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  • 15 Unsettling Facts About Hollywood to Remind You of its Questionable Past

    15 Unsettling Facts About Hollywood to Remind You of its Questionable Past

    Hollywood’s Golden Age is often remembered as a glamorous era of dazzling premieres, legendary stars, and timeless classics. Behind the polished image, however, the industry was built on practices that would be considered deeply unethical today. Performers were tightly controlled by powerful studios, dangerous stunts were commonplace, and discrimination was often written into contracts and casting decisions.

    While the film industry has evolved in many ways, its history includes countless uncomfortable chapters that deserve to be remembered alongside its greatest achievements. These unsettling facts reveal a darker side of Hollywood’s past that is easy to overlook.

    The post 15 Unsettling Facts About Hollywood to Remind You of its Questionable Past appeared first on Den of Geek.

    Movies where most everything is set, not on location. These productions were designed and built inside controlled studio environments, where entire worlds were constructed from scratch rather than found in real places. Instead of relying on natural landscapes or real city streets, filmmakers used soundstages, practical set design, miniatures, and digital extensions to create fully controlled cinematic spaces. This approach allows for total visual precision, from lighting to camera movement, and often results in highly stylized or completely artificial worlds that still feel believable on screen. These films are some of the clearest examples of how far studio filmmaking can go when imagination replaces geography.

    IMDb

    Harry Potter and the Philosopher’s Stone (2001)

    Much of Hogwarts and its interiors were built as detailed studio sets, carefully designed to create a fully controlled magical environment.

    cnx.cmd.push(function() {
    cnx({
    playerId: “106e33c0-3911-473c-b599-b1426db57530”,

    }).render(“0270c398a82f44f49c23c16122516796”);
    });

    IMDb

    Star Wars: Episode I – The Phantom Menace (1999)

    Large portions of the film were shot on soundstages using green screens and constructed sets that were later expanded digitally.

    IMDb

    Sin City (2005)

    Almost entirely filmed on studio sets with digital backdrops, creating a fully artificial comic book world.

    IMDb

    300 (2006)

    Shot almost completely in a studio with green screen environments replacing traditional real-world locations.

    IMDb

    The Truman Show (1998)

    A massive constructed town built inside a studio, designed to function as an entire controlled reality.

    IMDb

    Alice in Wonderland (2010)

    A heavily studio based production where environments were built and then expanded with digital effects.

    IMDb

    Gravity (2013)

    Filmed using highly controlled studio rigs and lighting systems that simulated space conditions almost entirely indoors.

    IMDb

    Avatar (2009)

    Performance capture was done in studio environments, with Pandora built almost entirely through digital and controlled production work.

    IMDb

    The Grand Budapest Hotel (2014)

    Nearly every location was a carefully constructed set designed to maintain strict visual symmetry and control.

    IMDb

    Blade Runner 2049 (2017)

    Extensive studio sets combined with controlled lighting and digital environments created its futuristic world.

    IMDb

    The Lord of the Rings: The Two Towers (2002)

    Significant portions were created using studio builds and controlled environments at Weta.

    IMDb

    Psycho (1960)

    One of the most iconic examples of a film shot almost entirely on studio sets, including interiors and exterior facades.

    IMDb

    The Dark Knight (2008)

    Despite its urban realism, many Gotham sequences were recreated through large scale studio sets combined with controlled city location composites.

    IMDb

    The Lord of the Rings: The Fellowship of the Ring (2001)

    Even though it looks like it was filmed across vast natural landscapes, a huge portion of Middle earth especially interiors like Rivendell, Bag End, and Moria, was built as detailed studio sets.

    The post 14 Movies That Barely Left the Studio Parking Lot appeared first on Den of Geek.

  • 15 Actors Who Looked Nothing Like the Real Person They Played

    15 Actors Who Looked Nothing Like the Real Person They Played

    Biopics often rely on the idea that casting can recreate real people with precision. Yet when you isolate only the physical resemblance, not performance, accent, or mannerisms, the gap becomes much more visible. Some actors undergo styling, makeup, or prosthetics that get them closer to the real figure, while others still end up looking noticeably different on screen. Facial structure, age differences, body proportions, and natural bone structure all play a role in how convincing the final image feels. These cases highlight moments where cinema prioritized casting strength or star power over strict physical similarity to the real person portrayed.

    The post 15 Actors Who Looked Nothing Like the Real Person They Played appeared first on Den of Geek.

    Movies where most everything is set, not on location. These productions were designed and built inside controlled studio environments, where entire worlds were constructed from scratch rather than found in real places. Instead of relying on natural landscapes or real city streets, filmmakers used soundstages, practical set design, miniatures, and digital extensions to create fully controlled cinematic spaces. This approach allows for total visual precision, from lighting to camera movement, and often results in highly stylized or completely artificial worlds that still feel believable on screen. These films are some of the clearest examples of how far studio filmmaking can go when imagination replaces geography.

    IMDb

    Harry Potter and the Philosopher’s Stone (2001)

    Much of Hogwarts and its interiors were built as detailed studio sets, carefully designed to create a fully controlled magical environment.

    cnx.cmd.push(function() {
    cnx({
    playerId: “106e33c0-3911-473c-b599-b1426db57530”,

    }).render(“0270c398a82f44f49c23c16122516796”);
    });

    IMDb

    Star Wars: Episode I – The Phantom Menace (1999)

    Large portions of the film were shot on soundstages using green screens and constructed sets that were later expanded digitally.

    IMDb

    Sin City (2005)

    Almost entirely filmed on studio sets with digital backdrops, creating a fully artificial comic book world.

    IMDb

    300 (2006)

    Shot almost completely in a studio with green screen environments replacing traditional real-world locations.

    IMDb

    The Truman Show (1998)

    A massive constructed town built inside a studio, designed to function as an entire controlled reality.

    IMDb

    Alice in Wonderland (2010)

    A heavily studio based production where environments were built and then expanded with digital effects.

    IMDb

    Gravity (2013)

    Filmed using highly controlled studio rigs and lighting systems that simulated space conditions almost entirely indoors.

    IMDb

    Avatar (2009)

    Performance capture was done in studio environments, with Pandora built almost entirely through digital and controlled production work.

    IMDb

    The Grand Budapest Hotel (2014)

    Nearly every location was a carefully constructed set designed to maintain strict visual symmetry and control.

    IMDb

    Blade Runner 2049 (2017)

    Extensive studio sets combined with controlled lighting and digital environments created its futuristic world.

    IMDb

    The Lord of the Rings: The Two Towers (2002)

    Significant portions were created using studio builds and controlled environments at Weta.

    IMDb

    Psycho (1960)

    One of the most iconic examples of a film shot almost entirely on studio sets, including interiors and exterior facades.

