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Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
Technology and Programming Culture
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Technology and Programming Culture

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This presentation compares technology and programming to design and discusses the similarities and differences.

This presentation compares technology and programming to design and discusses the similarities and differences.

Published in: Design, Technology
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Transcript

  • 1. Technology & Programming Culture Philip van Allen
  • 2. Similarities to Design Photo: Corbis There is a beauty to quality engineering and technology
  • 3. It’s Creative
  • 4. It’s Creative There’s no single solution You invent your own worlds It can be deeply satisfying Good work takes time Not purely analytical
  • 5. It’s About Making http://wearemakers.org Iteration is a huge part of technology Importance of prototyping Instead of relying on others to make it work, you make it work Parts of it can be like refined kerning and layout, highly detailed
  • 6. It’s About Making You are creating new things There’s a design process You are empowered Some of the work is detailed Mastery is very satisfying http://wearemakers.org Iteration is a huge part of technology Importance of prototyping Instead of relying on others to make it work, you make it work Parts of it can be like refined kerning and layout, highly detailed
  • 7. http://wearemakers.org
  • 8. The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.  ~Alvin Toffler It’s a Practice You Learn Tech is a discipline like design, it’s not just an application to use It takes time and study to become expert at technology
  • 9. The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.  ~Alvin Toffler It’s a Practice You Learn Tech concepts take time to understand There’s no quick fix You develop a feel for it over time You have to practice Failure is a key part of learning Tech is a discipline like design, it’s not just an application to use It takes time and study to become expert at technology
  • 10. Differences from Design Image by Corbis
  • 11. A Description, Not the Thing Code is a description of the thing, not the thing itself It’s less intuitive, more analytical You have to learn to imagine and visualize You have to understand and manage the complexity explicitly Do lots of experiments to understand how the machine works
  • 12. A Description, Not the Thing You can’t see it The machine interprets your instructions Interaction/time element It’s more abstract Precise, predictable, manipulable Code is a description of the thing, not the thing itself It’s less intuitive, more analytical You have to learn to imagine and visualize You have to understand and manage the complexity explicitly Do lots of experiments to understand how the machine works
  • 13. It’s Interactive •Rules, logic, behavior •You lose control and give it to the user - a different position for the designer •Interaction happens through time, so you must actually use the system to “see” it. This is what makes critiquing interactive work difficult.
  • 14. It’s Interactive You are defining the logic/behavior A life of its own emerges You are building systems Users make it do what they want •Rules, logic, behavior •You lose control and give it to the user - a different position for the designer •Interaction happens through time, so you must actually use the system to “see” it. This is what makes critiquing interactive work difficult.
  • 15. Failures are Different •mistakes can mean nothing works •a mistake can also mean that it does something completely different •bugs can be hard and take days to fix •precision is important •openSCAD semi-colon, union vs. difference
  • 16. Failures are Different Machines are really dumb and unforgiving Mistakes (even small ones) often result in catastrophic failure Debugging is a skill to develop “That’s not a bug, it’s a feature!” •mistakes can mean nothing works •a mistake can also mean that it does something completely different •bugs can be hard and take days to fix •precision is important •openSCAD semi-colon, union vs. difference
  • 17. More Planning and Testing http://www.todaysengineer.org/2012/Nov/Agile.asp •do the most important features first •there's a big difference between the point of initial success and something presentable •once it is running, you have much to learn - this is only a starting point •software and hardware are very fragile •EXAMPLE: computer goes to sleep •Test with different people - not just you
  • 18. More Planning and Testing Prioritize features Just because it “works” does not mean it’s finished Technology is fragile Plan for lots of testing http://www.todaysengineer.org/2012/Nov/Agile.asp •do the most important features first •there's a big difference between the point of initial success and something presentable •once it is running, you have much to learn - this is only a starting point •software and hardware are very fragile •EXAMPLE: computer goes to sleep •Test with different people - not just you
  • 19. Code is Powerful openSCAD example creating multiple objects
  • 20. Code is Powerful It’s algorithmic If you can do it once, you can do it again with variations Small changes can have big effects Designing form, behaviors, interactions, systems Code is reusable openSCAD example creating multiple objects

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