Re: [LAD] Experience driven design and Linux Audio

2014-09-30 Thread hermann meyer

Am 30.09.2014 23:51, schrieb Paul Davis:
it isn't about being a professional or not. You can be a professional 
woodworker or a weekend amateur and use (functionally speaking) the 
same tools. The pro might also have a CNC system too, but that doesn't 
change things in any particular way.


professional tools for woodworkers are extreme expensive ( I know it, 
because I'm), it's unlikely that a weekend amateur is willing to spend 
the money for them.

(as well a parable)
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Re: [LAD] Experience driven design and Linux Audio

2014-09-30 Thread Len Ovens

On Tue, 30 Sep 2014, Paul Davis wrote:


On Tue, Sep 30, 2014 at 5:32 PM, Len Ovens  wrote:

  My take on this is much more practical. I make software to fill
  my needs and expected experience.

Your expected experience is shaped by the software experiences you've
already had. This is why the first users of touch surfaces were so blown
away by it - an experience completely unpredicted and unanticipated by
previous experience.


Yup, certainly. That was not my point though. Yes 1994 or 95 when I 
started using Linux, computer audio was midi. X was around, but was a toy, 
I did everything on terminals accessed with c-a-F* key combos. I don't do 
that any more because I don't have to. I do use a GUI based DAW and am 
grateful for those who developed it.


The point is that I don't get paid for playing with Linux (and when I did 
it was for a specific outcome), I can only spend so much time on it (and 
in the case of HW, only so much money... I have a family to feed). I do 
like open sw and so when I do create something I am willing to share it in 
the same spirit but I am not ready to start a world domination 
campaign. To put together something like this person was suggesting has 
been tried and failed because it has to happen quickly. Even closed house 
with lots of money doesn't always manage "catch the wave" in time.


This is part of the reason there is more open SW than HW. SW has a lot 
less to loose. The HW that is open is a lot more things that can not be 
bought or where customization is desired and competition is unlikely. 
Control surfaces, high end preamps, even microphones.


Any time hardware is mentioned one of the first responses is that "you can 
buy one for less than making it". So it has to have some other value for 
the hobbist to make it. But it is still a value that is personal.


Besides, What do I need a smart phone for? The more I play with them the 
more I long for the old clamshell. Its the same with convergence... 
everything has a phone interface, but I can't do what I want to do on 
it... without more work. Sometimes the keyboard is the right input device 
and sometimes this simple text editor is faster and easier than a gui.


--
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Re: [LAD] Experience driven design and Linux Audio

2014-09-30 Thread tom
On Tue, September 30, 2014 23:51, Paul Davis wrote:
> On Tue, Sep 30, 2014 at 4:50 PM,  wrote:
>
>
>> . "you know, if you're too stupid to dig our silly
>> model of operation you're just not professional". This has to do with
>> wrongly understood elitism.
>>
>
> it isn't about being a professional or not. You can be a professional
> woodworker or a weekend amateur and use (functionally speaking) the same
> tools. The pro might also have a CNC system too, but that doesn't change
> things in any particular way.

that was not my point but i agree with that view


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Re: [LAD] Experience driven design and Linux Audio

2014-09-30 Thread Paul Davis
On Tue, Sep 30, 2014 at 4:50 PM,  wrote:

> . "you know, if you're too stupid to dig our silly
> model of operation you're just not professional". This has to do with
> wrongly understood elitism.
>

it isn't about being a professional or not. You can be a professional
woodworker or a weekend amateur and use (functionally speaking) the same
tools. The pro might also have a CNC system too, but that doesn't change
things in any particular way.

The difference is between expecting the user to dive toward a deeper
understanding of the task and how the tool makes the task easier (or even
trivial), versus expecting the tool to remove any need to really dive into
domain specific knowledge.

the stuff discussed in the video is all explicitly labelled "consumer"
software (he is trying to differentiate from the "enthusiasts" tools that
GNU and the rest of the open source world has done such an amazing job with
over the last 3 decades). my understanding of that this is that it refers
directly to software that avoids requiring the user to deepen their
understanding of the problem/task and simply aids them in doing what they
(think they) need to do.
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Re: [LAD] Experience driven design and Linux Audio

2014-09-30 Thread Paul Davis
On Tue, Sep 30, 2014 at 5:03 PM, Fons Adriaensen 
wrote:

>
> I don't think that is a valid analogy. True, quality and ease of use
> have gone up dramatically, but:
>
> * that is mainly the result of fierce competition (and environmental
>   regulations which have drive manufacturers towards high-tech solutions),
>   while today's world of information technology and services revolves
>   about a few de facto monopolies, lots of hype, and a complete absence
>   of regulations.
>

You're focusing on h/w and OS vendors. The competition among
app/application developers is insane! There's absolutely no monopoly except
for a couple of application niches, and even there we've seen some upstarts
break down barriers previously thought to be monopolistic.