    IMDb

    The Dark Knight (2008)

    Despite its urban realism, many Gotham sequences were recreated through large scale studio sets combined with controlled city location composites.

    IMDb

    The Lord of the Rings: The Fellowship of the Ring (2001)

    Even though it looks like it was filmed across vast natural landscapes, a huge portion of Middle earth especially interiors like Rivendell, Bag End, and Moria, was built as detailed studio sets.

    The post 14 Movies That Barely Left the Studio Parking Lot appeared first on Den of Geek.

  • 15 Actors Your Grandma Was Probably in Love With

    15 Actors Your Grandma Was Probably in Love With

    Every generation has its heartthrobs, and long before today’s blockbuster stars dominated magazine covers, classic Hollywood produced a remarkable lineup of actors who captivated audiences around the world. With effortless charm, impeccable style, and unforgettable screen presence, these leading men became the crushes of millions.

    They headlined romantic dramas, swashbuckling adventures, and epic classics, helping define the Golden Age of cinema. Chances are that if your grandmother grew up between the 1930s and 1960s, at least one of these actors had a permanent place on her bedroom wall or at the top of her favorite movie list.

    The post 15 Actors Your Grandma Was Probably in Love With appeared first on Den of Geek.

    Movies where most everything is set, not on location. These productions were designed and built inside controlled studio environments, where entire worlds were constructed from scratch rather than found in real places. Instead of relying on natural landscapes or real city streets, filmmakers used soundstages, practical set design, miniatures, and digital extensions to create fully controlled cinematic spaces. This approach allows for total visual precision, from lighting to camera movement, and often results in highly stylized or completely artificial worlds that still feel believable on screen. These films are some of the clearest examples of how far studio filmmaking can go when imagination replaces geography.

    IMDb

    Harry Potter and the Philosopher’s Stone (2001)

    Much of Hogwarts and its interiors were built as detailed studio sets, carefully designed to create a fully controlled magical environment.

    cnx.cmd.push(function() {
    cnx({
    playerId: “106e33c0-3911-473c-b599-b1426db57530”,

    }).render(“0270c398a82f44f49c23c16122516796”);
    });

    IMDb

    Star Wars: Episode I – The Phantom Menace (1999)

    Large portions of the film were shot on soundstages using green screens and constructed sets that were later expanded digitally.

    IMDb

    Sin City (2005)

    Almost entirely filmed on studio sets with digital backdrops, creating a fully artificial comic book world.

    IMDb

    300 (2006)

    Shot almost completely in a studio with green screen environments replacing traditional real-world locations.

    IMDb

    The Truman Show (1998)

    A massive constructed town built inside a studio, designed to function as an entire controlled reality.

    IMDb

    Alice in Wonderland (2010)

    A heavily studio based production where environments were built and then expanded with digital effects.

    IMDb

    Gravity (2013)

    Filmed using highly controlled studio rigs and lighting systems that simulated space conditions almost entirely indoors.

    IMDb

    Avatar (2009)

    Performance capture was done in studio environments, with Pandora built almost entirely through digital and controlled production work.

    IMDb

    The Grand Budapest Hotel (2014)

    Nearly every location was a carefully constructed set designed to maintain strict visual symmetry and control.

    IMDb

    Blade Runner 2049 (2017)

    Extensive studio sets combined with controlled lighting and digital environments created its futuristic world.

    IMDb

    The Lord of the Rings: The Two Towers (2002)

    Significant portions were created using studio builds and controlled environments at Weta.

    IMDb

    Psycho (1960)

    One of the most iconic examples of a film shot almost entirely on studio sets, including interiors and exterior facades.

    IMDb

    The Dark Knight (2008)

    Despite its urban realism, many Gotham sequences were recreated through large scale studio sets combined with controlled city location composites.

    IMDb

    The Lord of the Rings: The Fellowship of the Ring (2001)

    Even though it looks like it was filmed across vast natural landscapes, a huge portion of Middle earth especially interiors like Rivendell, Bag End, and Moria, was built as detailed studio sets.

    The post 14 Movies That Barely Left the Studio Parking Lot appeared first on Den of Geek.

  • 14 Movies Where They Could Have Just Called the Police

    14 Movies Where They Could Have Just Called the Police

    Movies thrive on conflict, and sometimes that means characters ignore the most obvious solution available. Instead of picking up the phone and calling the authorities, they launch their own investigations, confront dangerous criminals alone, or let misunderstandings spiral completely out of control.

    Of course, if everyone made sensible decisions, many beloved films would be over before the opening credits finished rolling. These movies are entertaining precisely because their characters take matters into their own hands, even when a quick call to the police could have saved everyone a lot of time, danger, and unnecessary drama.

    The post 14 Movies Where They Could Have Just Called the Police appeared first on Den of Geek.

    Movies where most everything is set, not on location. These productions were designed and built inside controlled studio environments, where entire worlds were constructed from scratch rather than found in real places. Instead of relying on natural landscapes or real city streets, filmmakers used soundstages, practical set design, miniatures, and digital extensions to create fully controlled cinematic spaces. This approach allows for total visual precision, from lighting to camera movement, and often results in highly stylized or completely artificial worlds that still feel believable on screen. These films are some of the clearest examples of how far studio filmmaking can go when imagination replaces geography.

    IMDb

    Harry Potter and the Philosopher’s Stone (2001)

    Much of Hogwarts and its interiors were built as detailed studio sets, carefully designed to create a fully controlled magical environment.

    cnx.cmd.push(function() {
    cnx({
    playerId: “106e33c0-3911-473c-b599-b1426db57530”,

    }).render(“0270c398a82f44f49c23c16122516796”);
    });

    IMDb

    Star Wars: Episode I – The Phantom Menace (1999)

    Large portions of the film were shot on soundstages using green screens and constructed sets that were later expanded digitally.

    IMDb

    Sin City (2005)

    Almost entirely filmed on studio sets with digital backdrops, creating a fully artificial comic book world.

    IMDb

    300 (2006)

    Shot almost completely in a studio with green screen environments replacing traditional real-world locations.

    IMDb

    The Truman Show (1998)

    A massive constructed town built inside a studio, designed to function as an entire controlled reality.

    IMDb

    Alice in Wonderland (2010)

    A heavily studio based production where environments were built and then expanded with digital effects.

    IMDb

    Gravity (2013)

    Filmed using highly controlled studio rigs and lighting systems that simulated space conditions almost entirely indoors.

    IMDb

    Avatar (2009)

    Performance capture was done in studio environments, with Pandora built almost entirely through digital and controlled production work.

    IMDb

    The Grand Budapest Hotel (2014)

    Nearly every location was a carefully constructed set designed to maintain strict visual symmetry and control.

    IMDb

    Blade Runner 2049 (2017)

    Extensive studio sets combined with controlled lighting and digital environments created its futuristic world.

