[HN Gopher] Copying is the way design works
       ___________________________________________________________________
        
       Copying is the way design works
        
       Author : innerzeal
       Score  : 660 points
       Date   : 2024-07-22 18:59 UTC (1 days ago)
        
 (HTM) web link (matthewstrom.com)
 (TXT) w3m dump (matthewstrom.com)
        
       | karmakaze wrote:
       | This is a great quote:
       | 
       | > In the middle of Apple's case against Microsoft, Xerox sued
       | Apple, hoping to establish its rights as the inventor of the
       | desktop interface. The court threw out this case, too, and
       | questioned why Xerox took so long to raise the issue. Bill Gates
       | later reflected on these cases: _"we both had this rich neighbor
       | named Xerox ... I broke into his house to steal the TV set and
       | found out that [Jobs] had already stolen it."_
        
         | manav wrote:
         | Copying from Xerox, some irony there.
        
           | lelandfe wrote:
           | Adds layers of irony to their "Redmond, start your
           | photocopiers" dig
           | https://www.padawan.info/en/images/photocopiers.html
        
             | freetinker wrote:
             | I miss this flavor of advertising. It all feels too anodyne
             | these days.
        
           | karmakaze wrote:
           | It's also a lesson that always seems to fail to be learned.
           | Xerox had the capital to set up a research arm, then failed
           | to convert on any ideas because they were too focused on
           | their current cash-cow. They eventually transitioned to
           | "document company" where a document wasn't only paper, but it
           | was too little/late.
        
             | razakel wrote:
             | The same thing happened to Kodak - they were a tech company
             | that thought they were a chemical company.
        
             | kragen wrote:
             | you're talking about xerox parc in the 70s
             | 
             | xerox parc in the 70s invented the laser printer. the laser
             | printer has been almost all of xerox's business since last
             | millennium. their current revenues are 7 billion dollars a
             | year, almost entirely from laser printers (mostly in
             | disguise.) so i'm not sure it was 'too little, too late' or
             | even 'failing to convert'
             | 
             | (right now i think xerox is unprofitable, but that's an
             | issue of profit margins and management, not an issue of not
             | having revenue)
             | 
             | this article https://spectrum.ieee.org/xerox-parc has this
             | pullquote:
             | 
             | > _From a purely economic standpoint, Xerox's investment in
             | PARC for its first decade was returned with interest by the
             | profits from the laser printer._
             | 
             | and that was in 01985
             | 
             | you could posit an alternative history where xerox wasn't
             | just making billions of dollars a year, for _generations_ ,
             | out of laser printers, but also owned the entire market of
             | laser printers, semiconductor foundries, guis with
             | overlapping windows, ethernet, wysiwyg document editing,
             | page description languages, and object-oriented
             | programming, because all of those were indeed invented at
             | parc
             | 
             | the article does in fact implicitly posit that alternative
             | history. but it isn't clear that it was ever a possible
             | history. centrally planned economies are not good at
             | innovation; decentralized ones are. the most significant
             | invention on that list, the semiconductor foundry, isn't
             | even technical; it's a business structure that
             | decentralizes chip design
             | 
             | very possibly they've made more money from their early
             | stock in apple than they ever could have made by trying to
             | exclude everyone else from the overlapping-window-gui
             | market
        
         | wiz21c wrote:
         | > I broke into his house
         | 
         | Not fun at all. Microsoft is like Disney, they steal from
         | others and trounce others for stealing from them.
         | 
         | Absurd people.
        
           | mandmandam wrote:
           | Sad to see this _extremely_ historically accurate and
           | relevant comment downvoted.
           | 
           | And on the forum which should most know it to be true!
        
           | zogrodea wrote:
           | I'm not doubting, but can you give a few examples of
           | Microsoft trouncing others?
           | 
           | I do recall Disney (a main reason copyright laws last so
           | long, and who didn't want Steamboat Willie to enter public
           | domain).
           | 
           | I also think of Amazon (which the creator of the Elm
           | programming language describes as having "the Jeff problem"
           | because they steal smaller people's/team's ideas), although
           | that's a different problem.
           | 
           | I can't say anything comes to mind right now about MS,
           | though, which is most likely a failure of my
           | memory/knowledge. So I'd appreciate some examples.
        
             | lupire wrote:
             | Did you miss one of the largest antitrust cases in history,
             | litigated for a decade?
        
               | jpc0 wrote:
               | > ... they steal from others and trounce others for
               | stealing from them.
               | 
               | Explain how the antitrust case or its conclusion proves
               | the quote above?
               | 
               | Mozilla/Netscape had a browser that could have competed
               | with Microsoft, they didn't litigate them for stealing.
               | The antitrust case was about it being effectively
               | impossible to overthrow their monopoly because of the
               | platform being locked down.
               | 
               | The current crop of litigation against Apple reeks more
               | of the Microsoft antitrust case than any Disney cases.
        
         | turnsout wrote:
         | This is such a frustrating misunderstanding of the history, and
         | the history is fascinating. Xerox invited Apple to tour PARC in
         | exchange for $1M worth of pre-IPO Apple stock, which today
         | would be worth [checks notes] more than that. There was no
         | theft.
         | 
         | Apple engineers got to see the Alto, not the Star (the
         | screenshot in the article is wrong, the chronology is wrong).
         | The visit was so fast that Apple engineers thought they saw
         | realtime overlapping windows when they didn't. [0] So it's
         | possible Xerox was inspired by Apple with the Star, not the
         | other way around.
         | 
         | Meanwhile, Bill Gates totally outs himself as someone who would
         | steal shamelessly.
         | 
         | [0]: https://folklore.org/On_Xerox%2C_Apple_and_Progress.html
        
           | Hitton wrote:
           | Meanwhile Steve Jobs: "We have always been shameless about
           | stealing great ideas."
        
             | lolinder wrote:
             | Clip: https://m.youtube.com/watch?v=a6jeZ7m0ycw
        
               | albumen wrote:
               | top comment: "The credit should be given to poet T S
               | Eliot (1920): "Immature poets imitate; mature poets
               | steal; bad poets deface what they take, and good poets
               | make it into something better, or at least something
               | different. The good poet welds his theft into a whole of
               | feeling which is unique, utterly different than that from
               | which it is torn."
               | 
               | and its reply: "So really it has nothing to do with
               | stealing whatsoever"
        
           | iczero wrote:
           | > There was no theft.
           | 
           | I didn't know that touring somewhere meant you could copy all
           | their designs. Was that explicitly stated?
        
             | cortesoft wrote:
             | Why would they give away 1m in stock just to look?
        
               | iczero wrote:
               | Was it only for the tour? Was it actually $1M, or did it
               | later increase in value? Did Xerox value a strategic
               | relationship? "A whole load of ideas" seems worth more
               | than $1M to me, especially if you're Xerox back then.
        
               | lupire wrote:
               | They didn't. They got paid $1M!
        
               | lolinder wrote:
               | OP misrepresented what happened (intentionally or
               | otherwise). They didn't give away $1M in stock, they
               | granted Xerox the right to buy $1M in stock.
        
               | tptacek wrote:
               | Same difference. At some point you're just arguing about
               | what the number was. I don't care about the broader
               | argument, but the right to buy $1MM of private shares is,
               | in fact, real consideration.
        
