A man who dreams of fewer things
“He was a philosopher, if you know what that was.”
“A man who dreams of fewer things than there are in heaven and earth.”
“He was a philosopher, if you know what that was.”
“A man who dreams of fewer things than there are in heaven and earth.”
I enjoy gardening the most when it aligns with my broader philosophy of life, so I thought readers might like to see that philosophy and see how I apply it to gardening. These principles are in random order, just as they are applied in life. Sometimes my focus is on having fun, other times I'm focused on planning, still other times I just want to kick back and chat to my friends and neighbours.
Introduction / Pareto principle / Balance / Fun / Working for happiness / Family / Purpose / Order / Planning / Flexibility / Variety / Strategic Resilience / Motivation / Sustainability / Invest to save / Kaizen / Kindness / Giving back / Experimentation / Learning
On the Situations and Names of the Winds is the title of a fragment of a pseudo-Aristotelian treatise, most likely written by a later author of the Peripatetic school. The two-page work identifies and briefly describes the names not just of the four anemoi, but gives a wind-name to each of the twelve points of the so-called “wind-rose”, slightly less poetically the “compass rose”, which is the figure seen on classical nautical charts and maps that shows the cardinal points as well as points intermediate.
...In both agricultural and maritime settings, the names of the winds were at once practical and phenomenologically basic: to step outside and to feel them was to know how things were in the most basic sense, to “know which way the wind is blowing”, as we still vestigially say, and to find the language to speak of it.
...If I were ever permitted to teach a course on the philosophy of wind, I would begin with the questions: How did the winds lose their names? And what does it mean for us to live in a world of nameless winds? I step outside and I feel a gust. “That’s wind,” I think to myself, and I have nothing more to add beyond that. I don’t know the winds.
Software's girth has surpassed its functionality, largely because hardware advances make this possible. The way to streamline software lies in disciplined methodologies and a return to the essentials.
A primary cause of complexity is that software vendors uncritically adopt almost any feature that users want. Any incompatibility with the original system concept is either ignored or passes unrecognized, which renders the design more complicated and its use more cumbersome. When a system's power is measured by the number of its features, quantity becomes more important than quality. Every new release must offer additional features, even if some don't add functionality.
Customers have trouble distinguishing between essential features and those that are just "nice to have." Examples of the latter class: those arbitrarily overlapping windows suggested by the uncritically but widely adopted desktop metaphor; and fancy icons decorating the screen display, such as antique mailboxes and garbage cans that are further enhanced by the visible movement of selected items toward their ultimate destination. These details are cute but not essential, and they have a hidden cost.
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Increased complexity results in large part from our recent penchant for friendly user interaction. I've already mentioned windows and icons; color, gray-scales, shadows, pop-ups, pictures, and all kinds of gadgets can easily be added.
A customer who pays—in advance—for service contracts is a more stable income source than a customer who has fully mastered a product's use.
Customer dependence is more profitable than customer education.
What I find truly baffling are manuals—hundreds of pages long—that accompany software applications, programming languages, and operating systems. Unmistakably, they signal both a contorted design that lacks clear concepts and an intent to hook customers.
Initial designs for sophisticated software applications are invariably complicated, even when developed by competent engineers. Truly good solutions emerge after iterative improvements or after redesigns that exploit new insights, and the most rewarding iterations are those that result in program simplifications.
Evolutions of this kind, however, are extremely rare in current software practice—they require time-consuming thought processes that are rarely rewarded. Instead, software inadequacies are typically corrected by quickly conceived additions that invariably result in the well-known bulk.
Time pressure is probably the foremost reason behind the emergence of bulky software. The time pressure that designers endure discourages careful planning. It also discourages improving acceptable solutions; instead, it encourages quickly conceived software additions and corrections. Time pressure gradually corrupts an engineer's standard of quality and perfection. It has a detrimental effect on people as well as products.