    IMDb

    The Lord of the Rings: The Two Towers (2002)

    Significant portions were created using studio builds and controlled environments at Weta.

    IMDb

    Psycho (1960)

    One of the most iconic examples of a film shot almost entirely on studio sets, including interiors and exterior facades.

    IMDb

    The Dark Knight (2008)

    Despite its urban realism, many Gotham sequences were recreated through large scale studio sets combined with controlled city location composites.

    IMDb

    The Lord of the Rings: The Fellowship of the Ring (2001)

    Even though it looks like it was filmed across vast natural landscapes, a huge portion of Middle earth especially interiors like Rivendell, Bag End, and Moria, was built as detailed studio sets.

    The post 14 Movies That Barely Left the Studio Parking Lot appeared first on Den of Geek.

  • 15 Movie Heroes Who Would Be A Nightmare In Real Life

    15 Movie Heroes Who Would Be A Nightmare In Real Life

    Movie heroes are easy to cheer for when we’re safely watching from a theater seat. In real life, though, many of them would be exhausting friends, reckless coworkers, or outright dangerous people to have around. To live together in society, we need to follow rules, not constantly drag innocent bystanders into chaos, or create more problems while ‘solving’ others.

    Their flaws make for entertaining stories, but living with them would be another matter entirely. Here are just a few beloved movie heroes who are much better on the big screen than they would be in your everyday life.

    The post 15 Movie Heroes Who Would Be A Nightmare In Real Life appeared first on Den of Geek.

    Movies where most everything is set, not on location. These productions were designed and built inside controlled studio environments, where entire worlds were constructed from scratch rather than found in real places. Instead of relying on natural landscapes or real city streets, filmmakers used soundstages, practical set design, miniatures, and digital extensions to create fully controlled cinematic spaces. This approach allows for total visual precision, from lighting to camera movement, and often results in highly stylized or completely artificial worlds that still feel believable on screen. These films are some of the clearest examples of how far studio filmmaking can go when imagination replaces geography.

    IMDb

    Harry Potter and the Philosopher’s Stone (2001)

    Much of Hogwarts and its interiors were built as detailed studio sets, carefully designed to create a fully controlled magical environment.

    cnx.cmd.push(function() {
    cnx({
    playerId: “106e33c0-3911-473c-b599-b1426db57530”,

    }).render(“0270c398a82f44f49c23c16122516796”);
    });

    IMDb

    Star Wars: Episode I – The Phantom Menace (1999)

    Large portions of the film were shot on soundstages using green screens and constructed sets that were later expanded digitally.

    IMDb

    Sin City (2005)

    Almost entirely filmed on studio sets with digital backdrops, creating a fully artificial comic book world.

    IMDb

    300 (2006)

    Shot almost completely in a studio with green screen environments replacing traditional real-world locations.

    IMDb

    The Truman Show (1998)

    A massive constructed town built inside a studio, designed to function as an entire controlled reality.

    IMDb

    Alice in Wonderland (2010)

    A heavily studio based production where environments were built and then expanded with digital effects.

    IMDb

    Gravity (2013)

    Filmed using highly controlled studio rigs and lighting systems that simulated space conditions almost entirely indoors.

    IMDb

    Avatar (2009)

    Performance capture was done in studio environments, with Pandora built almost entirely through digital and controlled production work.

    IMDb

    The Grand Budapest Hotel (2014)

    Nearly every location was a carefully constructed set designed to maintain strict visual symmetry and control.

    IMDb

    Blade Runner 2049 (2017)

    Extensive studio sets combined with controlled lighting and digital environments created its futuristic world.

    IMDb

    The Lord of the Rings: The Two Towers (2002)

    Significant portions were created using studio builds and controlled environments at Weta.

    IMDb

    Psycho (1960)

    One of the most iconic examples of a film shot almost entirely on studio sets, including interiors and exterior facades.

    IMDb

    The Dark Knight (2008)

    Despite its urban realism, many Gotham sequences were recreated through large scale studio sets combined with controlled city location composites.

    IMDb

    The Lord of the Rings: The Fellowship of the Ring (2001)

    Even though it looks like it was filmed across vast natural landscapes, a huge portion of Middle earth especially interiors like Rivendell, Bag End, and Moria, was built as detailed studio sets.

    The post 14 Movies That Barely Left the Studio Parking Lot appeared first on Den of Geek.

  • Movie Sets Are Workplaces, Please Do Not Bother the Employees

    Movie Sets Are Workplaces, Please Do Not Bother the Employees

    This article contains spoilers for The Summer I Turned Pretty season 3. Back in May, Prime Video TV series The Summer I Turned Pretty ran into issues with some fans filming the set and mobbing the streets during filming of the highly-anticipated movie spinoff following the series finale.  Now The Sun reports that the set […]

    The post Movie Sets Are Workplaces, Please Do Not Bother the Employees appeared first on Den of Geek.

    Movies where most everything is set, not on location. These productions were designed and built inside controlled studio environments, where entire worlds were constructed from scratch rather than found in real places. Instead of relying on natural landscapes or real city streets, filmmakers used soundstages, practical set design, miniatures, and digital extensions to create fully controlled cinematic spaces. This approach allows for total visual precision, from lighting to camera movement, and often results in highly stylized or completely artificial worlds that still feel believable on screen. These films are some of the clearest examples of how far studio filmmaking can go when imagination replaces geography.

    IMDb

    Harry Potter and the Philosopher’s Stone (2001)

    Much of Hogwarts and its interiors were built as detailed studio sets, carefully designed to create a fully controlled magical environment.

    cnx.cmd.push(function() {
    cnx({
    playerId: “106e33c0-3911-473c-b599-b1426db57530”,

    }).render(“0270c398a82f44f49c23c16122516796”);
    });

    IMDb

    Star Wars: Episode I – The Phantom Menace (1999)

    Large portions of the film were shot on soundstages using green screens and constructed sets that were later expanded digitally.

    IMDb

    Sin City (2005)

    Almost entirely filmed on studio sets with digital backdrops, creating a fully artificial comic book world.

    IMDb

    300 (2006)

    Shot almost completely in a studio with green screen environments replacing traditional real-world locations.

    IMDb

    The Truman Show (1998)

    A massive constructed town built inside a studio, designed to function as an entire controlled reality.

    IMDb

    Alice in Wonderland (2010)

    A heavily studio based production where environments were built and then expanded with digital effects.

    IMDb

    Gravity (2013)

    Filmed using highly controlled studio rigs and lighting systems that simulated space conditions almost entirely indoors.

    IMDb

    Avatar (2009)

    Performance capture was done in studio environments, with Pandora built almost entirely through digital and controlled production work.

    IMDb

    The Grand Budapest Hotel (2014)

    Nearly every location was a carefully constructed set designed to maintain strict visual symmetry and control.

