visit
So here, here I wanted to express some of the endless ideas I have for such a forward facing future and why it matters to me. This is Part 1 that focuses on various unturned stones of human-computer psychology and interactions.
So to start, when you turn on the screen, it should have a way to both create and discover. The lack of built-in creative tooling on most devices is abysmal. So let’s look at the UX of productivity tools. The singular gist is simple:
Why doesn’t Photoshop have video game controls?Video games are fundamentally immersive, fun, compelling, and extremely precise yet easy for newcomers to pick up.Why should we even focus on this as the first point? Because if we have really good digital creation tools, it becomes the easiest and most powerful way to bootstrap all sorts of other physical goods and societal/civilization-level structures. You could 3D print products and communicate economic data across countries. The internet and the interface to it has the highest ratio of from-nothing to world-impact possibilities.Throwback 10 years ago, my decade younger high school self tried to build this “video game for Photoshop” type tool. This demo doesn’t give it justice, but the results were very cool, including being able to rebuild any website in minutes — including & we pitched to as teenagers.It supported multiplayer experiences across touchscreen mobile — mind you, this was 2011. The hacks I had to go to were insane back then.
Interaction
1. Stare
2. Scroll
3. Tap
4. Type
5. Talk
However this journey was unfortunately stopped when I discovered that the even-more-basic and boring tools of infrastructure were broken. Simple things, like storing, syncing, and scaling data, was enormously complex. So I turned from building UX tools into building information tools. From design to databases. I couldn’t trust anything anymore.
Information
Let’s pause and talk about this at a grand scale first. Infrastructure is still a type of UX. How we drive on a freeway, exchange money, or how we file books or photo albums on a shelf, or how we organize our closet, are all information management problems. These protocols are “drive on the left side” (unless you’re in England), “arrange things by color”, and even stuff like “Capitalism or Socialism”.
How we do these things, are all infrastructure. Culturally prescribed UX decisions. Yes, we want roads that let you go anywhere if you happen to have a car; “No”, we want free public transit; Yes, we want drinking water delivered in aqueducts and pipes straight to the homes of everyone for free; “No”, we want to have to sell water in bajillions of little plastic bottles.So many of these decisions are engrained into us they’re perceived as the nature and fabric of reality itself. You know, like Socialism and Capitalism, despite being only 170 & 250 years-ish old, and invented by just two guys. Let’s not forget the roaring transition from the Mercantilism of the British East India Trading slavery company, to the skyscrapers & automobiles of America in just a span of a few hundred years:Yes, even how we use and think about money will radically change. Money was a way to scale humanity up past a village. But now that we have the internet, most of what money as a technology was used for is now irrelevant. Instead, we can design a better UX for managing economic information — we can change from “how much you hoard” to “how many people you’ve helped.” The math for this is actually quite simple.
But getting back to our UX point, the design principle of information is to do the same thing we did with interaction, to reduce everything down to one dimension. So now the goal becomes “how do you organize information to fit on a line?” Such that this will work for everything from audio editing, to website layouts, and the beyond.The power of words is that it discretizes language into symbols that can be manipulated on a line, endlessly, until the perfect sequence of unique combinations arise. Sheet music tries to do the same thing for songs, but we don’t see very many music editing apps adopting this technique. But I actually think this is an extraordinarily powerful approach. Windows Movie Maker kinda got this right, although could have been made a million times better.Information Design Theory
The above approach can be applied to a tremendous number of applications, such that it not only unifies our interactions across informational systems, but also comes to consolidate and replace countless isolated and siloed tools. The reason why we have so many “productivity” tools is because they do not speak a common underlying composable language. Can we reduce design, layout, and creativity tools down to a set of lower level primitives?This is what I call “” that has 6 rules for making sure data looks good on larger displays or on handhelds. They’re pretty basic: 1. Flow & Wrap.
2. Max & Min.
3. Focus & Divide.
4. Leak & Hold.
5. Align & Center.
6. Zoom & Detail.
Unifying II
What I’d like you to ponder is a few explorations of how we can integrate interactivity & information. First, Bret Victor’s “Inventing on Principle” did an excellent job in capturing programmer’s imagination, laying out the basic foundations that many tools should include by default.I strive to take this a step further and discuss how we can combine this with Machine Learning tools, natural language programming, and “tactile-spatial” syntaxes that reduce the burden of coding for humans. Here I explore the past, present, and “” while showcasing some cool demos of what could be possible.Next up is actually mixing the bits into layout, allowing different Interactions with different Information. Here’s a short example of what it could look like:Finally, we want to take this to the extreme. This should not be just some web page or a network of web apps, it should be the browser itself. Accessibility and security information should always be available wherever you go, and the ability to create and author content should be baked into it, core to the OS. This last touch is to use that to form an overlay network on top of the existing internet, so we get the best of both worlds. The old and the new.…but this is a teaser for Part II in this series. It and beyond will address: Appliances, Housing, Transportation, Aerospace, and Molecular Materials. Each subject as a peculiar twist that I haven’t heard others talk about.
Generally speaking, I prefer building these things rather than writing or talking about them. Partly because when I go to write about them, it takes years to finish due to my obsession with explaining every detail. Naturally, this pairs better just creating it. However, this article and the next ones are my failed attempts at trying to briefly touch on a variety of deeper ideas.These tools should be for the children. Not just the certified adult wage maker. They are toys for expression, to shape forward humanity. Not just the means for the penance of our rent and inherited debts. Free as in people and free as in product. We have to lay that foundation.
So I invite you to make dance and , and to not stop, until the world becomes the dreams we crave. ~