coo

Five Cool Python Libraries for Data Science

Check out these 5 cool Python libraries that the author has come across during an NLP project, and which have made their life easier.




coo

Top Stories, Apr 27 – May 3: Five Cool Python Libraries for Data Science; Natural Language Processing Recipes: Best Practices and Examples

Also: Coronavirus COVID-19 Genome Analysis using Biopython; LSTM for time series prediction; A Concise Course in Statistical Inference: The Free eBook; Exploring the Impact of Geographic Information Systems




coo

KDnuggets™ News 20:n18, May 6: Five Cool Python Libraries for Data Science; NLP Recipes: Best Practices

5 cool Python libraries for Data Science; NLP Recipes: Best Practices and Examples; Deep Learning: The Free eBook; Demystifying the AI Infrastructure Stack; and more.




coo

CPEC’s second phase to focus on industrial cooperation




coo

The Spit, Surfers Paradise and Coolangatta remain closed.

Mayor Tom Tate today announced that beach and car park restrictions would remain in place until next Monday.

"I would like to congratulate Gold Coasters for their efforts over the long weekend with the vast majority of people doing the right thing

"However I have decided to keep the three beaches closed until next Monday. It is still school holidays and we are not in a position to relax just yet. 

"I will review it next Monday."

"It is tough love, but it is still school holidays and the closures are working."

The Spit beach, Coolangatta Beach and Surfers Paradise Beach were closed last week due to high numbers of people continuing to visit beaches despite the warnings from the State and Federal Governments.

The City has also shut car parks beach and oceanside from Broadwater Parklands to Coolangatta.

Feature video: 
Not featured




coo

How Silicon Valley Became Uncool

Walter Frick, HBR editor, explains why we valorize tech heroes from the past, but scoff at today's entrepreneurs.




coo

Famed Interior Designer Launches Authentic Cookbook, "my Sicilian kitchen"

The creations shared in "my Sicilian kitchen" have been prepared by members of the Bilo family for generations, and now are passed on to you and your family. Buon Appetito."-Linda Bilo-Brechtel




coo

At One Cookie We Believe The World Can Be Changed One Cookie at a Time - Why Send Flowers When You Can Send Cookies?

At One Cookie, we believe in spreading our cookie love across the nation and changing lives in the process. We will ship our cookies anywhere in the United States. Freshness guaranteed.




coo

Man Invents Ingenious Tree-Climbing Scooter to Save His Farming Community

Climbing coconut and arecanut trees to harvest their prizes is strenuous, dangerous work, and requires a young body. But in Dakshina Kannada, India, "there is a substantial migration of well-educated youngsters to the cities for white collar jobs," K. Ganapathi Bhat told India's The News Minute. "There is a huge scarcity of employment in labour-intensive sectors like agriculture, especially those skilled in climbing trees."

"Having been born in a family with an agricultural background, it was painful to see the ripe coconut and arecanut either eaten by birds or falling across the fields," Bhat says. At 60 years of age, he's too old to climb the trees himself. But unlike most farmers, he has a Bachelors of Science in Physics, Chemistry and Maths. Thus he cobbled this together:

The bike-based contraption runs on gas, using what appears to be a chainsaw motor. After testing it out for two years on roughly 2,000 arecanut trees on his own farm, Bhat reckons the "mileage" is 90 trees per liter of gas (360 trees/gallon), and that the machine can carry an 80kg (175-pound) person to the top of a 30-meter (98-foot) tree in 30 seconds--safely. If the brakes fail, a backup brake kicks in to jam the wheels in place. As long as your tree isn't mushy and algae-covered (he tested those, too, and found the performance unsatisfactory), you're in business.

Here's more footage of the machine in action, including Bhat jumping up and down on it, to demonstrate that it safely stays in place:

Although he's been approached by several manufacturers, Bhat has turned them down, as he's not interested in profit. "I wish to partner with an organisation that would help me share the technology with the farmers to benefit them," he says. "I do not wish to seek royalties for such a venture. But I want to make sure that this product reaches as many farmers as possible, so that, in some way, it helps in the development of the overall agricultural scenario of the country."




coo

Bushfire hazard reduction burn - Coombabah Lakelands Conservation Area

North western portion of Coombabah Lakelands Conservation Area, Lot 201 Shelter Road Coombabah (opposite Myola Court)

Region:

Category:

Date: 
Tuesday, August 27, 2019 - 19:00 to Friday, August 30, 2019 - 03:00
planned: 
1
Read more: 

Start <time/date>: 9am, Tuesday 27 August 2019 (weather permitting)
End <time/date>:  5pm, Thursday 28 August 2019
Duration:  Three days

In partnership with Queensland Fire & Emergency Service, the City will door knock residents adjoining burn locations to provide information regarding bushfire protection and preparedness leading into this year’s fire season. Minimal disruption to residents is expected.Residents with health issues associated with smoke are encouraged to contact the City’s Natural Areas Management Unit on 07 5581 6984.

For more information on the scheduled hazard reduction burn program, visit the Gold Coast Rural Fire Brigade Group website.




coo

CPEC’s second phase to focus on industrial cooperation




coo

Temporary Road Closure - Coolangatta

Streets affected: Lord Street (full road closure local traffic access only) between Musgrave Street and Winston Street

Region:

Category:

Date: 
Friday, May 15, 2020 - 15:00 to Thursday, May 21, 2020 - 04:30
planned: 
1
Read more: 

Start date: 15 May 2020 only

Contingency dates: 18 May 2020,  19 May 2020,  20 May 2020

Duration: 5am – 6:30pm

Reason: To facilitate large concrete pour - 1 day only between above dates




coo

Uber loses $2.9 billion, offloads bike and scooter business

Earlier this week, Uber said it was cutting 3,700 full-time workers, or about 14 per cent of its workforce, as people avoiding contagion either stay indoors or try to limit contact with others.




coo

MSME Schemes: Technology upgradation through the International Cooperation Scheme

The Ministry of MSMEs offers the International Cooperation Scheme which helps fund MSMEs to participate in international exhibitions and events to get access to the latest in technology.




coo

Exide Life's term policy sales jump 200% in April due to COVID-19: COO

However, Ashwin B added that there has been a significant drop in sales of non-term policies, witnessing a decline of 50 per cent.




