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Communicating with Interactive Articles (distill.pub)
76 points by conanxin on Feb 12, 2023 | hide | past | favorite | 13 comments



Distill was one of the best experiments in publishing of the last decade, no irony. Unfortunately, it’s worth reflecting on why they are on a hiatus that I fear will be (understandably) permanent.

When I was an academic, I had the privilege of participating in the process of producing one article for Distill, and the amount of work was equivalent to 3-5x the work of any one single publication in other venues. I’m not sure that’s avoidable to achieve the quality that Distill strives for, but it means the incentives are all pointed against it.

A direct consequence of working on an environment with bad incentives is that people there will burn out, which is part of what I think happened.


I loved Distill! My own experience with interactive content (not through Distill) was that it was so much extra work that it was hard to justify, except as a passion project, so I wasn't surprised by their (permanent) hiatus.


I agree that the extra work is very significant and difficult to justify.

I have wondered if there are opportunities for standardizing some types of visualizations so they can be used more broadly.


That would make it not really what distill was about. Concretely, the article my students wrote wouldn’t have been possible - it was literally proposing a new visualization method and showing a real implementation on the web.


I thought this part was interesting:

> The New York Times provided one of the few available data points, stating that only a fraction of readers interact with non-static content, and suggested that designers should move away from interactivity

Then their citation [1] mentions: "Why? ... Users just want to scroll"

It seems like this is the approach a lot of interactive articles use these days, where most of the "interactive" content is still shown by default as the user scrolls.

[1] https://github.com/archietse/malofiej-2016/blob/master/tse-m...


Note that this is the same as us programmers preferring to have a single interface for many things instead of several mutually incompatible ones.

Also similar to how iterators are a fantastic API in most cases: lots of things can be built on top of getting the next item.


The number to compare to would be the fraction of "readers" who actually read (most of) the article. I have a hunch it's also a small fraction.


Very interesting. I'm working on on app that has "slides" users click a button to progress through. Now I'm wondering if users would prefer to "scroll" through the content instead.


I can say there has never been a time where I’ve preferred having a button instead of scrolling.

I’ve interacted with sites where scrolling locked in to pages, and I thought that was fine (As I say this, that sounds like “swiping” - which I think is fine and feels intuitive).


Nicky Case does really exceptional work in the area of interactive articles. https://ncase.me/trust/ - this is a link to a Game Theory primer called the evolution of trust.

It's just such an excellent example of the potential of interactive articles. And, it did manage to go modestly viral.

She calls them explorable explanations. If someone is going to go to the relatively great effort of making interactive articles, she has linked some articles on the creative process for interactive formats that can really help play to the strengths of the format (or maybe better put as lack of format).


The UI is not functional for me on Firefox mobile. If I select an example there's no way for me to go to the selected article link without losing the selection, and the link is dead.

Normally I might refrain from pointing this out but it's so ironically on point.

I appreciate what that site is trying to do, but in thinking about this sort of amusing irony it occurred to me that one of the advantages of something extremely simple and static — the closer to the printed page the better the example — the more foolproof it is. Interactivity opens up great possibilities for communication but also opportunities for errors and other forms of failure.

I'm not meaning this as a criticism, more as something to be mindful of in choosing a medium.


Having clicked through some of the publications, I began to wonder whether the challenge of mobile v. desktop is a factor.

It seems difficult to build the same interactivity for both mobile and desktop. Making it even more difficult to design and implement such interactive publications.


Lots of good examples here but doesn't have the greatest one, Evolution of Trust https://ncase.me/trust/




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