>
> * Cars have different features that fit various needs, and I guess
>   most people select the car they will buy by considering the balance
>   of features and cost. Which is an entirely different approach than
>   buying the latest iphone because it is the latest iphone and even
>   if you don't need it.
>

Again, the items on one side of the analogy are software applications, not
hardware. And people will indeed shop around and do have considerable
choice, and a wide variety of prices (including zero cost).


>
> * Before cars became a commodity they were the toy and status symbol
>   of the rich, not of 'car nerds' (although those exist as well).
>

Photoshop was (and to a limited extent still is) a very high end tool among
image editors (were it not cracked copies, it would still abolutely be a
status symbol, a sign of being a "real professional"). ProTools was this
way for a long time too. They marked you as a professional in a way
completely disconnected from anything to do with computers per se.


> * In most places, to be allowed to drive a car you don't need to
>   RTFM but you need formal training and to pass an exam. More so
>   if you drive something that's not your avarage family car or do
>   it professionally. In other words, even if car drivers may not
>   know much about the technology that makes their cars tick, they
>   are not the typical 'dumb user'.
>

this is where i am not sure about the appropriateness of the metaphor
either. it works in my favor to a limited extent because i prefer to think
of software as tools that one must learn to use (and must learn the depths
of the task they are tools for), in the sense that driving is a task for
which we take a similar approach - car's require training and even
certification to use. but it works against my view because of the total
separation of understanding how the car *works* versus what you do when
using a car (more or less; a bit less for a manual gear shift).
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Re: [LAD] Experience driven design and Linux Audio

2014-09-30 Thread Paul Davis
On Tue, Sep 30, 2014 at 5:32 PM, Len Ovens  wrote:

>
> My take on this is much more practical. I make software to fill my needs
> and expected experience.


Your expected experience is shaped by the software experiences you've
already had. This is why the first users of touch surfaces were so blown
away by it - an experience completely unpredicted and unanticipated by
previous experience.

Likewise, your needs are defined in part by the capabilities we currently
understand software to have. Before anyone understood how to do timestretch
in a way that preserved pitch, nobody saw that as a "need" in an audio
application. Now it is a very common feature, and among a very sizable
fraction of the people who use DAWs, it is a "need". Once upon a time, text
editors had no undo feature. Once upon a time, editing video on a computer
was impossible. Once upon another time, realtime audio synthesis was
impossible. The Len of those times, I am certain, would have defined his
needs differently than the Len of today.
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Re: [LAD] Experience driven design and Linux Audio

2014-09-30 Thread Len Ovens


My take on this is much more practical. I make software to fill my needs 
and expected experience. I may be willing (if it's easy) to add features 
that are not for me. I may add some features like documentation/packaging 
that are not so easy because it makes it worth while to share the SW.


In the end I have a limited amount of time and resources. I am not a FOSS 
evangelist and am not willing to tythe money I typically don't have to 
shove FOSS down someone's throat or build beautiful toys for yuppies 
(or whatever they are called these days).


BTW, maybe add ubuntu touch to openmoco...

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Re: [LAD] Experience driven design and Linux Audio

2014-09-30 Thread Fons Adriaensen
On Tue, Sep 30, 2014 at 02:53:02PM -0400, Paul Davis wrote:

> ... 
> and now  cars are almost all of a near-uniformly high quality, and that
> quality exceeds the levels attained even in 1970's era elite vehicles. you
> need to know almost nothing about them to use them (other than knowing how
> to drive). their reliability and longevity have improved dramatically, as
> have their safety qualities. maintainance is generally simple - regular oil
> and other fluid changes, less frequent tire replacements, occasional body
> work due to damage. oh, and much better fuel mileage too. of course, every
> single one of these improvements isn't the end of the road (no pun
> intended), and new engine and propulsion systems still offer huge new areas
> of potential improvement, along with self-driven cars for some situations.
> ...

I don't think that is a valid analogy. True, quality and ease of use
have gone up dramatically, but:

* that is mainly the result of fierce competition (and environmental
  regulations which have drive manufacturers towards high-tech solutions),
  while today's world of information technology and services revolves
  about a few de facto monopolies, lots of hype, and a complete absence
  of regulations.