coo

OPDAT Strengthens Central American Coordination against MS-13 and 18th Street Gangs

On February 27, in Antigua, Guatemala, OPDAT hosted an Operation Regional Shield meeting with prosecutors, investigators, and analysts from Honduras, El Salvador, Guatemala, and Mexico.




coo

Three Chimneys Presents Good News Friday: A State of Cooperation

The racing industry isn't exactly known for having an atmosphere of cooperation. The conflicts within the sport stack up fast after a quick glance at the headlines. Change is on the horizon in at least one area, though—drug regulation. Officials are coming together around the Mid-Atlantic Uniform Medication Program, an initiative promoted by the Racing […]

The post Three Chimneys Presents Good News Friday: A State of Cooperation appeared first on Horse Racing News | Paulick Report.




coo

Evening forecast: Low of 35 ahead of cooldown; freezing mark reached in spots

Evening Star Tribune Local Twin Cities (Minneapolis/St. Paul) Weather Video Forecast




coo

Police: Eight Shot, One Fatally At Cookouts In West Baltimore

Baltimore Police say multiple people were shot, at least one dead, at two cookouts on Edmondson Ave near North Warwick Ave on Sunday evening.




coo

Grand Canyon Wilderness Coordinator Recognized as Leader in Wilderness Stewardship for Intermountain Region

Grand Canyon Wilderness Coordinator Recognized as Leader in Wilderness Stewardship for Intermountain Region https://www.nps.gov/grca/learn/news/grand-canyon-wilderness-coordinator-recognized-as-leader-in-wilderness-stewardship-for-intermountain-region.htm




coo

The super easy microwave peanut butter bread recipe that takes 90 seconds to cook

The quick bread recipe tastes delicious and requires just five ingredients




coo

Northwest Forest Plan (The First 10 Years 1994-2003): Socioeconomic Monitoring of Coos Bay District and Three Local Communities

This case study examines the socioeconomic changes that took place between 1990 and 2000 in and around lands managed by the Bureau of Land Management (BLM) Coos Bay District in southwestern Oregon for purposes of assessing the effects of the Northwest Forest Plan (the Plan) on rural economies and communities in the Coos Bay region.




coo

Cooperative Alaska Forest Inventory

The Cooperative Alaska Forest Inventory (CAFI) is a comprehensive database of boreal forest conditions and dynamics in Alaska. The CAFI consists of fieldgathered information from numerous permanent sample plots distributed across interior and south-central Alaska including the Kenai Peninsula. The CAFI currently has 570 permanent sample plots on 190 sites representing a wide variety of growing conditions. New plots are being added to the inventory annually. To date, over 60 percent of the permanent sample plots have been remeasured and approximately 20 percent have been remeasured three times. Repeated periodic inventories on CAFI permanent sample plots provide valuable long-term information for modeling of forest dynamics such as growth and yield. Periodic remeasurements can also be used to test and monitor large-scale environmental and climate change.




coo

tech. coord. 2010. Economic modeling of effects of climate change on the forest sector and mitigation options: a compendium of briefing papers

This report is a compilation of six briefing papers based on literature reviews and syntheses, prepared for U.S. Department of Agriculture, Forest Service policy analysts and decisionmakers about specific questions pertaining to climate change.




coo

Cafe owner closed by Coronavirus cooks up dinners for vulnerable

More than 150 meals being rustled up




coo

LL Cool J

The official site for rapper and actor LL Cool J. Why it’s in the Showcase: This simple one-page scrolling site with amazing imagery and AJAX-loading content allows for a clean and user friendly experience.




coo

Cooper Hewitt

Cooper Hewitt, Smithsonian Design Museum is the only museum in the nation devoted exclusively to historic and contemporary design.




coo

Cool Boarder in St. Petersburg

Free Tutorial! Since many people are bored at home and looking to add to their skillset, I have just released my best tutorial for free and it already has just over $92,000 worth of downloads – awesome! People seem to love it and thank you for the great feedback. I’ll keep it free as long […]




coo

Best sports movies: &#8216;Cool Runnings&#8217; will leave you feeling very Olympic

Editor’s note: The Gazette sports staff has compiled lists of its top 15 favorite sports movies. Each day, a different staffer will share some insight into one of their favorites. Some of them...




coo

Why's it so hard to get the cool stuff approved?

The classic adage is “good design speaks for itself.” Which would mean that if something’s as good of an idea as you think it is, a client will instantly see that it’s good too, right?

Here at Viget, we’re always working with new and different clients. Each with their own challenges and sensibilities. But after ten years of client work, I can’t help but notice a pattern emerge when we’re trying to get approval on especially cool, unconventional parts of a design.

So let’s break down some of those patterns to hopefully better understand why clients hesitate, and what strategies we’ve been using lately to help get the work we’re excited about approved.

Imagine this: the parallax homepage with elements that move around in surprising ways or a unique navigation menu that conceptually reinforces a site’s message. The way the content cards on a page will, like, be literal cards that will shuffle and move around. Basically, any design that feels like an exciting, novel challenge, will need the client to “get it.” And that often turns out to be the biggest challenge of all.

There are plenty of practical reasons cool designs get shot down. A client is usually more than one stakeholder, and more than the team of people you’re working with directly. On any project, there’s an amount of telephone you end up playing. Or, there’s always the classic foes: budgets and deadlines. Any idea should fit in those predetermined constraints. But as a project goes along, budgets and deadlines find a way to get tighter than you planned.

But innovative designs and interactions can seem especially scary for clients to approve. There’s three fears that often pop up on projects:

The fear of change. 

Maybe the client expected something simple, a light refresh. Something that doesn’t challenge their design expectations or require more time and effort to understand. And on our side, maybe we didn’t sufficiently ease them into our way of thinking and open them up to why we think something bigger and bolder is the right solution for them. Baby steps, y’all.

The fear of the unknown. 

Or, less dramatically, a lack of understanding of the medium. In the past, we have struggled with how to present an interactive, animated design to a client before it’s actually built. Looking at a site that does something conceptually similar as an example can be tough. It’s asking a lot of a client’s imagination to show them a site about boots that has a cool spinning animation and get meaningful feedback about how a spinning animation would work on their site about after-school tutoring. Or maybe we’ve created static designs, then talked around what we envision happening. Again, what seems so clear in our minds as professionals entrenched in this stuff every day can be tough for someone outside the tech world to clearly understand.

