blarg?

March 28, 2020

Magnanimosity

Filed under: a/b,documentation,fail,future,losers,lunacy,vendetta — mhoye @ 2:04 pm



February 18, 2020

Dexterity In Depth

Filed under: a/b,academic,documentation,interfaces,mozilla,science,vendetta,work — mhoye @ 10:50 am

Untitled

I’m exactly one microphone and one ridiculous haircut away from turning into Management Shingy when I get rolling on stuff like this, because it’s just so clear to me how much this stuff matters and how little sense I might be making at the same time. Is your issue tracker automatically flagging your structural blind spots? Do your QA and UX team run your next reorg? Why not?

This all started life as a rant on Mastodon, so bear with me here. There are two empirically-established facts that organizations making software need to internalize.

The first is that by wide margin the most significant predictive indicator that there will be a future bug in a piece of software is the relative orgchart distance of the people working on it. People who are working on a shared codebase in the same room but report to different VPs are wildly more likely to introduce errors into a codebase than two people who are on opposite sides of the planet and speak different first languages but report to the same manager.

The second is that the number one predictor that a bug will be resolved is if it is triaged correctly – filed in the right issue tracker, against the right component, assigned to the right people – on the first try.

It’s fascinating that neither of the strongest predictive indicators of the most important parts of a bug’s lifecycle – birth and death – actually take place on the developers’ desk, but it’s true. In terms of predictive power, nothing else in the software lifecycle comes close.

Taken together, these facts give you a tools to roughly predict the effectiveness of collaborating teams, and by analyzing trends among bugs that are frequently re-assigned or re-triaged, can give you a lot of foresight into how, where and why a company need to retrain or reorganize those teams. You might have read Agile As Trauma recently, in which Dorian Taylor describes agile development as an allergic reaction to previously bad management:

The Agile Manifesto is an immune response on the part of programmers to bad management. The document is an expression of trauma, and its intellectual descendants continue to carry this baggage. While the Agile era has brought about remarkable advancements in project management techniques and development tools, it remains a tactical, technical, and ultimately reactionary movement.

This description is strikingly similar to – and in obvious tension with – Clay Shirky’s description of bureaucracy as the extractive mechanism of complexity and an allergic reaction to previous institutional screwups.

Bureaucracies temporarily suspend the Second Law of Thermodynamics. In a bureaucracy, it’s easier to make a process more complex than to make it simpler, and easier to create a new burden than kill an old one.

… which sounds an awful lot like the orgchart version of “It’s harder to read code than to write it”, doesn’t it?

I believe both positions are correct. But that tension scribes the way forward, I think, for an institutional philosophy that is responsive, flexible and empirically grounded, in which being deliberate about the scale, time, and importance of different feedback cycles gives an organization the freedom to treat scaling like a tool, that the signals of different contexts can inform change as a continuum between the macro and micro levels of organizational structure and practice. Wow, that’s a lot of words in a strange order, but hear me out.

It’s not about agile, or even agility. Agility is just the innermost loops, the smallest manifestation of a wide possible set of tightly-coupled feedback mechanisms. And outside the agile team, adjacent to the team, those feedback loops may or may not exist however much they need to, up and down the orgchart (though there’s not often much “down” left in the orgchart, I’ve noticed, where most agile teams live…) but more importantly with the adjacent and complementary functions that agile teams rely on.

It is self-evident that how teams are managed profoundly affects how they deliver software. But agile development (and every other modern developer-cult I’m aware of) doesn’t close that loop, and in failing to do so agile teams are reduced to justifying their continued existence through work output rather than informing positive institutional change. And I don’t use “cult” lightly, there; the current state of empirical evaluation of agile as a practice amounts to “We agiled and it felt good and seemed to work!” And feeling good and kinda working is not nothing! But it’s a long way from being anything more than that.

