A Quote by Bran Ferren

One of the great enemies of design is when systems or objects become more complex than a person - or even a team of people - can keep in their heads. This is why software is generally beneath contempt.
As we build systems that are more and more complex, we make more and more subtle but very high-impact mistakes. As we use computers for more things and as we build more complex systems, this problem of unreliability and insecurity is actually getting worse, with no real sign of abating anytime soon.
One can expect the human race to continue attempting systems just within or just beyond our reach; and software systems are perhaps the most intricate and complex of man's handiworks. The management of this complex craft will demand our best use of new languages and systems, our best adaptation of proven engineering management methods, liberal doses of common sense, and a God-given humility to recognize our fallibility and limitations.
A little retrospection shows that although many fine, useful software systems have been designed by committees and built as part of multipart projects, those software systems that have excited passionate fans are those that are the products of one or a few designing minds, great designers.
In order to survive, all systems must evolve by providing greater and greater access to the currents that flow through them. This applies to all physical, biological and social systems that survive and thrive.... But let’s take that one step forward... the systems just described are ... constantly evolving. This suggests another design principle: ... design for evolution rather than creating a static design optimizing for the present.
Our technologies become more complex while we become more simple. They learn about us while we come to know less and less about them. No one person can understand everything going on in an iPhone, much less pervasive systems.
People crave predictability, and when you design and use systems, you give people predictability. More importantly, when you build systems, they can help you orchestrate, and orchestration helps you create the habits that continuously improve the systems!
The machines that are first invented to perform any particular movement are always the most complex, and succeeding artists generally discover that, with fewer wheels, with fewer principles of motion, than had originally been employed, the same effects may be more easily produced. The first systems, in the same manner, are always the most complex.
The default movement on a software project should be in the direction of taking elements of the software away to make it simpler rather than adding elements to make it more complex.
O loss of sight, of thee I most complain! Blind among enemies, O worse than chains, dungeon or beggary, or decrepit age! Light, the prime work of God, to me is extinct, and all her various objects of delight annulled, which might in part my grief have eased. Inferior to the vilest now become of man or worm; the vilest here excel me, they creep, yet see; I, dark in light, exposed to daily fraud, contempt, abuse and wrong, within doors, or without, still as a fool, in power of others, never in my own; scarce half I seem to live, dead more than half.
But sequence comparisons simply can't account for the development of complex biochemical systems any more than Darwin's comparison of simple and complex eyes told him how vision worked.
Generally people are more impressed with the services and the comfort issues than the design.
Molecular biology has shown that even the simplest of all living systems on the earth today, bacterial cells, are exceedingly complex objects. Although the tiniest bacterial cells are incredibly small, weighing less than 10-12 gms, each is in effect a veritable micro-miniaturized factory containing thousands of exquisitely designed pieces of intricate molecular machinery, made up altogether of one hundred thousand million atoms, far more complicated than any machine built by man and absolutely without parallel in the nonliving world.
The engineering, analytics, design, testing, and delivery behind our products offer some of the hardest engineering and business challenges in the world. As we've brought our franchises into eSports and moved to digital delivery, it's become even more complex and exciting - which, in turn, has allowed us attract even more top talent.
There's a fundamental problem with how the software business does things. We're asking people who are masters of hard-edged technology to design the soft, human side of software as well. As a result, they make products that are really cool - if you happen to be a software engineer.
It is sad that so many designers don't know how to make. CAD software can make a bad design look palatable! It is sad that four years can be spent on a 3D design course without making anything! People who are great at designing and making have a great advantage.
Technology has moved away from sharing and toward ownership. This suits software and hardware companies just fine: They create new, bloated programs that require more disk space and processing power. We buy bigger, faster computers, which then require more complex operating systems, and so on.
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