    The fear of losing control. 

    We’re all about learning from past mistakes. So lets say, after dealing with that fear of the unknown on a project, next time you go in the opposite direction. You invest time up front creating something polished. Maybe you even get the developer to build a prototype that moves and looks like the real thing. You’ve taken all the vague mystery out of the process, so a client will be thrilled, right? Surprise, probably not! Most clients are working with you because they want to conquer the noble quest that is their redesign together. When we jump straight to showing something that looks polished, even if it’s not really, it can feel like we jumped ahead without keeping them involved. Like we took away their input. They can also feel demotivated to give good, meaningful feedback on a polished prototype because it looks “done.”

    So what to do? Lately we have found low-fidelity prototypes to be a great tool for combating these fears and better communicating our ideas.

    What are low-fidelity prototypes?

    Low fidelity prototypes are a tool that designers can create quickly to illustrate an idea, without sinking time into making it pixel-perfect. Some recent examples of prototypes we've created include a clickable Figma or Invision prototype put together with Whimsical wireframes:

    A rough animation created in Principle illustrating less programatic animation:

    And even creating an animated storyboard in Photoshop:

    They’re rough enough that there’s no way they could be confused for a final product. But customized so that a client can immediately understand what they’re looking at and what they need to respond to. Low-fidelity prototypes hit a sweet spot that addresses those client fears head on.

    That fear of change? A lo-fi prototype starts rough and small, so it can ease a client into a dramatic change without overwhelming them. It’s just a first step. It gives them time to react and warm up to something that’ll ultimately be a big change.

    It also cuts out the fear of the unknown. Seeing something moving around, even if it’s rough, can be so much more clear than talking ourselves in circles about how we think it will move, and hoping the client can imagine it. The feature is no longer an enigma cloaked in mystery and big talk, but something tangible they can point at and ask concrete questions about.

    And finally, a lo-fi prototype doesn’t threaten a client’s sense of control. Low-fidelity means it’s clearly still a work in progress! It’s just an early step in the creative process, and therefore communicates that we’re still in the middle of that process together. There’s still plenty of room for their ideas and feedback.

    Lo-fi prototypes: client-tested, internal team-approved

    There are a lot of reasons to love lo-fi prototypes internally, too!

    They’re quick and easy. 

    We can whip up multiple ideas within a few hours, without sinking the time into getting our hearts set on any one thing. In an agency setting especially, time is limited, so the faster we can get an idea out of our own heads, the better.

    They’re great to share with developers. 

    Ideally, the whole team is working together simultaneously, collaborating every step of the way. Realistically, a developer often doesn’t have time during a project’s early design phase. Lo-fi prototypes are concrete enough that a developer can quickly tell if building an idea will be within scope. It helps us catch impractical ideas early and helps us all collaborate to create something that’s both cool and feasible.

      Stay tuned for posts in the near future diving into some of our favorite processes for creating lo-fi prototypes!



      • Design & Content

      coo

      Global Gitignore Files Are Cool and So Are You

      Setting it up

      First, here's the config setup you need to even allow for such a radical concept.

      1. Define the global gitignore file as a global Git configuration:

        git config --global core.excludesfile ~/.gitignore
        

        If you're on OSX, this command will add the following config lines in your ~/.gitconfig file.

        [core]
          excludesfile = /Users/triplegirldad/.gitignore
        
      2. Load that ~/.gitignore file up with whatever you want. It probably doesn't exist as a file yet so you might have to create it first.

      Harnessing its incredible power

      There are only two lines in my global gitignore file and they are both fairly useful pretty much all the time.

      $ cat ~/.gitignore
      TODO.md
      playground
      

      This 2 line file means that no matter where I am, what project I'm working on, where in the project I'm doing so, I have an easy space to stash notes, thoughts, in progress ideas, spikes, etc.

      TODO.md

      More often than not, I'm fiddling around with a TODO.md file. Something about writing markdown in your familiar text editor speaks to my soul. It's quick, it's easy, you have all the text editing tricks available to you, and it never does anything you wouldn't expect (looking at you auto-markdown-formatting editors). I use one or two # for headings, I use nested lists, and I ask for nothing more. Nothing more than more TODO.md files that is!

      In practice I tend to just have one TODO.md file per project, right at the top, ready to pull up in a few keystrokes. Which I do often. I pull this doc up if:

      • I'm in a meeting and I just said "oh yeah that's a small thing, I'll knock it out this afternoon".
      • I'm halfway through some feature development and realize I want to make a sweeping refactor elsewhere. Toss some thoughts in the doc, and then get back to the task at hand.
      • It's the end of the day and I have to switch my brain into "feed small children" mode, thus obliterating everything work-related from my short term memory. When I open things up the next day and know exactly what the next thing to dive into was.
      • I'm preparing for a big enough refactor and I can't hold it all in my brain at once. What I'd give to have an interactive 3D playground for brain thoughts, but in the meantime a 2D text file isn't a terrible way to plan out dev work.

      playground

      Sometimes you need more than some human words in a markdown file to move an idea along. This is where my playground directory comes in. I can load this directory up with code that's related to a given project and keep it out of the git history. Because who doesn't like a place to play around.

      I find that this directory is more useful for long running maintenance projects over fast moving greenfield ones. On the maintenance projects, I tend to find myself assembling a pile of scripts and experiments for various situations:

      • The client requests a one-time obscure data export. Whip up some CSV generation code and save that code in the playground directory.
      • The client requests a different obscure data export. Pull up the last time you did something vaguely similar and save yourself the startup time.
      • A batch of data needs to be imported just once. Might as well stash that in the chance that "just once" is actually "just a few times".
      • Kicking the tires on an integration with a third party service.

      Some of these playground files end up being useful more times than I can count (eg: the ever-changing user_export.rb script). Some items get promoted into application code, which is always fun. But most files here serve their purpose and then wither away. And that's fine. It's a playground, anything goes.

      Wrapping up

      Having a personal space for project-specific notes and code has been helpful to me over the years as a developer on multiple projects. If you have your own organizational trick, or just want to brag about how you memorize everything without any markdown files, let me know in the comments below!




      coo

      Why's it so hard to get the cool stuff approved?

