Get your /dev/world/2019 tickets soon! Don’t miss out!/dev/world/2019 is fast approaching, and discounted Early Bird tickets are available until 9 August 2019.
A ticket gets you access to three days of workshops, sessions, and networking — it’s a great deal! /dev/world/2019 runs in Melbourne at RMIT, and features speakers from companies like Google, Canva, Mercari, Etsy, CBA and beyond, covering topics from the latest SwiftUI, to Flutter, to Rich Notifications, to hand puppets with Augmented Reality (AR).
The first announced Featured Presentation at /dev/world/2019 will be from Simon Joslin and Matthew Clark, from The Voxel Agents, developers of The Gardens Between, the Apple Design Award-winning adventure puzzle game. They’ll be talking about good design, and how it can’t just be rushed.
SACon was a melting-pot of interesting ideas, framed around the discussion of software architecture as a profession. O’Reilly’s conferences are always polished, well, run and all that good stuff (disclaimer: as might be obvious, O’Reilly is my publisher), but the attendees and speakers are what makes any conference shine. This conference definitely shone.
All the sessions that I attended were excellent, but the highlights of the conference for me were definitely the following talks:
The ‘hallway track’ was also exceptional, and we had some fantastic conversations with attendees on topics ranging from the rise of the Rust programming language to the use of ECS in non-video games to the merits of the Swift programming language to designing video game engines, and beyond.
Tim and I really enjoyed our book signing, and found ourselves face-to-face with one of the biggest queues we’ve ever had for a book signing, and had some excellent conversations with developers, architects, and team leads who were excited to learn Swift from our book, or share it with their teams back home.
Our ECS talk went well! We had a packed room (which was also one of the most palatial conference halls we’ve ever spoken in!) and got 5-star reviews with great feedback.
A few weeks ago I attended, and spoke at, my 10th OSCON conference. I regularly say that OSCON is my favourite big conference, and every time I attend I’m reminded why I love it, and how much I love it: OSCON is a fun, relaxed, and very approachable place where companies and people involved in open source as contributors, consumers, and users, interface, work with, and have fun with each other. It’s unique in perspective, content, and value. And it’s super engaging everywhere from the lunch hall to the hallway to the sessions and in between. You should go, if you get the opportunity (O’Reilly runs a wonderful diversity and inclusion program, which make me able to help you make it along!)
This year was OSCONs 20-year celebration event! 🎉 If you have a Safari subscription, you can check out the videos from the event here. There’s also a collection of keynotes and interviews from the event on the O’Reilly Media YouTube channel.
On the Monday, Tim, Jon, and I presented a 3 hour session onOpen source game development with Godot. Godot is an amazingly polished, and entirely open source, game development engine; Godot is a project of the Software Freedom Conservancy, and is aggressively competitive against the big commercial engines, like Unity and Unreal. I largely led this tutorial, supported by Tim and Jon. We got great feedback from our attendees, and had a full house. I’ll post the material from the workshop in the coming week.
On Tuesday night, I stepped way, way out of my comfort zone and presented a 5 minute Ignite talk on The realities of weightloss. This talk was based on a seed of an idea that Mars had, which I’d taken and run with in a slightly different direction (with her permission). It seemed to resonate with the audience, and I got a lot of thanks, and hugs, from people afterwards. ❤️
The next day, Wednesday, saw us doing our traditional book signing (for the latest Learning Swift) in the O’Reilly Media booth of the expo. We had a huge line of people, and signed for about 45 minutes. It was great fun! The O’Reilly staff treat us like royalty, which always makes us feel very special.
On Thursday, in the second-last slot of OSCON 2018, Tim and I teamed up with Mars to deliver an entirely-live coded talk on Learning Swift with Playgrounds. Mars wrote all the examples, designed the flow, and really got thrown in the deep end—and she totally nailed it! Tim provided an excellent narration of proceedings, as Mars live-coded her way through the demos (with Xcode crashing, as is custom!) We got many fabulous reviews, with the talk getting a 4.9/5 ⭐️ average. We were thrilled. You can find some notes here, and the fabulous Playground that Mars wrote here on GitHub.
Our friends, VM, Josh, and Paul, also delivered well-received, and awesome talks.