    IMDb

    Blade Runner 2049 (2017)

    Extensive studio sets combined with controlled lighting and digital environments created its futuristic world.

    IMDb

    The Lord of the Rings: The Two Towers (2002)

    Significant portions were created using studio builds and controlled environments at Weta.

    IMDb

    Psycho (1960)

    One of the most iconic examples of a film shot almost entirely on studio sets, including interiors and exterior facades.

    IMDb

    The Dark Knight (2008)

    Despite its urban realism, many Gotham sequences were recreated through large scale studio sets combined with controlled city location composites.

    IMDb

    The Lord of the Rings: The Fellowship of the Ring (2001)

    Even though it looks like it was filmed across vast natural landscapes, a huge portion of Middle earth especially interiors like Rivendell, Bag End, and Moria, was built as detailed studio sets.

    The post 14 Movies That Barely Left the Studio Parking Lot appeared first on Den of Geek.

  • 14 Movies That Barely Left the Studio Parking Lot

    14 Movies That Barely Left the Studio Parking Lot

    Movies where most everything is set, not on location. These productions were designed and built inside controlled studio environments, where entire worlds were constructed from scratch rather than found in real places. Instead of relying on natural landscapes or real city streets, filmmakers used soundstages, practical set design, miniatures, and digital extensions to create fully controlled cinematic spaces. This approach allows for total visual precision, from lighting to camera movement, and often results in highly stylized or completely artificial worlds that still feel believable on screen. These films are some of the clearest examples of how far studio filmmaking can go when imagination replaces geography.

    The post 14 Movies That Barely Left the Studio Parking Lot appeared first on Den of Geek.

    Movies where most everything is set, not on location. These productions were designed and built inside controlled studio environments, where entire worlds were constructed from scratch rather than found in real places. Instead of relying on natural landscapes or real city streets, filmmakers used soundstages, practical set design, miniatures, and digital extensions to create fully controlled cinematic spaces. This approach allows for total visual precision, from lighting to camera movement, and often results in highly stylized or completely artificial worlds that still feel believable on screen. These films are some of the clearest examples of how far studio filmmaking can go when imagination replaces geography.

    IMDb

    Harry Potter and the Philosopher’s Stone (2001)

    Much of Hogwarts and its interiors were built as detailed studio sets, carefully designed to create a fully controlled magical environment.

    cnx.cmd.push(function() {
    cnx({
    playerId: “106e33c0-3911-473c-b599-b1426db57530”,

    }).render(“0270c398a82f44f49c23c16122516796”);
    });

    IMDb

    Star Wars: Episode I – The Phantom Menace (1999)

    Large portions of the film were shot on soundstages using green screens and constructed sets that were later expanded digitally.

    IMDb

    Sin City (2005)

    Almost entirely filmed on studio sets with digital backdrops, creating a fully artificial comic book world.

    IMDb

    300 (2006)

    Shot almost completely in a studio with green screen environments replacing traditional real-world locations.

    IMDb

    The Truman Show (1998)

    A massive constructed town built inside a studio, designed to function as an entire controlled reality.

    IMDb

    Alice in Wonderland (2010)

    A heavily studio based production where environments were built and then expanded with digital effects.

    IMDb

    Gravity (2013)

    Filmed using highly controlled studio rigs and lighting systems that simulated space conditions almost entirely indoors.

    IMDb

    Avatar (2009)

    Performance capture was done in studio environments, with Pandora built almost entirely through digital and controlled production work.

    IMDb

    The Grand Budapest Hotel (2014)

    Nearly every location was a carefully constructed set designed to maintain strict visual symmetry and control.

    IMDb

    Blade Runner 2049 (2017)

    Extensive studio sets combined with controlled lighting and digital environments created its futuristic world.

    IMDb

    The Lord of the Rings: The Two Towers (2002)

    Significant portions were created using studio builds and controlled environments at Weta.

    IMDb

    Psycho (1960)

    One of the most iconic examples of a film shot almost entirely on studio sets, including interiors and exterior facades.

    IMDb

    The Dark Knight (2008)

    Despite its urban realism, many Gotham sequences were recreated through large scale studio sets combined with controlled city location composites.

    IMDb

    The Lord of the Rings: The Fellowship of the Ring (2001)

    Even though it looks like it was filmed across vast natural landscapes, a huge portion of Middle earth especially interiors like Rivendell, Bag End, and Moria, was built as detailed studio sets.

    The post 14 Movies That Barely Left the Studio Parking Lot appeared first on Den of Geek.

  • A24 Has Confirmed its Interesting Re-Release Strategy for Backrooms

    A24 Has Confirmed its Interesting Re-Release Strategy for Backrooms

    A24 has confirmed it is re-releasing its popular horror movie Backrooms to theaters this Friday, July 3, with 15 minutes of “brand new footage from director Kane Parsons.”  Backrooms flooded the box office with horror fans at the end of May, sparking discussions online over the various laid “easter eggs” and the possibility of sequel […]

    The post A24 Has Confirmed its Interesting Re-Release Strategy for Backrooms appeared first on Den of Geek.

    Movies where most everything is set, not on location. These productions were designed and built inside controlled studio environments, where entire worlds were constructed from scratch rather than found in real places. Instead of relying on natural landscapes or real city streets, filmmakers used soundstages, practical set design, miniatures, and digital extensions to create fully controlled cinematic spaces. This approach allows for total visual precision, from lighting to camera movement, and often results in highly stylized or completely artificial worlds that still feel believable on screen. These films are some of the clearest examples of how far studio filmmaking can go when imagination replaces geography.

    IMDb

    Harry Potter and the Philosopher’s Stone (2001)

    Much of Hogwarts and its interiors were built as detailed studio sets, carefully designed to create a fully controlled magical environment.

    cnx.cmd.push(function() {
    cnx({
    playerId: “106e33c0-3911-473c-b599-b1426db57530”,

    }).render(“0270c398a82f44f49c23c16122516796”);
    });

    IMDb

    Star Wars: Episode I – The Phantom Menace (1999)

    Large portions of the film were shot on soundstages using green screens and constructed sets that were later expanded digitally.

    IMDb

    Sin City (2005)

    Almost entirely filmed on studio sets with digital backdrops, creating a fully artificial comic book world.

    IMDb

    300 (2006)

    Shot almost completely in a studio with green screen environments replacing traditional real-world locations.

    IMDb

    The Truman Show (1998)

    A massive constructed town built inside a studio, designed to function as an entire controlled reality.

    IMDb

    Alice in Wonderland (2010)

    A heavily studio based production where environments were built and then expanded with digital effects.

    IMDb

    Gravity (2013)

    Filmed using highly controlled studio rigs and lighting systems that simulated space conditions almost entirely indoors.

