MacBook Pro 17″ that I installed Linux on just for building this app. I use this for testing the Linux version on a real machine, not just on Windows WSL. It works relatively well, but with just 4GB of memory I won’t be doing any development on it any time soon. Still, it’s great to make use of the old hardware instead of throwing it away – I knew there was a reason I hung on to it! … a lot of messy crap I need to tidy up. Any day now…. I can’t believe you read this far, thanks! Now go get Disk Space from diskspace.io, your hard drive will thank you

2 weeks ago 1 votes
Huge under-the-hood upgrade to Animations in Kidz Fun Art

One of the absolutely coolest features of Kidz Fun Art is the ability to create Animations. This was initially inspired by watching my nieces creating an animation on another Android app, so I focused purely on the creation case. This worked well, where most animations were under 50 frames in length, as it takes time to create them. I later added the ability to import Gif images, since it was a relatively simple change – parse the Gif image into frames, save them and boom, you can edit and re-export it. However this exposed a problem: Gifs can be huge, and Kidz Fun Art didn’t work well with thousands of animation frames of data. I wasn’t sure where the bottlenecks were, but at some point the app would just crash if the Gif was big enough, of if the user created an animation over 100 frames or so. This is all now fixed, and the app comfortably imports multi-Megabyte Gif images and provides a better user experience when some operations (like deleting hundreds of frames) are not instant. Using AI to find performance issues & subtle bugs While I have always written the vast majority of the code for Kidz Fun Art by hand (using AI for more complex things like WebGL shaders and C++ based paint brush simulation), it’s been invaluable recently for reviewing and testing the code. I asked Claude Opus 4.8 (the current frontier model as of July 2026) to identify the bottlenecks and it did a great job. There were multiple places where I initially wrote a function to take an action on a single frame that would then save the full animation, but later reused this function in a loop over all the frames. This caused the full animation to be saved hundreds of times in a few seconds, crashing the app. The list of frame thumbnails at the bottom of the screen rendered all thumbnails up front. This is fine for 50 but not for 1000. When saving a Gif, the file was far too large. This is because it wrote each frame in its entirety to the Gif image. The Gif standard obviously supports just writing the pixels that changed from the previous frame, and I wasn’t doing that. Deleting a large animation would take multiple seconds, with not user feedback. This was fine for other media types as they are more or less instant, but in this case it let the user click around the app, then have unexpected things happen 5 seconds later. It made the app feel broken. Gifs that stored some frames with the option to simply restore the previous frame were not handled, making the import of some images be inaccurate. There were a number of places where race conditions between multiple asynchronous actions could cause bugs. The AI was very good at finding places where my code should have been waiting for one to complete before beginning the second. There were multiple places where memory leaks occurred, specifically with not cleaning up event listeners. It found them all. When leaving the app open for days or weeks at a time without a reload, this could have been a real problem. What is better now? Animations now scale up to very large sizes, with instant access to all frames. You should be able to import basically any reasonable Gif image, and it will be exported in a highly optimized manner, with perfect colour matching per pixel. When deleting a large animation, you are told it is being deleted immediately, so it’s obvious the app is doing what you asked it to do. When importing a large Gif, you are shown a dialog telling you that it is happening, and blocking you doing other work until that completes. Many subtle bugs fixed. The frame list is fully virtualized, and scales up to essentially any size of animation. We have tests now! Another great use of AI is for writing tests, in this case laboriously creating dozens of large integration tests. These were invaluable in both validating the deep changes being made and in finding more edge cases and race conditions. Kidz Fun Art now has full end-to-end tests covering animations, layers, comics, cards, drawing, colouring, handwriting, maths and puzzles. I hate writing these, but AI doesn’t get bored, and I look forward to adding more and more regression tests in the future to keep quality high for all the world’s young artists out there.