      The classic adage is “good design speaks for itself.” Which would mean that if something’s as good of an idea as you think it is, a client will instantly see that it’s good too, right?

      Here at Viget, we’re always working with new and different clients. Each with their own challenges and sensibilities. But after ten years of client work, I can’t help but notice a pattern emerge when we’re trying to get approval on especially cool, unconventional parts of a design.

      So let’s break down some of those patterns to hopefully better understand why clients hesitate, and what strategies we’ve been using lately to help get the work we’re excited about approved.

      Imagine this: the parallax homepage with elements that move around in surprising ways or a unique navigation menu that conceptually reinforces a site’s message. The way the content cards on a page will, like, be literal cards that will shuffle and move around. Basically, any design that feels like an exciting, novel challenge, will need the client to “get it.” And that often turns out to be the biggest challenge of all.

      There are plenty of practical reasons cool designs get shot down. A client is usually more than one stakeholder, and more than the team of people you’re working with directly. On any project, there’s an amount of telephone you end up playing. Or, there’s always the classic foes: budgets and deadlines. Any idea should fit in those predetermined constraints. But as a project goes along, budgets and deadlines find a way to get tighter than you planned.

      But innovative designs and interactions can seem especially scary for clients to approve. There’s three fears that often pop up on projects:

      The fear of change. 

      Maybe the client expected something simple, a light refresh. Something that doesn’t challenge their design expectations or require more time and effort to understand. And on our side, maybe we didn’t sufficiently ease them into our way of thinking and open them up to why we think something bigger and bolder is the right solution for them. Baby steps, y’all.

      The fear of the unknown. 

      Or, less dramatically, a lack of understanding of the medium. In the past, we have struggled with how to present an interactive, animated design to a client before it’s actually built. Looking at a site that does something conceptually similar as an example can be tough. It’s asking a lot of a client’s imagination to show them a site about boots that has a cool spinning animation and get meaningful feedback about how a spinning animation would work on their site about after-school tutoring. Or maybe we’ve created static designs, then talked around what we envision happening. Again, what seems so clear in our minds as professionals entrenched in this stuff every day can be tough for someone outside the tech world to clearly understand.

        The fear of losing control. 

        We’re all about learning from past mistakes. So lets say, after dealing with that fear of the unknown on a project, next time you go in the opposite direction. You invest time up front creating something polished. Maybe you even get the developer to build a prototype that moves and looks like the real thing. You’ve taken all the vague mystery out of the process, so a client will be thrilled, right? Surprise, probably not! Most clients are working with you because they want to conquer the noble quest that is their redesign together. When we jump straight to showing something that looks polished, even if it’s not really, it can feel like we jumped ahead without keeping them involved. Like we took away their input. They can also feel demotivated to give good, meaningful feedback on a polished prototype because it looks “done.”

        So what to do? Lately we have found low-fidelity prototypes to be a great tool for combating these fears and better communicating our ideas.

        What are low-fidelity prototypes?

        Low fidelity prototypes are a tool that designers can create quickly to illustrate an idea, without sinking time into making it pixel-perfect. Some recent examples of prototypes we've created include a clickable Figma or Invision prototype put together with Whimsical wireframes:

        A rough animation created in Principle illustrating less programatic animation:

        And even creating an animated storyboard in Photoshop:

        They’re rough enough that there’s no way they could be confused for a final product. But customized so that a client can immediately understand what they’re looking at and what they need to respond to. Low-fidelity prototypes hit a sweet spot that addresses those client fears head on.

        That fear of change? A lo-fi prototype starts rough and small, so it can ease a client into a dramatic change without overwhelming them. It’s just a first step. It gives them time to react and warm up to something that’ll ultimately be a big change.

        It also cuts out the fear of the unknown. Seeing something moving around, even if it’s rough, can be so much more clear than talking ourselves in circles about how we think it will move, and hoping the client can imagine it. The feature is no longer an enigma cloaked in mystery and big talk, but something tangible they can point at and ask concrete questions about.

        And finally, a lo-fi prototype doesn’t threaten a client’s sense of control. Low-fidelity means it’s clearly still a work in progress! It’s just an early step in the creative process, and therefore communicates that we’re still in the middle of that process together. There’s still plenty of room for their ideas and feedback.

        Lo-fi prototypes: client-tested, internal team-approved

        There are a lot of reasons to love lo-fi prototypes internally, too!

        They’re quick and easy. 

        We can whip up multiple ideas within a few hours, without sinking the time into getting our hearts set on any one thing. In an agency setting especially, time is limited, so the faster we can get an idea out of our own heads, the better.

        They’re great to share with developers. 

        Ideally, the whole team is working together simultaneously, collaborating every step of the way. Realistically, a developer often doesn’t have time during a project’s early design phase. Lo-fi prototypes are concrete enough that a developer can quickly tell if building an idea will be within scope. It helps us catch impractical ideas early and helps us all collaborate to create something that’s both cool and feasible.

          Stay tuned for posts in the near future diving into some of our favorite processes for creating lo-fi prototypes!



          • Design & Content

          coo

          Global Gitignore Files Are Cool and So Are You

          Setting it up

          First, here's the config setup you need to even allow for such a radical concept.

          1. Define the global gitignore file as a global Git configuration:

            git config --global core.excludesfile ~/.gitignore
            

            If you're on OSX, this command will add the following config lines in your ~/.gitconfig file.

            [core]
              excludesfile = /Users/triplegirldad/.gitignore
            
          2. Load that ~/.gitignore file up with whatever you want. It probably doesn't exist as a file yet so you might have to create it first.

          Harnessing its incredible power

          There are only two lines in my global gitignore file and they are both fairly useful pretty much all the time.

          $ cat ~/.gitignore
          TODO.md
          playground
          

          This 2 line file means that no matter where I am, what project I'm working on, where in the project I'm doing so, I have an easy space to stash notes, thoughts, in progress ideas, spikes, etc.

          TODO.md

          More often than not, I'm fiddling around with a TODO.md file. Something about writing markdown in your familiar text editor speaks to my soul. It's quick, it's easy, you have all the text editing tricks available to you, and it never does anything you wouldn't expect (looking at you auto-markdown-formatting editors). I use one or two # for headings, I use nested lists, and I ask for nothing more. Nothing more than more TODO.md files that is!

