Visualising React: Metaphors, Models, and Spatial Mediums

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The talk discusses how visual representations can make abstract programming concepts more understandable by bringing them into the physical world. It addresses the limitations of text-based programming and highlights the benefits of using diagrams and illustrations to explain concepts like the useEffect hook in React. Visual programming tools and metaphors can simplify complex ideas, making them accessible. The talk also explores how spatial principles and cognitive metaphors can help bridge the gap between human experiences and machine logic. Examples include visual diagrams for React components and the use of an iPad with Procreate for creating illustrations. The speaker emphasizes the importance of incorporating more visuals into programming education and tools.

From Author:

All the React you've seen is presented one way: as a linear text file. There's good reason for this. Textual syntax is an ideal medium for constructing abstract logic. It's quick to write, informationally dense, and endlessly flexible. However, brevity has its downsides. What information can't we see in static text? How can visual representations and metaphorical comparisons expand our understanding of how React works? Come find out what happens when we explore alternate ways of seeing React.

This talk has been presented at React Advanced Conference 2021, check out the latest edition of this React Conference.

FAQ

Maggie is a designer, art director, illustrator, and metaphor nerd who also builds things with React. She spent five years working as the art director at Egghead.io and is moving to a new role at Hash.ai.

The main topic of Maggie's talk, 'A Picture Worth a Thousand Programs,' is about making visual representations of programming concepts to make them more understandable and relatable.

Maggie has created illustrated diagrams, visual essays, and animations to explain programming concepts such as JavaScript prototype inheritance, flattening an array, and APIs.

According to Maggie, visual metaphors help make complex technical topics more relatable and easier to understand by mapping abstract programming concepts to familiar physical experiences.

Examples of visual programming tools mentioned by Maggie include Ivan Sutherland's Sketchpad, Grail, Pygmalion, LabVIEW, Unreal Engine's Blueprint, Max MSP, TouchDesigner, and Origami Studio.

Maggie believes visuals are important in programming because they help bridge the gap between abstract programming concepts and our embodied human experiences, making these concepts easier to understand and work with.

Maggie suggests incorporating visuals into programming education and tools by adding more diagrams and illustrations into blog posts, documentation, and learning materials, and developing plugins for editors that visualize small elements of code.

Some challenges of visual programming mentioned by Maggie include scaling issues, ambiguous symbols, unfamiliar interface patterns, and the potential for creating 'spaghetti code' that is difficult to manage.

Maggie recommends resources such as the works of George Lakoff and Mark Johnson on cognitive metaphors, Barbara Tversky's work on embodied cognition, Brett Victor's projects, the visual programming community on futureofcoding.org, and the book 'Visual Explanations' by Edward Tufte.

Maggie uses an iPad with Procreate to create her illustrations, but she also starts with sketches on paper or post-it notes.

Maggie Appleton
Maggie Appleton
31 min
22 Oct, 2021

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Video Transcription

1. Introduction to Pictorial Programs

Short description:

This talk is about making pictures of programs and how visuals can make programming concepts less abstract, easier to understand, and more accessible. Visual representations bring invisible abstract programming concepts down into the embodied world, where we live and interact with physical objects. Programming concepts are abstract ideas that exist in a liminal space, separate from our highly visual, spatial, and physical world, which makes programming difficult.

♪♪ ♪♪ ♪♪ Hi! I'm really glad I can't really see you all because of the blinding light that's really useful but this is going to go well. Good, so, yes, we're up. This talk is called A Picture Worth a Thousand Programs and it's going to be about making pictures, and specifically about making pictures of programs, and hopefully about making pictures worth a thousand programs, as the traditional saying goes.

So, before we dive in, I want to quickly introduce myself and let you know I am actually up here on stage talking to you about pictorial programs. So, my name is Maggie. I'm a designer, art director, illustrator, metaphor nerd, and tangentially I also build things with React. I spent the last five years working as the art director at Egghead.io which is an education platform for web developers but as of next week, I will be moving on to a new role, leading design at Hash.ai. But I spent my whole career so far creating visual representations of programs. During my time at Egghead, I taught hundreds of cover illustrations for the courses we taught. Each of these would start with an abstract programming concept and I had to find a way to visually represent that in a single image. I learned to rely heavily on visual metaphors for these and styling CSS became painting a house and organizing types became suits in a deck of cards. I have made a lot of illustrated diagrams to explain how JavaScript prototype inheritance works or what happens when you flatten an array. One that became popular was a visual essay on what APIs are and how they work which was told through small robotic waiters that bring you the data you ask for. The goal was to make complex technical topics relatable and easier to understand. I also recently collaborated on a project called Just JavaScript with Dan Abramov. It's a JavaScript course that teaches the core mental models of the language through visual diagrams and animations. So we worked together to develop this whole visual language that was a bit more formal than some of the other illustrations I showed. Every piece of syntax is correlated to a specific visual shape and we used the system to explain concepts like assigning properties or object mutation. I'm not running through all this work to show off, I just wanted to give you context around the kind of programming visuals I've made in the past so you have a sense of what I mean when I say pictures of programming.