    IMDb

    Avatar (2009)

    Performance capture was done in studio environments, with Pandora built almost entirely through digital and controlled production work.

    IMDb

    The Grand Budapest Hotel (2014)

    Nearly every location was a carefully constructed set designed to maintain strict visual symmetry and control.

    IMDb

    Blade Runner 2049 (2017)

    Extensive studio sets combined with controlled lighting and digital environments created its futuristic world.

    IMDb

    The Lord of the Rings: The Two Towers (2002)

    Significant portions were created using studio builds and controlled environments at Weta.

    IMDb

    Psycho (1960)

    One of the most iconic examples of a film shot almost entirely on studio sets, including interiors and exterior facades.

    IMDb

    The Dark Knight (2008)

    Despite its urban realism, many Gotham sequences were recreated through large scale studio sets combined with controlled city location composites.

    IMDb

    The Lord of the Rings: The Fellowship of the Ring (2001)

    Even though it looks like it was filmed across vast natural landscapes, a huge portion of Middle earth especially interiors like Rivendell, Bag End, and Moria, was built as detailed studio sets.

    The post 14 Movies That Barely Left the Studio Parking Lot appeared first on Den of Geek.

  • Voice Content and Usability

    Voice Content and Usability

    We’ve been having conversations for thousands of years. Whether to convey information, conduct transactions, or simply to check in on one another, people have yammered away, chattering and gesticulating, through spoken conversation for countless generations. Only in the last few millennia have we begun to commit our conversations to writing, and only in the last few decades have we begun to outsource them to the computer, a machine that shows much more affinity for written correspondence than for the slangy vagaries of spoken language.

    Computers have trouble because between spoken and written language, speech is more primordial. To have successful conversations with us, machines must grapple with the messiness of human speech: the disfluencies and pauses, the gestures and body language, and the variations in word choice and spoken dialect that can stymie even the most carefully crafted human-computer interaction. In the human-to-human scenario, spoken language also has the privilege of face-to-face contact, where we can readily interpret nonverbal social cues.

    In contrast, written language immediately concretizes as we commit it to record and retains usages long after they become obsolete in spoken communication (the salutation “To whom it may concern,” for example), generating its own fossil record of outdated terms and phrases. Because it tends to be more consistent, polished, and formal, written text is fundamentally much easier for machines to parse and understand.

    Spoken language has no such luxury. Besides the nonverbal cues that decorate conversations with emphasis and emotional context, there are also verbal cues and vocal behaviors that modulate conversation in nuanced ways: how something is said, not what. Whether rapid-fire, low-pitched, or high-decibel, whether sarcastic, stilted, or sighing, our spoken language conveys much more than the written word could ever muster. So when it comes to voice interfaces—the machines we conduct spoken conversations with—we face exciting challenges as designers and content strategists.

    Voice Interactions

    We interact with voice interfaces for a variety of reasons, but according to Michael McTear, Zoraida Callejas, and David Griol in The Conversational Interface, those motivations by and large mirror the reasons we initiate conversations with other people, too (). Generally, we start up a conversation because:

    • we need something done (such as a transaction),
    • we want to know something (information of some sort), or
    • we are social beings and want someone to talk to (conversation for conversation’s sake).

    These three categories—which I call transactional, informational, and prosocial—also characterize essentially every voice interaction: a single conversation from beginning to end that realizes some outcome for the user, starting with the voice interface’s first greeting and ending with the user exiting the interface. Note here that a conversation in our human sense—a chat between people that leads to some result and lasts an arbitrary length of time—could encompass multiple transactional, informational, and prosocial voice interactions in succession. In other words, a voice interaction is a conversation, but a conversation is not necessarily a single voice interaction.

    Purely prosocial conversations are more gimmicky than captivating in most voice interfaces, because machines don’t yet have the capacity to really want to know how we’re doing and to do the sort of glad-handing humans crave. There’s also ongoing debate as to whether users actually prefer the sort of organic human conversation that begins with a prosocial voice interaction and shifts seamlessly into other types. In fact, in Voice User Interface Design, Michael Cohen, James Giangola, and Jennifer Balogh recommend sticking to users’ expectations by mimicking how they interact with other voice interfaces rather than trying too hard to be human—potentially alienating them in the process ().

    That leaves two genres of conversations we can have with one another that a voice interface can easily have with us, too: a transactional voice interaction realizing some outcome (“buy iced tea”) and an informational voice interaction teaching us something new (“discuss a musical”).

    Transactional voice interactions

    Unless you’re tapping buttons on a food delivery app, you’re generally having a conversation—and therefore a voice interaction—when you order a Hawaiian pizza with extra pineapple. Even when we walk up to the counter and place an order, the conversation quickly pivots from an initial smattering of neighborly small talk to the real mission at hand: ordering a pizza (generously topped with pineapple, as it should be).

    Alison: Hey, how’s it going?

    Burhan: Hi, welcome to Crust Deluxe! It’s cold out there. How can I help you?

    Alison: Can I get a Hawaiian pizza with extra pineapple?

    Burhan: Sure, what size?

    Alison: Large.

    Burhan: Anything else?

    Alison: No thanks, that’s it.

    Burhan: Something to drink?

    Alison: I’ll have a bottle of Coke.

    Burhan: You got it. That’ll be $13.55 and about fifteen minutes.

    Each progressive disclosure in this transactional conversation reveals more and more of the desired outcome of the transaction: a service rendered or a product delivered. Transactional conversations have certain key traits: they’re direct, to the point, and economical. They quickly dispense with pleasantries.

    Informational voice interactions

    Meanwhile, some conversations are primarily about obtaining information. Though Alison might visit Crust Deluxe with the sole purpose of placing an order, she might not actually want to walk out with a pizza at all. She might be just as interested in whether they serve halal or kosher dishes, gluten-free options, or something else. Here, though we again have a prosocial mini-conversation at the beginning to establish politeness, we’re after much more.

    Alison: Hey, how’s it going?

    Burhan: Hi, welcome to Crust Deluxe! It’s cold out there. How can I help you?

    Alison: Can I ask a few questions?

    Burhan: Of course! Go right ahead.

    Alison: Do you have any halal options on the menu?

    Burhan: Absolutely! We can make any pie halal by request. We also have lots of vegetarian, ovo-lacto, and vegan options. Are you thinking about any other dietary restrictions?

    Alison: What about gluten-free pizzas?

    Burhan: We can definitely do a gluten-free crust for you, no problem, for both our deep-dish and thin-crust pizzas. Anything else I can answer for you?

    Alison: That’s it for now. Good to know. Thanks!

    Burhan: Anytime, come back soon!

