Jan 23
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Why I Take Good Care of My Macintosh

(via frijole)

A poem by beat poet Gary Snyder, as published in today’s New York Times:

Because it broods under its hood like a perched falcon,

Because it jumps like a skittish horse and sometimes throws me,

Because it is poky when cold,

Because plastic is a sad, strong material that is charming to rodents,

Because it is flighty,

Because my mind flies into it through my fingers,

Because it leaps forward and backward, is an endless sniffer and searcher,

Because its keys click like hail on a boulder,

And it winks when it goes out,

And puts word-heaps in hoards for me, dozens of pockets of gold under boulders in streambeds, identical seedpods strong on a vine, or it stores bins of bolts;

And I lose them and find them,

Because whole worlds of writing can be boldly laid out and then highlighted and vanish in a flash at “delete,” so it teaches of impermanence and pain;

And because my computer and me are both brief in this world, both foolish, and we have earthly fates,

Because I have let it move in with me right inside the tent,

And it goes with me out every morning;

We fill up our baskets, get back home,

Feel rich, relax, I throw it a scrap and it hums.

Jan 20
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Indie Relief

Birdfeed, the Twitter client Neven and I made, is participating in Indie Relief, a great project Justin Williams and Garrett Murray put together to raise money for the Haiti earthquake relief efforts. All sales for participating applications on January 20, 2010 will be donated to a charity doing work in Haiti (in Birdfeed’s case, Doctors Without Borders). There are a lot of fantastic developers participating, so this is a great opportunity to discover great new iPhone and Mac software while helping a good cause.

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I think records were just a little bubble through time and those who made a living from them for a while were lucky. There is no reason why anyone should have made so much money from selling records except that everything was right for this period of time…It was a bit like if you had a source of whale blubber in the 1840s and it could be used as fuel. Before gas came along, if you traded in whale blubber, you were the richest man on Earth. Then gas came along and you’d be stuck with your whale blubber.
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It may have been a fine cookie. But, since no single person played a central role in its creation, it didn’t seem to anyone to be a fine cookie.
Malcolm Gladwell: The Bakeoff

For years now, whenever the subject of open source product design has come up in conversation, I’ve mentioned this 2005 Malcolm Gladwell New Yorker piece about Steve Gundrum, a tech-minded Silicon Valley baker who decided to pit three software development methodologies (open source, XP, and traditional hierarchical R&D) against each other in a battle to develop the ultimate low-fat cookie.

If you’ve followed the history of projects like Chandler, you’ll probably recognize the “Dream Team” of expert bakers convened by Gundrum as his “open source” group falling into the same sorts of traps (a lack of coherent vision, a reluctance to discount any idea, an obsession with novel and exotic techniques, a mounting frustration as individual contributors struggle to be heard). In the end, they turn in a passable but uninspiring product, while the traditional R&D team wins the competition by acting on a bit of clever insight from its leader.

Cookie baking isn’t a perfect analogy to software development, but I’ve always loved this article because it cleverly illustrates why open source tends to produce competent products that no one really loves, while the traditional R&D approach used by companies like Apple produces the iPod and iPhone. Plus, you learn a lot about the amount of engineering that goes into snack food.

Jan 19
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Finn Juhl Cabinet

(via stewf)

Too bad this is a one off—I’d love to own one.

Finn Juhl Cabinet

(via stewf)

Too bad this is a one off—I’d love to own one.

Jan 14
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Jan 13
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Zelda is brilliant in its minimalism combined with depth. And it was all represented on the screen in what we now think are primitive graphics, but the constraints of the hardware actually led to creating beautiful, iconic imagery. When we think of the “video game aesthetic” it’s these 8-bit graphics that stick with us more than the polygons of a decade or two later. A few pixels leave more to the imagination. Ganon in his 8-bit version at the end of the 9th Labyrinth still seems scarier to me than any incarnation of him that followed, in part because of this.
Adam Mathes: What is the greatest video game ever made?

It’s funny how a lot of us who grew up playing 8 bit games like Zelda now look at today’s graphical powerhouses the way adults who grew up reading books looked at TV: “It was so much more fun when you had to use your imagination!” But I think it’s true, and I think these are exactly the reasons I started to check out of the game world after the Super Nintendo. There’s a level of novel-like engagement you get in a game like Zelda that you just don’t in today’s movie-quality games.

I also love Mathes’ description of Zelda as a game about “what it was like to be alone,” because that’s exactly how it felt to me too. When you’re in a labyrinth, the game gives you a palpable sense of being alone, scared, and in the dark.

Jan 11
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The people who are consuming software now are a vast superset of the people who used to do so. At one time, especially on the Mac, we’d see people chose software based upon how well it suited their requirements to get a job done. This new generation of software consumers isn’t like that – they’re less likely to shop around for something rather they shop around for anything. These are people who want to be entertained as much as they want to have their requirements met.
Guy English: Software Sea Change

Guy English’s thoughts on what he calls “Pop Software” mirror a lot of my own recent thoughts about the iPhone App Store, and why, in so many cases, the qualities that make people successful Mac developers are unhelpful (and possibly even harmful) in the iPhone market.

Unlike English, I’ve never really been involved in creating games or what you might call “novelty” applications. I learned my trade in the old school worlds of indie Mac software and Silicon Valley engineering, both of which are very focused on creating utility, maintaining quality, and ensuring correctness.

Since I’ve lived in New York, though, I’ve been exposed to a subtly different breed of software developer—one that thinks of software less in terms of utility and more as media. I think I first realized this when my friends at Magnetism Studios told me they were putting out a series of the old “Choose Your Own Adventure” books as iPhone apps. It surprised me that that they had managed to make that happen, mainly, I think, because it would never have occurred to me to simply call the company and ask if they wanted to do a publishing deal! But it occurred to them, because they’re used to thinking of software as media.

Traditional “utility” software isn’t going away, but I think English is correct that the App Store has turned native application software into a mass medium, like the web. Perhaps this will change as mobile web technology becomes more viable for a broader range of applications and the overall market matures beyond its novelty phase, but for now, those who think of applications as content will continue to rule the App Store.

Jan 09
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Jan 07
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There is a lesson here for ambitious system architects: the most dangerous enemy of a better solution is an existing codebase that is just good enough.