               | lolinder wrote:
               | Is it real consideration that anyone could consider to be
               | worth "all the IP that you happen to be able to see while
               | on this tour", or is it real consideration that Xerox
               | thought was worth "an opportunity to see how we run the
               | best tech lab of our generation"?
               | 
               | Don't forget that Apple presumably got paid $1M dollars
               | out of the deal _in addition_ to the tour. I 'm having a
               | hard time seeing the argument that the right to pay Apple
               | for some of their shares in 1979 was perceived as being
               | worth _any_ of Xerox PARC 's IP, much less "as much as
               | you can carry in your head".
               | 
               | (None of which is to say that Apple was wrong to copy
               | what they could, morally or legally. I just find the
               | argument that these shares are evidence that it was an
               | above-board trade that Xerox was on board with to be very
               | weird.)
        
               | tptacek wrote:
               | I don't care; as far as I'm concerned, that argument is
               | isomorphic to "would $1MM literal dollars be enough for
               | what they saw, or should the number be higher". Maybe.
               | But the right to buy shares is not really a meaningful
               | distinction to the simple issuance of shares in this
               | historical context. That's all I'm arguing.
        
               | rsanek wrote:
               | in retrospect? sure. at the time? radically different.
               | 
               | just ask your average sv startup employee if they think
               | options and RSUs are the same
        
               | tptacek wrote:
               | Options and RSUs are both universally acknowledged as
               | consideration. That's all I'm arguing. Should it have
               | been $1MM in stock, or $50MM, or $200k? Hell if I know.
        
               | viridian wrote:
               | What? It absolutely is.
               | 
               | One has a face value of $1,000,000.00
               | 
               | The other has a face value of $0.00
               | 
               | If Apple offered me one of these right now it would
               | completely change my life, and the other would be
               | something I wouldn't even take them up on.
        
               | turnsout wrote:
               | It was 100% an above-board trade. Xerox at that point had
               | poured an ocean of money into PARC and hadn't really seen
               | any return on it. I don't think they would have seen it
               | as an IP transfer, because it wasn't. Apple didn't rush
               | out to implement Smalltalk. Instead they were inspired by
               | the principles, misunderstood some stuff, and came up
               | with something 100% better for the average consumer.
               | 
               | Xerox wasn't stupid--they were trying to get some value
               | out of this research lab that was, on paper, lighting
               | money on fire.
        
               | turnsout wrote:
               | You're right of course--another way to put it is that
               | Xerox got the chance to make a $1M investment in pre-IPO
               | Apple.
        
             | kragen wrote:
             | in general you can copy all of someone's designs even
             | without touring. exceptions are when they're covered by
             | copyright or patent
        
               | immibis wrote:
               | Which they are by default.
        
               | rsanek wrote:
               | not by patent
        
               | kragen wrote:
               | no. copyright has a rather limited scope that excludes
               | the aspects of design you most want to copy; patents must
               | be applied for and received; and both expire
        
             | turnsout wrote:
             | If you read a bit about it, you'll understand that Apple
             | did not copy the Alto--they did something that was actually
             | way harder. They created a better version of what the Alto
             | was attempting to do, and got it to run on lower-grade
             | hardware they could sell for 1/10th the cost.
             | 
             | But yes, Xerox knew exactly what they were doing when they
             | invited Steve and his team in.
        
           | pulse7 wrote:
           | Steve Jobs himself told what he saw at Xerox:
           | https://www.youtube.com/watch?v=b7aUJyJbJMw
        
             | gen220 wrote:
             | He's famous, so his view is the one that's most commonly
             | regurgitated, but that doesn't make it the most correct
             | one.
             | 
             | Steve's point of view is one point of view, in a story that
             | involved ~10 people. When you hear the story from each
             | person's point of view and union them, the subtly-incorrect
             | aspects of his perspective become pretty glaring.
        
               | solarmist wrote:
               | Has someone done that? Sounds like a interesting
               | read/watch.
        
           | lupire wrote:
           | The price Apple charged for that stock was more than Apple's
           | IPO price, AIUI. It wasn't a giveaway.
        
           | lolinder wrote:
           | Your version makes it sound like Apple _gave_ Xerox $1M in
           | stock in exchange for the visit. Most sources I can find don
           | 't mention the stock at all, but the one that does [0] makes
           | it pretty clear that the offer was to let Xerox buy stock
           | from Apple pre-IPO in exchange for the tour, which is a very
           | different story:
           | 
           | > Jobs's company stood on the precipice of a public offering
           | guaranteed to make him and any investors wealthy, and the
           | tech guru's impending good fortune enticed the suits at Xerox
           | to make him an offer he couldn't refuse: Let us buy shares in
           | your company, and we'll give you a peek inside the greatest
           | minds in your field.
           | 
           | [0] https://www.newsweek.com/silicon-valley-apple-steve-jobs-
           | xer...
        
             | turnsout wrote:
             | You're right--bad phrasing on my part
        
             | gen220 wrote:
             | There was no explicit trade of stock for tour. The
             | investment by Xerox in Apple happened before such a tour,
             | for entirely separate reasons. There was another Apple exec
             | who was managing pre-IPO external investor interest. There
             | isn't a recorded reason for why Apple chose Xerox (among
             | other investors), if I remember correctly.
             | 
             | However, Steve did leverage the fact that Xerox was an
             | investor to bully the on-site engineers into providing him
             | with the "executive" demo, after receiving the run-of-the-
             | mill public demo and learning that a higher-tier demo
             | existed. It involved a phone call to east coast Xerox
             | Corporate, who instructed the on-site engineers to provide
             | the full demo. The PARC lab director was OOO that day, and
             | later said in an interview that he would have stonewalled
             | Job's request.
             | 
             | Another fun fact, Xerox sold (the majority of?) their stake
             | in Apple almost immediately for a quick turnaround profit
             | post-IPO. Obviously there's no recorded reason for that
             | trade, but my impression is that they didn't think Apple
             | had what it takes to build a proper OS (they envied their
             | ability to cheaply assemble hardware, but viewed their
             | software suite/R&D as a big moat).
             | 
             | Edit: also, Apple engineers were already mid-working on
             | replicating PARC tech at the time of the (not-so-)
             | "fateful" demo. It was behind schedule and not-demoable,
             | and Steve was getting frustrated with these facts. They
             | encouraged Steve to visit PARC to get a preview/demo of
             | what they were building, to ground him to their works'
             | value. There were already a handful of ex-PARC people at
             | Apple for a while, at this point, and PARC's work stems
             | from "The Mother of All Demos" given decades ago. The Alto
             | was unique in its early implementation, but not in its
             | ideas.
        
           | JKCalhoun wrote:
           | Thank you for that. I was going to post something similar.
           | 
           | What the Apple engineers did was take obvious inspiration
           | from what they saw at PARC but then ended up going in a
           | different direction when they actually had to both implement
           | it and make it workable as an OS. The overlapping windows is
           | the most oft-cited innovation they came up with but there
           | were many other perhaps more subtle ones.
           | 
           | The impression I have though is then that Gates basically
           | copied Apple engineering, not PARC.
        
