{"rowid": 27, "title": "Putting Design on the Map", "contents": "The web can leave us feeling quite detached from the real world. Every site we make is really just a set of abstract concepts manifested as tools for communication and expression. At any minute, websites can disappear, overwritten by a newfangled version or simply gone. I think this is why so many of us have desires to create a product, write a book, or play with the internet of things. We need to keep in touch with the physical world and to prove (if only to ourselves) that we do make real things.\n\nI could go on and on about preserving the web, the challenges of writing a book, or thoughts about how we can deal with the need to make real things. Instead, I\u2019m going to explore something that gives us a direct relationship between a website and the physical world \u2013 maps.\n\n\n\tA map does not just chart, it unlocks and formulates meaning; it forms bridges between here and there, between disparate ideas that we did not know were previously connected.\nReif Larsen, The Selected Works of T.S. Spivet\n\n\nThe simplest form of map on a website tends to be used for showing where a place is and often directions on how to get to it. That\u2019s an incredibly powerful tool. So why is it, then, that so many sites just plonk in a default Google Map and leave it as that? You wouldn\u2019t just use dark grey Helvetica on every site, would you? Where\u2019s the personality? Where\u2019s the tailored experience? Where is the design?\n\nJumping into design\n\nLet\u2019s keep this simple \u2013 we all want to be better web folk, not cartographers. We don\u2019t need to go into the history, mathematics or technology of map making (although all of those areas are really interesting to research). For the sake of our sanity, I\u2019m going to gloss over some of the technical areas and focus on the practical concepts.\n\nTiles\n\nIf you\u2019ve ever noticed a map loading in sections, it\u2019s because it uses tiles that are downloaded individually instead of requiring the user to download everything that they might need. These tiles come in many styles and can be used for anything that covers large areas, such as base maps and data. You\u2019ve seen examples of alternative base maps when you use Google Maps as Google provides both satellite imagery and road maps, both of which are forms of base maps. They are used to provide context for the real world, or any other world for that matter. A marker on a blank page is useless.\n\nThe tiles are representations of the physical; they do not have to be photographic imagery to provide context. This means you can design the map itself. The easiest way to conceive this is by comparing Google\u2019s road maps with Ordnance Survey road maps. Everything about the two maps is different: the colours, the label fonts and the symbols used. Yet they still provide the exact same context (other maps may provide different context such as terrain contours).\n\n Comparison of Google Maps (top) and the Ordnance Survey (bottom).\n\nCarefully designing the base map tiles is as important as any other part of the website. The most obvious, yet often overlooked, aspect are aesthetics and branding. Maps could fit in with the rest of the site; for example, by matching the colours and line weights, they can enhance the full design rather than inhibiting it. You\u2019re also able to define the exact purpose of the map, so instead of showing everything you could specify which symbols or labels to show and hide.\n\nI\u2019ve not done any real research on the accessibility of base maps but, having looked at some of the available options, I think a focus on the typography of labels and the colour of the various elements is crucial. While you can choose to hide labels, quite often they provide the data required to make sense of the map. Therefore, make sure each zoom level is not too cluttered and shows enough to give context. Also be as careful when choosing the typeface as you are in any other design work. As for colour, you need to pay closer attention to issues like colour-blindness when using colour to convey information. Quite often a spectrum of colour will be used to show data, or to show the topography, so you need to be aware that some people struggle to see colour differences within a spectrum.\n\nA nice example of a customised base map can be found on Michael K Owens\u2019 check-in pages:\n\n One of Michael K Owens\u2019 check-in pages.\n\nAs I\u2019ve already mentioned, tiles are not just for base maps: they are also for data. In the screenshot below you can see how Plymouth Marine Laboratory uses tiles to show data with a spectrum of colour.\n\n A map from the Marine Operational Ecology data portal, showing data of adult cod in the North Sea.