2nd Jul 2026 1 votes
Spirograph fun in Kidz Fun Art

For a long time I’ve wanted to add Spirographs to my (awesome ) drawing app for kids, Kidz Fun Art, and today it’s ready! There was quite a bit of fun mathematics in getting it to feel natural and work with all sizes of circles, but it seems to have worked out very well! You can move the Spirograph around, change the size of the outer and inner circles, and draw in any colours you like. Read more about it on the main blog post here, try it out on the web at https://kidzfun.art , get it for iPad here, or download for Microsoft Windows here.

12th Jun 2026 1 votes
Mazers – a WebOS app rises again on iOS & iPad

Way, waaayyy back in 2010, I built a fun little game for the Palm WebOS series of phones called Mazer. I was happy with it, loads of people downloaded and played it, and then WebOS died. I recently found the source code again, and with the help of Claude AI I rewrote it to run on iOS and iPad! Get it for free today from the iOS App Store. (Android version coming soon) There are four different game types You can find your way around a simple maze, or race a terrifying fiery ball to the finish. Over 120 hand crafted obstacle courses to get around with worm holes, force fields, evil fiery balls, and more. My personal favourite, a Pacman like maze where the four ghosts chase your little ball around as you try to open the portal and get outta there!

8th Apr 2026 1 votes
Analyse and run simulations on your energy usage

I’ve been using the Irish energy provider Energia for 5 years or so (as of writing, 2026) and they used to have a useful insights dashboard that let me analyse my power usage. Well, they seem to have removed it so I built a handy dashboard that anyone can use. It’s at https://energy.chofter.com/ , try it out! You simply download your power usage information as a CSV file (a spreadsheet) from their site, currently at https://energyonline.energia.ie/my-account/half-hourly-usage/ . Then drop the file into the web app and it will: Show a useful overview of your usage for the full time period You can configure your current home setup This includes specifying your current tariff, whether or not you have a home battery or a car Compare usage versus last year Shows a heatmap of your usage by every 30 minutes Simulate the change in cost if you change your home setup Try out what would happen if you kept your consumption the same but changed your tariff, or added a battery or a car. This one is particularly useful.