          In practice I tend to just have one TODO.md file per project, right at the top, ready to pull up in a few keystrokes. Which I do often. I pull this doc up if:

          • I'm in a meeting and I just said "oh yeah that's a small thing, I'll knock it out this afternoon".
          • I'm halfway through some feature development and realize I want to make a sweeping refactor elsewhere. Toss some thoughts in the doc, and then get back to the task at hand.
          • It's the end of the day and I have to switch my brain into "feed small children" mode, thus obliterating everything work-related from my short term memory. When I open things up the next day and know exactly what the next thing to dive into was.
          • I'm preparing for a big enough refactor and I can't hold it all in my brain at once. What I'd give to have an interactive 3D playground for brain thoughts, but in the meantime a 2D text file isn't a terrible way to plan out dev work.

          playground

          Sometimes you need more than some human words in a markdown file to move an idea along. This is where my playground directory comes in. I can load this directory up with code that's related to a given project and keep it out of the git history. Because who doesn't like a place to play around.

          I find that this directory is more useful for long running maintenance projects over fast moving greenfield ones. On the maintenance projects, I tend to find myself assembling a pile of scripts and experiments for various situations:

          • The client requests a one-time obscure data export. Whip up some CSV generation code and save that code in the playground directory.
          • The client requests a different obscure data export. Pull up the last time you did something vaguely similar and save yourself the startup time.
          • A batch of data needs to be imported just once. Might as well stash that in the chance that "just once" is actually "just a few times".
          • Kicking the tires on an integration with a third party service.

          Some of these playground files end up being useful more times than I can count (eg: the ever-changing user_export.rb script). Some items get promoted into application code, which is always fun. But most files here serve their purpose and then wither away. And that's fine. It's a playground, anything goes.

          Wrapping up

          Having a personal space for project-specific notes and code has been helpful to me over the years as a developer on multiple projects. If you have your own organizational trick, or just want to brag about how you memorize everything without any markdown files, let me know in the comments below!




          coo

          The Rise of the Electric Scooter

          In an electric car, the (enormous) battery is a major part of the price. If electric car prices are decreasing, battery costs must be decreasing, because it's not like the cost of fabricating rubber, aluminum, glass, and steel into car shapes can decline that much, right?

          On an electric scooter




          coo

          Why's it so hard to get the cool stuff approved?

          The classic adage is “good design speaks for itself.” Which would mean that if something’s as good of an idea as you think it is, a client will instantly see that it’s good too, right?

          Here at Viget, we’re always working with new and different clients. Each with their own challenges and sensibilities. But after ten years of client work, I can’t help but notice a pattern emerge when we’re trying to get approval on especially cool, unconventional parts of a design.

          So let’s break down some of those patterns to hopefully better understand why clients hesitate, and what strategies we’ve been using lately to help get the work we’re excited about approved.

          Imagine this: the parallax homepage with elements that move around in surprising ways or a unique navigation menu that conceptually reinforces a site’s message. The way the content cards on a page will, like, be literal cards that will shuffle and move around. Basically, any design that feels like an exciting, novel challenge, will need the client to “get it.” And that often turns out to be the biggest challenge of all.

          There are plenty of practical reasons cool designs get shot down. A client is usually more than one stakeholder, and more than the team of people you’re working with directly. On any project, there’s an amount of telephone you end up playing. Or, there’s always the classic foes: budgets and deadlines. Any idea should fit in those predetermined constraints. But as a project goes along, budgets and deadlines find a way to get tighter than you planned.

          But innovative designs and interactions can seem especially scary for clients to approve. There’s three fears that often pop up on projects:

          The fear of change. 

          Maybe the client expected something simple, a light refresh. Something that doesn’t challenge their design expectations or require more time and effort to understand. And on our side, maybe we didn’t sufficiently ease them into our way of thinking and open them up to why we think something bigger and bolder is the right solution for them. Baby steps, y’all.

          The fear of the unknown. 

          Or, less dramatically, a lack of understanding of the medium. In the past, we have struggled with how to present an interactive, animated design to a client before it’s actually built. Looking at a site that does something conceptually similar as an example can be tough. It’s asking a lot of a client’s imagination to show them a site about boots that has a cool spinning animation and get meaningful feedback about how a spinning animation would work on their site about after-school tutoring. Or maybe we’ve created static designs, then talked around what we envision happening. Again, what seems so clear in our minds as professionals entrenched in this stuff every day can be tough for someone outside the tech world to clearly understand.

            The fear of losing control. 

            We’re all about learning from past mistakes. So lets say, after dealing with that fear of the unknown on a project, next time you go in the opposite direction. You invest time up front creating something polished. Maybe you even get the developer to build a prototype that moves and looks like the real thing. You’ve taken all the vague mystery out of the process, so a client will be thrilled, right? Surprise, probably not! Most clients are working with you because they want to conquer the noble quest that is their redesign together. When we jump straight to showing something that looks polished, even if it’s not really, it can feel like we jumped ahead without keeping them involved. Like we took away their input. They can also feel demotivated to give good, meaningful feedback on a polished prototype because it looks “done.”

            So what to do? Lately we have found low-fidelity prototypes to be a great tool for combating these fears and better communicating our ideas.

            What are low-fidelity prototypes?

            Low fidelity prototypes are a tool that designers can create quickly to illustrate an idea, without sinking time into making it pixel-perfect. Some recent examples of prototypes we've created include a clickable Figma or Invision prototype put together with Whimsical wireframes:

            A rough animation created in Principle illustrating less programatic animation:

            And even creating an animated storyboard in Photoshop:

            They’re rough enough that there’s no way they could be confused for a final product. But customized so that a client can immediately understand what they’re looking at and what they need to respond to. Low-fidelity prototypes hit a sweet spot that addresses those client fears head on.

            That fear of change? A lo-fi prototype starts rough and small, so it can ease a client into a dramatic change without overwhelming them. It’s just a first step. It gives them time to react and warm up to something that’ll ultimately be a big change.