         | opo wrote:
         | This quote like many others are funny because people pretend
         | that they can exactly remember things said decades earlier.
         | Andy Hertzfeld later updated this entry on his website:
         | 
         | "....Here is Mike Boich's recollection of the 'Xerox' story,
         | which goes a little differently, and is likely to be more
         | faithful than mine: The meeting was one of the quarterly
         | meetings, where Steve, Mike Murray, Belleville, you and I all
         | got together with the Microsoft crew, which at was usually
         | Bill, Jeff Harbers, Jon Shirley, and sometimes Neil and/or
         | Charles Simonyi. I don't recall whether Windows had been
         | announced, or we were just concerned about it, but Steve was
         | trying to convince Bill that having a "Chinese wall between the
         | Windows implementers and the Mac implementors wasn't sufficient
         | for us to work well together. He was trying to get them to
         | forget about the OS business, since the applications business
         | would be much bigger total dollars. He said, "It's not that I
         | don't trust you, but my team doesn't trust you. It's kind of
         | like if your brother was beating up on my brother, people
         | wouldn't say it was just your brother against my brother, they
         | would say the Gates are fighting with the Jobs." Bill responded
         | that "No Steve, I think it's more like we both had this rich
         | neighbor named Xerox, and you went in to steal the TV, and
         | found that somebody else had stolen it. So you say, "hey,
         | that's not fair. I wanted to steal the TV"."
         | 
         | https://folklore.org/A_Rich_Neighbor_Named_Xerox.html
        
       | ilrwbwrkhv wrote:
       | Beautifully written article. One of my first ideological shifts
       | happened when Napster was released. Bits flowing freely without
       | being bounded by rules of the physical world deeply changed me
       | and while later I do understand artists need to get paid and make
       | a living, piracy and the pirating community is still very close
       | to my heart. The amount of innovation which comes out of that
       | space, is tremendous. The fact that zuckerberg could create
       | trillions of dollar on free projects such as php and apache is
       | not cherished enough.
       | 
       | I think we still haven't found a proper economy for the digital
       | world. The fact that pirating game of thrones was a better option
       | than waiting for it to be premiered in your region goes to show
       | there is still a lot of work to be done in this area. If there
       | wasn't piracy, free software, open source and american VC (the
       | first few waves, not the last few), this industry wouldn't have
       | grown at this pace.
        
         | ppqqrr wrote:
         | The "artists need to make a living" narrative against piracy is
         | pure deception. Truth is that most artists want nothing more
         | than for their messages to spread as widely as possible, as
         | that is also the most naturally profitable path for them in the
         | long term. It's only when managerial types get involved the
         | need to turn a quick buck by denying the natural flow of
         | information becomes a primary concern. So pirate away, knowing
         | that nothing of value is lost.
        
           | inglor_cz wrote:
           | I self-publish my books. The audience is decent, I publish
           | shortened audiobook versions for free, but frankly, I like
           | the fact that the paper books themselves are copyrighted and
           | no one can print them extremely cheaply and flood the market
           | with them at my expense.
           | 
           | It would have been natural, but also depressing.
        
             | surfingdino wrote:
             | I stopped self-publishing my books, because as soon as I
             | offered PDFs to those who purchased my paper books the
             | sales of printed copies tanked. Then nobody wanted to pay
             | for PDFs and Amazon screwed my KDP sales (banned my book).
             | The readers felt entitled to free copies and free
             | consultation on the subject of the book. It's really
             | depressing how entitled people feel to other people's
             | creative output or knowledge.
        
               | inglor_cz wrote:
               | That is why I publish freely the audio versions (which
               | only consist of about half of the stories within each
               | book), but not the PDFs.
        
               | __mharrison__ wrote:
               | Did you just stop publishing altogether?
        
               | surfingdino wrote:
               | Yes. I do not need another book as a CV, which is
               | currently the most viable business model for authors of
               | non-fiction.
        
               | meiraleal wrote:
               | We are probably better off without your marketing content
               | tho
        
             | shagie wrote:
             | > I like the fact that the paper books themselves are
             | copyrighted and no one can print them extremely cheaply and
             | flood the market with them at my expense.
             | 
             | Amazon has a book piracy problem ( 219 points by tosh on
             | July 8, 2022 | 120 comments )
             | https://news.ycombinator.com/item?id=32026663
             | https://x.com/fchollet/status/1550930876183166976 (and via
             | Threadreader -
             | https://threadreaderapp.com/thread/1550930876183166976.html
             | ) - also https://news.ycombinator.com/item?id=32210256 (
             | 665 points by jmillikin on July 24, 2022 | 193 comments )
             | 
             | Pirated books thrive on Amazon -- and authors say web giant
             | ignores fraud -
             | https://news.ycombinator.com/item?id=35761641 ( 87 points
             | by vanilla-almond on April 30, 2023 | 79 comments )
             | https://nypost.com/2022/07/31/pirated-books-thrive-on-
             | amazon...
             | 
             | Amazon caught selling counterfeits of publisher's computer
             | books--again - https://arstechnica.com/information-
             | technology/2019/02/amazo...
             | 
             | Having something that is paper doesn't mean that no one
             | else can print them cheaply and flood the market. While it
             | might not be at your _expense_ - it certainly isn 't
             | something that is making you any money.
        
               | inglor_cz wrote:
               | I don't self-publish on Amazon, though. I print my books
               | in a local printing shop and sell them using my e-shop
               | (Wordpress for blog, Woocommerce for e-shop).
        
             | __mharrison__ wrote:
             | I also self publish books.
             | 
             | Most of the audience is decent. But there are some bad
             | actors out there.
             | 
             | And lots of times the biggest book marketplace appears to
             | (intentionally) close their eyes to this problem.
             | 
             | Piracy of my books from the dark web is one thing. Amazon
             | pushing it is another.
        
           | Terr_ wrote:
           | > The "artists need to make a living" narrative against
           | piracy is pure deception. Truth is that most artists want
           | [...]
           | 
           | I'd like to offer a more moderate option--or perhaps just
           | radical in a different direction.
           | 
           | Artists _would_ like to make a living, and the  "deception"
           | comes from how that slogan is used to falsely present the
           | powers-that-be as able, willing, and actively delivering on
           | that goal.
        
             | ppqqrr wrote:
             | Thanks for the clarification - I do not claim that artists
             | don't want to make a living. My point is that, too often,
             | the "artists need to make a living too" narrative is used
             | by the system that exploits artists.
        
               | hluska wrote:
               | Can you rephrase that without a double negative? I don't
               | have a clue what you're trying to say and your
               | explanation makes it worse.
        
               | Terr_ wrote:
               | Not parent poster, but I suspect the thesis can be
               | rephrased like:
               | 
               | "Artists _do_ want to make a living, however there 's a
               | nuance when it comes to achieving that. Finding enough
               | solid supporters requires such a wide dispersal of their
               | content that any 'anti-piracy' measures are almost always
               | counterproductive, at least when it comes to the
               | interests of artists as opposed to middlemen."
        