11th Mar 2026 1 votes

More in programming

All The Ways I Broke My Website

This post is a living diary of all the times I messed up something with my website in a funny way. I value those who have the confidence to own their mistakes and share the learning with others, and so this is me doing just that! That Time I Accidentally Made a Tarpit That Time I Accidentally Made Really Large Headers That Time I Accidentally Made a Tarpit Back to Top A "tarpit" is an unofficial term used in computing to describe an intentionally slow response to a request. In these modern times many people are using tarpits as a way to combat the relentless theft of data by AI companies, although there's little to no evidence of that actually being in any way effective. I don't use tarpits, at least not intentionally, but there was that one time when I accidentally created a tarpit and trapped all visitors in it. As I've shared previously, I refuse connections from IP addresses that are blocked or belong to a blocked subnet, and I enforce this firewall during the TCP handshake. The logic here is straightforward: there's no reason to waste resources doing a TLS handshake, accepting an HTTP request, and then rejecting the connection if I already know I'm going to reject it at the earliest step. At the time, the code worked like this: the HTTP server would repeatedly call the Accept() function below expecting a new connection. I've added some comments to help explain the logic. func (l *firewallListener) Accept() (net.Conn, error) { // Accept the connection from the TCP listener. This blocks until there is a connection to accept or the listner was closed. conn, err := l.l.AcceptTCP() if err != nil { return conn, err } // Separate the IP address out from the remote address (which includes the port) ip := utils.SocketStringToIPAddress(conn.RemoteAddr().String()) if ip == nil { return nil, nil } // Check if it's blocked, if so close the connection and return a refuseError if IsBlocked(ip, true) { conn.Close() return nil, &refuseError{} } // Otherwise return the connection on to the HTTP server return conn, nil } If the incoming connection was from a blocked IP then I'd return a refuseError. I need to use a specific error interface because the HTTP server will halt if it encounters a non-temporary error from the call to Accept(), so I need to return an error that satisfies the definition of a temporary error. I defined refuseError like this: type refuseError struct{} func (e *refuseError) Error() string { return "." } func (e *refuseError) Timeout() bool { return true } func (e *refuseError) Temporary() bool { return true } func (e *refuseError) Is(err error) bool { return err == context.DeadlineExceeded } This did accomplish the goal of rejecting connections before the TLS handshake for blocked addresses, but it had one really unintended and difficult to track down side-effect. Accepting connections is done serially, after which servers typically then process that request on a dedicated thread (or in Go's case a goroutine). This means that any delays during the accept loop will block all incoming connection. What I had missed while reviewing the code for Go's HTTP server is that when it receives a temporary error from Accept() is that while it doesn't abort, it does sleep for up to a maximum of 1 second. This sleep blocks the entire server for all incoming connections. You can see a trimmed copy of the code that does this below, with some marks I've added which I will explain. // src/net/http/server.go // Copyright 2009 The Go Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. for { // (1) rw, err := l.Accept() if err != nil { if s.shuttingDown() { return ErrServerClosed } // (2) if ne, ok := err.(net.Error); ok && ne.Temporary() { if tempDelay == 0 { tempDelay = 5 * time.Millisecond } else { tempDelay *= 2 } if max := 1 * time.Second; tempDelay > max { tempDelay = max } s.logf("http: Accept error: %v; retrying in %v", err, tempDelay) // (3) time.Sleep(tempDelay) continue } return err } connCtx := ctx if cc := s.ConnContext; cc != nil { connCtx = cc(connCtx, rw) if connCtx == nil { panic("ConnContext returned nil") } } tempDelay = 0 c := s.newConn(rw) c.setState(c.rwc, StateNew, runHooks) // before Serve can return // (4) go c.serve(connCtx) } At mark 1 the server calls the Accept() function, this is the exact function that I defined above where I might return a temporary error. At mark 2 it checks if an error was returned, and if so if that error is temporary. If there was a temporary error, at mark 3 it sleeps for an increasing amount of time up-to 1 second, otherwise, at mark 4 it processes the connection on a dedicated goroutine, which allows the server to accept the next connection. I'm not entirely sure why the Go developers added this sleep delay and the change when it was introduced doesn't provide any meaningful insight. Regardless, it caused significant latency connecting to my website when a flood of rejected requests was coming in. It just goes to show how important it is to write meaningful commit messages, because you never know when somebody might come back years later wondering "why was this done?". I sure home I don't come to eat those words later. Coincidentally, you can actually see this happening if you look carefully at one of the metric graphs I shared in my first post about my server's security model: Securing My Web Infrastructure. This is the graph I shared in that blog post and while I didn't know it at the time, the fact that these request spikes all cap-out at around 60 requests per minute was not a coincidence. These requests were not being made with a limit in mind, attackers rarely ever care about things like that, instead it the accidental tarpit I had created. The downside to this was