            It also cuts out the fear of the unknown. Seeing something moving around, even if it’s rough, can be so much more clear than talking ourselves in circles about how we think it will move, and hoping the client can imagine it. The feature is no longer an enigma cloaked in mystery and big talk, but something tangible they can point at and ask concrete questions about.

            And finally, a lo-fi prototype doesn’t threaten a client’s sense of control. Low-fidelity means it’s clearly still a work in progress! It’s just an early step in the creative process, and therefore communicates that we’re still in the middle of that process together. There’s still plenty of room for their ideas and feedback.

            Lo-fi prototypes: client-tested, internal team-approved

            There are a lot of reasons to love lo-fi prototypes internally, too!

            They’re quick and easy. 

            We can whip up multiple ideas within a few hours, without sinking the time into getting our hearts set on any one thing. In an agency setting especially, time is limited, so the faster we can get an idea out of our own heads, the better.

            They’re great to share with developers. 

            Ideally, the whole team is working together simultaneously, collaborating every step of the way. Realistically, a developer often doesn’t have time during a project’s early design phase. Lo-fi prototypes are concrete enough that a developer can quickly tell if building an idea will be within scope. It helps us catch impractical ideas early and helps us all collaborate to create something that’s both cool and feasible.

              Stay tuned for posts in the near future diving into some of our favorite processes for creating lo-fi prototypes!



              • Design & Content

              coo

              Global Gitignore Files Are Cool and So Are You

              Setting it up

              First, here's the config setup you need to even allow for such a radical concept.

              1. Define the global gitignore file as a global Git configuration:

                git config --global core.excludesfile ~/.gitignore
                

                If you're on OSX, this command will add the following config lines in your ~/.gitconfig file.

                [core]
                  excludesfile = /Users/triplegirldad/.gitignore
                
              2. Load that ~/.gitignore file up with whatever you want. It probably doesn't exist as a file yet so you might have to create it first.

              Harnessing its incredible power

              There are only two lines in my global gitignore file and they are both fairly useful pretty much all the time.

              $ cat ~/.gitignore
              TODO.md
              playground
              

              This 2 line file means that no matter where I am, what project I'm working on, where in the project I'm doing so, I have an easy space to stash notes, thoughts, in progress ideas, spikes, etc.

              TODO.md

              More often than not, I'm fiddling around with a TODO.md file. Something about writing markdown in your familiar text editor speaks to my soul. It's quick, it's easy, you have all the text editing tricks available to you, and it never does anything you wouldn't expect (looking at you auto-markdown-formatting editors). I use one or two # for headings, I use nested lists, and I ask for nothing more. Nothing more than more TODO.md files that is!

              In practice I tend to just have one TODO.md file per project, right at the top, ready to pull up in a few keystrokes. Which I do often. I pull this doc up if:

              • I'm in a meeting and I just said "oh yeah that's a small thing, I'll knock it out this afternoon".
              • I'm halfway through some feature development and realize I want to make a sweeping refactor elsewhere. Toss some thoughts in the doc, and then get back to the task at hand.
              • It's the end of the day and I have to switch my brain into "feed small children" mode, thus obliterating everything work-related from my short term memory. When I open things up the next day and know exactly what the next thing to dive into was.
              • I'm preparing for a big enough refactor and I can't hold it all in my brain at once. What I'd give to have an interactive 3D playground for brain thoughts, but in the meantime a 2D text file isn't a terrible way to plan out dev work.

              playground

              Sometimes you need more than some human words in a markdown file to move an idea along. This is where my playground directory comes in. I can load this directory up with code that's related to a given project and keep it out of the git history. Because who doesn't like a place to play around.

              I find that this directory is more useful for long running maintenance projects over fast moving greenfield ones. On the maintenance projects, I tend to find myself assembling a pile of scripts and experiments for various situations:

              • The client requests a one-time obscure data export. Whip up some CSV generation code and save that code in the playground directory.
              • The client requests a different obscure data export. Pull up the last time you did something vaguely similar and save yourself the startup time.
              • A batch of data needs to be imported just once. Might as well stash that in the chance that "just once" is actually "just a few times".
              • Kicking the tires on an integration with a third party service.

              Some of these playground files end up being useful more times than I can count (eg: the ever-changing user_export.rb script). Some items get promoted into application code, which is always fun. But most files here serve their purpose and then wither away. And that's fine. It's a playground, anything goes.

              Wrapping up

              Having a personal space for project-specific notes and code has been helpful to me over the years as a developer on multiple projects. If you have your own organizational trick, or just want to brag about how you memorize everything without any markdown files, let me know in the comments below!




              coo

              Why's it so hard to get the cool stuff approved?

              The classic adage is “good design speaks for itself.” Which would mean that if something’s as good of an idea as you think it is, a client will instantly see that it’s good too, right?

              Here at Viget, we’re always working with new and different clients. Each with their own challenges and sensibilities. But after ten years of client work, I can’t help but notice a pattern emerge when we’re trying to get approval on especially cool, unconventional parts of a design.

              So let’s break down some of those patterns to hopefully better understand why clients hesitate, and what strategies we’ve been using lately to help get the work we’re excited about approved.

              Imagine this: the parallax homepage with elements that move around in surprising ways or a unique navigation menu that conceptually reinforces a site’s message. The way the content cards on a page will, like, be literal cards that will shuffle and move around. Basically, any design that feels like an exciting, novel challenge, will need the client to “get it.” And that often turns out to be the biggest challenge of all.

              There are plenty of practical reasons cool designs get shot down. A client is usually more than one stakeholder, and more than the team of people you’re working with directly. On any project, there’s an amount of telephone you end up playing. Or, there’s always the classic foes: budgets and deadlines. Any idea should fit in those predetermined constraints. But as a project goes along, budgets and deadlines find a way to get tighter than you planned.

              But innovative designs and interactions can seem especially scary for clients to approve. There’s three fears that often pop up on projects:

              The fear of change. 

              Maybe the client expected something simple, a light refresh. Something that doesn’t challenge their design expectations or require more time and effort to understand. And on our side, maybe we didn’t sufficiently ease them into our way of thinking and open them up to why we think something bigger and bolder is the right solution for them. Baby steps, y’all.

              The fear of the unknown. 