           | kmeisthax wrote:
           | It's important to note _who_ is pushing the deception, here.
           | Creative industry is composed of both labor (artists) and
           | capital (publishers). I file artists under labor because
           | their valuable economic resource is time. They make money
           | when people pay them to make art. Unauthorized copying _has
           | harms_ , but the primary effect is that artists have to
           | expect to be paid money up-front, since the only way they get
           | profit participation on the sale of copies is if there's a
           | strictly enforced set of laws to grant a monopoly on copying.
           | That being said, money up-front is still a very common way
           | for artists to get paid, so "artists need to make a living"
           | is a half-truth.
           | 
           | Paying per-copy _and agreeing not to copy for some fixed
           | period_ is more consumer friendly than, say, everyone pooling
           | their money into a giant one-and-done Kickstarter and just
           | trusting that the end result will be good. If your work can
           | be published serially, then something like Patreon _might_
           | work, but that 's impractical for a lot of larger projects.
           | The consumer unfriendliness manifests in the form of risk:
           | who is out the money if something turns out to _suck_ , or
           | worse, doesn't even get made. The traditional "sell copies
           | with a monopoly" model means that if I don't like a work, I
           | just don't buy it. We have reviews to inform people if a
           | thing is good or not, but you can't review a finished work
           | based off the Kickstart campaign. This results in a market
           | dominated by scams of varying degrees, customers who are
           | hesitant to put money into campaigns that might not produce,
           | and artists that can only really make the business model work
           | if they have a lot of social capital and reputation to stake.
           | 
           | I mentioned fancy capitalist words like "risk" and "market",
           | so let's talk about the capitalist side of the business: the
           | publishers. Or "managerial types", as it were. They do not
           | make their money from selling the service of creating art,
           | they make money from selling art that has already been made,
           | which is capital. When Napster was telling people to stop
           | paying for music and just steal it, the publishers shat their
           | pants. An embarrassingly large part of the music business at
           | the time was reissuing old acts on CD[0][1], and even new
           | acts had to sell albums, which is why 90s listeners had to
           | deal with a flood of albums with one good song and 10
           | terrible ones.
           | 
           | It's specifically the capitalist side of the business that
           | got screwed over the hardest by Napster. What screwed over
           | artists was Spotify, which made music profitable again for
           | the capitalists by turning it into a subscription. A music
           | Boomer[2] accurately summed this up as a faucet pouring water
           | straight into a drain. This is the best way to devalue
           | artists, because it doesn't matter what songs the artists
           | make - just that the publishers control the flow of the
           | songs.
           | 
           | The Spotify mentality has percolated into basically every
           | other form of media over the last decade. It's why you will
           | own nothing and be 'happy', and why every publisher CEO has a
           | boner for generative AI, even as their artists are screaming
           | their heads off about being scraped. Publishers have
           | nominally been stolen from as well, but they don't care,
           | because the theft is in their benefit[3]. It's the exact
           | opposite of the Napster situation. What matters is not what
           | will benefit the artists, nor what the law says. What matters
           | is what will make _them_ richer.
           | 
           | [0] This is also why the SPARS code was a thing for a few
           | years - to distinguish between new recordings made for CD and
           | reissues riding the hype of digital music.
           | 
           | [1] Metallica _also_ found themselves caught on the back
           | foot, mainly because they found out Napster users were
           | trading pre-release soundtracks they 'd made. Their reaction
           | made them look like suits for a while, because Metallica had
           | gotten popular through unlicensed copying, though I don't
           | think this read was entirely fair.
           | 
           | [2] https://youtu.be/1bZ0OSEViyo?t=485
           | 
           | [3] I don't think generative AI will replace real artists,
           | but it doesn't matter so long as publishers believe it can.
        
       | doctorpangloss wrote:
       | > "Functionally and aesthetically, the chairs are identical."
       | 
       | Listen dude, go ahead and buy the $145 Modway chair. It's so bad,
       | it is $118 nowadays. It will literally fall apart under your ass.
       | Read the reviews.
        
         | MatthiasPortzel wrote:
         | > the chairs are identical
         | 
         | Followed by pictures of two different-looking chairs. IMO the
         | Modway looks notably worse.
        
           | Suppafly wrote:
           | They really aren't different at all though, they only look
           | different because of the finish on the plywood.
        
       | breck wrote:
       | Go further.
       | 
       | If you model ideas mathematically, you will see that societies
       | plagued with IPDD (https://breckyunits.com/ipdd.html) will become
       | extinct, because they prolong the lifespan of bad ideas, and
       | those with intellectual freedom, where bad ideas rapidly evolve
       | into good ideas, will rise to the top of the food chain. The
       | equation is simple: ETA! (https://breckyunits.com/eta.html)
       | 
       | Question whether we should even have a concept of "licenses"
       | (hint: we shouldn't). Look up "freedom licenses", which "freed"
       | African Americans used to have to carry around in the 1800's.
       | Think about how future generations will look at us for having a
       | concept of "licenses on ideas". Think about the natural
       | progression of automatic licenses on ideas (copyright act of
       | 1976), to breathing: there is no reason not to require "licenses"
       | to breathe, given that you exhale carbon dioxide molecules just
       | as you exhale "copyrighted" information.
        
         | surfingdino wrote:
         | I think you are conflating copyright with patents. Licenses and
         | other forms of intellectual property protection exist so that
         | those who control means of production and distribution pay
         | those who have ideas, or produce creative output.
        
           | bediger4000 wrote:
           | I agree they're different, and different still from
           | trademarks, but the common thing is to conflate it all under
           | "Intellectual Property", isn't it?
           | 
           | I'm deeply suspicious of this conflation. I think it's done
           | on purpose, in bad faith, for nefarious reasons.
        
         | rileymat2 wrote:
         | Is there any evidence that the equations in the blog post model
         | the real world?
         | 
         | I ask, because these intellectual property protections are
         | intended to incentivize creation. If that incentive overwhelms
         | these models of information sharing and testing frictions then
         | the model is incomplete.
        
           | breck wrote:
           | > because these intellectual property protections are
           | intended to incentivize creation
           | 
           | Judge something not by what people say it does, but by what
           | it actually does.
           | 
           | > If that incentive overwhelms these models of information
           | sharing and testing frictions then the model is incomplete.
           | 
           | Agreed. But try as I might, I can't find any way
           | theoretically or empirically to model copyrights and patents
           | that show a positive impact on innovation.
           | 
           | Nature's survival of the fittest already provides near
           | infinite incentive to innovate.
           | 
           | Now, I think patents and copyrights had a positive side-
           | effect effect in the early days of the United States because
           | it created a centralized library in the District of Columbia
           | containing all of the latest information across the fledgling
           | nation. But with the Internet, we don't even need that
           | anymore. All the other parts of those laws are harmful and a
           | drain on innovation.
           | 
           | Look at what happened with Windows/Crowdstrike-ultimately
           | another harm caused by closed source, under-evolved "IP
           | protected" ideas. Ironically Microsoft calls Windows their
           | "Intellectual Property" when collecting money, but when that
           | IP harms people, suddenly it's not their property.
           | 
           | > Is there any evidence that the equations in the blog post
           | model the real world?
           | 
           | Depends on where you live. If you live in America, evidence
           | is all around you. :)
           | 
           | But here is some hard data, thousands of programming
           | languages ranked by languages most used to build other
           | languages (which gives an objective measure of idea quality):
           | 
           | https://pldb.io/lists/explorer.html#columns=rank~name~id~app.
           | ..
           | 
           | Utterly dominated by open source langs. Closed source, IP
           | ones are headed for extinction.
        
