The Anti-Mac User Interface (1996)
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The Anti-Mac User Interface (1996)
1–10 of 25 posts
Re: The Anti-Mac User Interface (1996)
#2Ironically, Japanese menus almost universally have pictures of the food, and often (amazingly detailed) plastic models* of the dish in the window.
I frequently wish this was adopted by western restaurants, as being surprised by what actually arrives on my plate after I order is a regular occurrence.
I'm fully onboard with see-and-point.
Re: The Anti-Mac User Interface (1996)
#3Re: The Anti-Mac User Interface (1996)
#4Ah, there it is. The slippery slope that has stubbornly refused to be slippery for many decades now. Perhaps the author is completely misunderstanding these "metaphors".
Re: The Anti-Mac User Interface (1996)
#5Re: The Anti-Mac User Interface (1996)
#6I got to use a real Magic Cap, one of the examples of alternative metaphors, in the article, a black and white view of a room with a desk full of old office oddities. It was the worst user interface that may have ever been designed, like an Alice In Wonderland nightmare. Click an envelope on a desk or a clock, and it starts some other metaphor like an image of a spreadsheet in a dialog, or something, which might appe…
None of this is helped by how slow the Magic Link is. Supposedly the DataRover 840 was much faster but I've never owned one to tell for sure.
The UI of the Newton MessagePad (I own several) is far from perfect but makes much more sense than MagicCap. It also requires fewer taps to reach different functions.
Every once in a while I'll pull out my Magic Link but the insanity of the UI just inspires me to put it back in a box.
Re: The Anti-Mac User Interface (1996)
#7As developers we have the best of both worlds: direct visual manipulation, but also a language-centric control of richer objects in the terminal.
Being able to flip between these has always felt like a superpower.
Re: The Anti-Mac User Interface (1996)
#8This was a thought experiment about UIs if the windows and mouse metaphor hadn’t taken off. As developers we have the best of both worlds: direct visual manipulation, but also a language-centric control of richer objects in the terminal. Being able to flip between these has always felt like a superpower.
Though, I do find that breaking down instructions into concrete specific steps and validating the LLM output is its own skill that is not too dissimilar to the mindset needed for coding.
Re: The Anti-Mac User Interface (1996)
#9The description of interacting with a computer through language seems oddly prescient of LLMs.
I think what it describes is about right too: computers programs should have a REPL and we should have agents that can input them for us if we don't want to get into the weeds and wish to automate tasks, in some ways anticipating the browser too.
Re: The Anti-Mac User Interface (1996)
#10> Most computer programmers gave up complete control some time ago when they stopped writing in machine language and let assemblers, compilers, and interpreters worry about all the little details. Ah, there it is. The slippery slope that has stubbornly refused to be slippery for many decades now. Perhaps the author is completely misunderstanding these "metaphors".
(And even setting AI aside, I think many people would agree that e.g. Windows 11 gives them less "control" than versions of Windows from decades ago, with the advantage of being harder to break in some ways. Same on the Mac side, and even in the GNU/Linux ecosystem in some ways.)