* Cars have different features that fit various needs, and I guess
  most people select the car they will buy by considering the balance
  of features and cost. Which is an entirely different approach than
  buying the latest iphone because it is the latest iphone and even
  if you don't need it.

* Before cars became a commodity they were the toy and status symbol
  of the rich, not of 'car nerds' (although those exist as well).

* Nobody makes free (as in beer) cars.

* In most places, to be allowed to drive a car you don't need to
  RTFM but you need formal training and to pass an exam. More so
  if you drive something that's not your avarage family car or do
  it professionally. In other words, even if car drivers may not
  know much about the technology that makes their cars tick, they
  are not the typical 'dumb user'.

Ciao,

-- 
FA

A world of exhaustive, reliable metadata would be an utopia.
It's also a pipe-dream, founded on self-delusion, nerd hubris
and hysterically inflated market opportunities. (Cory Doctorow)

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Re: [LAD] Experience driven design and Linux Audio

2014-09-30 Thread tom
On Tue, September 30, 2014 15:58, Harry van Haaren wrote:

> https://www.youtube.com/watch?feature=player_detailpage&v=ldhHkVjLe7A#t=16
> 25
>
> Should we improve experience for users?
> Should we design "experience driven open" software?
> Should we forward the UX of Linux Audio to the "age of experiences"?

Every other hip project development model X tries to address UX.

Looking at one of the slides.. i find it a strange idea that a CEO would
do the (software, "UX") design. Of course in small units, multiple
functions can be incorporated in one person, but generally the CEO
represents, executes and does what the ones that provide finance want him
to do. (Just imagine the CEO designing a car for a moment.)
Good software (good in a way every POV is respected) is hard to do and a
good portion of well working symbiosis between developers, users, people
shouting the word are needed. Such an ecosystem can't be created on demand
easily. User experience is just one part, and it's a buzz part for some
years.
It should be easy though for developers to name the *core* functionality
and *critical dependencies* of their software. The best software won't 
unfold it's full potential i.e. if a dependency prevents it from starting
up at all (see the many problems some users have to start JACK).
Hiding behind the term "professional" to describe software, that is in
fact just a cumbersome pile of crap (and thus professional) is another
"strategy" i can observe. "you know, if you're too stupid to dig our silly
model of operation you're just not professional". This has to do with
wrongly understood elitism.
I think without observing users closely it's hard to get a reasonable idea
of their experience with any software. Often users bring expertise in the
domain of interest while developers bring the handcraft and best practices
how that can be translated to a programming model. Ideally, these two
share at least some common ground.
The more "convenient" a software gets, the more it must precisely and
unmistakably know and provide commonly agreed workflows. One of the most
annoying things is software that tries to be smart but fails at being it..
And of course, what is a good UX for one user can be a bad one for
another. Decisions need to be taken. Who takes decisions is a question of
how the project is organized (if at all) and why it's taken is a
consequence of the latter and outcome of a rough common strategy (i.e. "we
don't add a pink pony, because that's not the focus of the program").
The UX topic won't go away so quickly. Every other settop box (is it still
called that way?:) struggles to provide a good UI, it's getting better
though (observe: fonts and widgets get BIGGER). I haven't seen any single
case where an improvement of aspects of the user experience were reached
by making things smaller.
Cheers
Tom


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Re: [LAD] Experience driven design and Linux Audio

2014-09-30 Thread Paul Davis
On Tue, Sep 30, 2014 at 2:10 PM, Fons Adriaensen 
wrote:

> On Tue, Sep 30, 2014 at 02:58:23PM +0100, Harry van Haaren wrote:
>
> > Should we improve experience for users?
> > Should we design "experience driven open" software?
> > Should we forward the UX of Linux Audio to the "age of experiences"?
>
> Well, I watched the video until the end, and the only way to
> avoid this having been a waste of my time seems to react to
> it.
>

given that i don't really agree with his talk, i'm going to defend it
anyway.

what has happened with automobiles? when first introduced, they were the
domain of enthusiasts only. then they spread out to a wider audience, an
audience that was frequently irritated by the maintainance requirements,
breakdowns and poor behaviour of the machines. that gets us to the 1980s.