\n\nTechnical\n\nYou\u2019re probably wondering how to design the base layers. I will briefly explain the concepts here and give you tools to use at the end of the article. If you\u2019re worried about the time it takes to design the maps, don\u2019t be \u2013 you can automate most of it. You don\u2019t need to manually draw each tile for the entire world!\n\nWe\u2019ve learned the importance of web standards the hard way, so you\u2019ll be glad (and I won\u2019t have to explain the advantages) of the standard for web mapping from the Open Geospatial Consortium (OGC) called the Web Map Service (WMS). You can use conventional file formats for the imagery but you need a way to query for the particular tiles to show for the area and zoom level, that is what WMS does.\n\nFeatures\n\nTiles are great for covering large areas but sometimes you need specific smaller areas. We call these features and they usually consist of polygons, lines or points. Examples include postcode boundaries and routes between places, or even something more dynamic such as borders of nations changing over time.\n\nShowing features on a map presents interesting design challenges. If the colour or shape conveys some kind of data beyond geographical boundaries then it needs to be made obvious. This is actually really hard, without building complicated user interfaces. For example, in the image below, is it obvious that there is a relationship between the colours? Does it need a way of showing what the colours represent?\n\n Choropleth map showing ranked postcode areas, using ViziCities.\n\n\n\tFeatures are represented by means of lines or colors; and the effective use of lines or colors requires more than knowledge of the subject \u2013 it requires artistic judgement.\nErwin Josephus Raisz, cartographer (1893\u20131968)\n\n\nWhere lots of boundaries are small and close together (such as a high street or shopping centre) will it be obvious where the boundaries are and what they represent? When designing maps, the hardest challenge is dealing with how the data is represented and how it is understood by the user.\n\nTechnical\n\nAs you probably gathered, we use WMS for tiles and another standard called the web feature service (WFS) for specific features. I need to stress that the difference between the two is that WMS is for tiling, whereas WFS is for specific features. Both can use similar file formats but should be used for their particular use cases. You may be wondering why you can\u2019t just use a vector format such as KML, GeoJSON (or even SVG) \u2013 and you can \u2013 but the issue is the same as for WMS: you need a way to query the data to get the correct area and zoom level.\n\nUser interface\n\nThere is of course never a correct way to design an interface as there are so many different factors to take into consideration for each individual project. Maps can be used in a variety of ways, to provide simple information about directions or for complex visualisations to explain large amounts of data. I would like to just touch on matters that need to be taken into account when working with maps.\n\nAs I mentioned at the beginning, there are so many Google Maps on the web that people seem to think that its UI is the only way you can use a map. To some degree we don\u2019t want to change that, as people know how to use them; but does every map require a zoom slider or base map toggle? In fact, does the user need to zoom at all? The answer to that one is generally yes, zooming does provide more context to where the map is zoomed in on.\n\nIn some cases you will need to let users choose what goes on the map (such as data layers or directions), so how do they show and hide the data? Does a simple drop-down box work, or do you need search? Google\u2019s base map toggle is quite nice since it doesn\u2019t offer many options yet provides very different contexts and styling.\n\nIt isn\u2019t until we get to this point that we realise just plonking a quick Google map is really quite ridiculous, especially when compared to the amount of effort we make in other areas such as colour, typography or how the CSS is written. Each of these is important but we need to make sure the whole site is designed, and that includes the maps as much as any other content.\n\nPutting it into practice\n\nI could ramble on for ages about what we can do to customise maps to fit a site\u2019s personality and correctly represent the data. I wanted to focus on concepts and standards because tools constantly change and it is never good to just rely on a tool to do the work. That said, there are a large variety of tools that will help you turn these concepts into reality. This is not a comparison; I just want to show you a few of the many options you have for maps on the web.