              Or, less dramatically, a lack of understanding of the medium. In the past, we have struggled with how to present an interactive, animated design to a client before it’s actually built. Looking at a site that does something conceptually similar as an example can be tough. It’s asking a lot of a client’s imagination to show them a site about boots that has a cool spinning animation and get meaningful feedback about how a spinning animation would work on their site about after-school tutoring. Or maybe we’ve created static designs, then talked around what we envision happening. Again, what seems so clear in our minds as professionals entrenched in this stuff every day can be tough for someone outside the tech world to clearly understand.

                The fear of losing control. 

                We’re all about learning from past mistakes. So lets say, after dealing with that fear of the unknown on a project, next time you go in the opposite direction. You invest time up front creating something polished. Maybe you even get the developer to build a prototype that moves and looks like the real thing. You’ve taken all the vague mystery out of the process, so a client will be thrilled, right? Surprise, probably not! Most clients are working with you because they want to conquer the noble quest that is their redesign together. When we jump straight to showing something that looks polished, even if it’s not really, it can feel like we jumped ahead without keeping them involved. Like we took away their input. They can also feel demotivated to give good, meaningful feedback on a polished prototype because it looks “done.”

                So what to do? Lately we have found low-fidelity prototypes to be a great tool for combating these fears and better communicating our ideas.

                What are low-fidelity prototypes?

                Low fidelity prototypes are a tool that designers can create quickly to illustrate an idea, without sinking time into making it pixel-perfect. Some recent examples of prototypes we've created include a clickable Figma or Invision prototype put together with Whimsical wireframes:

                A rough animation created in Principle illustrating less programatic animation:

                And even creating an animated storyboard in Photoshop:

                They’re rough enough that there’s no way they could be confused for a final product. But customized so that a client can immediately understand what they’re looking at and what they need to respond to. Low-fidelity prototypes hit a sweet spot that addresses those client fears head on.

                That fear of change? A lo-fi prototype starts rough and small, so it can ease a client into a dramatic change without overwhelming them. It’s just a first step. It gives them time to react and warm up to something that’ll ultimately be a big change.

                It also cuts out the fear of the unknown. Seeing something moving around, even if it’s rough, can be so much more clear than talking ourselves in circles about how we think it will move, and hoping the client can imagine it. The feature is no longer an enigma cloaked in mystery and big talk, but something tangible they can point at and ask concrete questions about.

                And finally, a lo-fi prototype doesn’t threaten a client’s sense of control. Low-fidelity means it’s clearly still a work in progress! It’s just an early step in the creative process, and therefore communicates that we’re still in the middle of that process together. There’s still plenty of room for their ideas and feedback.

                Lo-fi prototypes: client-tested, internal team-approved

                There are a lot of reasons to love lo-fi prototypes internally, too!

                They’re quick and easy. 

                We can whip up multiple ideas within a few hours, without sinking the time into getting our hearts set on any one thing. In an agency setting especially, time is limited, so the faster we can get an idea out of our own heads, the better.

                They’re great to share with developers. 

                Ideally, the whole team is working together simultaneously, collaborating every step of the way. Realistically, a developer often doesn’t have time during a project’s early design phase. Lo-fi prototypes are concrete enough that a developer can quickly tell if building an idea will be within scope. It helps us catch impractical ideas early and helps us all collaborate to create something that’s both cool and feasible.

                  Stay tuned for posts in the near future diving into some of our favorite processes for creating lo-fi prototypes!



                  • Design & Content

                  coo

                  Global Gitignore Files Are Cool and So Are You

                  Setting it up

                  First, here's the config setup you need to even allow for such a radical concept.

                  1. Define the global gitignore file as a global Git configuration:

                    git config --global core.excludesfile ~/.gitignore
                    

                    If you're on OSX, this command will add the following config lines in your ~/.gitconfig file.

                    [core]
                      excludesfile = /Users/triplegirldad/.gitignore
                    
                  2. Load that ~/.gitignore file up with whatever you want. It probably doesn't exist as a file yet so you might have to create it first.

                  Harnessing its incredible power

                  There are only two lines in my global gitignore file and they are both fairly useful pretty much all the time.

                  $ cat ~/.gitignore
                  TODO.md
                  playground
                  

                  This 2 line file means that no matter where I am, what project I'm working on, where in the project I'm doing so, I have an easy space to stash notes, thoughts, in progress ideas, spikes, etc.

                  TODO.md

                  More often than not, I'm fiddling around with a TODO.md file. Something about writing markdown in your familiar text editor speaks to my soul. It's quick, it's easy, you have all the text editing tricks available to you, and it never does anything you wouldn't expect (looking at you auto-markdown-formatting editors). I use one or two # for headings, I use nested lists, and I ask for nothing more. Nothing more than more TODO.md files that is!

                  In practice I tend to just have one TODO.md file per project, right at the top, ready to pull up in a few keystrokes. Which I do often. I pull this doc up if:

                  • I'm in a meeting and I just said "oh yeah that's a small thing, I'll knock it out this afternoon".
                  • I'm halfway through some feature development and realize I want to make a sweeping refactor elsewhere. Toss some thoughts in the doc, and then get back to the task at hand.
                  • It's the end of the day and I have to switch my brain into "feed small children" mode, thus obliterating everything work-related from my short term memory. When I open things up the next day and know exactly what the next thing to dive into was.
                  • I'm preparing for a big enough refactor and I can't hold it all in my brain at once. What I'd give to have an interactive 3D playground for brain thoughts, but in the meantime a 2D text file isn't a terrible way to plan out dev work.

                  playground

                  Sometimes you need more than some human words in a markdown file to move an idea along. This is where my playground directory comes in. I can load this directory up with code that's related to a given project and keep it out of the git history. Because who doesn't like a place to play around.

                  I find that this directory is more useful for long running maintenance projects over fast moving greenfield ones. On the maintenance projects, I tend to find myself assembling a pile of scripts and experiments for various situations:

                  • The client requests a one-time obscure data export. Whip up some CSV generation code and save that code in the playground directory.
                  • The client requests a different obscure data export. Pull up the last time you did something vaguely similar and save yourself the startup time.
                  • A batch of data needs to be imported just once. Might as well stash that in the chance that "just once" is actually "just a few times".
                  • Kicking the tires on an integration with a third party service.

