Recognizing Constraints An Article by Jeremy Wagner css-tricks.com Super Nintendo games were the flavor of the decade when I was younger, and there’s no better example of building incredible things within comparably meager constraints. Developers on SNES titles were limited to, among other things: 16-bit color. 8 channel stereo output. Cartridges with storage capacities measured in megabits, not megabytes. Limited 3D rendering capabilities on select titles which embedded a special chip in the cartridge. Despite these constraints, game developers cranked out incredible and memorable titles that will endure beyond our lifetimes. Yet, the constraints SNES developers faced were static. You had a single platform with a single set of capabilities. If you could stay within those capabilities and maximize their potential, your game could be played—and adored—by anyone with an SNES console. PC games, on the other hand, had to be developed within a more flexible set of constraints. I remember one of my first PC games had its range of system requirements displayed on the side of the box: Have at least a 386 processor—but Pentium is preferred. Ad Lib or PC speaker supported—but Sound Blaster is best. Show up to the party with at least 4 megabytes of RAM—but more is better. constraints
You and your user are one In the case of the seeming egalitarianism and beneficence of the voice from the cloud that says “You Are Not Your User,” what I hear in that voice is the ringing of a cash register, and the creaking of the crank on the side of a box that software development efforts disappear into, and that money comes out of. A mechanism that would seize up instantly if some still small voice were to propose the opposite of what the thunder says: that you and your user are one. Dan Klyn, Sermon for WIAD Bristol 2021 understandinggroup.com My job is simply to design gadgets that I likeReversibility of perspectives uxsoftware