Language: October 2007 Archive Page
October 24, 2007
Passive Voice Is Redeemed For Web Headings
Web guru Jakob Nielsen risks the wrath of the grammatical bluestockings when he suggests that the passive voice might be useful for headlines, but he's really talking about front-loading web titles, so that the first two words of a web heading will contain words that will catch the eye of people scanning the page. Since people usually search for concrete nouns, rather than verbs, it makes sense to get those content keywords in a prominent place.
Also I cringed at one of Nielsen's examples of a good, scanning-friendly use of the passive voice: "13 design guidelines for tab controls are all followed by Yahoo Finance, but usability suffers due to AJAX overkill and difficult customization." If somebody alphabetizes all the page titles on a website, that page is going to be alphabetized under "13."
Professional writers know that the most meaningful part of a sentence comes at the end, when you're setting up for the idea that follows. So the most significant part of this particular sentence is not that 13 design guidelines for tab controls were followed, but rather that other design choices hurt the site's usability.
Words are usually the main moneymakers on a website. Selecting the first 2 words for your page titles is probably the highest-impact ROI-boosting design decision you make in a Web project. Front-loading important keywords trumps most other design considerations. Writing the first 2 words of summaries runs a close second.Nielsen got plenty of attention for this claim, but it's a bait-and-switch. Passive sentences are not the only way, or even a particularly good way, of getting subject words to the beginning of web headings. Consider "Passive Voice Can Boost ROI in Web Headings," or "Passive Voice: Surprisingly Useful in Web Headings."
Also I cringed at one of Nielsen's examples of a good, scanning-friendly use of the passive voice: "13 design guidelines for tab controls are all followed by Yahoo Finance, but usability suffers due to AJAX overkill and difficult customization." If somebody alphabetizes all the page titles on a website, that page is going to be alphabetized under "13."
Professional writers know that the most meaningful part of a sentence comes at the end, when you're setting up for the idea that follows. So the most significant part of this particular sentence is not that 13 design guidelines for tab controls were followed, but rather that other design choices hurt the site's usability.
Categories:
Design
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Language
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Technology
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Usability
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Writing
October 18, 2007
Word Play
Rock, Paper, Shotgun prints an assessment of the function of text in recent computer games. Some good discussion of the effect of talking movies, the fact that having good voice actors means you don't need to write as much dialog (which is a good thing since recording dialog is much more expensive than writing text) and some interesting predictions about the future of text in computer games. (IF authors Emily Short and Adam Cadre are quoted, and Graham Nelson is referenced.)
And the merits of the text adventure remain. They simply weren't necessarily supplanted by necessarily better technology - just more populist, accessible ones. "There's a great deal of beauty to be found in verbal expression," notes Emily Short, IF author of critically acclaimed games like Floatpoint, Galatea and Savoir-Faire, "This sounds trivial, I know, but many of the IF pieces I like, I like for the writing: the rhythm of the prose, the attitude of the narrator, the wit or grace of the phrasing." Having text as your only medium also changes the sort of experiences you make. "There are things you can write that you can't draw effectively," Emily adds, "The reverse is also true, of course: graphics are superior at conveying spatial relationships, color and light, a sense of scale. But words are better at showing the subjective and the internal. It's hard to draw into a picture what the viewpoint character feels about what he sees; it's much easier to imply in a verbal description." There's even simple utilitarian uses to text in play. "Words are handy for highlighting only the important aspects of a scene, and downplaying the unimportant ones," Emily adds, "In a text game you can say "There's something glinting under the water", and the player knows 1) that there's something there he should be thinking about and 2) that he's not expected to know exactly what it is yet. I've played a few graphical games where I was scratching my head trying to figure out what a pictured object was".
Categories:
Cyberculture
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Design
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Games
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Language
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Media
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Social_Software
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Technology
October 11, 2007
StupidFilter :: Main / FAQ
A project called StupidFilter is trying to weed out stupid internet comments. Hoax? At any rate, it's amusing.
Do you really expect to be able to detect and filter anything that's conceivably stupid?No, of course not. You'd need real AI for that, and beyond a certain point it's simply subjective; after all, a sufficiently advanced AI would probably filter out the whole of human discourse, which isn't the idea.So what do you plan to filter?The idea is that the most egregiously stupid comments will also be the easiest to detect while remaining ignorant of context; comments with too much or too little capitalization, too many text-message abbreviations, excessive use of "LOL," exclamation points, and so on.How do you rate stupidity?Since we're trying to build a detailed database that serves as a very verbose example of What Not To Do, we look for comments whose prose style we can point to and say, "I don't even have to understand the content of this comment to know that it's stupid," -- based on the gross prose style alone, its stupidity is self-evident. It is then useful as an example for our parser to integrate into its database of stupidity.
Categories:
Amusing
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Cyberculture
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Language
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Rhetoric
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Social_Software
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Technology
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Writing
October 8, 2007
R Txt Msgs the Best Way 2 Alert U?
Inside Higher Ed:
Virtually all college students come to campus with their own cell phones, but for privacy reasons, telecommunications companies require their subscribers to manually opt in to any mass alert service. The result is that in many cases, the primary obstacle to widespread campus access to text alerts is the students themselves.
Categories:
Academia
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Cyberculture
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Language
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Social_Software
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Technology
October 3, 2007
Google 1407
Philipp Lenssen and I had a bit of fun imagining what an early, early draft of the Google home page might have looked like.


Categories:
Aesthetics
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Cyberculture
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Design
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History
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Language
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Media
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Technology
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Usability
