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> It may also be that, for computing, we would have to look at older generations of our software and look for the forks not taken. As an example, Apple's Hyperc
by scroot 5y ago
> It may also be that, for computing, we would have to look at older generations of our software and look for the forks not taken. As an example, Apple's Hypercard enabled individuals to create their own computing experience, something that could not have been done before without it and other systems like it ... and it was deliberately dropped so that all design came from Apple (iPhones, iPads, etc.). By the metric of return on shareholder value, that decision was wildly successful. But in terms of adding value for our civilization, was it?
The difference between today's computing culture and the "road not taken" you described is like the difference between a scribal culture and a literate culture. I really hope the ship hasn't sailed.
- hosh 5y agoI have not heard of that distinction. I am guessing that a scribal culture creates and generate writings while a literate culture consumes them. I am not sure if that is a good analogy. Maybe it is. By the “road not taken” though, I mean something that is more difficult to pull off, and it does not monetize well, if ever. I am thinking, for example, Christopher Alexander’s work on pattern languages. That is, designing a pattern language in such a way that the end users can always create the right thing for themselves. Something like the ideas behind Smalltalk, where you don’t need a computer science degree to customize. Instead, it got turned into OOP Gang of Four. A smaller artisan class of software engineers and product managers to determine what the best design for the end user. Add A/B testing, growth hacks, dark patterns, and customer validation, we have the engine of growth for startups to return multiples for investors. I grew up in the 80s and 90s where the magical experience of computing had a lot yo do with creating those environments. Now, flip side. I have also read a history of MMOs that, the author concludes that the all time most successful MMO is Roblox. Players make games for each other, and there are some revenue sharing. There is a pattern language in the design, but otherwise, there is a great deal of freedom to make stuff. It still netted a good return for shareholders. So maybe that ship has not sailed yet. But to come back to that question I posed: is Roblox value-adding? If so, what is it contributing that could not have been done without it?