Tools

Slugline. Simple, elegant screenwriting.

Red Giant Color Suite, with Magic Bullet Looks 2.5 and Colorista II

Needables
  • Sony Alpha a7S Compact Interchangeable Lens Digital Camera
    Sony Alpha a7S Compact Interchangeable Lens Digital Camera
    Sony
  • Panasonic LUMIX DMC-GH4KBODY 16.05MP Digital Single Lens Mirrorless Camera with 4K Cinematic Video (Body Only)
    Panasonic LUMIX DMC-GH4KBODY 16.05MP Digital Single Lens Mirrorless Camera with 4K Cinematic Video (Body Only)
    Panasonic
  • TASCAM DR-100mkII 2-Channel Portable Digital Recorder
    TASCAM DR-100mkII 2-Channel Portable Digital Recorder
    TASCAM
  • The DV Rebel's Guide: An All-Digital Approach to Making Killer Action Movies on the Cheap (Peachpit)
    The DV Rebel's Guide: An All-Digital Approach to Making Killer Action Movies on the Cheap (Peachpit)
    by Stu Maschwitz

Entries in Apple (30)

Monday
Jan212008

Thanks again Apple

Don't update to QuickTime 7.4

Apparently the new DRM-checking routine will stop your After Effects render after ten minutes because it thinks you're trying to hack your own file. And since Adobe finds out about Quicktime updates the same day you and I do, here we are.

Ahem.

Someday: The ProLost Quicktime rant from hell. But not today. Because today it goes without saying.

Friday
Jan182008

Thanks Apple

Now with iTunes 7.6, thanks I guess to the screen real estate taken up by the new rented movies option (which I don't plan on using), I get to administer my very long list of self-added iPhone movies with an infuriating little four-line scrolling porthole...

...regardless of how big I make iTunes on my 30" Cinema Display.

Friday
Jan112008

Gestural Interfaces, or What your $1,000 software can learn from your $10 software

Chances are if you read this blog you have on your computer several thousand dollars worth of creative software. Maybe After Effects, maybe Shake, Final Cut or Avid or Premiere (or all three), Fusion or Nuke or Scratch, Color or Audition or maybe even Inferno.

And chances are, somewhere on that same hard drive, you have a computer solitaire game that was either free with the computer or just about.

What could a professional content-creation platform learn from some free time-wasting software? The answer is a gestural interface.

Generally speaking, in solitaire you move cards around according to certain rules. Who wants to learn rules? No one. So innovative game developers have created a way to gently teach you the rules of any solitaire game. When you try to move a card, they provide a kind of emulated tactile feedback that tells you "yes, you can move that card here or "nope, that card can't be placed here." It's so subtle you don't even notice it happening, but after a time you find yourself actually "throwing" cards into the general direction of their goals and expecting them to find their way there. The guidance that was at first a learning aid is now a reward for expert status. Experienced solitary players whip cards around on their screens like Ricky Jay.

Solitaire is so simple that software designers have had to innovate in order to distinguish themselves. Another arena in which ubiquity demands extra effort for a bit of distinction is mobile phone design. Apple's iPhone is now famous for its touch-screen interface. Somebody got all the phone out of the way and let you just touch your stuff.

There may be a hundred "competing" solitaire games, but there are only a handful of NLEs; only a few compositing applications, less than half a dozen professional 3D applications. These tools compete on bullet-lists of sexy features or must-have capabilities. And so their UIs tend to lack innovation. They have a sort of Northwest Airlines outlook on fancy UI features—sure, you could have them, but next you'll want snacks and a little TV in the back of the seat in front of you!

Apple's Motion is bucking this trend with its realtime focus and animated 3D view transitions. The now-dead 5D Colossus system featured some innovative tablet-based metaphors. There's an argument that fancy UIs are the domain of the fundamentally simple application, but the not-at-all-simple Flame/Flint/Inferno has some wicked-cool pseudo-tactile functionality, like "slicing" a connection between nodes, or scooping up nodal connections by sweeping one node over others.

The next time you use something that "just works," whether it be an iPhone or a martini shaker, think about ways that your favorite creative software could be more intuitive. It takes a lot of effort to make a computer program as easy to use as a deck of cards—but why should this effort be reserved for games and phones? Usability isn't an extravagance and shouldn't be a luxury, and you deserve it in your expensive software as well as your free games.

Monday
Jan072008

Stu at Macworld

Important edit: It's Wednesday, not Tuesday, that I'll be speaking both at the Peachpit booth and the FCPUG SuperMeet! D'oh. Further edit: I've updated the ProLost Google calendar with the correct info.

I will be mouthing off at Macworld SF next week.

On Wednesday at noon I'll be talking at the Peachpit booth about the good old Rebel's Guide.

Later that day I'll be rappin' at at the Macworld FCPUG SuperMeet (which is being sponsored in part by Adobe—figure that one out!). Doors open at 5 pm, event starts at 7 pm.