Lecture 2

Key areas covered
  • CSS — styling
  • Responsive web design
  • Hosting and deployment
  • Version control (Git)

Designing your Website

Last week you shipped a page. This week we open the hood.

Hour 1 — The three languages

  • View Source: what the AI actually wrote for you
  • HTML — structure and meaning (headings, lists, links, semantics)
  • CSS — styling (selectors, the box model as a layout designer's mental model, typography on the web)
  • JavaScript — interactivity (events, changing the page after it loads)
  • Why this separation exists — content vs presentation vs behaviour
  • Browser DevTools as a designer's x-ray machine

Hour 2 — Dissection lab

  • Exercise: Exercise - Web Page Anatomy Note does not exist
    This note is has not been published (yet).
    — pick a complex real-world page, identify its structure, styling, and interactions using DevTools
  • Editing your own page's generated code by hand: change a colour, a font, a word — prove to yourself it's not magic

Homework

  • Ask an AI to explain three things you found in DevTools that you didn't understand. Bring the best explanation to class.

What's a Computer?

A whirlwind history of computing — not for the dates, but for what each moment adds to your mental model of the machine in front of you.


1801 — Machines can follow instructions

  • Jacquard's loom weaves patterns from punched cards
  • The pattern isn't in the machine — it's in the card
  • First separation of machine and instructions

1837 — Machines can compute anything

  • Babbage designs the Analytical Engine; Ada Lovelace writes what may be the first program
  • Her bigger insight: a computing machine could manipulate any symbols — music, text, not just numbers

1936 — One machine to rule them all

  • Turing: one machine that can imitate any other machine, given the right instructions
  • This is why your laptop can be a typewriter, a cinema, a studio, and a piano
  • Software = the machine pretending

1947 — Instructions get fast and cheap

  • The transistor: a switch with no moving parts
  • Then the chip: billions of switches, effectively free
  • Everything since is mostly more, smaller, cheaper

1984 — Computers for people

  • Xerox PARC → Macintosh: the GUI
  • Designers enter the story: the interface becomes a designed artifact
  • The machine adapts to humans, not the other way around

The mental model

input → processing → memory/storage → output

  • Every device you own is this loop: phone, smartwatch, ATM, washing machine
  • Memory (fast, forgets when off) vs storage (slow, remembers)

The machine is fast and dumb

  • The CPU does billions of tiny, stupid steps per second — it never "understands"
  • Software is just instructions; the OS is the manager juggling them
  • Live: open Activity Monitor / Task Manager — look at what your machine is doing right now w