that while the malicious requests were being rate-limited, all requests were being rate-limited, up to a point of taking so long they timed out. The Fix Fixing the issue was relatively straightforward enough. Instead of returning a temporary error to the HTTP server during the accept loop, just don't return anything at all and wait for the next valid connection. func (l *firewallListener) Accept() (net.Conn, error) { for { conn, err := l.l.AcceptTCP() if err != nil { return conn, err } ip := utils.SocketStringToIPAddress(conn.RemoteAddr().String()) if ip == nil { return nil, nil } if IsBlocked(ip, true) { conn.SetLinger(0) conn.Close() continue } return conn, nil } } Now, when the HTTP server calls Accept(), the only time it returns is with a connection from an IP that isn't blocked, or if there genuinely is an error. No more sleep delays, no more excessive timeouts. That Time I Accidentally Made Really Large Headers Back to Top For about 10 years now all major browsers have support for a security feature known as a Content Security Policy or CSP. A CSP is an HTTP header provided by the server that instructs the browser on where it can load assets from, this could be scripts, images, stylesheets, fonts, etc. The objective of using a CSP is to prevent against injected HTML that tries to load assets, such as a malicious Javascript file, from a remote source. With so much user-provided content being available online, it's very possible for this to happen without an attacker compromising the entire web server. CSP protects against that by saying "scripts can only be loaded from these domains". That's a really simplified way of looking at it, anyways. My web server supports injecting the CSP header automatically, but before I go on I need to explain a little bit about the structure of my web server. When an incoming HTTP request is accepted (having passed all firewall checks and assertions), we look at the destination host for the request. This can either be the value of the Host header or as specified during the TLS handshake. We then look at a map of hosts to apps. Apps are just an interface that accept a few methods: type App interface { Cleanup() ReloadConfig() ServeHTTP(rw http.ResponseWriter, r *http.Request) Setup(dataDir string) error Shutdown() } One of the apps is the Proxy app, which is a reverse proxy - it accepts the incoming HTTP request and then proxies it on to another host. This is a very common design, especially with increasingly complex TLS setups. Because each app is unique to a host, and different hosts have different requirements for CSP rules, the proxy app includes a CSP preset that we use to build the header value, or skip it entirely. When the proxy app was going to copy an HTTP request to the downstream host, it would build the CSP header, however there was a slight bug... func (a *App) ServeHTTP(rw http.ResponseWriter, inRequest *ht2.Request) { // --snip -- if a.CSP != nil { a.CSP.ConnectSrc += " " + inRequest.Origin } CopyHttpRequest(inRequest, outRequest, rw, CopyHttpRequestOptions{ Origin: inRequest.Origin, Csp: a.CSP, Cors: a.CORS, AddHeaders: !a.SkipHeaders, UseHTTP3: a.UseHTTP3, InsecureTLS: a.InsecureTLS, }) } I'm really unsure as to what I was doing with the line to append to the ConnectSrc, but the impact is that I'm appending to a variable that lives on the App, rather than a variable that is per-request. This meant that every time there was a request to the app, any request at all, the origin would be appended to the header value. This went on for quite a long time unnoticed and unresolved, largely because I am constantly tweaking and tinkering with my web server, after all, it's how I made having a website fun again. Each time I restarted the server process, the header value would be reset, but only for it to continue to grow and grow. Eventually, after a period of being busy with other matters, the server process stayed running for long enough that the header value grew too large and HTTP clients began to reject it. There is no defined maximum for an HTTP header value, however most HTTP clients use 100KiB, which is perfectly reasonable, and this header value would continue to grow well beyond that. Diagnosing this issue turned out to be difficult as tools like Curl would fail with errors relating to entities being too large, but stopped short of saying what specifically. I eventually used openssl s_client to send an HTTP request by hand and observed my terminal window being filled with a domain name repeated thousands of times. Looking at the commit history, it was really unclear why I added the culprit lines of code. The commit message just says "Improved CSP support". It just goes to show how important it is to write - hey look it's those words I'm now having to eat! The Fix The fix was to just delete those three lines of code. Yup, it really was that simple, and fixing this bug actually made a larger positive impact than I had expected, as it was immediately clear when I fixed the bug by looking at outbound network bytes: So much traffic was being wasted on excessive header sizes. You might look at these mistakes I've made and think "wow, Ian, these are some obvious mistakes, I never would have made them!" to which I say "good for you!" with the utmost sarcasm and disdain. I enjoy making and refining software, and making anything means making mistakes along the way. Each time I make mistakes such as the ones above, I improve my skills of investigation, diagnosing, and repair. Skills that, judging by my peers in the industry, seemingly everyone is quickly willing to throw away because a robot does it "better" than you. Header Image: "Car accident on the Ffestiniog to Bala road. Nobody was hurt" by Geoff Charles, CC BY-SA 4.0, via Wikimedia Commons.