    This is a very different dialogue. Here, the goal is to get a certain set of facts. Informational conversations are investigative quests for the truth—research expeditions to gather data, news, or facts. Voice interactions that are informational might be more long-winded than transactional conversations by necessity. Responses tend to be lengthier, more informative, and carefully communicated so the customer understands the key takeaways.

    Voice Interfaces

    At their core, voice interfaces employ speech to support users in reaching their goals. But simply because an interface has a voice component doesn’t mean that every user interaction with it is mediated through voice. Because multimodal voice interfaces can lean on visual components like screens as crutches, we’re most concerned in this book with pure voice interfaces, which depend entirely on spoken conversation, lack any visual component whatsoever, and are therefore much more nuanced and challenging to tackle.

    Though voice interfaces have long been integral to the imagined future of humanity in science fiction, only recently have those lofty visions become fully realized in genuine voice interfaces.

    Interactive voice response (IVR) systems

    Though written conversational interfaces have been fixtures of computing for many decades, voice interfaces first emerged in the early 1990s with text-to-speech (TTS) dictation programs that recited written text aloud, as well as speech-enabled in-car systems that gave directions to a user-provided address. With the advent of interactive voice response (IVR) systems, intended as an alternative to overburdened customer service representatives, we became acquainted with the first true voice interfaces that engaged in authentic conversation.

    IVR systems allowed organizations to reduce their reliance on call centers but soon became notorious for their clunkiness. Commonplace in the corporate world, these systems were primarily designed as metaphorical switchboards to guide customers to a real phone agent (“Say Reservations to book a flight or check an itinerary”); chances are you will enter a conversation with one when you call an airline or hotel conglomerate. Despite their functional issues and users’ frustration with their inability to speak to an actual human right away, IVR systems proliferated in the early 1990s across a variety of industries (, PDF).

    While IVR systems are great for highly repetitive, monotonous conversations that generally don’t veer from a single format, they have a reputation for less scintillating conversation than we’re used to in real life (or even in science fiction).

    Screen readers

    Parallel to the evolution of IVR systems was the invention of the screen reader, a tool that transcribes visual content into synthesized speech. For Blind or visually impaired website users, it’s the predominant method of interacting with text, multimedia, or form elements. Screen readers represent perhaps the closest equivalent we have today to an out-of-the-box implementation of content delivered through voice.

    Among the first screen readers known by that moniker was the Screen Reader for the BBC Micro and NEEC Portable developed by the Research Centre for the Education of the Visually Handicapped (RCEVH) at the University of Birmingham in 1986 (). That same year, Jim Thatcher created the first IBM Screen Reader for text-based computers, later recreated for computers with graphical user interfaces (GUIs) ().

    With the rapid growth of the web in the 1990s, the demand for accessible tools for websites exploded. Thanks to the introduction of semantic HTML and especially ARIA roles beginning in 2008, screen readers started facilitating speedy interactions with web pages that ostensibly allow disabled users to traverse the page as an aural and temporal space rather than a visual and physical one. In other words, screen readers for the web “provide mechanisms that translate visual design constructs—proximity, proportion, etc.—into useful information,” writes Aaron Gustafson in A List Apart. “At least they do when documents are authored thoughtfully” ().

    Though deeply instructive for voice interface designers, there’s one significant problem with screen readers: they’re difficult to use and unremittingly verbose. The visual structures of websites and web navigation don’t translate well to screen readers, sometimes resulting in unwieldy pronouncements that name every manipulable HTML element and announce every formatting change. For many screen reader users, working with web-based interfaces exacts a cognitive toll.

    In Wired, accessibility advocate and voice engineer Chris Maury considers why the screen reader experience is ill-suited to users relying on voice:

    From the beginning, I hated the way that Screen Readers work. Why are they designed the way they are? It makes no sense to present information visually and then, and only then, translate that into audio. All of the time and energy that goes into creating the perfect user experience for an app is wasted, or even worse, adversely impacting the experience for blind users. ()

    In many cases, well-designed voice interfaces can speed users to their destination better than long-winded screen reader monologues. After all, visual interface users have the benefit of darting around the viewport freely to find information, ignoring areas irrelevant to them. Blind users, meanwhile, are obligated to listen to every utterance synthesized into speech and therefore prize brevity and efficiency. Disabled users who have long had no choice but to employ clunky screen readers may find that voice interfaces, particularly more modern voice assistants, offer a more streamlined experience.

    Voice assistants

    When we think of voice assistants (the subset of voice interfaces now commonplace in living rooms, smart homes, and offices), many of us immediately picture HAL from 2001: A Space Odyssey or hear Majel Barrett’s voice as the omniscient computer in Star Trek. Voice assistants are akin to personal concierges that can answer questions, schedule appointments, conduct searches, and perform other common day-to-day tasks. And they’re rapidly gaining more attention from accessibility advocates for their assistive potential.

    Before the earliest IVR systems found success in the enterprise, Apple published a demonstration video in 1987 depicting the Knowledge Navigator, a voice assistant that could transcribe spoken words and recognize human speech to a great degree of accuracy. Then, in 2001, Tim Berners-Lee and others formulated their vision for a Semantic Web “agent” that would perform typical errands like “checking calendars, making appointments, and finding locations” (, behind paywall). It wasn’t until 2011 that Apple’s Siri finally entered the picture, making voice assistants a tangible reality for consumers.

    Thanks to the plethora of voice assistants available today, there is considerable variation in how programmable and customizable certain voice assistants are over others (Fig 1.1). At one extreme, everything except vendor-provided features is locked down; for example, at the time of their release, the core functionality of Apple’s Siri and Microsoft’s Cortana couldn’t be extended beyond their existing capabilities. Even today, it isn’t possible to program Siri to perform arbitrary functions, because there’s no means by which developers can interact with Siri at a low level, apart from predefined categories of tasks like sending messages, hailing rideshares, making restaurant reservations, and certain others.

    At the opposite end of the spectrum, voice assistants like Amazon Alexa and Google Home offer a core foundation on which developers can build custom voice interfaces. For this reason, programmable voice assistants that lend themselves to customization and extensibility are becoming increasingly popular for developers who feel stifled by the limitations of Siri and Cortana. Amazon offers the Alexa Skills Kit, a developer framework for building custom voice interfaces for Amazon Alexa, while Google Home offers the ability to program arbitrary Google Assistant skills. Today, users can choose from among thousands of custom-built skills within both the Amazon Alexa and Google Assistant ecosystems.

    As corporations like Amazon, Apple, Microsoft, and Google continue to stake their territory, they’re also selling and open-sourcing an unprecedented array of tools and frameworks for designers and developers that aim to make building voice interfaces as easy as possible, even without code.