and now  cars are almost all of a near-uniformly high quality, and that
quality exceeds the levels attained even in 1970's era elite vehicles. you
need to know almost nothing about them to use them (other than knowing how
to drive). their reliability and longevity have improved dramatically, as
have their safety qualities. maintainance is generally simple - regular oil
and other fluid changes, less frequent tire replacements, occasional body
work due to damage. oh, and much better fuel mileage too. of course, every
single one of these improvements isn't the end of the road (no pun
intended), and new engine and propulsion systems still offer huge new areas
of potential improvement, along with self-driven cars for some situations.

if i give this presentation the benefit of the doubt, what he's arguing for
is that *consumer* software, having arrived at feature parity, should be
planning to evolve in the same general direction that automobiles have.
that is: away from an object only maintainable by an enthusiast who is
willing to take the time to learn about it, passing through the phase of an
unreliable, short-lived object that gets fixed by others, to reach a state
where fundamentally, the owner/user doesn't need to know anything and the
thing just works today, tomorrow and the next day.

i don't think i want to write software for people who think software should
be this way, but i will concede that if you accept the premise, it has its
own compelling internal logic.
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Re: [LAD] Experience driven design and Linux Audio

2014-09-30 Thread Louigi Verona
I thought the 'trickle down technology' analogy was a little questionable,
but I find a lot in his talk that resonates with me as a user.

I would like to react, but I will probably record a podcast lil later.

On Tue, Sep 30, 2014 at 10:10 PM, Fons Adriaensen 
wrote:

> On Tue, Sep 30, 2014 at 02:58:23PM +0100, Harry van Haaren wrote:
>
> > Should we improve experience for users?
> > Should we design "experience driven open" software?
> > Should we forward the UX of Linux Audio to the "age of experiences"?
>
> Well, I watched the video until the end, and the only way to
> avoid this having been a waste of my time seems to react to
> it. Balkan's talk itself is an example of 'experience driven
> design'. It goes down easily as it should according to his
> own theories, but once you start thinking a bit about what
> he says you discover it's only a thin layer of sugar around
> nothing. Take the way he compares 'trickle down ecomony'
> with 'trickle down technology'. A vague similarity that is
> supposed to imply something. But does it ? If there is
> really any meaning to this I must be too stupid to grok it.
>
> There is actually a similarity, but not the one he intended,
> between a trickle down economy and the type of world he seems
> to dream about: one consisting of a majority of dumb 'users'
> and an elite of CEO's having great 'design' ideas (remember,
> design has to be driven from the top), and in between a third
> layer, just above the unwashed masses of users, of 'developers
> who need to be just smart enough to realise the bright ideas
> of their CEO.
>
> That division may even de facto exist, I'm not going to
> dispute that. But I'm not going to help make it worse, and
> I'll add why: there's one significant difference between
> the users who expect everything (including thinking) to be
> done for them, and those who are prepared to learn: the
> latter will say 'thank you'.
>
>
> --
> FA
>
> A world of exhaustive, reliable metadata would be an utopia.
> It's also a pipe-dream, founded on self-delusion, nerd hubris
> and hysterically inflated market opportunities. (Cory Doctorow)
>
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>



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Re: [LAD] Experience driven design and Linux Audio

2014-09-30 Thread Fons Adriaensen
On Tue, Sep 30, 2014 at 02:58:23PM +0100, Harry van Haaren wrote:
 
> Should we improve experience for users?
> Should we design "experience driven open" software?
> Should we forward the UX of Linux Audio to the "age of experiences"?

Well, I watched the video until the end, and the only way to
avoid this having been a waste of my time seems to react to
it. Balkan's talk itself is an example of 'experience driven
design'. It goes down easily as it should according to his
own theories, but once you start thinking a bit about what
he says you discover it's only a thin layer of sugar around
nothing. Take the way he compares 'trickle down ecomony'
with 'trickle down technology'. A vague similarity that is
supposed to imply something. But does it ? If there is
really any meaning to this I must be too stupid to grok it.

There is actually a similarity, but not the one he intended,
between a trickle down economy and the type of world he seems
to dream about: one consisting of a majority of dumb 'users'
and an elite of CEO's having great 'design' ideas (remember,
design has to be driven from the top), and in between a third
layer, just above the unwashed masses of users, of 'developers
who need to be just smart enough to realise the bright ideas
of their CEO.

That division may even de facto exist, I'm not going to
dispute that. But I'm not going to help make it worse, and
I'll add why: there's one significant difference between
the users who expect everything (including thinking) to be
done for them, and those who are prepared to learn: the
latter will say 'thank you'.