         | llamaimperative wrote:
         | Why on earth would IP keep bad ideas around? You're free to
         | make a better idea and let it compete in the market, since by
         | being better it'd definitionally be different.
        
           | iczero wrote:
           | Let's say someone patents, idk, Client-Side Decoration (CSD).
           | People like it, surely, because people use it. Unfortunately,
           | there is drastically reduced space to innovate because nobody
           | else can use that idea anymore. Expecting the patent holder
           | to innovate has proven to be a bad assumption in part because
           | IPR means they have no competition in that space anyways. The
           | idea stays bad because nobody else can make it better.
        
             | llamaimperative wrote:
             | So people like it but it's bad? How exactly are you
             | defining bad?
        
           | tempfile wrote:
           | For the same reason any accumulation of capital allows bad
           | ideas to hang around. You can operate at a temporary loss to
           | weed out new competitors, you can intimidate newcomers with
           | frivolous legal action, you can leverage network effects, you
           | can lobby for regulation that makes it hard for competitors
           | to start up...
        
       | ljlolel wrote:
       | I can make cheap, small-scale facsimiles, fangzhipin, to
       | demonstrate some quality of the original. I can make exact
       | replicas, pixel-perfect fuzhipin, to learn how the originals and
       | their creators work. Or I can create shanzhai, unsolicited
       | redesigns, commenting and riffing on the work of others. All
       | these copies have an important role to play in the process of
       | design.
       | 
       | Whether you believe that it's worthwhile or worthless to copy,
       | whether you think that copies are a valuable part of the design
       | community or a scourge, you are using software, hardware,
       | websites and apps that all owe their existence to copying.
       | 
       | As long as there is design, there will be copying.
        
         | fsckboy wrote:
         | As long as there are new ideas, those without such ideas will
         | copy them
        
           | CognitiveLens wrote:
           | But that take is too narrow - many of the 'great' painters
           | had extensive training in the work of previous masters,
           | frequently copying their works repeatedly in order to develop
           | technique and more deeply engage with what came before. After
           | developing that base skill and understanding, they had a
           | better toolset to express their own originality.
        
           | burnished wrote:
           | I see that you've copied every word you used here, not very
           | original of you
        
           | JoshTriplett wrote:
           | As long as there are ideas, there will be people who claim
           | their "new ideas" have absolutely nothing in them derived
           | from any previous ideas. Such people then scorn others who do
           | not help them maintain the same fiction, and who instead dare
           | to acknowledge that _everything_ builds on what came before.
        
             | unraveller wrote:
             | How dare you imply the origins of my inspiration are not
             | mysterious. Now what am I going to tell the interviewer
             | when they ask "where did you get the inspiration for that?"
             | they always like my non-answers.
        
       | surfingdino wrote:
       | The author got lost in his argumentation. He starts with design,
       | but goes off into the lands of open source, patents, and art.
       | It's not a well-written or researched article. Design is not
       | software development is not art.
        
       | karaterobot wrote:
       | > As a designer, I feel the need to be original. If you're a
       | designer, or even if you're just interested in design, you
       | probably feel the need to be original, too.
       | 
       | I've been a professional designer since 2006, and I got over that
       | thinking pretty quickly. A designer trying to be strikingly
       | original is rarely acting in service of the design. If you want
       | to be strikingly original, you probably want to be an artist
       | instead of a designer. What a designer fundamentally does is
       | communicate the best solution to a problem, given the
       | requirements, goals, and constraints of that problem. Originality
       | is subordinate to that at best.
        
         | burningChrome wrote:
         | This.
         | 
         | I was a UI/UX guy for about 5 years and worked for a company
         | that pumped out thousands of sites a year. A bunch of their
         | designs won awards and I saw their model and thought I could do
         | that, it seemed easy.
         | 
         | The hitch was that I was going to design really cool sites,
         | with all kinds of animations, huge text, have really cool
         | navigation menus, etc. In short, I had a very romantic idea
         | that I would dictate some incredible design to my clients. I
         | thought I was like the Frank Lloyd Wright of design and
         | whatever I showed people they would swoon and then go with
         | whatever uber cool thing I showed them.
         | 
         | Reality set in with my first client. Same thing, they didn't
         | want cool shit, they just wanted their potential clients to
         | find information about their work and contact them to hire
         | them. After another 4-5 clients, I suddenly realized that web
         | designers aren't some artist creating ultra cool, ultra rare
         | stuff that your clients must absolutely have like a Banksy
         | piece, they have more fundamental problems they're trying to
         | solve and want you to solve them for them.
         | 
         | I got my ego checked in a hurry, but it was a good lesson to
         | learn. You're not selling art, you're selling a solution to
         | their problems.
        
           | ozim wrote:
           | It is not only that. For example wannabe EDM DJs think they
           | have to be creative and find tracks that no one ever heard to
           | be edgy or whatever... most of people pay for having cookie
           | cutter songs played so they can dance and have a good
           | experience and they don't want to be surprised on EDM event -
           | well there are big names that can do whatever they want of
           | course but that is different expectation.
           | 
           | The same with software devs that they think, it must be
           | "framework like code, extensible, reusable that will be there
           | for 20 years" - well no if it is crud app most likely it will
           | be trashed in 2 years stop overthinking and just do it :)
        
             | caseyohara wrote:
             | Wow, this couldn't be further from the truth. It might be
             | true for DJs playing "main stage" style EDM (poppy
             | mainstream music) but for most electronic subgenres -
             | especially techno - the crowd absolutely expects the DJ to
             | be a superb crate digger and pull out new and deep tracks
             | they've never heard before.
             | 
             | No one goes to a techno club to hear rinsed tracks; they
             | want the DJ to show them music they've never heard before.
             | Before the digital age, people would go out to see touring
             | DJs specifically for their collection of rare records that
             | no one else had and you couldn't hear anywhere else. This
             | is still true today in the more underground scenes. It's
             | the opposite of cookie cutter.
        
               | carlmr wrote:
               | It's like the perfect conterexample, a good DJ needs to
               | have really good taste and constantly listen to new
               | tracks and think about where they can be used.
               | 
               | Designers everyone thinks are more creative than they
               | are. DJs most people think are less creative than they
               | need to be.
        
               | jrflowers wrote:
               | Most DJs do not make their livings at techno clubs. The
               | majority are hired to play bars and events that do not
               | cater to particularly discerning audiences.
        
               | phpnode wrote:
               | Exactly. The DJs that are innovative, crate digging,
               | slightly pretentious music nerds are almost exclusively
               | hobbyists, with a vanishingly tiny percentage of them
               | being able to eek out a meagre living from it. The
               | majority of full time DJs cater to mainstream audiences
               | who absolutely _do_ want to hear the same 50 - 100 tracks
               | on rotation every time they go out. They want to dance
               | and sing along to music that they 're familiar with, and
               | if the DJ doesn't play what they know then they won't
               | dance, they won't stay, and the DJ won't remain employed.
               | 
               | It's actually very similar to web design - innovation has
               | its place, but 99% of the time people want familiarity.
               | 
               | Source: spent a decade as a professional DJ
        
               | bluGill wrote:
               | A typical DJ is allowed one weird song nobody has heard
               | before. If it is a long show maybe one per hour. The rest
               | better be songs the majority of people know and sign
               | along with.
        
