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
Ideas for linear cities Arturo Soria y Mata, who proposed a linear streetcar suburb for Madrid in 1882 and managed to build something like three miles’ worth of an intended thirty. Likewise, the project by Edgar Chambless for Roadtown, published in 1910, depicted an infinitely long, two-room-wide building atop three levels of underground rail lines for express, local, and freight traffic. In the late 1920s, N. A. Miliutin proposed a Soviet Union–spanning linear plan that—following Soria y Mata’s rhetoric—would have solved the old Marxian chestnut of city/country contradiction at a stroke. Le Corbusier’s Algiers scheme of 1933—a highway-topped fourteen-story building meant to stretch miles along the Mediterranean and house 180,000 people—was surely the most immediate precursor of Rudolph’s “City Corridor.” Michael Sorkin, 20 Minutes in Manhattan The linear city