-- 
FA

A world of exhaustive, reliable metadata would be an utopia.
It's also a pipe-dream, founded on self-delusion, nerd hubris
and hysterically inflated market opportunities. (Cory Doctorow)

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Re: [LAD] Experience driven design and Linux Audio

2014-09-30 Thread Charles Z Henry
On Tue, Sep 30, 2014 at 8:58 AM, Harry van Haaren  wrote:
> Hi Linux Audio Developers,
>
>
> TL;DR; Discussing experience driven design for linux audio.
>
>
> I'd like to discuss the "age of experiences". Allow me 10 minutes of
> your time, to watch a video by Aral Balkan talk about development of
> technology, FLOSS, design, and the future.
>
> To start, please watch the following clip: I've skipped into the video
> to get the section I think is most interesting to discuss on this
> list:
> https://www.youtube.com/watch?feature=player_detailpage&v=ldhHkVjLe7A#t=1625
>
>
> To bring this discussion to a productive start, I'd like to concider
> the tools we have available as the linux-audio community: they
> certainly have features, and empower the user to own thier tools, and
> the data used with those tools.
>
> Should we improve experience for users?
> Should we design "experience driven open" software?
> Should we forward the UX of Linux Audio to the "age of experiences"?

I don't think what he's talking about is comparable to audio yet.
There does not currently exist a company that is credibly making a
complete, whole-system design approach to problems such as audio
recording and live sound processing.

You *can* currently start a company with a offering of proprietary
hardware, open source software that you will support, tie it up with a
new interface (that you also release for free, a requirement of GPL),
offer software as a service (that you don't have to release), provide
centralized services, and sell support contracts.  It's a completely
reasonable thing, given other existing companies that do this
currently in other spheres.

> What do users know, that developers might not?

If you agree with the premise he's made, nothing.  Users apparently
want to be told what they want (until they find out they don't want it
any more... then they look for something else they're told they want).
This time, he's telling us we all want to get involved making products
in our own best interests while following a top-down organizational
structure(?)  I'm confused and my beautiful mouse only has one button
:(

> What is it that needs to change? Are there even issues here?
> If so, how do we (the community as a whole) try to solve this?

To change: incentive structure.  There must be some kind of initiative
(non-profit or other organization) that appeals to developers and
meets the economic constraints of the world we live in, to be
feasible.

The Indie Phone is likely to go the way of OpenMoko which is pretty
dead (no offense to the Moko users who still might be out there).
It's evident that Aral understands the problem faced by technology
consumers... but I can't quite circumscribe all the things he doesn't
get.

Chuck

> I hope this is a productive and inclusive discussion, and politely
> request remaining on topic ;)
> To a fruitful discussion, -Harry
>
> --
>
> www.openavproductions.com
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Re: [LAD] Experience driven design and Linux Audio

2014-09-30 Thread Paul Davis
On Tue, Sep 30, 2014 at 9:58 AM, Harry van Haaren 
wrote:

> Hi Linux Audio Developers,
>
>
> TL;DR; Discussing experience driven design for linux audio.
>
>
> I'd like to discuss the "age of experiences". Allow me 10 minutes of
> your time, to watch a video by Aral Balkan talk about development of
> technology, FLOSS, design, and the future.
>