If organizations make software, then starting from a holistic view of what “development” and “agility” means and could be, looking carefully at where feedback loops in an organization exist, where they don’t and what information they circulate, all that suggests that there are reliable set of empirical, analytic tools for looking at not just developer practice, but the organizational processes around them. And assessing, in some measurable, empirical way, the real and sustainable value of different software development schools and methodologies.

But honestly, if your UX and QA teams aren’t informing your next reorg, why not?

January 5, 2020

Crossfade Dissonance

Filed under: a/b,awesome,beauty,lunacy,microfiction,music — mhoye @ 8:58 pm

@pamela :

I will never, ever tire of seamlessly transitioning from the end of Mean Girls to the beginning of Hackers with the same song, this was a damn *gift* given to us by the movie industry

@mhoye :

@pamela Has somebody actually crossfaded the video for this?

@pamela :

@mhoye not that I’ve found, but I live in hope…

@kiethzg :

@pamela @mhoye Sounds like a fun little project to start off my weekend with!
@pamela @mhoye I actually got distracted with even sillier things, but! Finally did this. Then watched it on a loop for a bit. Then remembered I should actually upload it somewhere! So here it is:

I really love the idea of jumping from movie to completely unrelated movie through a common song and a smooth soundtrack crossfade. The only rule, really, is that the song you jump into a movie with has to be earlier in the movie than the one you jump out with. Anyone out there got a dataset of movie soundtracks I could use to cobble together an Oracle Of Bacon-like tool for figuring out the forward soundtrack distance between movies?

December 17, 2019

Long Term Support

Filed under: a/b,digital,future,interfaces,linux,toys,want,work — mhoye @ 11:34 am

I bought a cordless drill from DeWalt a few years before they standardized on their current 20 volt form factor. Today the drill part of the drill is still in good shape, but its batteries won’t hold a charge – don’t store your batteries in the shed over the winter, folks, that’s rookie mistake – and I can’t replace them; they just don’t make them anymore. Nobody does.

I was thoroughly prepared to be annoyed about this, but it turns out DeWalt makes an adapter that slots right into my old drill and lets me use their new standard batteries. I’ll likely get another decade out of it as a result, and if the drill gives up the ghost in the meantime I’ll be able to use those batteries in its replacement.

Does any computer manufacturer out there anywhere care about longevity like that, today? The Cadillac answer to that used to be “Thinkpad”, but those days are long gone and as far as I can tell there’s nothing else in this space. I don’t care about thin or light at all. I’m happy to carry a few extra pounds; these are my tools, and if that’s the price of durable, maintainable and resilient tools means a bit of extra weight in the bag I’ll pay it and smile. I just want to be able to fix it; I want something I can strip all the way down to standard parts with a standard screwdriver and replace piecemeal when it needs piecemeal replacing. Does anyone make anything like this anymore, a tradesman’s machine? The MNTRE people are giving it a shot. Is anyone else, anywhere?

December 13, 2019

Decentralia

Filed under: a/b,digital,documentation,fail,interfaces,vendetta — mhoye @ 3:16 pm

It’s been a few years since I’ve seen an interview with Jack Dorsey that didn’t read like he’d just smoked an entire copy of Atlas Shrugged, so when he announced that he was willing to fund “up to five” people to wash his hands a lot of people were a little suspicious, including me:

Twitter doesn’t exactly have a history of doing the reading before coming to class, so it wasn’t a surprise that there wasn’t so much as a nod to existing work in the space. I also wasn’t surprised to see so much criticism emerge from a fundamental mistrust of both Twitter’s intent and execution; ambulance-chaser to the world’s worst ideas is definitely in-character for that company. That said, it’s definitely a testament to the fundamental optimism of the open source world that so many people offered to help at all.

