What’s out there?
1,588 karma · joined November 15, 2018
What’s out there?
I don’t catch any major celebrations of abusive tactics on HN, but then again I tend to be late to the comments and those posts are buried by the time I arrive.
I get it. Opening it up means losing control. I really appreciate the desire to specifically not share it on traditionally engineer-centric spaces like GitHub as that will skew the vision towards engineering and possibly shut out non-programmers. I even get that Dynamicland isn’t really code that can be shared anyway.
But you have to give people something more than a general description and a vague invitation to visit your space. Otherwise it isn’t really open at all.
Some ideas:
- A document for how to experiment with domain exploration using tangibles and people in a way that leverages insights gleaned from Dynamicland
- A codebase for a “toy” computational system (named completely differently from Realtalk/Dynamicland so it’s clear that it is not actually part of Dynamicland) that shows how it’s possible to link physical properties to computational agents
And, in the unfortunately common case, recognize when you cannot take any bets and instead focus on getting yourself to a place where you can, rather than betting everything and losing everything.
https://www.panshin.com/critics/Renshaw/notassmart/notassmar...
“We'll fix it if customers complain."
You can’t fix everything, and perfect is the enemy of good. While punting testing to users is a no-no, recognizing that edge case issues can be deprioritized is crucial to getting things out the door. This means shipping stuff with known defects that you can respond to if necessary.
- train hackable LLMs on a corpus targeted for younger audiences
- offer built in “escape codes” to the lower levels of gaming systems like the playdate
- offer social networking sites meant to be customized/hacked on (eg myspace)
/edit These are ideas for how to bring tinker-ability to where kids are. But I don’t think I can say with confidence what is going to make a great explorative environment for the next generation. Bringing as much useful tech into the right places in kids’ lives, wherever they are and whatever background they have, is going to be the right start though.
We are the ones who did that kind of stuff, so we’re a filtered audience posting on HN about tinkerable software. We likely tinkered for a lot of reasons that didn’t have much to do what tech was like - we had unfettered access to tech in some form, for instance, or we were encouraged to do so by our parents or society or our peers.
Making our tech more accessible is a fine goal, but that’s likely not the biggest blocker for the next generation of technologists. Rather, I'm starting to think that, given recent advancements in UI, social media, etc. our belief of what makes a great engineer is totally off base for what we’ll actually need in the next decade.
1. Ambiguous structure - users cannot easily glean the structure of content from the layout alone. For instance, on an arbitrary canvas, you don’t know if two things are close to each other to indicate a relation, or just for aesthetic reasons. This can be mitigated by ensuring relations are exposed in other ways, but unless everyone is super strict about including an underlying structure, this will always be an issue. Also, without a representation of the underlying structure, an infinite canvas is fundamentally inaccessible.
2. Navigation - finding all possible content on a canvas is hard. This can be mitigated with something like a mini-map, but frankly sticking to one dimension of “infiniteness”, eg scrolling, has shown to be the most effective for the average person to handle.
3. Implicit, but heterogeneous, affordances - when you have an infinite canvas, there are many more actions needed eg. pan, scroll, select, possibly lasso, possibly zoom…all of which need a mouse movement or keybinding or touch gesture, depending on the device and context. These all need to be discovered, or taught, and are often initially hidden from the view. This makes the learning curve far steeper, especially when users are accessing content from many different types of devices.
4. Responsiveness - it’s hard enough to make a paragraph of text easily viewed on multiple screen sizes, let alone a complex layout of objects with relations possibly conveyed spatially. Infinite canvases are difficult to reformat to get a good, legible layout on a screen other than the one the creator used. There are workarounds, but they often lose information unintentionally by repositioning items in ways the author didn't anticipate.
> In 2015, a calibration of the updated World3-03 model using historical data from 1995 to 2012 to better understand the dynamics of today's economic and resource system was undertaken. The results showed that human society has invested more to abate persistent pollution, increase food productivity and have a more productive service sector however the broad trends within Limits to Growth still held true.
> In 2023, the parameters of the World3 model were recalibrated using empirical data up to 2022. This improved parameter set results in a World3 simulation that shows the same overshoot and collapse mode in the coming decade as the original business-as-usual scenario of the Limits to Growth standard run.
But identity is a Hard Problem that could use some attention. Imagining for a moment that it worldcoin works, the way they want, offering a secure, private way to prove you are you, to anyone. Wouldn’t that be a huge benefit? What am I missing?