\n\nGoogle\n\nOK, I\u2019ve been quite critical so far about Google Maps but that is only because there is such a large amount of the default maps across the web. You can style them almost as much as anything else. They may not allow you to use custom WMS layers but Google Maps does have its own version, called styled maps. Using an array of map features (in the sense of roads and lakes and landmarks rather than the kind WFS is used for), you can style the base map with JavaScript. It even lets you toggle visibility, which helps to avoid the issue of too much clutter on the map. As well as lacking WMS, it doesn\u2019t support WFS, but it does support GeoJSON and KML so you can still show the features on the map. You should also check out Google Maps Engine (the new version of My Maps), which provides an interface for creating more advanced maps with a selection of different base maps. A premium version is available, essentially for creating map-based visualisations, and it provides a step up from the main Google Maps offering. A useful feature in some cases is that it gives you access to many datasets.\n\nLeaflet\n\nYou have probably seen Leaflet before. It isn\u2019t quite as popular as Google Maps but it is definitely used often and for good reason. Leaflet is a lightweight open source JavaScript library. It is not a service so you don\u2019t have to worry about API throttling and longevity. It gives you two options for tiling, the ability to use WMS, or to directly get the file using variables in the filename such as /{z}/{x}/{y}.png. I would recommend using WMS over dynamic file names because it is a standard, but the ability to use variables in a file name could be useful in some situations. Leaflet has a strong community and a well-documented API.\n\nMapbox\n\nAs a freemium service, Mapbox may not be perfect for every use case but it\u2019s definitely worth looking into. The service offers incredible customisation tools as well as lots of data sources and hosting for the maps. It also provides plenty of libraries for the various platforms, so you don\u2019t have to only use the maps on the web.\n\nMapbox is a service, though its map design tool is open source. Mapbox Studio is a vector-only version of their previous tool called Tilemill. Earlier I wrote about how typography and colour are as important to maps as they are to the rest of a website; if you thought, \u201cYes, but how on earth can I design those parts of a map?\u201d then this is the tool for you. It is incredibly easy to use. Essentially each map has a stylesheet.\n\nIf you do not want to open a paid-for Mapbox account, then you can export the tiles (as PNG, SVG etc.) to use with other map tools.\n\nOpenLayers\n\nAfter a long wait, OpenLayers 3 has been released. It is similar to Leaflet in that it is a library not a service, but it has a much broader scope. During the last year I worked on the GIS portal at Plymouth Marine Laboratory (which I used to show the data tiles earlier), it essentially used OpenLayers 2 to create a web-based geographic information system, taking a large amount of data and permitting analysis (such as graphs) without downloading entire datasets and complicated software. OpenLayers 3 has improved greatly on the previous version in both performance and accessibility. It is the ideal tool for complex map-based web apps, though it can be used for the simple use cases too.\n\nOpenStreetMap\n\nI couldn\u2019t write an article about maps on the web without at least mentioning OpenStreetMap. It is the place to go for crowd-sourced data about any location, with complete road maps and a strong API.\n\nViziCities\n\nThe newest project on this list is ViziCities by Robin Hawkes and Peter Smart. It is a open source 3-D visualisation tool, currently in the very early stages of development. The basic example shows 3-D buildings around the world using OpenStreetMap data. Robin has used it to create some incredible demos such as real-time London underground trains, and planes landing at an airport. Edward Greer and I are currently working on using ViziCities to show ideal housing areas based on particular personas. We chose it because the 3-D aspect gives us interesting possibilities for the data we are able to visualise (such as bar charts on the actual map instead of in the UI). Despite not being a completely stable, fully featured system, ViziCities is worth taking a look at for some use cases and is definitely going to go from strength to strength.\n\n\n\nSo there you have it \u2013 a whistle-stop tour of how maps can be customised. Now please stop plonking in maps without thinking about it and design them as you design the rest of your content.", "year": "2014", "author": "Shane Hudson", "author_slug": "shanehudson", "published": "2014-12-11T00:00:00+00:00", "url": "https://24ways.org/2014/putting-design-on-the-map/", "topic": "design"} {"rowid": 298, "title": "First Steps in VR", "contents": "The web is all around us. As web folk, it is our responsibility to consider the impact our work can have. Part of this includes thinking about the future; the web changes lives and if we are building the web then we are the ones making decisions that affect people in every corner of the world. I find myself often torn between wanting to make the right decisions, and just wanting to have fun. To fiddle and play. We all know how important it is to sometimes just try ideas, whether they will amount to much or not. \nI think of these two mindsets as production and prototyping, though of course there are lots of overlap and phases in between. I mention this because virtual reality is currently seen as a toy for rich people, and in some ways at the moment it is. But with WebVR we are able to create interesting experiences with a relatively low entry point. I want us to have open minds, play around with things, and then see how we can use the tools we have at our disposal to make things that will help people.