A Quote by Mark Weiser

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.
Computer vision and machine learning have really started to take off, but for most people, the whole idea of what is a computer seeing when it's looking at an image is relatively obscure.
When I use a direct manipulation system whether for text editing, drawing pictures, or creating and playing games I do think of myself not as using a computer but as doing the particular task. The computer is, in effect, invisible. The point cannot be overstressed: make the computer system invisible.
I like to talk about the idea of "design without design," where... we're creating the conditions for the things that we want to see happen rather than trying to force a particular set of outcomes.
What’s next for technology and design? A lot less thinking about technology for technology’s sake, and a lot more thinking about design. Art humanizes technology and makes it understandable. Design is needed to make sense of information overload. It is why art and design will rise in importance during this century as we try to make sense of all the possibilities that digital technology now affords.
For me, the idea of a creation is not conceivable without invoking the necessity of design. One cannot be exposed to the law and order of the universe without concluding that there must be design and purpose behind it all.
When designers replaced the command line interface with the graphical user interface, billions of people who are not programmers could make use of computer technology.
The idea is that the content is the interface, the information is the interface, not computer-administrative debris.
IBM was the original contractor for much of the computer interface design on the film.
The computer needs...even by accident, offers incredible beautiful things that are very seductive. And if you forget about, or if you don't have an idea to begin with, it is very easy to be seduced and that is not a good use of the computer.
When we think of design, we usually imagine things that are chosen because they are designed. Vases or comic books or architecture... It turns out, though, that most of what we make or design is actually aimed at a public that is there for something else. The design is important, but the design is not the point. Call it "public design"... Public design is for individuals who have to fill out our tax form, interact with our website or check into our hotel room despite the way it's designed, not because of it.
My skills weren't that I knew how to design a floppy disk, I knew how to design a printer interface, I knew how to design a modem interface; it was that, when the time came and I had to get one done, I would design my own, fresh, without knowing how other people do it. That was another thing that made me very good. All the best things that I did at Apple came from (a) not having money, and (b) not having done it before, ever. Every single thing that we came out with that was really great, I'd never once done that thing in my life.
The most exciting time is when I think of an idea and how I imagine I can make it. It would be wonderful if there was a projector inside my eye that and it could just put the idea on the screen for people to see.
A multidisciplinary study group ... estimated that it would be 1980 before developments in artificial intelligence make it possible for machines alone to do much thinking or problem solving of military significance. That would leave, say, five years to develop man-computer symbiosis and 15 years to use it. The 15 may be 10 or 500, but those years should be intellectually the most creative and exciting in the history of mankind.
Most people make the mistake of thinking design is what it looks like. People think it's this veneer - that the designers are handed this box and told, 'Make it look good!' That's not what we think design is. It's not just what it looks like and feels like. Design is how it works.
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.
In the field of Artificial Intelligence there is no more iconic and controversial milestone than the Turing Test, when a computer convinces a sufficient number of interrogators into believing that it is not a machine but rather is a human. It is fitting that such an important landmark has been reached at the Royal Society in London, the home of British Science and the scene of many great advances in human understanding over the centuries. This milestone will go down in history as one of the most exciting.
This site uses cookies to ensure you get the best experience. More info...
Got it!