It’s Twitter, so there’s plenty of healthy pessimism around – as one example, Diaspora developer Sean Tilley said that “the pessimistic interpretation is that Twitter wants this, but also wants to control the standard” – but even seeing that and a lot like it the “real why” question still nagged at me. Ok, you don’t want to control the client anymore. Great. You don’t necessarily want to control the infrastructure, also great, so… what’s left? We know who you are, we know what you are: what do you want to control here and to what end?

To me this smells like a cryptocurrency play. A clever one, admittedly, but still.

The general shape of that corner of the law is very strange to me; it’s illegal to create your own currency, for example, entirely legal to issue non-voting shares of stock in your company, we’re apparently undecided about cryptocoinage, and it’s not clear to me what makes any of those things different. That aside, my concern is this: if some financial services company manages to finagle enough control over, say, the wheat futures market and the bread futures market then the people who own and operate the bread-making plant in the middle wind up having very little agency over their fates beyond the decision of whether or not to operate the machinery at all.

With that model in mind, if this is a cryptocurrency play and Twitter manages to turn themselves in to the First National Bank of the Fediverse – by which I mean, if they can open up the application or storage layer while maintaining control over a separate value-exchange layer – then they can effectively meet the letter of the law as far as “open” is concerned (Readable code! Data migration!) while completely subverting open source’s ideological goals of user agency, safety and real, informed choice. If my suspicions are correct, the end play for this Twitter thing is not more agency or meaningful freedom for the participants, but simply dumping of the costs of operating the machinery of openness on an unsuspecting and ideologically-blinded audience. Or in the classic phrasing: socializing the costs and privatizing the profits. The only new twist here is the audience.

For my own part, beyond updating my sarcastic comments about the blockchain to sarcastic comments about “up to five open source architects, engineers, and designers” I’m going to ignore it. We’ve got a better future to build here, and if Twitter wants to be a part of that they can clean their own house first before wiring themselves up to everyone else’s.

September 17, 2019

A Process By Which Scarce Resources Are Allocated

Filed under: a/b,digital,documentation,future,interfaces — mhoye @ 5:05 am

Counterpoint: any software that is intended to be used by humans is inevitably an expression of its programmers’ understanding of the software’s audience, and therefore the programmers’ beliefs about the nature of those humans’ lives and priorities and the value of their time and experiences. Consequently, larger a program is, the more likely it becomes that you can evaluate its merits purely on the politics of its developers.

April 9, 2019

Reflections

Filed under: a/b,arcade,digital,documentation,interfaces,vendetta — mhoye @ 8:57 am

Tevis Thompson, games critic and author of the excellent Second Quest has posted a new article on the best and worst games of 2018, and as always his work is worth your time.

So the question is not: what is it? Or: is it good? The question is: why are you still playing? Why do you need another chaos box? Was the tropical island version not enough in 2012? Nor the Himalayan one in 2014? Did you really need the rural American flavor too? I know this isn’t your first rodeo. Chaos boxes were kinda novel and fun in the 2000s, but there’s nothing wild or crazy about them now, no matter how many grizzly bears named Cheeseburger you stuff in. Surely you have a higher standard for dipshittery in 2018. Besides, there are so many virtual ways to unwind and let off steam these days. So why are you still playing this?

I’ll tell you why: because you like high definition murder. You like it. It’s not an accident that the most violent shooters are always on the cutting edge of graphical fidelity. They know what you want. And as your stunted adult imagination knows, mouth gun sounds just won’t cut it anymore. You need 4K fire and blood, bodies twisting and breaking at 60 frames per second. You need local color to give just enough specificity and grit to make each shot really land, to make sure your deadened senses feel anything at all. You especially need a charismatic villain to see you, recognize your violence, say you’re just like him. And then, absolve you. Because both of you poor souls have no other way to be in this fallen world. Except that he’s a videogame character and you’re a person.

That’s part of his review of Far Cry 5, a game that only took second place on his list of the worst games of the year. He digs into the first, Red Dead Redemption 2, at much greater length.

Read the whole thing.