\nEvery year we see articles saying it will be the \u201cyear of virtual reality\u201d, that was especially prevalent this year. 2016 has been a year of progress, VR isn\u2019t quite mainstream but with efforts like Playstation VR and Google Cardboard, we are definitely seeing much more of it. This year also saw the consumer editions of the Oculus Rift and HTC Vive. So it does seem to be a good time for an overview of how to get involved with creating virtual reality on the web.\nWebVR is an API for connecting to devices and retrieving continuous data such as the position and orientation. Unlike the Web Audio API and some other APIs, WebVR does not feel like a framework. You use it however you want, taking the data and using it as you wish. To make it easier, there are plenty of resources such as Three.js, A-Frame and ReactVR that help to make the heavy lifting a bit easier.\nGetting Started with A-Frame\nI like taking the opportunity to learn new things whenever I can. So while planning this article I thought that instead of trying to teach WebGL or even Three.js in a way that is approachable for all, I would create my first project using A-Frame and write about that. This is not a tutorial as such, I just want to show how to go about getting involved with VR. The beauty of A-Frame is that it is very similar to web components, you can just write HTML to build worlds that will automatically work on all the different types of devices. It uses WebGL and WebVR but in such a way that it quite drastically reduces the learning curve. That\u2019s not to say you can\u2019t build complex things, you have complete access to write JavaScript and shaders.\nI\u2019m lazy. Whenever I learn a new language or framework I have found that the best way, personally, for me to learn is to have a project and to copy the starting code from someone else. A project lets you have a good idea of what you want to produce and it means you can ignore a lot of the irrelevant documentation, focussing purely on what you need. That reduces the stress of figuring things out. Copying code also makes it easier, because you know your boilerplate code is working. There\u2019s nothing worse than getting stuck before anything actually works the first time. So I tinker. I take code and I modify it, I play around. It\u2019s fun.\nFor this project I wanted to keep things as simple as possible, so I can easily explain it without the classic \u201cdraw a circle then draw an owl\u201d. I wrote a list of requirements, with some stretch goals that you can give a try yourself if you fancy:\n\nMust work on Google Cardboard at a minimum, because of price\nTherefore, it must not rely on having a controller\nAuto-moving around a maze would be a good example\nMove in direction you look\nStretch goal: Scoring, time until you hit a wall or get stuck in maze\nStretch goal: Levels, so the map doesn\u2019t need to be random\nStretch goal: Snow!\n\nI decided to base this project on an example, Platforms, by Don McCurdy who wrote the really useful aframe-extras. Platforms has random 3D blocks that you can jump onto, going up into the sky. So I took his code and reduced it so that the blocks are randomly spread on the ground. \n\n\n\n \n \n 24 ways\n \n \n\n\n\n \n \n\n \n\n \n\n \n\n \n \n\n\n\n\nAs you can see, this is very readable. Especially if you ignore the JavaScript that is used to create the maze. A-Frame (with A-Frame Extras) gives you a lot of power with relatively little to learn. We start with an which is the container for everything that is going to show up on the screen. There are a few which can be compared to