an hour ago 1 votes
CSS-Tricks could be a co-op

I owe a lot of my professional identity and success to CSS-Tricks. CSS-Tricks repeatedly gave me the opportunity to write for them. In doing so, they helped to both socialize and normalize accessibility as a mainstream frontend concern. I’m deeply thankful to them for this. The team was also a joy to work with, notably Geoff Graham. He’s a mensch, and one of the nicest people you can interact with in the frontend web space. If you have not been following the news about the site, Kevin Powell has a good video about the whole situation: Content skipped. I’m not speaking on behalf of Geoff, Chris, or others involved with running the current version of CSS-Tricks. I’ve got skin in the game as an author. This is my personal opinion, born of my feelings and beliefs. I think a lot of the web’s infrastructure should be co-ops, and CSS-Tricks is knowledge infrastructure. To that point, I should also point out that the website covers far more than just CSS. The corporate model of ownership can be a risk. If infrastructure is not part of a corporation’s core strategy, it is not a priority. As Kevin’s video touched on, it seems like promotion via owning the frontend content space isn’t part of Digital Ocean’s strategy anymore. It is not that CSS-Tricks does not have value. It is that Digital Ocean cannot see it. It is deeply, tragically ironic to me that Digital Ocean allowed this to transpire. This is because I know for a fact that the techniques and philosophies shared by CSS-Trick authors helped to shape iterations of their product’s UI. Some may be quick to point out that this knowledge now—illegally—exists inside of LLM training data, so the risk of the website going away is mitigated. To this, know that we should be striving to keep resources like CSS-Tricks going. Human creativity is the force that creates new techniques, strategies, and technologies. The web will calcify without voices sharing what they know, forever locking us into endless permutations of a fixed point in time. Unlike corporations, co-ops don’t have to be motivated by profit. By not needing to prioritize growth at all costs it means co-ops can instead prioritize and incentivise things like preservation and cultivation. It is also a successful model of operation, one that even already exists, and flourishes in the tech space. Collective ownership can also serve as checks and balances for, and protection against hierarchical decision-making. I only need to point to the chaotic and aberrant decisions many CEOs in the technology space have been making as of late to demonstrate the value of this approach. Paddy Srinivasan, if you somehow wind up reading this: Save some face and take a big swing. Give CSS-Tricks back to the people who love it.

2 days ago
fibre broadband anticlimax

How can something that “just works” be so annoying? situation We live in Cambridge off a little road down a drive in shared ownership between us and our neighbouring houses. All the utilities are buried under this drive, including the phone line. anticipation Over the last few years we have been canvassed repeatedly by CityFibre saying that they can deliver fibre all way to our house. I saw them digging trenches and leaving tails of purple fibre cladding along nearby roads, ready to hook up all the houses. I thought they would need to do something similar to deliver fibre to us. So when they turned up and knocked on our door, I talked to their salesbods and walked them up and down the drive and pointed out where the existing BT line goes. Then they gave up trying to sell to us. This happened about three times. disaffection We were not eager enough for an upgrade to deal with these impediments. notification A few months ago we were told that CityFibre would soon come and do the upgrade, since there’s a nationwide deadline for turning off the copper phone network at the end of the year. We expected that this would force them to actually plan some digging works, so we talked to our neighbours about it. We were all ready for some huge faff to follow the next visit by the CityFibre bods. installation CityFibre turned up on the promised morning bright and early. To our enormous surprise, a brown fibre housing was already poking out of the ground next to our copper phone line. It had been fed through 50 metres of 5cm duct without us being aware they were even working on the street. Within a couple of hours, the technicians had drilled through our wall, installed the ONT, blown fibre through the unexpected pipe, plugged in the CPE (superficially identical to the old one), and left telling us to anticipate that it might not work properly until tomorrow. activation Around lunch time, the copper phone line stopped working completely. Some faff ensued, switching all our devices over to the new WiFi network. For a while we thought this was the death of our land line, but in the course of debugging other issues, I realised that the router has a built-in VoIP adapter (I don’t think we were told it has a built-in VoIP adapter) so I plugged the phone in and it Just Worked: they had ported our phone number across and everything. Flawless. I was seriously impressed. rumination It has been a few weeks since the switchover, and apart from a couple of horrible Clown-afflicted IoT devices, it has been fairly smooth. What prompted me to write this up was realising that we delayed this upgrade for years because the sales people were not given enough technical information about how the installation process works: the fact that houses typically have a 5cm duct containing the copper lines (probably standard for the last 40 years) and the fact that fibre can be shoved through a few tens of metres without difficulty. And worse, the sales people didn’t have an esclation path for difficult cases: they just gave up instead. From a technical point of view, the installation was impeccable. (I guess the loose 24 hour window for the cutover time was because OpenReach and CityFibre don’t have tight requirements on ISP reconfiguration schedules.) From the sales point of view, it was crap. Maybe it would have gone faster if we offered to switch early without asking if the drive would be a problem? But I guess the difference between “yes!” and “yes, but will this be a problem?” is too much to expect from a minimum-wage door-to-door salesbod whose employer didn’t give them enough information or any escalation path.