    Often by necessity, voice assistants like Amazon Alexa tend to be monochannel—they’re tightly coupled to a device and can’t be accessed on a computer or smartphone instead. By contrast, many development platforms like Google’s Dialogflow have introduced omnichannel capabilities so users can build a single conversational interface that then manifests as a voice interface, textual chatbot, and IVR system upon deployment. I don’t prescribe any specific implementation approaches in this design-focused book, but in Chapter 4 we’ll get into some of the implications these variables might have on the way you build out your design artifacts.

    Voice Content

    Simply put, voice content is content delivered through voice. To preserve what makes human conversation so compelling in the first place, voice content needs to be free-flowing and organic, contextless and concise—everything written content isn’t.

    Our world is replete with voice content in various forms: screen readers reciting website content, voice assistants rattling off a weather forecast, and automated phone hotline responses governed by IVR systems. In this book, we’re most concerned with content delivered auditorily—not as an option, but as a necessity.

    For many of us, our first foray into informational voice interfaces will be to deliver content to users. There’s only one problem: any content we already have isn’t in any way ready for this new habitat. So how do we make the content trapped on our websites more conversational? And how do we write new copy that lends itself to voice interactions?

    Lately, we’ve begun slicing and dicing our content in unprecedented ways. Websites are, in many respects, colossal vaults of what I call macrocontent: lengthy prose that can extend for infinitely scrollable miles in a browser window, like microfilm viewers of newspaper archives. Back in 2002, well before the present-day ubiquity of voice assistants, technologist Anil Dash defined microcontent as permalinked pieces of content that stay legible regardless of environment, such as email or text messages:

    A day’s weather forcast [sic], the arrival and departure times for an airplane flight, an abstract from a long publication, or a single instant message can all be examples of microcontent. ()

    I’d update Dash’s definition of microcontent to include all examples of bite-sized content that go well beyond written communiqués. After all, today we encounter microcontent in interfaces where a small snippet of copy is displayed alone, unmoored from the browser, like a textbot confirmation of a restaurant reservation. Microcontent offers the best opportunity to gauge how your content can be stretched to the very edges of its capabilities, informing delivery channels both established and novel.

    As microcontent, voice content is unique because it’s an example of how content is experienced in time rather than in space. We can glance at a digital sign underground for an instant and know when the next train is arriving, but voice interfaces hold our attention captive for periods of time that we can’t easily escape or skip, something screen reader users are all too familiar with.

    Because microcontent is fundamentally made up of isolated blobs with no relation to the channels where they’ll eventually end up, we need to ensure that our microcontent truly performs well as voice content—and that means focusing on the two most important traits of robust voice content: voice content legibility and voice content discoverability.

    Fundamentally, the legibility and discoverability of our voice content both have to do with how voice content manifests in perceived time and space.

  • Sustainable Web Design, An Excerpt

    Sustainable Web Design, An Excerpt

    In the 1950s, many in the elite running community had begun to believe it wasn’t possible to run a mile in less than four minutes. Runners had been attempting it since the late 19th century and were beginning to draw the conclusion that the human body simply wasn’t built for the task. 

    But on May 6, 1956, Roger Bannister took everyone by surprise. It was a cold, wet day in Oxford, England—conditions no one expected to lend themselves to record-setting—and yet Bannister did just that, running a mile in 3:59.4 and becoming the first person in the record books to run a mile in under four minutes. 

    This shift in the benchmark had profound effects; the world now knew that the four-minute mile was possible. Bannister’s record lasted only forty-six days, when it was snatched away by Australian runner John Landy. Then a year later, three runners all beat the four-minute barrier together in the same race. Since then, over 1,400 runners have officially run a mile in under four minutes; the current record is 3:43.13, held by Moroccan athlete Hicham El Guerrouj.

    We achieve far more when we believe that something is possible, and we will believe it’s possible only when we see someone else has already done it—and as with human running speed, so it is with what we believe are the hard limits for how a website needs to perform.

    Establishing standards for a sustainable web

    In most major industries, the key metrics of environmental performance are fairly well established, such as miles per gallon for cars or energy per square meter for homes. The tools and methods for calculating those metrics are standardized as well, which keeps everyone on the same page when doing environmental assessments. In the world of websites and apps, however, we aren’t held to any particular environmental standards, and only recently have gained the tools and methods we need to even make an environmental assessment.

    The primary goal in sustainable web design is to reduce carbon emissions. However, it’s almost impossible to actually measure the amount of CO2 produced by a web product. We can’t measure the fumes coming out of the exhaust pipes on our laptops. The emissions of our websites are far away, out of sight and out of mind, coming out of power stations burning coal and gas. We have no way to trace the electrons from a website or app back to the power station where the electricity is being generated and actually know the exact amount of greenhouse gas produced. So what do we do? 

    If we can’t measure the actual carbon emissions, then we need to find what we can measure. The primary factors that could be used as indicators of carbon emissions are:

    1. Data transfer 
    2. Carbon intensity of electricity

    Let’s take a look at how we can use these metrics to quantify the energy consumption, and in turn the carbon footprint, of the websites and web apps we create.

    Data transfer

    Most researchers use kilowatt-hours per gigabyte (kWh/GB) as a metric of energy efficiency when measuring the amount of data transferred over the internet when a website or application is used. This provides a great reference point for energy consumption and carbon emissions. As a rule of thumb, the more data transferred, the more energy used in the data center, telecoms networks, and end user devices.

    For web pages, data transfer for a single visit can be most easily estimated by measuring the page weight, meaning the transfer size of the page in kilobytes the first time someone visits the page. It’s fairly easy to measure using the developer tools in any modern web browser. Often your web hosting account will include statistics for the total data transfer of any web application (Fig 2.1).

    The nice thing about page weight as a metric is that it allows us to compare the efficiency of web pages on a level playing field without confusing the issue with constantly changing traffic volumes. 

    Reducing page weight requires a large scope. By early 2020, the median page weight was 1.97 MB for setups the HTTP Archive classifies as “desktop” and 1.77 MB for “mobile,” with desktop increasing 36 percent since January 2016 and mobile page weights nearly doubling in the same period (Fig 2.2). Roughly half of this data transfer is image files, making images the single biggest source of carbon emissions on the average website. 

    History clearly shows us that our web pages can be smaller, if only we set our minds to it. While most technologies become ever more energy efficient, including the underlying technology of the web such as data centers and transmission networks, websites themselves are a technology that becomes less efficient as time goes on.

    You might be familiar with the concept of performance budgeting as a way of focusing a project team on creating faster user experiences. For example, we might specify that the website must load in a maximum of one second on a broadband connection and three seconds on a 3G connection. Much like speed limits while driving, performance budgets are upper limits rather than vague suggestions, so the goal should always be to come in under budget.

    Designing for fast performance does often lead to reduced data transfer and emissions, but it isn’t always the case. Web performance is often more about the subjective perception of load times than it is about the true efficiency of the underlying system, whereas page weight and transfer size are more objective measures and more reliable benchmarks for sustainable web design. 