               | phpnode wrote:
               | Yes, ideally played when the dance floor has been full
               | for a while to encourage people to go to the bar and buy
               | another drink.
        
               | runelk wrote:
               | You might have a bit of confirmation bias based on the
               | particular environments you've been in.
               | 
               | Having taken part in various types of electronic
               | music/art scenes since the early 2000's, I've met all
               | kinds of people. Local hobbyist bedroom producers playing
               | for free. Semi-professional artists juggling gigs&touring
               | with one or more side jobs. Full-time DJ's playing
               | everything from small underground parties to some of the
               | biggest parties/festivals at the time. They all cater to
               | their audience to varying degrees, mainstream or not.
               | 
               | Granted, the scenes I've bumped into tend to be on the
               | non-mainstream side. That's where you can actually go
               | professional being that "innovative, crate digging music
               | nerd" you refer to (removed "slightly pretentious"
               | because that hasn't been my experience). It's tough, but
               | it can be done, and it's a larger group of people than
               | you seem to think.
               | 
               | I've also met some professional DJ's that fully cater to
               | the audience in the way you describe. Many of them make
               | statements like yours like e.g. "99% of the time",
               | "almost exclusively hobbyists", "slightly pretentious",
               | etc. I really don't get why, because it's just not true,
               | and it comes across as a bit defensive or passive-
               | aggressive to be honest.
               | 
               | I mean, of course there is the mainstream audience of the
               | type you describe. But even that audience changes its
               | opinion about which 50-100 tracks they expect you to play
               | on a regular basis. That change has to come from
               | somewhere, otherwise they'd still demand disco tracks
               | from the 70's. That somewhere is the stuff that hasn't
               | gone mainstream yet, and while the percentage of people
               | that can make a living of it is probably not very high,
               | it's a lot higher than what you claim it to be.
               | 
               | That vast overlap between underground/alternative scenes
               | and the mainstream is super interesting, and I'm pretty
               | sure that if you included that part into your statistics,
               | you'd see a different picture.
               | 
               | NB: I might have a bit of confirmation bias based on the
               | particular environments I've been in ;)
        
             | maeil wrote:
             | I'm not sure how to phrase this in a way that complies with
             | the spirit of HN (open to suggestions!) but that's a pretty
             | American take on electronic music.
             | 
             | It's not necessiraly wrong, but it holds just as much for
             | any other genre of music and the choice of "EDM" to make
             | the point is pretty typical.
        
               | morbicer wrote:
               | I am with you, let's get bashed as Euro-snobs.
               | 
               | I listen to electronic music for 25+ years, different
               | genres and I never grokked what exactly is EDM. To me
               | it's a vague hodgepodge of mainstream pruduction spanning
               | anything from Guetta to Skrillex.
               | 
               | People around me who like electronic music refer to it as
               | techno, house, dnb, psytrance, hardcore, what have you.
               | There are crossovers and there are multi-genre festivals.
               | But no one says "I am going to an EDM event tonight"
               | 
               | There's expectation that you will hear some classic hits
               | but people expect to hear something new as well.
               | 
               | Edit: Wikipedia actually shines a light on the
               | resurfacing of EDM "brand" in USA https://en.wikipedia.or
               | g/wiki/Electronic_dance_music#Termino...
        
               | britzkopf wrote:
               | That actually points to the problem I have with it. I
               | don't think many jazz lovers would balk at reference to a
               | performance as a "jazz performance" without a
               | specification of which one of its subvariants (which by
               | the way are far less numerous than EDM - compare here
               | https://en.wikipedia.org/wiki/List_of_jazz_genres, https:
               | //en.wikipedia.org/wiki/List_of_electronic_music_genre...
               | ). But in my experience, electronic music fans quite
               | often feel compelled to endlessly nitpick over which
               | subgenre some (almost always) 4/4, uptempo, 4 minute
               | track belongs to.
        
             | britzkopf wrote:
             | Whoa there. I've not done the polling but I suspect most
             | EDM consumers think of themselves as music lovers the same
             | way other people like jazz etc. I tend more to agree with
             | your assessment that the vast majority of it is not in the
             | same category as "real" music but I don't think attendees
             | of a rave would go along with that.
        
           | DigiEggz wrote:
           | Do you have any examples of some "cool" sites that you
           | designed, even prototypes? You piqued my interest.
        
             | burningChrome wrote:
             | When parallax scrolling was cool and different, I designed
             | an architecture site for a local architect using the
             | effect.
             | 
             | It was very similar to this site where you had jarring
             | transitions, background changes and images moving at
             | different speeds. https://doubble.group/sg/
             | 
             | The end result was very similar to site above and we all
             | got a lot of positive feedback when their current clients
             | saw it because they were blown away. While I was busy
             | separating my shoulder patting myself on the back - we
             | realized a few months in, the engagement was horrendous.
             | The leads from their contact form dried up to almost
             | nothing. Analytics showed an insane drop off from the home
             | page. None of the internal pages were getting any traffic.
             | We quickly realized that nobody could find any content on
             | the site, they couldn't get to the contact page very
             | easily, the content was hard to find and or read because of
             | the motion and animation that constantly took your focus
             | off of what you, as a user, were trying to do.
             | 
             | We had up for four months before having to pull it and put
             | up their old site, then re-design _another_ simple, more
             | refined site that would work better for their users. It was
             | a great lesson to learn about solving problems or trying to
             | create something cool that nobody could use.
             | 
             | We also designed a site for a local event to support a
             | women's shelter and used parallax again to tell a story of
             | how women are shuffled through a system that does little to
             | protect them from their ex-husbands or violent abusers.
             | 
             | It used the same techniques in this, where you had both
             | horizontal and vertical scrolling in both directions to
             | show a timeline and story with illustrations and
             | infographics. https://collagestudio.ca/en
             | 
             | This also got a ton of good feedback and we had a few other
             | non-profits approach us to do something similar for them
             | and we did a few more using the same template we had, but
             | switching some elements to make it original for each
             | client. This worked out much better because if people were
             | able to digest the story and the points you were trying to
             | make, it had a better impact than new clients trying to
             | find specific content and the contact page.
             | 
             | Hope that helps!
        
               | carlmr wrote:
               | >When parallax scrolling was cool and different, I
               | designed an architecture site for a local architect using
               | the effect.
               | 
               | A friend of mine designed such a site with his web design
               | company. I instantly thought, amazing but horrendous.
               | 
               | On that note, why is Apple still successful with this?
               | Everything is moving on their website.
        
               | DrScientist wrote:
               | > On that note, why is Apple still successful with this?
               | Everything is moving on their website.
               | 
               | Everything apart from the navigation bar at the top -
               | which is well organised and static ( over-time ).
               | 
               | ie in terms of the functional 'find-stuff' part of the
               | site - it's all there in the top few pixels(1), and the
               | sub menus. The rest is entertainment.
               | 
               | (1) There is also a footer at the bottom of the scroll -
               | with a whole host of simple links - if you get that far
               | and haven't found what you are looking for.
        