 HarryHaaren: interesting talk
 HarryHaaren: i want to agree with him except for one major issue (for
me)
 HarryHaaren: i'm not interested in making "consumer tools"
 las, I came across Aral's work recently, and its been very
interesting for me anyway.
 HarryHaaren: and if i'm not making consumer tools, then my model is
not apple but tools for cabinetry
 sure, valid point: I agree.
 HarryHaaren: and everything he says would be total bullshit and
totally inappropriate there
 but I don't feel that's the case for the whole Linux-Audio
eco-system
 HarryHaaren: indeed
 HarryHaaren: but basically, the bit that is missing is easily
summarized: Live and plugins
 HarryHaaren: these are where his "experience driven" stuff matters
 HarryHaaren: and yes, i agree that it does matter
 agreed: that happens to be just what i'm particularly
interested in :D
 HarryHaaren: he even uses the term "tools"
 HarryHaaren: i think this is a serious abuse of the word, but he's
not the one who started this
 HarryHaaren: when my wife uses a computer, she really doesn't want
tools, she wants his experience thing
 HarryHaaren: tools are things people use to gain leverage over the
world, so in some sense, it seems appropriate
 I'd quite like some more of the experience thing - in the
right places. And the power of "under-the-hood" available when/if required,
agreed again
 HarryHaaren: but they are also things that for centuries, people have
expected to have to learn, to master
 HarryHaaren: when i look at the design of iOS what i see is a huge
effort to remove learning from the whole user experience
 HarryHaaren: to make everything absolutely obvious (once you've
learned a few basic ideas about the UI)
 sure: not something i'm fond of for all situations: too much
"generic" is bad in the arts / creative sectors IMO
 HarryHaaren: when the *task* is simple, this seems appropriate
 HarryHaaren: but when the *task* is not simple, i think its
inappropriate
 HarryHaaren: if you look at a table saw or a crosscut saw or a
router, they fail almost every possible test of "user experience"
 HarryHaaren: they are dangerous, loud and more or less completely
opaque as far as how to use them to get a particular result
 HarryHaaren: and yet 
 sure: but learn to use it and its no problem. I appreciate
that, and i see how it applies to certain software too
 HarryHaaren: yes, and the learning about the tool leads to learning
about the task also
 HarryHaaren: do you know how easy it would be to make a plugin called
MakeItSoundBetter that just had 3 buttons?
 HarryHaaren: "change it", "that was better", "that was worse"
 HarryHaaren: people would love this "tool". and by using it, they
would learn absolutely *nothing* about what they were doing
 HarryHaaren: i don't want to help create that sort of world
 HarryHaaren: on the other hand, i don't do much auto maintainance, so
... what does that say? :)
 fair enough. I probably would. But let people click the
"advanced" button, see the algorithms, and learn about the tool & the task
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Re: [LAD] Experience driven design and Linux Audio

2014-09-30 Thread Charles Z Henry
On Tue, Sep 30, 2014 at 8:58 AM, Harry van Haaren  wrote:
> Hi Linux Audio Developers,
>
>
> TL;DR; Discussing experience driven design for linux audio.
>
>
> I'd like to discuss the "age of experiences". Allow me 10 minutes of
> your time, to watch a video by Aral Balkan talk about development of
> technology, FLOSS, design, and the future.
>
> To start, please watch the following clip: I've skipped into the video
> to get the section I think is most interesting to discuss on this
> list:
> https://www.youtube.com/watch?feature=player_detailpage&v=ldhHkVjLe7A#t=1625
>
>
> To bring this discussion to a productive start, I'd like to concider
> the tools we have available as the linux-audio community: they
> certainly have features, and empower the user to own thier tools, and
> the data used with those tools.
>
> Should we improve experience for users?
> Should we design "experience driven open" software?
> Should we forward the UX of Linux Audio to the "age of experiences"?
>
> What do users know, that developers might not?
> What is it that needs to change? Are there even issues here?
> If so, how do we (the community as a whole) try to solve this?
>
>
> I hope this is a productive and inclusive discussion, and politely
> request remaining on topic ;)
> To a fruitful discussion, -Harry
>
> --
>
> www.openavproductions.com
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[LAD] Experience driven design and Linux Audio

2014-09-30 Thread Harry van Haaren
Hi Linux Audio Developers,


TL;DR; Discussing experience driven design for linux audio.


I'd like to discuss the "age of experiences". Allow me 10 minutes of
your time, to watch a video by Aral Balkan talk about development of
technology, FLOSS, design, and the future.

To start, please watch the following clip: I've skipped into the video
to get the section I think is most interesting to discuss on this
list:
https://www.youtube.com/watch?feature=player_detailpage&v=ldhHkVjLe7A#t=1625


To bring this discussion to a productive start, I'd like to concider
the tools we have available as the linux-audio community: they
certainly have features, and empower the user to own thier tools, and
the data used with those tools.

Should we improve experience for users?
Should we design "experience driven open" software?
Should we forward the UX of Linux Audio to the "age of experiences"?

What do users know, that developers might not?
What is it that needs to change? Are there even issues here?
If so, how do we (the community as a whole) try to solve this?


I hope this is a productive and inclusive discussion, and politely
request remaining on topic ;)
To a fruitful discussion, -Harry

-- 

www.openavproductions.com
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[LAD] Creative Music Coding lab tonight - 30 sept 2014 - STEIM, Amsterdam

2014-09-30 Thread nescivi
Hiho,

tonight is the next edition of the Creative Music Coding lab:

We welcome again all creative music coders at STEIM for an evening of
exchanging current work, problems and solutions - and music together.

More information:
http://steim.org/event/creative-music-coding-lab-14/
Entrance is free.

And let us know if you plan to join (just to get an idea of how many
seats, and how much coffee and tea we should prepare)!

sincerely,
Marije
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