So in this process of transforming programming concepts into visual images hundreds of times, I've been forced to think a lot about the way we represent and communicate complex programming ideas and I've come to believe that visual representations have a lot to offer us here in the land of code. In this talk I'm going to show you how visuals can make programming concepts less abstract, easier to understand and more accessible to more people. I'm also going to show you why visuals are so special and it turns out to be relatively simple and it's because visuals bring invisible abstract programming concepts down into the embodied world. The embodied world is where you and I live. Everyone watching this talk has a body and you use it to interact with physical objects around you and move through space and experience events over time. Everything you know about the world is mediated through your body and this fact is so fundamental that we sometimes completely forget it. And programming concepts are abstract ideas that do not live here in the embodied world with us. They are imaginary objects and functions that exist in the liminal space that feels like it doesn't obey the same laws of physics as we do. And we can only interact with them through this disembodied experience of typing linear text characters into a code editor. This is precisely what makes programming so difficult. We are trying to reason about and work with things we cannot see or touch when we are creatures who are evolutionarily adapted to function in a highly visual, spatial and physical world.

2. The Limitations of Text in Programming

Short description:

And I think that visuals are a big part of bridging that gap between our embodied human world and the disembodied machine world that we're trying to program in. We're going to explore this topic through three questions. First, what's wrong with text? All of our current programming, languages, tools, and documentation are overwhelmingly text centric. If we look at the history of programming, it's fairly clear how we ended up in a text heavy world. There are also plenty of logical reasons why we rely so heavily on text in programming. The abstract nature of text is what removes it from our embodied experiences in space and time.

And I think that visuals are a big part of bridging that gap between our embodied human world and the disembodied machine world that we're trying to program in. So here's the plan. We're going to explore this topic through three questions.

We're first going to ask what's wrong with text, then we'll explore what can visuals do that text can't, and finally we'll go on a very brief history tour to find out haven't we already tried this? After all, there are no new ideas under the sun and many, many people in the past have explored ways to make programming more visual. We're going to look at what's already been tried and what opportunities still lie ahead.

So first, what's wrong with text? This is an important question to ask because everything we do in programming is expressed in text. Every single app you've ever worked on looks like this, right? It's text arranged in lines going from left to right and top to bottom. Here's every documentation website you've ever used. Here's every blog post you've ever read. All of our current programming, languages, tools, and documentation are overwhelmingly text centric. You sometimes get diagrams here and there, but it's really slim pickings. If I had to guess about the balance of text to visuals in our industry, I bet we're at 98% text and 2% visuals. This is not based on an official survey and I couldn't find anyone who has done an official survey, so this is just based off my personal experience in the web development community. But if you take a minute and think over all the code and documentation that you interact with on a daily basis, I'm betting you're gonna land on a similar estimate.

If we look at the history of programming, it's fairly clear how we ended up in a text heavy world. This is a computer, circa 1970. You'll notice the lack of screen. You had a keyboard and a stack of punch cards, and the only thing you could do was type linear text to create programs. This design constraint meant that all our early programming languages were text based, and once you establish text as the primary paradigm of a field, it becomes really hard to break away from. Especially in an industry where we rely so heavily on lower level abstractions created by all the programmers who came before us. There are also plenty of logical reasons why we rely so heavily on text in programming. Written words and syntax are an ideal medium for expressing abstract logic. It's quick to create, it's flexible, and it's easy to move between applications through copy and past without worrying about compatibility. You can pack a dense amount of information into a very small space, and you can be very specific about what you mean, which obviously matters when we're talking to computers who have no sense of nuance.

So far, text has been working great for us in programming. But some of text's greatest strengths are also its greatest weaknesses. The abstract nature of text is what removes it from our embodied experiences in space and time. When we code, we're writing a set of hypothetical instructions to run on someone else's machine at some point in the future in a time and place that we'll never know about. This level of abstraction removes the physical, spatial, and embodied qualities that humans rely upon to understand the world around us. This can be good in some ways, right? If we want to write a function like fetch user data, we don't have to define the size, shape, or color of it.

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