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Back to the Future of Twitter – Stratechery by Ben Thompson
Back to the Future of Twitter – Stratechery by Ben Thompson
This is all build-up to my proposal for what Musk — or any other bidder for Twitter, for that matter — ought to do with a newly private Twitter. First, Twitter’s current fully integrated model is a financial failure. Second, Twitter’s social graph is extremely valuable. Third, Twitter’s cultural impact is very large, and very controversial. Given this, Musk (who I will use as a stand-in for any future CEO of Twitter) should start by splitting Twitter into two companies. One company would be the core Twitter service, including the social graph. The other company would be all of the Twitter apps and the advertising business.
TwitterServiceCo would open up its API to any other company that might be interested in building their own client experience; each company would: Pay for the right to get access to the Twitter service and social graph. Monetize in whatever way they see fit (i.e. they could pursue a subscription model). Implement their own moderation policy. This last point would cut a whole host of Gordian Knots:
A truly open TwitterServiceCo has the potential to be a new protocol for the Internet — the notifications and identity protocol; unlike every other protocol, though, this one would be owned by a private company. That would be insanely valuable, but it is a value that will never be realized as long as Twitter is a public company led by a weak CEO and ineffective board driving an integrated business predicated on a business model that doesn’t work. Twitter’s Reluctance
·stratechery.com·
Back to the Future of Twitter – Stratechery by Ben Thompson
Folk (Browser) Interfaces
Folk (Browser) Interfaces
For the layman to build their own Folk Interfaces, jigs to wield the media they care about, we must offer simple primitives. A designer in Blender thinks in terms of lighting, camera movements, and materials. An editor in Premiere, in sequences, transitions, titles, and colors. Critically, this is different from automating existing patterns, e.g. making it easy to create a website, simulate the visuals of film photography, or 3D-scan one's room. Instead, it's about building a playground in which those novel computational artifacts can be tinkered with and composed, via a grammar native to their own domain, to produce the fruits of the users' own vision. The goal of the computational tool-maker then is not to teach the layman about recursion, abstraction, or composition, but to provide meaningful primitives (i.e. a system) with which the user can do real work. End-user programming is a red herring: We need to focus on materiality, what some disparage as mere "side effects." The goal is to enable others to feel the agency and power that comes when the world ceases to be immutable.
This feels strongly related to another quote about software as ideology / a system of metaphors that influence the way we assign value to digital actions and content.
I hope this mode can paint the picture of software, not as a teleological instrument careening towards automation and ease, but as a medium for intimacy with the matter of our time (images, audio, video), yielding a sense of agency with what, to most, feels like an indelible substrate.
·cristobal.space·
Folk (Browser) Interfaces
Design with materials, not features | thesephist.com
Design with materials, not features | thesephist.com
Material-based software can also have gentler learning curves, because the user only needs to learn a small set of rules about how different metaphors in the software interact with each other rather than learning deep hierarchies of menus and terminologies. In the best case, users can continue to discover new capabilities and workflows long after the initial release of the software.
Take nonlinear video editing software, like Final Cut Pro and Premiere Pro, for example. Though they have their fair share of menu complexity, it’s pretty intuitive for anyone to understand the basic building blocks of video and audio clips sitting on a layered timeline. Here, the video and audio clips are composed of a software material that have their own laws of physics: they can grow and shrink to take up more or less time on the timeline. They can be moved around and layered in front of or behind other clips, but they can’t occupy the same space on the same “track” of the timeline. The timeline that runs left-to-right is a kind of “world” in which the materials of audio and video exist.
·thesephist.com·
Design with materials, not features | thesephist.com
Systems thinking is what makes designers great — Tanner Christensen
Systems thinking is what makes designers great — Tanner Christensen
Poor design meets one need while creating a dozen others. Good design resolves problems without negatively affecting anything else in its ecosystem. We call this lens of thinking "systems thinking." It tends to separate the genuinely great designers from the pretty-great ones. The designers who do tremendous work know that what they're creating does not exist within a bubble. They understand that the context of what they're making plays a vital role in how the team should build it. They know how what they create affects everything it touches, particularly the people. The design is intentional. Trade-offs are known, weighted, and decided on. Not only in the immediate problem space but in the surrounding spaces too.
·tannerchristensen.com·
Systems thinking is what makes designers great — Tanner Christensen