3 days ago
A Simple Guide for Calm UI

Read the post here.

3 days ago
Abusing ID3 chapters to turn videos into glanceable podcasts

I listen to a lot of podcasts, and I like how they fit around other tasks. I press play, lock my phone, and put it down. I’m free to wash the dishes, fold the laundry, or shop for groceries. Unfortunately, more and more information is only published as a video. Technical talks, conference sessions, video essays – they don’t work in an audio-only podcast app. I could convert these videos to MP3 files, but that breaks down the moment a video isn’t pure spoken word. If a speaker says, “Look at this slide” or holds up a diagram, an audio-only file leaves me stranded. I don’t want to give up the podcast player I like, nor stare at a screen for an hour – but I do want the information in these videos. To solve this, I’m abusing my podcast player’s chapter support. This gives me the best of both worlds: I can listen to a video as audio-first, and glance at my lock screen if I need a moment of visual context. The idea: Chapters every few seconds MP3 files can have ID3 metadata, and ID3 metadata can include chapters. A chapter covers a particular time range, and it can have an associated title, description, and cover art. My podcast app of choice is Overcast, which can’t play videos, but it does have robust chapter support. I can jump between chapters, navigate a table of contents, and see per-chapter cover art. To get videos into Overcast, I’m creating MP3 files with a new chapter every few seconds, and the per-chapter cover art is a corresponding frame from the video. As I play the file, I get a slow, stop-motion-like rendition of the original video. If my phone is locked, I can glance at my lock screen and see the current frame in the Now Playing screen. Overcast is developed by Marco Arment, and I got this idea from Forecast, his app for adding chapters to podcasts. In particular, I was struck by its ability to create chapters that don’t display in the chapter list – ideal if I don’t want a table of contents with hundreds of entries. As I was developing my script, I compared my output to the output from Forecast to ensure I was creating the chapters correctly. The code: FFmpeg and Mutagen There are three steps in this process: Convert a video file to an MP3 Extract images from the video at a fixed interval Insert the images as hidden chapters in the MP3 file Let’s go through each in turn. 1. Convert a video file to an MP3 Converting a video file to an MP3 is a single FFmpeg command: ffmpeg -i video.mp4 audio.mp3 This is consistently the slowest step of the process, and I do wonder if I could use different settings or an alternative encoder to make it go faster – but it’s not slow enough to be worth further investigation. 2. Extract images from the video at a fixed interval Extracting images from a video needs a more complicated FFmpeg command: ffmpeg -i video.mp4 \ -vf 'fps=1/5,scale=iw*sar:ih,scale=min(iw\,945):min(ih\,945):force_original_aspect_ratio=decrease' \ thumbnail_%04d.jpg This extracts an image every 5 seconds, downscales any image larger than 945 pixels square (while preserving the original aspect ratio), and saves the results as sequentially numbered JPEG images (thumbnail_0001.png, thumbnail_0002.png, and so on). The key is the -vf flag, which defines two FFmpeg filters: The fps filter selects one frame every 5 seconds (fps=1/5). The first scale filter scales the width based on the sample aspect ratio (scale=iw*sar:ih). Without this filter, frames can be stretched and distorted. The second scale filter scales the input video, preserving the original aspect ratio (force_original_aspect_ratio=decrease), and ensuring the output images fit within 945×945px or the size of the input video, whichever is smaller. My limit is 945 pixels because that’s the largest size that cover art is shown on my iPhone. This filter still isn’t completely correct – it sometimes creates images from portrait videos that are smaller than I’m expecting – but it’s good enough. These are only thumbnails for glancing at, and if I want to change it later, I can always do the image resizing outside FFmpeg. 