    We can set a page weight budget in reference to a benchmark of industry averages, using data from sources like HTTP Archive. We can also benchmark page weight against competitors or the old version of the website we’re replacing. For example, we might set a maximum page weight budget as equal to our most efficient competitor, or we could set the benchmark lower to guarantee we are best in class. 

    If we want to take it to the next level, then we could also start looking at the transfer size of our web pages for repeat visitors. Although page weight for the first time someone visits is the easiest thing to measure, and easy to compare on a like-for-like basis, we can learn even more if we start looking at transfer size in other scenarios too. For example, visitors who load the same page multiple times will likely have a high percentage of the files cached in their browser, meaning they don’t need to transfer all of the files on subsequent visits. Likewise, a visitor who navigates to new pages on the same website will likely not need to load the full page each time, as some global assets from areas like the header and footer may already be cached in their browser. Measuring transfer size at this next level of detail can help us learn even more about how we can optimize efficiency for users who regularly visit our pages, and enable us to set page weight budgets for additional scenarios beyond the first visit.

    Page weight budgets are easy to track throughout a design and development process. Although they don’t actually tell us carbon emission and energy consumption analytics directly, they give us a clear indication of efficiency relative to other websites. And as transfer size is an effective analog for energy consumption, we can actually use it to estimate energy consumption too.

    In summary, reduced data transfer translates to energy efficiency, a key factor to reducing carbon emissions of web products. The more efficient our products, the less electricity they use, and the less fossil fuels need to be burned to produce the electricity to power them. But as we’ll see next, since all web products demand some power, it’s important to consider the source of that electricity, too.

    Carbon intensity of electricity

    Regardless of energy efficiency, the level of pollution caused by digital products depends on the carbon intensity of the energy being used to power them. Carbon intensity is a term used to define the grams of CO2 produced for every kilowatt-hour of electricity (gCO2/kWh). This varies widely, with renewable energy sources and nuclear having an extremely low carbon intensity of less than 10 gCO2/kWh (even when factoring in their construction); whereas fossil fuels have very high carbon intensity of approximately 200–400 gCO2/kWh. 

    Most electricity comes from national or state grids, where energy from a variety of different sources is mixed together with varying levels of carbon intensity. The distributed nature of the internet means that a single user of a website or app might be using energy from multiple different grids simultaneously; a website user in Paris uses electricity from the French national grid to power their home internet and devices, but the website’s data center could be in Dallas, USA, pulling electricity from the Texas grid, while the telecoms networks use energy from everywhere between Dallas and Paris.

    We don’t have control over the full energy supply of web services, but we do have some control over where we host our projects. With a data center using a significant proportion of the energy of any website, locating the data center in an area with low carbon energy will tangibly reduce its carbon emissions. Danish startup Tomorrow reports and maps this user-contributed data, and a glance at their map shows how, for example, choosing a data center in France will have significantly lower carbon emissions than a data center in the Netherlands (Fig 2.3).

    That said, we don’t want to locate our servers too far away from our users; it takes energy to transmit data through the telecom’s networks, and the further the data travels, the more energy is consumed. Just like food miles, we can think of the distance from the data center to the website’s core user base as “megabyte miles”—and we want it to be as small as possible.

    Using the distance itself as a benchmark, we can use website analytics to identify the country, state, or even city where our core user group is located and measure the distance from that location to the data center used by our hosting company. This will be a somewhat fuzzy metric as we don’t know the precise center of mass of our users or the exact location of a data center, but we can at least get a rough idea. 

    For example, if a website is hosted in London but the primary user base is on the West Coast of the USA, then we could look up the distance from London to San Francisco, which is 5,300 miles. That’s a long way! We can see that hosting it somewhere in North America, ideally on the West Coast, would significantly reduce the distance and thus the energy used to transmit the data. In addition, locating our servers closer to our visitors helps reduce latency and delivers better user experience, so it’s a win-win.

    Converting it back to carbon emissions

    If we combine carbon intensity with a calculation for energy consumption, we can calculate the carbon emissions of our websites and apps. A tool my team created does this by measuring the data transfer over the wire when loading a web page, calculating the amount of electricity associated, and then converting that into a figure for CO2 (Fig 2.4). It also factors in whether or not the web hosting is powered by renewable energy.

    If you want to take it to the next level and tailor the data more accurately to the unique aspects of your project, the Energy and Emissions Worksheet accompanying this book shows you how.

    With the ability to calculate carbon emissions for our projects, we could actually take a page weight budget one step further and set carbon budgets as well. CO2 is not a metric commonly used in web projects; we’re more familiar with kilobytes and megabytes, and can fairly easily look at design options and files to assess how big they are. Translating that into carbon adds a layer of abstraction that isn’t as intuitive—but carbon budgets do focus our minds on the primary thing we’re trying to reduce, and support the core objective of sustainable web design: reducing carbon emissions.

    Browser Energy

    Data transfer might be the simplest and most complete analog for energy consumption in our digital projects, but by giving us one number to represent the energy used in the data center, the telecoms networks, and the end user’s devices, it can’t offer us insights into the efficiency in any specific part of the system.

    One part of the system we can look at in more detail is the energy used by end users’ devices. As front-end web technologies become more advanced, the computational load is increasingly moving from the data center to users’ devices, whether they be phones, tablets, laptops, desktops, or even smart TVs. Modern web browsers allow us to implement more complex styling and animation on the fly using CSS and JavaScript. Furthermore, JavaScript libraries such as Angular and React allow us to create applications where the “thinking” work is done partly or entirely in the browser. 

    All of these advances are exciting and open up new possibilities for what the web can do to serve society and create positive experiences. However, more computation in the user’s web browser means more energy used by their devices. This has implications not just environmentally, but also for user experience and inclusivity. Applications that put a heavy processing load on the user’s device can inadvertently exclude users with older, slower devices and cause batteries on phones and laptops to drain faster. Furthermore, if we build web applications that require the user to have up-to-date, powerful devices, people throw away old devices much more frequently. This isn’t just bad for the environment, but it puts a disproportionate financial burden on the poorest in society.

    In part because the tools are limited, and partly because there are so many different models of devices, it’s difficult to measure website energy consumption on end users’ devices. One tool we do currently have is the Energy Impact monitor inside the developer console of the Safari browser (Fig 2.5).

    You know when you load a website and your computer’s cooling fans start spinning so frantically you think it might actually take off? That’s essentially what this tool is measuring. 

    It shows us the percentage of CPU used and the duration of CPU usage when loading the web page, and uses these figures to generate an energy impact rating. It doesn’t give us precise data for the amount of electricity used in kilowatts, but the information it does provide can be used to benchmark how efficiently your websites use energy and set targets for improvement.