January 20, 2019

Super Mario Telemachy

Filed under: a/b,arcade,awesome,beauty,digital,documentation,future,interfaces — mhoye @ 10:29 pm
This way to art.

One thing I love about the Hyrule of Breath of the Wild is how totally unbothered it is by our hero’s presence in it. Cliffs you can’t climb, monsters you have no real shot at beating, characters wandering about who aren’t there as side-quest farmers or undifferentiated foils for your inevitable progress. Even the weather will inconvenience, injure or outright murder you if you walk out into it dressed wrong, and in large ways and small this mattered. I’d seen lighting strikes in the game before – and getting one-shotted by the rain after I missed the memo about not wearing metal out in a storm was startling enough, lemme tell you – but the first time I saw one hit water, saw a handful of stunned fish floating to the surface, that put my jaw on the floor. The rain that made this hill too slippery to climb gave that world the sense of a being a world, one that for all your power and fate and destiny just didn’t revolve around you.

Super Mario Odyssey is the precise, exact opposite of that, and at first I really didn’t get it. I couldn’t get into it.

It’s surprisingly hard to enjoy an entire world carefully and forgivingly tuned to precisely fit your exact capacities at all times, to the point that if you’ve done much platforming in your life there’s no real challenge to navigating Odyssey, much less risk. A “death” that costs you about six of the abundant, constantly replenished gold coins that litter the landscape hardly even counts as a setback – you’re likely to restart next to eight or ten of them! – so my first impressions were that it amounted to a hoarder’s brightly coloured to-do list. I decided to grind through it to see the New Donk City I’d been studiously avoiding spoilers for, hearing only that it was the best and weirdest part of the game, but it was definitely a grind.

But after watching my kids play it, and helping them through the parts they’ve been hung up on, I realized something: Odyssey is a bad single-player game because it’s not a single-player game, at least not a single adult player. It’s a children’s book, a children’s experience; it’s Mario Disneyland. And once I discovered the game I was actually supposed to be playing, the whole experience changed.

With fresh eyes and unskilled hands involved, this sprawling, tedious fan-service buffet becomes an entirely different thing, a chance to show my kids around a game world I grew up with. Even the 2D sidescroller diversions, eye-rollingly retro on their own, become a conversation. Most amazingly, to me at least, the two-player option – one player driving Mario, the other driving his ghost hat companion Cappy – stops looking like a silly gimmick and starts looking like a surprisingly good execution of a difficult idea I’ve wanted for a long time. Odyssey is the only game I’ve ever seen that has cooperative, same-couch multiplayer that’s accessible to people of wildly different skill levels. Another way to say that is, it’s a game I can play with my kids; not versus, not taking turns, but “with” for real, and it’s kind of great.

So, playing Odyssey alone by myself? Sure: unchallenging, rote and if we’re honest enough to admit it, a little sad. But with my kids’ playing it, playing along together? Definitely. Not only good but good fun, maybe even a meaningful experience. Sign me up.

December 16, 2018

Control Keys

Filed under: a/b,digital,documentation,fail,future,hate,interfaces,linux — mhoye @ 10:36 pm

I spend a lot of time thinking about keyboards, and I wish more people did.

I’ve got more than my share of computational idiosyncrasies, but the first thing I do with any computer I’m going to be using for any length of time is remap the capslock key to control (or command, if I find myself in the increasingly “what if Tattoine, but Candy Crush” OSX-land). I’ve made a number of arguments about why I do this over the years, but I think they’re mostly post-facto justifications. The real reason, if there is such a thing, is likely that the first computer I ever put my hands on was an Apple ][c. On the ][c keyboard “control” is left of “A” and capslock is off in a corner. I suspect that whatever arguments I’ve made since, the fact of it is that my muscle memory has been comfortably stuck in that groove ever since.