We really love working O’Reilly, particularly our amazing editor, Rachel Roumeliotis, who has risen the ranks of the company while we’ve been working with her (absolutely no connection to us working with her!) and is now a VP of Content Strategy.
OSCON in Amsterdam is coming up in a month or so, and I’m really, really looking forward to it. So much so, that I thought I’d write up some thoughts on why I enjoy going to OSCON.
Adding Europe (in addition to the USA –– Portland earlier this year, and Austin in May 2016) to the lineup is a big move for OSCON (it’s been in Europe before, but it didn’t run every year afterwards). This year, at OSCON in Portland, which ran in July, the tracks of the conference changed for the first time in a long time.
Previously, the conference was designed around mostly-languaged based tracks, and was essentially a collection of disparate conferences for different clusters of nerds. It was great, but it wasn’t how the community worked, or how nerds-in-the-real-world work any more.
In July, OSCON in Portland was structured around the idea that open-source and the software, tools, and languages (that OSCON has always been about) are actually everywhere, being used by everyone. The tracks got updated to reflect more tangible, practical things, that might span languages and nerd-clusters.
The result of this is that OSCON (in Portland, earlier this year, in Amsterdam next month, and in Austin next year) has tracks relating to things like security, and privacy, scaling, devices, mobility, architecture, design, and other real-life, more pragmatic concepts. This is a really good thing. Not only does it mean that you meet lots and lots of people, who –– shock horror! –– might use, espouse, and prefer different languages, tools, and frameworks than you, but it also means the conference works like the real-world does: security topics for one language are not unique to that language, performance at scale on the web isn’t unique to one backend stack, and good, sensible mobile app design isn’t unique to one mobile platform (to name but three examples).
I really enjoyed OSCON in Portland this year, and the new track structure contributed to that in no small way. OSCON in Amsterdam follows a similar philosophy, so I’m expecting it to be pretty excellent.
Another of the big reasons that OSCON is special is the way it connects the people using, building, and working with new, amazing, important, and often just plain interesting software (and hardware!) with the companies who rely on this software, teach this software, or otherwise participate in the community.
Companies often have a bad reputation at big conferences, especially corporate conferences like OSCON that are not directly run by the community –– but OSCON does a good job, with very few exceptions, of making sure your interactions with the companies sponsoring and attending the event are very much on your own terms.
OSCON represents such a valuable intersection between the community-run events, which are often still clustered by language, or technology (despite their deep wish that they were all polyglot events), and the actual real world that’s using all this technology –– which, like it or not, is mostly companies –– and it does a damn fine job of it. This role as a meeting point for community and enterprise is a very underrated (and little-discussed) aspect of OSCON, and is one of the core reasons why it’s one of the only two conferences that I go back to every single year.
Every year I learn things that are incredibly interesting, inspiring, or just plain or exciting, as well as things that directly improve my ability to be better at what I do every day. I also meet amazing people, and make new friends every year. I’ve also personally given talks on everything ranging from programming with Apple’s Swift language, to game design, to Kerbal Space Program.
I first went to OSCON in 2011. Some friends and colleagues and I, randomly on a whim, submitted a session on design best practices for mobile apps. It got accepted, much to our surprise, and we made our way to Portland. We’ve been presenting on mobile design at OSCON ever since. OSCON is an amazing amount of fun, and I can’t wait for Amsterdam (and Austin!)
*video not from OSCON, but it’s the same talk I saw at OSCON.
(My publisher, O’Reilly Media, also runs OSCON, so you probably can’t trust a word I say. But really, OSCON is pretty amazing, and this is just my blog post, and my words, so you should probably check out OSCON!)
I’m very pleased to be presenting at O’Reilly’s OSCON conference in Portland once again this year. I’ll be presenting two tutorials this time around.
For the third year in a row Chris Neugebauer, Jon Manning, and I will be presenting a half-day tutorial on mobile application development with a focus on user-experience. As with the last two years, we’ll be using Android as the platform we discuss the most – but everything will be applicable to all mobile platforms. The tutorial is called Level Up Your Apps: Mobile UX Design and Development.
Additionally, and for the first time, Jon Manning and I will be presenting a half-day tutorial on game design where we’ll discuss what makes games fun, how they work, and how you can apply game design techniques to your daily non-game related work. This tutorial is hands-on, very practical, lots of fun, and is called How Do I Game Design?