A Quote by Ellen Ullman

Multitasking, throughput, efficiency - these are excellent machine concepts, useful in the design of computer systems. But are they principles that nurture human thought and imagination?
I am confident that we can do better than GUIs because the basic problem with them (and with the Linux and Unix interfaces) is that they ask a human being to do things that we know experimentally humans cannot do well. The question I asked myself is, given everything we know about how the human mind works, could we design a computer and computer software so that we can work with the least confusion and greatest efficiency?
My hacking involved pretty much exploring computer systems and obtaining access to the source code of telecommunication systems and computer operating systems, because my goal was to learn all I can about security vulnerabilities within these systems.
It is not necessary to dwell on the political and social principles of Islam, to underline how close they also are in spirit to the concepts of human rights which govern the political and social systems of the West.
With the subsequent strong support from cybernetics , the concepts of systems thinking and systems theory became integral parts of the established scientific language, and led to numerous new methodologies and applications -- systems engineering, systems analysis, systems dynamics, and so on.
It all depends on what I'm working on and if there is a deadline involved. Anything that's headed toward a magazine or newspaper is hacked out on the computer; that's a matter of efficiency. I write longer pieces of prose on a typewriter because the act of retyping it for the computer is a useful tactic for revision. Poems tend to be written longhand.
If all individuals were conditioned to machine efficiency in the performance of their duties there would have to be at least one person outside the machine to give the necessary orders; if the machine absorbed or eliminated all those outside the machine, the machine will slow down and stop forever.
Keep in mind that if you take a tour through a hospital and look at every machine with on and off switch that is brought into the service of diagnosing the human condition, that machine is based on principles of physics discovered by a physicist in a machine designed by an engineer.
The principles of good human-to-computer interface design are simplicity, support, clarity, encouragement, satisfaction, accessibility, versatility, and personalization. While it’s essential to heed these, it’s also important to empathize with and inspire your audience so they feel you’re treating them less like a faceless user and more like a human being.
For years, computer scientists were treating operating systems design as sort of an open-reserch issue, when the field's direction had been decided by commercial operations. Computer science has become completely cut off from reality.
And we should keep our minds open, or at least ajar, to concepts on the fringe of science fiction. Flaky American futurologists aren't always wrong. They remind us that a superintelligent machine is the last instrument that humans may ever design - the machine will itself take over in making further steps.
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.
In an ideal world, social responsibility would be a prerequisite for design, and designers would vow to produce beautiful, useful, positive, responsible, functional, and economical things and concepts that are meaningful additions to—or sometimes subtractions from—the world we live in. Indeed, design deserves such thoughtful consideration.
For thirty years most interface design, and most comptuer design, has been headed down the path of the "dramatic" machine. Its highest idea is to make a computer so exciting, so wonderful, so interesting, that we never want to be without it. A less-traveled path I call the "invisible"; its highest idea is to make a computer so imbedded, so fitting, so natural, that we use it without even thinking about it.
Good design is innovative 2. Good design makes a product useful 3. Good design is aesthetic 4. Good design makes a product understandable 5. Good design is unobtrusive 6. Good design is honest 7. Good design is long-lasting 8. Good design is thorough, down to the last detail 9. Good design is environmentally friendly 10. Good design is as little design as possible
Sometimes we forge our own principles and sometimes we accept others' principles, or holistic packages of principles, such as religion and legal systems. While it isn't necessarily a bad thing to use others' principles - it's difficult to come up with your own, and often much wisdom has gone into those already created - adopting pre-packaged principles without much thought exposes you to the risk of inconsistency with your true values.
Remember that the machine is there to help you, because at the end of the day, you're not playing freestyle chess, advanced chess, human-plus-machine. If you are playing against other humans, it's about winning the game. The machine will not be assisting you, unless you are cheating of course. And since the machine is not there, you have to make sure that everything you learn from the computer will not badly affect the way you play the real game.
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