as they are essentially non-semantic containers, able to be used for any purpose. The attributes are used to define functionality, for example the camera attribute sets the entity to function as a camera and kinematic-body makes it collide instead of go through objects. Attributes are also used to set position and sizes, often using JavaScript to dynamically define them.\nStyling\nNow we\u2019ve got the HTML written, we need to style it. To do this we add A-Frame compatible attributes such as color and material. I recommend playing around, you can get some quite impressive effects fairly easily. Originally I wanted a light snowy maze but it ended up being dark and foggy, as I really liked the feeling it gave.\nNote, you will probably need a server running for images to work. You can do this by running python -m \"SimpleHTTPServer\" in the folder where the code is, then go to localhost:8000 in browser.\nTextures\nUnless you are going for a cartoony style, you probably want to find some textures. I found some on textures.com, one image worked well for the walls and the other for the floor.\n\n \n \n\nThe is used to define (as well as preload and cache) all assets, including images, audio and video. As you can see, images in the Asset Management System just use normal img tags. The ids are important here as we can use them later for using the textures. \nTo apply a texture to an object, you create a material. For a simple material where it just shows the image, you set the src to the id selector of the image.\nReplace: \n\nWith:\n\nThis will automatically make the image repeat over the entire floor, in my case filling it with bricks. The walls are pretty much identical, with the slight exception that it is set in JavaScript as they are dynamically defined.\nbox.setAttribute('material', 'src: #texture-wall');\nThat\u2019s it for the textures, for now at least. These will not look completely realistic, as the light will bump off the rectangular wall rather than texture itself. This can be improved by using maps, textures that are used to modify the shape and physical properties of the object. \nLighting\nThe next part of styling is lighting. By using fog and different types of lighting, we are able to add atmospheric details to the game to make it feel that bit more realistic and polished.\nThere are lots of types of light in A-Frame (most coming from Three.js). You can add a light either by using the entity or by attaching a light attribute to any other entity. If there are no lights defined then A-Frame adds some by default so that the scene is always lit.\nTo start with I wanted to light up the scene with a general light, type=\"ambient\", so that the whole game felt slightly dark. I chose to set the light to a reddish colour #92455E. After playing around with intensity I chose 0.4, it added enough light to get the feeling I wanted without it being overly red. I also added a blue skybox (), as it looked a bit odd with a white sky.\n\n\nI felt that the maze looked good with a red tinge but it was a bit flat, everything was the same colour and it was a bit dark. So I added a light within the #player entity, this could have been as an attribute but I set it as a child a-light instead. By using type=\"point\" with a high intensity and low distance, it showed close walls as being lighter. It also added a sort-of object to the player, it isn\u2019t a walking human or anything but by moving light where the player is it feels a bit more physical.\n\n\nBy this point it was starting to look decent, so I wanted to add the fog to really give some personality and depth to the maze. To do this I added the fog attribute to the with type=exponential so it looks thicker the further away it is and a mid intensity, so you feel a bit lost but can still see.\n\nI was very happy with this result. It took a lot of playing around with colours and values, which is fun in itself. I highly recommend you take the code (or write your own) and play around with the numbers.\nMovement\nOne of the reasons I decided to use aframe-extras is that it has a few different camera controls built in. As you saw earlier, I am using the universal-controls which gives WASD (keyboard) controls by default. I wanted to make it automatically move in the direction that you\u2019re looking, but I wasn\u2019t quite sure how without rewriting the controls. So I asked Don McCurdy for advice and he very nicely gave me a small snippet of code to get it working.\nAFRAME.registerComponent('automove-controls', {\n init: function () {\n this.speed = 0.1;\n this.isMoving = true;\n this.velocityDelta = new THREE.Vector3();\n },\n isVelocityActive: function () {\n return this.isMoving;\n },\n getVelocityDelta: function () {\n this.velocityDelta.z = this.isMoving ? -speed : 0;\n return this.velocityDelta.clone();\n }\n});\nReplace:\nuniversal-controls\nWith:\nuniversal-controls=\"movementControls: automove, gamepad, keyboard\"\nThis works by creating a component automove-controls that adds auto-move to the player without overriding movement completely. It doesn\u2019t even touch direction, it just checks if isMoving is true then moves the player by the set speed. Components can be creating for adding all kinds of functionality with relative ease. It makes it very powerful for people of all difficulty levels.\nBuilding a map\nCurrently the maze is created randomly, which is great but means there will often be walls that overlap or the player gets trapped with nowhere to go. So to solve this, I decided to use a map editor (Tiled) so that we can create the mazes ourselves. This is a great start towards one of the stretch goals, levels.