A Quote by Steve Wozniak

It's can you, Steve Wozniak, design the same computer - maybe it's a Varian 620i - can you design it on paper with fewer chips than last month? Can you design it with 79 chips instead of 80 chips? I had played this game so long that I had all these little tricks in my head that I can't even explain... Nothing was wasted; absolutely zero waste. I told this story recently to the Resource Recovery Association, recycling, and they loved to hear I didn't believe in waste.
If I designed a computer with 200 chips, I tried to design it with 150. And then I would try to design it with 100. I just tried to find every trick I could in life to design things real tiny
If I designed a computer with 200 chips, I tried to design it with 150. And then I would try to design it with 100. I just tried to find every trick I could in life to design things real tiny.
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
Nvidia's self-driving-car business grew out of a long-standing relationship with auto companies. Car guys used Nvidia chips for computer-aided design, then used Nvidia supercomputer chips to do crash simulations. When the car guys started thinking about autonomous vehicles, Nvidia leaped at the chance to help them solve the problem.
I had no money. I had no savings account.So I would bring down my color TV set, a Sears TV with a cable snaked into it - they had no video-in back in those days - and hooked it up to the circuit of very few chips and then a little keyboard you could type on. And I was trying to impress people with how did he do it with fewer chips than anyone could ever imagine?
Wouldn't the sentence 'I want to put a hyphen between the words Fish and And and And and Chips in my Fish-and-Chips sign' have been clearer if quotation marks had been placed before Fish, and between Fish and and, and and and And, and And and and, and and and And, and And and and, and and and Chips, as well as after Chips?
If I've gone to get a takeaway, and I get chips... I like to match up the chips in length. That is actually quite weird. Obviously, if I've got chips, I pick them out in twos. That's a weird thing as well. You know, if they're not the same length, well, I go hunting for the same length in chips.
The question is: exactly how did life get here? Was it by natural selection and random mutation or was it by something else? Everybody - even Richard Dawkins - sees design in biology. You see this design when you see co-ordinated parts coming together to perform a function - like in a hand. And so it's the appearance of design that everybody's trying to explain. So that if Darwin's theory doesn't explain it we're left with no other explanation than maybe it really was designed. That's essentially the design argument.
Design is more than meets the eye. Design is about communicating benefits. Design is not about designers. Design is not an ocean it's a fishbowl. Design is creating something you believe in.
When the chips are down, grandmothers can be counted on to do whatever's necessary. When the chips are down for grandfathers, we just go into the kitchen and get more chips.
Although computer chips now are thinner, they're more powerful, they're not as reliable. You'd harvest computer chips from the 1980s from all around the world because they're reliable.
I still love chips. Chips are still my favourite potato dish. I struggle not to have chips every day.
And then I saw the menu, stained with tea and beautifully written by a foreign hand, and on top it said..."Chips with everything". Chips with every damn thing. You breed babies and you eat chips with everything.
Steve Jobs, if he had lived, was gonna design an iCar. I think cars have an extraordinary opportunity for cool design.
Seoul will build more resource recovery facilities and establish new recycling facilities with the aim of achieving zero landfills of domestic waste.
Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design.
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