Re: [LAD] Experience driven design and Linux Audio
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) ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev
Re: [LAD] Experience driven design and Linux Audio
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. -- Len Ovens www.ovenwerks.net ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev
Re: [LAD] Experience driven design and Linux Audio
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 ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev
Re: [LAD] Experience driven design and Linux Audio
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. ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev
Re: [LAD] Experience driven design and Linux Audio
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). ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev
Re: [LAD] Experience driven design and Linux Audio
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. ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev
Re: [LAD] Experience driven design and Linux Audio
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... -- Len Ovens www.ovenwerks.net ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev
Re: [LAD] Experience driven design and Linux Audio
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) ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev
Re: [LAD] Experience driven design and Linux Audio
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 ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev
Re: [LAD] Experience driven design and Linux Audio
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. ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev
Re: [LAD] Experience driven design and Linux Audio
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) > > ___ > Linux-audio-dev mailing list > Linux-audio-dev@lists.linuxaudio.org > http://lists.linuxaudio.org/listinfo/linux-audio-dev > -- Louigi Verona http://www.louigiverona.ru/ ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev
Re: [LAD] Experience driven design and Linux Audio
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) ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev
Re: [LAD] Experience driven design and Linux Audio
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 > ___ > Linux-audio-dev mailing list > Linux-audio-dev@lists.linuxaudio.org > http://lists.linuxaudio.org/listinfo/linux-audio-dev ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev
Re: [LAD] Experience driven design and Linux Audio
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 ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev
Re: [LAD] Experience driven design and Linux Audio
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 > ___ > Linux-audio-dev mailing list > Linux-audio-dev@lists.linuxaudio.org > http://lists.linuxaudio.org/listinfo/linux-audio-dev ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev
[LAD] Experience driven design and Linux Audio
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 ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev
[LAD] Creative Music Coding lab tonight - 30 sept 2014 - STEIM, Amsterdam
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 ___ Linux-audio-dev mailing list Linux-audio-dev@lists.linuxaudio.org http://lists.linuxaudio.org/listinfo/linux-audio-dev