On Tue, Sep 30, 2014 at 9:58 AM, Harry van Haaren
<harryhaaren(a)gmail.com> wrote:
Hi Linux Audio Developers,
TL;DR; Discussing experience driven design for linux audio.
I'd like to discuss the "age of experiences". Allow me 10
minutes of
your time, to watch a video by Aral Balkan talk about
development of
technology, FLOSS, design, and the future.
<las> HarryHaaren: interesting talk
<las> HarryHaaren: i want to agree with him except for one major issue
(for me)
<las> HarryHaaren: i'm not interested in making "consumer tools"
<HarryHaaren> las, I came across Aral's work recently, and its been
very interesting for me anyway.
<las> HarryHaaren: and if i'm not making consumer tools, then my model
is not apple but tools for cabinetry
<HarryHaaren> sure, valid point: I agree.
<las> HarryHaaren: and everything he says would be total bullshit and
totally inappropriate there
<HarryHaaren> but I don't feel that's the case for the whole
Linux-Audio eco-system
<las> HarryHaaren: indeed
<las> HarryHaaren: but basically, the bit that is missing is easily
summarized: Live and plugins
<las> HarryHaaren: these are where his "experience driven" stuff
matters
<las> HarryHaaren: and yes, i agree that it does matter
<HarryHaaren> agreed: that happens to be just what i'm particularly
interested in :D
<las> HarryHaaren: he even uses the term "tools"
<las> HarryHaaren: i think this is a serious abuse of the word, but
he's not the one who started this
<las> HarryHaaren: when my wife uses a computer, she really doesn't
want tools, she wants his experience thing
<las> HarryHaaren: tools are things people use to gain leverage over
the world, so in some sense, it seems appropriate
<HarryHaaren> I'd quite like some more of the experience thing - in
the right places. And the power of "under-the-hood" available when/if
required, agreed again
<las> HarryHaaren: but they are also things that for centuries, people
have expected to have to learn, to master
<las> HarryHaaren: when i look at the design of iOS what i see is a
huge effort to remove learning from the whole user experience
<las> HarryHaaren: to make everything absolutely obvious (once you've
learned a few basic ideas about the UI)
<HarryHaaren> sure: not something i'm fond of for all situations: too
much "generic" is bad in the arts / creative sectors IMO
<las> HarryHaaren: when the *task* is simple, this seems appropriate
<las> HarryHaaren: but when the *task* is not simple, i think its
inappropriate
<las> HarryHaaren: if you look at a table saw or a crosscut saw or a
router, they fail almost every possible test of "user experience"
<las> HarryHaaren: they are dangerous, loud and more or less
completely opaque as far as how to use them to get a particular result
<las> HarryHaaren: and yet ....
<HarryHaaren> sure: but learn to use it and its no problem. I
appreciate that, and i see how it applies to certain software too
<las> HarryHaaren: yes, and the learning about the tool leads to
learning about the task also
<las> HarryHaaren: do you know how easy it would be to make a plugin
called MakeItSoundBetter that just had 3 buttons?
<las> HarryHaaren: "change it", "that was better", "that
was worse"
<las> HarryHaaren: people would love this "tool". and by using it,
they would learn absolutely *nothing* about what they were doing
<las> HarryHaaren: i don't want to help create that sort of world
<las> HarryHaaren: on the other hand, i don't do much auto
maintainance, so ... what does that say? :)
<HarryHaaren> fair enough. I probably would. But let people click the
"advanced" button, see the algorithms, and learn about the tool & the
task
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Why doesn't Harry learn howto do a dial. I just take a look at his code
and it just sucks. Why don't you take a look how it should have been
done. For sure you will get it for once.