                  Some of these playground files end up being useful more times than I can count (eg: the ever-changing user_export.rb script). Some items get promoted into application code, which is always fun. But most files here serve their purpose and then wither away. And that's fine. It's a playground, anything goes.

                  Wrapping up

                  Having a personal space for project-specific notes and code has been helpful to me over the years as a developer on multiple projects. If you have your own organizational trick, or just want to brag about how you memorize everything without any markdown files, let me know in the comments below!




                  coo

                  10 Cool & Free Mobile Wallpapers

                  Guys, great news! Our friends at Freepik has released exclusively for s2o readers 10 Cool & Free Mobile Wallpapers in several awesome styles. They come in AI, EPS and jpg files. The wallpapers are easily resizable for any kind of mobile —or any other project ;)— so you can adapt them in a no time …

                  10 Cool & Free Mobile Wallpapers Read More »




                  coo

                  Aspiration can promote cooperation in well-mixed populations as in regular graphs. (arXiv:2005.03421v1 [q-bio.PE])

                  Classical studies on aspiration-based dynamics suggest that a dissatisfied individual changes strategy without taking into account the success of others. This promotes defection spreading. The imitation-based dynamics allow individuals to imitate successful strategies without taking into account their own-satisfactions. In this article, we propose to study a dynamic based on aspiration which takes into account imitation of successful strategies for dissatisfied individuals. This helps cooperative members to resist. Individuals compare their success to their desired satisfaction level before making a decision to update their strategies. This mechanism helps individuals with a minimum of self-satisfaction to maintain their strategies. If an individual is dissatisfied, it will learn from others by choosing successful strategies. We derive an exact expression of the fixation probability in well-mixed populations as in structured populations in networks. As a result, we show that selection may favor cooperation more than defection in well-mixed populations as in populations ranged over a regular graph. We show that the best scenario is a graph with small connectivity.




                  coo

                  Imitation Learning for Human-robot Cooperation Using Bilateral Control. (arXiv:1909.13018v2 [cs.RO] UPDATED)

                  Robots are required to operate autonomously in response to changing situations. Previously, imitation learning using 4ch-bilateral control was demonstrated to be suitable for imitation of object manipulation. However, cooperative work between humans and robots has not yet been verified in these studies. In this study, the task was expanded by cooperative work between a human and a robot. 4ch-bilateral control was used to collect training data for training robot motion. We focused on serving salad as a task in the home. The task was executed with a spoon and a fork fixed to robots. Adjustment of force was indispensable in manipulating indefinitely shaped objects such as salad. Results confirmed the effectiveness of the proposed method as demonstrated by the success of the task.




                  coo

                  Safe Data-Driven Distributed Coordination of Intersection Traffic. (arXiv:2005.03304v1 [math.OC])

                  This work addresses the problem of traffic management at and near an isolated un-signalized intersection for autonomous and networked vehicles through coordinated optimization of their trajectories. We decompose the trajectory of each vehicle into two phases: the provisional phase and the coordinated phase. A vehicle, upon entering the region of interest, initially operates in the provisional phase, in which the vehicle is allowed to optimize its trajectory but is constrained to guarantee in-lane safety and to not enter the intersection. Periodically, all the vehicles in their provisional phase switch to their coordinated phase, which is obtained by coordinated optimization of the schedule of the vehicles' intersection usage as well as their trajectories. For the coordinated phase, we propose a data-driven solution, in which the intersection usage order is obtained through a data-driven online "classification" and the trajectories are computed sequentially. This approach is computationally very efficient and does not compromise much on optimality. Moreover, it also allows for incorporation of "macro" information such as traffic arrival rates into the solution. We also discuss a distributed implementation of this proposed data-driven sequential algorithm. Finally, we compare the proposed algorithm and its two variants against traditional methods of intersection management and against some existing results in the literature by micro-simulations.




                  coo

                  How Biofuels Can Cool Our Climate and Strengthen Our Ecosystems

                  By Evan H. DeLucia Courtesy of EOS Critics of biofuels like ethanol argue they are an unsustainable use of land. But with careful management, next-generation grass-based biofuels can net climate savings and improve their ecosystems. As the world seeks strategies … Continue reading




                  coo

                  Sturdy and old-fashioned, Ford v Ferrari is a leisurely paced character study about cool guys and fast cars

                  There are no legal skirmishes in Ford v Ferrari.…



                  • Film/Film News

                  coo

                  Creative cooking at home with chef Ricky Webster

                  Spokane chef Ricky Webster is bringing tips, recipes and good cheer from his kitchen to yours through a series of lighthearted cooking videos.…



                  • Food/Food News

                  coo

                  Spokane Comedy Club bringing the laughs from Dan Cummins, Spokane's Kelsey Cook and more right to your computer this weekend

                  The Spokane Comedy Club might be quiet right now, but there are still laughs to be had on Zoom, and not just from watching your co-workers try to navigate the online meeting platform. Saturday night, and again next Saturday, the comedy club is hosting Comedians Doing Comedy: A Virtual Comedy Show.…



                  • Arts & Culture

                  coo

                  Beautiful and functional outdoor spaces can encourage more time spent outside, whether cooking, relaxing or even watching TV

                  Warm summer nights are on the way.…




                  coo

                  Thai Bamboo founder shares her love of cooking and her culture

                  Ever wonder why there are no Thai fast food places?…



                  • Food & Cooking

                  coo

                  With a thriving collector's market and a rise in competitive leagues, pinball is cool again

                  Every serious pinball player remembers their first machine.…



                  • Culture/Arts & Culture

                  coo

                  Glass ceramic as a cooktop for induction heating having improved colored display capability and heat shielding, method for producing such a cooktop, and use of such a cooktop

                  A glass ceramic as cooktop for induction heating having improved colored display capability and heat shielding is provided. The cooktop includes a transparent, dyed glass ceramic plate having high-quartz mixed crystals as a predominant crystal phase. The glass ceramic contains none of the chemical refining agents arsenic oxide and/or antimony oxide and has a transmittance values greater than 0.4% at at least one wavelength in the blue spectrum between 380 and 500 nm, a transmittance >2% at 630 nm, a transmittance of less than 45% at 1600 nm, and a light transmittance of less than 2.5% in the visible spectrum.