Software Engineering as a Craft An Article by Thomas Wilson thomaswilson.xyz The decreasingly tangible product of code, i.e. that all we have are files on a hard-drive, may make it easy to forget that writing software produces a thing. If you produce a wonky chair or an overly long fork, it’s easy to see the quality of work was not great. By calling for a perception of software as a craft, we fight against that ability to forget or not notice the final quality of the product. You could watch two software engineers with different levels of experience, or in different domains, and it wouldn’t necessarily be so easy to guess which is which, at least from a distance. So maybe there is something to be said for the value of software as a craft, for sometimes focusing on the practice of making better, or at least different, software just for the sake of it. craftsoftware
Tactical urbanism Tactical urbanism includes low-cost, temporary changes to the built environment, usually in cities, intended to improve local neighborhoods and city gathering places. Tactical urbanism is also commonly referred to as guerrilla urbanism, pop-up urbanism, city repair, or D.I.Y. urbanism. The Street Plans Collaborative defines "tactical urbanism" as an approach to urban change that features the following five characteristics: A deliberate, phased approach to instigating change; The offering of local solutions for local planning challenges; Short-term commitment and realistic expectations; Low-risks, with a possibly high reward; and The development of social capital between citizens and the building of organizational capacity between public-private institutions, non-profits, and their constituents. Wikipedia en.wikipedia.org The Help-Yourself City urbanism