3. Insert the images as hidden chapters in the MP3 file Inserting the chapters into the MP3 file is more complicated. Although FFmpeg has basic support for ID3 metadata, as far as I know, it can’t insert chapters with per-chapter artwork. Instead, I’m going to reach for Python and the Mutagen library. Here’s the code to add a chapter to an MP3 file: from mutagen.id3 import APIC, CHAP, ID3, PictureType audio = ID3("audio.mp3") with open("thumbnail_0001.jpg", "rb") as f: img_data = f.read() image_frame = APIC(mime="image/jpeg", type=PictureType.OTHER, data=img_data) chapter_frame = CHAP( element_id="chp1", start_time=0, end_time=5 * 1000, sub_frames=[image_frame] ) audio.add(chapter_frame) audio.save() This creates a single chapter that lasts the first 5 seconds (0 to 5000 milliseconds), and the per-chapter cover art is thumbnail_0001.jpg. If we ran this in a loop, we could add images for every 5 second slice of the original video. This code is inserting two frames into the ID3 metadata: The CHAP (chapter) frame contains the timing information, and it can have subframes for metadata like title, chapter art, or associated URL. The APIC (attached picture) subframe contains information about a picture, which can either be a blob of image data or a URL to an image on the web. Normally, you’d also insert a CTOC frame which defines a table of contents, but I don’t want a TOC with hundreds of 5-second chapters, so I’m deliberately not doing this here. This is allowed by the ID3 spec – you’re not required to insert a CTOC frame if you’re using chapters, and you can have chapters that aren’t listed in your table of contents. To work out which frames I needed, I used Forecast to create some chapters by hand, and I inspected their frames. In particular, loading an MP3 and calling Mutagen’s pprint() method shows a human-readable list of frames, and then I could drill into the individual fields: from mutagen.id3 import ID3 audio = ID3("audio.mp3") print(audio.pprint()) I wrapped all this code in a project called glancecast, which allows you to convert a video file with a single command, with optional flags to set the frame length and chapter art size: $ python3 glancecast.py interesting_talk.mp4 interesting_talk.mp3 The process takes a minute or so to complete, most of which is spent transcoding the video file to MP3. The resulting MP3s are usually 40 to 50 MB in size, which is very reasonable. The outcome: How it looks in practice Here’s what one of these “glanceable” podcasts looks like in Overcast and on my lock screen: Maggie Appleton presented this talk over two years ago and it’s been on my “talks to watch” list ever since. Once I put it in Overcast? I listened to it in less than a day. It’s not a lot of extra information, but enough that I can quickly glance down and get the gist of what a speaker is saying. Both views update with a new frame every few seconds, or I can put my phone in my pocket and ignore the screen. I’ve used this approach for half a dozen videos so far, and I’m happy with the results. I expect to keep using it, because I have a long queue of videos I’ve been meaning to watch. If you’d like to try this, check out glancecast for the full code and instructions. [If the formatting of this post looks odd in your feed reader, visit the original article]

5 days ago
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