               | melagonster wrote:
               | I don't know anyone bought iPhone from their website, so
               | this is not so important.
        
               | ben_w wrote:
               | > On that note, why is Apple still successful with this?
               | Everything is moving on their website.
               | 
               | IMO that's Apple being a high-fashion trend-setter rather
               | than good UI/UX design.
               | 
               | The current choices of videos they auto-play actually
               | give me motion sickness, which I don't normally get from
               | video content.
        
               | krisoft wrote:
               | > On that note, why is Apple still successful with this?
               | 
               | It is very possible that they are successfull despite
               | their web design choices.
        
               | whywhywhywhy wrote:
               | > On that note, why is Apple still successful with this?
               | Everything is moving on their website.
               | 
               | Think of it more like a scroll controlled trailer and
               | that the metric they might be working on it the longer a
               | customer spends on the site the more likely they are to
               | convert.
               | 
               | Reason I think it's this is their sites are mega long and
               | information packed with everything moving these days.
        
               | lancesells wrote:
               | They use their product landing pages as a commercial but
               | you can see they make that top nav easy to get to buying
               | it or tech specs.
               | 
               | Personally, I dislike scrolljacking but the other
               | animated elements that come up in the viewport are pretty
               | well-done. It's all ultra-sanitized and corporate but
               | there's a lot of effort and finesse put into it.
               | 
               | Phone comparison landing pages:
               | 
               | https://www.apple.com/iphone-15-pro/
               | 
               | https://www.samsung.com/us/smartphones/galaxy-z-flip6/
               | 
               | https://store.google.com/category/phones?pli=1&hl=en-US
        
               | pimlottc wrote:
               | The iPhone 15 Pro page is a good example, as soon as you
               | click "Buy" or any other link on the top nav, the pages
               | become much more conventional while still retaining a
               | consistent and functional style. The dynamic scroll
               | hacking stuff is only on the main marketing pages.
        
           | chefandy wrote:
           | > The hitch was that I was going to design really cool sites,
           | with all kinds of animations, huge text, have really cool
           | navigation menus, etc. In short, I had a very romantic idea
           | that I would dictate some incredible design to my clients. I
           | thought I was like the Frank Lloyd Wright of design and
           | whatever I showed people they would swoon and then go with
           | whatever uber cool thing I showed them.
           | 
           | hmmm... That approach is anathema to every other UI designer
           | or UX person I encountered in that field. The core of UI
           | design is 100% about clarity-- letting the user focus on
           | exactly what they need to solve their problem. The core
           | guiding principle of UX work is designing based on empirical
           | research, and then iterating based on user testing... even if
           | it doesn't work out like that in practice, it's still laser-
           | focused on helping the user achieve what they need.
           | 
           | Did you transfer into the field from a non-web-design
           | background? The people I've seen approach web design with the
           | intent of making some sexy website that's flashy for its own
           | sake were a) front-end developers that thought the technical
           | know-how was the hard part, b) branding and identity
           | designers, or maybe print designers that never had to
           | consider designs that people actually had to do stuff with,
           | and c) small-org IT people that were sick of IT and were
           | charged with maintaining the organization's website so they
           | figured it would be an easy switch.
        
             | bluGill wrote:
             | UI and UX designers had their heyday in the 1990s. Every UI
             | I see today shows that UX designers were not invited to
             | have input.
        
               | Suppafly wrote:
               | >UI and UX designers had their heyday in the 1990s.
               | 
               | But also back then, anyone could and did call themselves
               | a UI/UX developer because it was trendy to do so and paid
               | well. Most weren't actually good at it.
        
               | chefandy wrote:
               | That's weird because the dozens of UI designers and also
               | UX designers and researchers (UI design and UX Design are
               | not the same thing) I know are employed doing exactly
               | what they were trained to do. If you think UX was at an
               | apex in the 90s, you haven't actually looked.
        
               | bluGill wrote:
               | There are more today than the 90s for sure. However there
               | are a lot more UIs around, and the big players don't give
               | the UI and UX design people near as much control as they
               | did then and so bad UI dominates. today's flat UI fad
               | would not be allowed in the 90s.
        
             | The5thElephant wrote:
             | So many comments here are just anecdotal experiences
             | pretending to be absolute statements.
             | 
             | Web design used to be filled with ridiculously detailed and
             | "over" designed websites that rarely were hyper-focused on
             | clarity or efficiency of communication. It's only recent
             | years where that has become such singular focus, and in
             | turn has created a sentiment that UI and web/app
             | experiences have lost their charm.
             | 
             | Many of the currently popular marketing site designers in
             | the design community do come from UI/UX and web-design
             | backgrounds, and they are popular because they design over-
             | the-top big-text animation-filled websites that catch your
             | eye.
             | 
             | The core of UI design is not "clarity". That is one
             | adjective you can aim for, and you will find a wide range
             | of opinions on what it means and how to measure whether you
             | were successful or not. But "user interface/experience"
             | does not imply it HAS to be an efficient one. Some UI/UX is
             | designed for delight and delight alone.
             | 
             | The person you are replying to got into the industry with
             | the same attitude most UI/UX designers I know had starting
             | out. The people who approach it with your attitude have
             | mostly been engineers. In the end most meet somewhere in a
             | happy middle.
        
               | chefandy wrote:
               | > So many comments here are just anecdotal experiences
               | pretending to be absolute statements.
               | 
               | Well I've got a pretty recent design degree and have a
               | lot of exposure to what people are thinking and how
               | people are practicing in this field. If you've got some
               | empirical evidence that challenges that, I'm happy to
               | consider it.
               | 
               | > Web design used to be filled with ridiculously detailed
               | and "over" designed websites that rarely were hyper-
               | focused on clarity or efficiency of communication.
               | 
               | Yes, I've been in the field for decades. For most of the
               | internet's history, web design was done by "web people"
               | and not designers. Additionally, lots of it has been done
               | by visual designers and not interaction designers-- that
               | yields very different results.
               | 
               | > It's only recent years where that has become such
               | singular focus, and in turn has created a sentiment that
               | UI and web/app experiences have lost their charm.
               | 
               | So where's your non-anecdotal support for this absolute
               | statement?
               | 
               | > Many of the currently popular marketing site designers
               | in the design community do come from UI/UX and web-design
               | backgrounds, and they are popular because they design
               | over-the-top big-text animation-filled websites that
               | catch your eye.
               | 
               | Sorry, no. Most people who put marketing sites together
               | come from advertising, which is almost exclusively filled
               | with visual designers. There's nearly no reason for a
               | marketing website to employ the services of either a UI
               | designer or a UX designer. There are a lot of people-- as
               | you can see in this comment section-- that call
               | themselves UX designers that don't even realize how wrong
               | they are. Just like there are lots of people who cargo-
               | cult PHP snippets from tutorials that call themselves
               | software developers, or even software engineers. Again,
               | if you have any non-anecdotal evidence that says
               | otherwise, I'm happy to look at it.
               | 
               | > The core of UI design is not "clarity". That is one
               | adjective you can aim for, and you will find a wide range
               | of opinions on what it means and how to measure whether
               | you were successful or not. But "user
               | interface/experience" does not imply it HAS to be an
               | efficient one. Some UI/UX is designed for delight and
               | delight alone.
               | 
               | The fact that you say UI/UX is telling. While a UX
               | designer may concern themselves with UI design, they are
               | not even close to the same field. UX is about product
               | design, overall. UI design is a communication discipline
               | in the vein of HCI in which the goal is to communicate
               | the functionality of a program to a user. While there are
               | lots of colloquial misuses of these terms in companies
               | that don't really focus on these things, any organization
               | that has codified design practices and structured design
               | roles that actually needs to define what these people
               | actually do all day uses them correctly.
               | 
               | > The person you are replying to got into the industry
               | with the same attitude most UI/UX designers I know had
               | starting out. The people who approach it with your
               | attitude have mostly been engineers. In the end most meet
               | somewhere in a happy middle.
               | 
               | I'm an art school trained designer having switched
               | careers from web development. Most engineer types I've
               | encountered call anyone that touches the front-end
               | without coding a UI/UX designer, and think the purpose of
               | design is aesthetic. I've had dozens of discussions on
               | HN, specifically, with developers that think exactly
               | that. Within the big UX organizations I've worked with
               | and fellow UI designers, what I've said is the rule
               | rather than the exception. Go and look at UX portfolios
               | for people with professional experience in the field--
               | they're full of case studies, not visual design, and
               | CERTAINLY not flashy visual design.
        
