A Quote by Stewart Butterfield

In software design, it's all about making a guess, trying it, and then learning from the experience. — © Stewart Butterfield
In software design, it's all about making a guess, trying it, and then learning from the experience.
My parents had a software company making children's software for the Apple II+, Commodore 64 and Acorn computers. They hired these teenagers to program the software, and these guys were true hackers, trying to get more colors and sound and animation out of those computers.
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.
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.
You're always learning as an actor... anything you do is a learning experience. It's the same whether you're doing film or TV, you have to do the part to the best of your ability, no matter how big or small the role. It's as simple as that, really. But every bit of work you do is a learning experience - which is the same, I guess, for people in whatever job they do. But with acting, it's also fun to be able to explore different characters and emotions.
I look at film, but more than watching individual players, I'm trying to watch a team's whole offensive scheme. I'm trying to know their tendencies so I can... guess. That's what it comes down to, really, making the best guess.
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.
However, writing software without defects is not sufficient. In my experience, it is at least as difficult to write software that is safe - that is, software that behaves reasonably under adverse conditions.
When I wasn't working, I was learning how to use production software on YouTube and making music.
The urgency for reducing climate emissions is too great. We must take our collective experience and use it toward making green design a part of all design.
First you guess. Don't laugh, this is the most important step. Then you compute the consequences. Compare the consequences to experience. If it disagrees with experience, the guess is wrong. In that simple statement is the key to science. It doesn't matter how beautiful your guess is or how smart you are or what your name is. If it disagrees with experience, it's wrong. That's all there is to it.
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.
One of the things that is particularly precious about working at Apple is that many of us on the design team have worked together for 15-plus years, and there's a wonderful thing about learning as a group. A fundamental part of that is making mistakes together.
You can't be looking into the past too much about what you could have done; it is about making things right and learning from that experience and taking it into the next game.
It used to be thought that you stopped making new neural connections in your youth and from then on your brain was fixed and it was downhill all the way. But in fact as we know from our own experience we can keep on learning and learning means changing our brain on a physical level.
We had a great time making 'Chennai Express.' It was a learning experience working with Shah Rukh... it was a positive experience.
For me, learning about cinema and the craft and the art of it, through making films with great people, has been such a cool experience.
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