Earlier quoted context omitted.
> We blame the user, but it's our fault for laying hidden traps. You can implement social media without tricking users, but we choose not to. Aside from the fact that it's a minefield of dark patterns, how did social media get into this discussion?
> Aside from the fact that it's a minefield of dark patterns, how did social media get into this discussion? "Aside from [the thing that makes it relevant to this discussion], how is [x] relevant to this discussion?".
How to Design Software Good
41–50 of 191 posts
Re: How to Design Software Good
#42> depend only on the formats installed by default in the system. Funny fact I've actually "invented" this philosophy (drivers for every file format being installed, managed and exposed to applications and scripts by an OS) when I was a child. I was amazed to see somebody has actually went implementing this idea (as far as I understand it works approximately this way in Haiku) > As an aside, MP3 is a format which requ…
The Amiga got something like that with Workbench 2.0, actually:
http://wiki.amigaos.net/wiki/Datatypes_Library
This is also very cool:
https://en.wikipedia.org/wiki/AREXX
> ARexx can easily communicate with third-party software that implements an "ARexx port". Any Amiga application or script can define a set of commands and functions for ARexx to address, thus making the capabilities of the software available to the scripts written in ARexx.
> ARexx can direct commands and functions to several applications from the same script, thus offering the opportunity to mix and match functions from the different programs. For example, an ARexx script could extract data from a database, insert the data into a spreadsheet to perform calculations on it, then insert tables and charts based on the results into a word processor document.
Re: How to Design Software Good
#43I am not sure I agree with all of this. I worry that the article encourages you to dumb-down software so that your users feel completely helpless. That is the opposite of what you should do. Your users should feel enabled and encouraged to explore and experiment. Sometimes they may encounter jargon, but if it ultimately helps them gain a better understanding if they choose to research it more, I think it's helpful. T…
> We blame the user, but it's our fault for laying hidden traps. You can implement social media without tricking users, but we choose not to. Aside from the fact that it's a minefield of dark patterns, how did social media get into this discussion?
Re: How to Design Software Good
#44> Good Software Does Not Expose Its Implementation Excellent goal but way harder than people think. I would say it is not possible in the fullest.
I kind of feel that you just read the title here. It's not talking about the 'fullest': An example of this would be if a music composition program has an easily-reached maximum song size because the code monkey who wrote it used a 16-bit variable instead of a 32-bit one. *While there are sometimes limitations that cannot be overcome*, the actual code written and the architecture used when it was written should have a…
Re: How to Design Software Good
#45> Good Software Does Not Expose Its Implementation Excellent goal but way harder than people think. I would say it is not possible in the fullest.
Spolsky talked about it 16 years ago:
https://www.joelonsoftware.com/2002/11/11/the-law-of-leaky-a...
Re: How to Design Software Good
#46Earlier quoted context omitted.
>> Haiku is an OS that basically no one uses for any purpose. > By your logic, since macOS has ~1/10 the install base of Windows, Does not follow. MacOS use relative to Windows is not at all a fair comparison. Firstly "everybody" uses Windows, so 1/10 of huge number is still a huge number. Second, except for gaming and some particular areas like EDA, MacOS has a general software library with a broad-base of technical…
> MacOS has a general software library with a broad-base of technical and non-technical users throughout the world. Haiku OS cannot claim to have anything like that. That was the second half of my comment. Please re-read the first half. My point in that part, though, was that macOS has ~1/10 the users of Windows, but Windows' UI/UX was/is widely regarded as absolutely atrocious, and macOS' as being pretty good to gre…
Re: How to Design Software Good
#47With a title like that, at least it wasn't an article about "How to Speak English Good"
Re: How to Design Software Good
#48So I glanced at the source code, and it surprised me to see that it was not a typical HTML document, but instead an XML document with a stylesheet. It is very rare to see a non-HTML page on the web, whether it is the XHTML serialization of HTML, or fully custom XML.
Re: How to Design Software Good
#49Earlier quoted context omitted.
> We blame the user, but it's our fault for laying hidden traps. You can implement social media without tricking users, but we choose not to. Aside from the fact that it's a minefield of dark patterns, how did social media get into this discussion?
> Aside from the fact that it's a minefield of dark patterns, how did social media get into this discussion? "Aside from [the thing that makes it relevant to this discussion], how is [x] relevant to this discussion?".
Re: How to Design Software Good
#50Earlier quoted context omitted.
This document was mostly written almost a decade ago, and by someone who I think went to a prestigious institution. So the "rules of style" back then aren't what they are today. You're right, we should update it, though.
> This document was mostly written almost a decade ago, and by someone who I think went to a prestigious institution. So the "rules of style" back then aren't what they are today. What does the second half of the first sentence have to do with the second sentence?