\nI made the maze in Tiled by finding a random tileset online (we don\u2019t need to actually show the images), I used one tile for the wall and another for the player. Then I exported as a JavaScript file and modified it in my text editor to get rid of everything I didn\u2019t need. I made it so 0 is the path, 1 is the wall and 2 is the player. I then added the script to the HTML, as a separate file so it\u2019s easy to update in the future. \nvar map =\n{\n \"data\":[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],\n \"height\":10,\n \"width\":10\n}\n\nAs you can see, this gives a simple 10x10 maze with some dead ends. The player starts in the bottom right corner (my choice, could be anywhere). I rewrote the random platforms code (from Don\u2019s example) to instead loop over the map data and place walls where it is 1 and position the player where data is 2. I set the position so that the origin of the map would be 0,1.5,0. The y axis is in this case the height (ground being 0), but if a wall is positioned at 0 by its centre then some of it is underground. So the y needed to be the height divided by 2.\ndocument.querySelector('a-scene').addEventListener('render-target-loaded', function () {\n var WALL_SIZE = 5,\n WALL_HEIGHT = 3;\n var el = document.querySelector('#walls');\n var wall;\n\n for (var x = 0; x < map.height; x++) {\n for (var y = 0; y < map.width; y++) {\n\n var i = y*map.width + x;\n var position = (x-map.width/2)*WALL_SIZE + ' ' + 1.5 + ' ' + (y-map.height/2)*WALL_SIZE;\n if (map.data[i] === 1) {\n // Create wall\n wall = document.createElement('a-box');\n el.appendChild(wall);\n wall.setAttribute('color', '#fff');\n wall.setAttribute('material', 'src: #texture-wall;');\n wall.setAttribute('width', WALL_SIZE);\n wall.setAttribute('height', WALL_HEIGHT);\n wall.setAttribute('depth', WALL_SIZE);\n wall.setAttribute('position', position);\n wall.setAttribute('static-body', ');\n }\n\n if (map.data[i] === 2) {\n // Set player position\n document.querySelector('#player').setAttribute('position', position);\n }\n\n }\n }\n console.info('Walls added.');\n});\n\nWith this added, it makes it nice and easy to change around the map as well as to add new features. Perhaps you want monsters or objects. Just set the number in the map data and add an if statement to the loop. In the future you could add layers, so multiple things can be in the same position. Or perhaps even make the maze go up the y axis too, with ramps or staircases. There\u2019s a lot you can do with relative ease. As you can see, A-Frame really does reduce the learning curve of 3D and VR on the web.\nIt\u2019s Not All Fun And Games\nA lot of examples of virtual reality are games, including this one. So it is understandable to think that VR is for gaming, but actually that\u2019s just a tiny subset. There are all sorts of applications for VR, including story telling, data visualisation and even meditation.\nThere have been a number of cases where it has been shown virtual reality can help as a tool for therapies:\n\nOxford study finds virtual reality can help treat severe paranoia\nVirtual Reality Therapy for Phobias at the Duke Faculty Practice\nBravemind: Virtual Reality Exposure Therapy at the University of Southern California\n\nThese are just a few examples of where virtual reality is being used around the world to help people feel better and get through some very tough times. There have also been examples of it being used for simulating war zones or medical situations, both as a teaching and journalism tool.\nWrapping Up\nTen years ago, on this very site, Cameron Moll wrote an article explaining the mobile web. He explained how mobile phones with data plans were becoming increasingly common, that WAP 2.0 included the XHTML Mobile Profile meaning it would be familiar with web folk. \u201cThe mobile web is rapidly becoming an XHTML environment, and thus you and I can apply our existing \u201cdesktop web\u201d skills to understand how to develop content for it.\u201d\nWe can look at that and laugh a little, we have come a very long way in the last decade. Even people in developing countries with very little money have mobile phones with access to a web that is far more capable than the \u201cdesktop web\u201d Cameron was referring to.\nSo while I am not saying virtual reality is going to change the world or replace our phones, who knows! We can use our skills as web folk to dabble, we don\u2019t need to learn any new languages. If on the 2026 edition of 24 ways, somebody references this article and looks at how far we have come\u2026 well, let\u2019s hope we have used our skills well and made the world just that little bit better. And if VR is a fad? Well it\u2019s fun\u2026 have a go anyway.", "year": "2016", "author": "Shane Hudson", "author_slug": "shanehudson", "published": "2016-12-11T00:00:00+00:00", "url": "https://24ways.org/2016/first-steps-in-vr/", "topic": "code"}