It’s more than just bizarre how difficult it is to reassign any key to anything these days; it’s weird and saddening, especially given how awful the standard keyboard layout is in almost every respect. Particularly if you want to carry your idiosyncrasies across operating systems, and if I’m anything about anything these days, it’s particular.

I’m not even mad about the letter layout – you do you, Dvorak weirdos – but that we give precious keycap real estate to antiquated arcana and pedestrian novelty at the expense of dozens of everyday interactions, and as far as I can tell we mostly don’t even notice it.

  • This laptop has dedicated keys to let me select, from levels zero to three, how brightly my keyboard is backlit. If I haven’t remapped control to caps I need to twist my wrist awkwardly to cut, copy or paste anything.
  • I’ve got two alt keys, but undo and redo are chords each half a keyboard away from each other. Redo might not exist, or the key sequence could be just about anything depending on the program; sometimes all you can do is either undo, or undo the undo?
  • On typical PC keyboards Pause/Break and Scroll Lock, vestigial remnants a serial protocol of ages past, both have premium real estate all to themselves. “Find” is a chord. Search-backwards may or may not be a thing that exists depending on the program, but getting there is an exercise. Scroll lock even gets a capslock-like LED some of the time; it’s that important!
  • The PrtScn key that once upon a time would dump the contents of your terminal to a line printer – and who doesn’t want that? – is now given over to screencaps, which… I guess? I’m kind of sympathetic to this one, I have to admit. Social network interoperability is such a laughable catastrophe that sharing pictures of text is basically the only thing that works, which should be one of this industry’s most shameful embarrassments but here we are. I guess this can stay.
  • My preferred tenkeyless keyboards have thankfully shed the NumLock key I can’t remember ever hitting on purpose, but it’s still a stock feature of OEM keyboards, and it might be the most baffling of the bunch. If I toggle NumLock I can… have the keys immediately to the left of the number pad, again? Sure, why not.
  • “Ins” –  insert – is a dedicated key for the “what if delete, but backwards and slowly” option that only exists at all because mainframes are the worst. Are there people who toggle this on purpose? Has anyone asked them if they’re OK? I can’t select a word, sentence or paragraph with a keystroke; control-A lets me either select everything or nothing.
  • Finally, SysRq – short for “System Request” – gets its own button too, and it almost always does nothing because the one thing it does when it works – “press here to talk directly to the hardware” – is a security disaster only slightly obscured by a usability disaster.

It’s sad and embarrassing how awkwardly inconsiderate and anti-human these things are, and the fact that a proper fix – a human-hand-shaped keyboard whose outputs you get to choose for yourself – costs about as much as a passable computer is appalling.

Anyway, here’s a list of how you remaps capslock to control on various popular OSes, in a roughly increasing order of lunacy:

  • OSX: Open keyboard settings and click a menu.
  • Linux: setxkboptions, I think. Maybe xmodmap? Def. something in an .*rc file somewhere though. Or maybe .profile? Does gnome-tweak-tool still work, or is it called ubuntu-tweak-tool or just tweak-tool now? This seriously used to be a checkbox, not some 22nd-century CS-archaeology doctoral thesis. What an embarrassment.
  • Windows: Make a .reg file full of magic hexadecimal numbers. You’ll have to figure out how on your own, because exactly none of that documentation is trustworthy. Import it as admin with regedit. Reboot probably? This is ok. This is fine.
  • iOS: Ive says that’s where the keys go so that’s where the keys go. Think of it as minimalism except for the number of choices you’re allowed to make. Learn to like it or get bent, pleb.
  • Android: Buy an app. Give it permission to access all your keystrokes, your location, your camera and maybe your heart rate. The world’s most profitable advertising company says that’s fine.

November 10, 2018

Tunnels

Filed under: a/b,analog,documentation,interfaces,life,travel — mhoye @ 2:13 am

Toronto’s oldest subway line, and the newest. This the view east from the Bloor Station platform:

Subway Tunnel, Bloor Station

… and this is the view north from York University:

PA250713

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