           | f1shy wrote:
           | In UI you want to be _anything_ but original. It should be as
           | "the same" as possible.
        
         | m12k wrote:
         | Also, one of the most important UX principles is for things to
         | work the way the user expects. And unless you are the market
         | leader, those expectations are mostly built based on all the
         | other designs that your users interact with, rather than yours.
         | So to the extent that originality means diverging from those
         | expectations that are built elsewhere, it is actively doing
         | your users a disservice, by not letting them leverage the
         | expectations and muscle memory they already have. Building on
         | paradigms that others have established as the norm means
         | meeting users where they are.
        
           | robertlagrant wrote:
           | Right. "Intuitive" mostly means "I have seen this elsewhere."
        
             | rachofsunshine wrote:
             | As a concrete example, the idea of a mouse was once
             | counterintuitive to users because they'd never seen one
             | before.
             | 
             | Windows included Solitaire with the OS in part to introduce
             | ideas like "click" or "click and drag" to users that were
             | unfamiliar with GUIs, by linking them to _physical_
             | concepts users did understand ( "oh, I have a physical
             | card, I can grab it and move it around, that makes
             | sense!").
        
               | moomoo11 wrote:
               | Wow that's cool. I remember my dad was addicted to
               | solitaire lol
        
               | carlmr wrote:
               | He was playing the tutorial all along.
        
               | robinsonb5 wrote:
               | > was once...
               | 
               | ...and is rapidly becoming so again, hence modern UIs
               | treating it as a second-class citizen.
        
             | hnick wrote:
             | Applies to other things like music too. Sometimes people
             | are ahead of their time and most people can't digest it.
        
           | xinayder wrote:
           | While it makes sense, it really isn't the case if the market
           | leaders have shitty design principles.
           | 
           | Apple stopped bundling an iPhone charger on recent models.
           | Samsung did the same, but realized the backlash was enormous,
           | and offered the charger for free (instead of being an
           | additional purchase) if you bought a recent model.
           | 
           | Same with headphone jack, although it was received much more
           | negatively and I'm pretty sure Samsung didn't give a damn
           | about most of its users complaining they now had to buy new
           | headphones (they mitigated this a bit by offering a USB-C
           | headphone on their flagship devices for a while) to listen to
           | music in their devices.
           | 
           | It's an outdated line of thought to think you need your
           | designs to feel familiar to the user, even if the competitors
           | have dark or annoying design patterns, rather than
           | convenient. The average user is no longer a tech illiterate
           | person. We should stop assuming common things like opting out
           | of marketing/AI data training should be left for advanced
           | users only and make it available for everyone, with ease.
        
             | krisoft wrote:
             | I don't think you are quite talking about the same kind of
             | design here.
             | 
             | You are talking about very high level choices. (Do we
             | bundle a charger with every new phone? does the phone have
             | a jack?) Those are not really good examples where
             | familiarity is important.
             | 
             | The argument about the importance of familiarity is in the
             | UX paradigm of the phone. Think about the task of pairing a
             | phone with a wifi network. You usually do that by unlocking
             | the phone, finding the settings (which is most likely under
             | an icon resembling a gear, or a spanner, even though
             | neither of those things had anything to do with setting up
             | wifi). Then inside the settings you have a long list of
             | things you can set, you can move between them by dragging
             | the screen up and down. You find the menu item for wifi
             | (probably has a wifi logo, or radio waves icon) you click
             | that. Then you see something where you can turn the wifi
             | radio on or off, and you see a list of SSID's you can join.
             | You click the one you want to join, and it asks you for the
             | password associated with the network. Usually you can tap
             | the password field and an on-screen keyboard appears where
             | you can type the password in.
             | 
             | This is by and far the way to connect to a wifi on any
             | modern smart phones. This is the "familiar".
             | 
             | To better illustrate what "lack of familiarity" would mean
             | imagine a phone where instead of finding the wifi settings
             | in a "settings" menu you can connect to a new wifi in the
             | maps app. Why? Wifi networks are location dependent, so why
             | not? These designers decided that wifi networks appear as
             | small colourful dots on the map. Then imagine if after
             | tapping your selection from the list of SSID's you would
             | need to push a button on the side of the phone to "accept"
             | it. Otherwise it won't connect. Then imagine that instead
             | of showing you an on-screen keyboard to type in the
             | password you need to morse-code tap the password in by
             | tapping the back of the phone. The phone would indicate
             | this to you by showing an icon of a drum kit.
             | 
             | This is what "lack of familiarity" would look like. Clearly
             | this imaginary phone would be very hard to use, and the
             | users would reward the manufacturer's creative thinking
             | with a lot of returns and complaints.
        
               | robinsonb5 wrote:
               | Another example of this: when I bought my current phone
               | it took me well over a week to figure out how to put it
               | on silent, because the option to do it is no longer on
               | the control panel you sweep down from the top of the
               | screen.
               | 
               | No, now I have to actually adjust the volume to make the
               | volume indicator / slider pop up, and then the mute
               | button is visible.
               | 
               | If the volume slider was accesible through the regular
               | on-screen interface, I might have looked for a mute
               | button alongside it. But pressing the volume up / down
               | buttons didn't occur to me, because those buttons are for
               | nudging the volume one step in either direction, not for
               | making hidden UI elements appear.
        
         | gyomu wrote:
         | Design is about navigating ambiguity, and finding which fine
         | lines to walk when resolving tensions inherent to opposing
         | constraints in any sufficiently complex problem space. There is
         | rarely a single best solution to such problems.
         | 
         | Originality certainly has a role to play in there - many
         | (most?) iconic products were strikingly original. Would the
         | iPod have been a better designed product with a D-pad (or other
         | standard button arrangement) over its scrollwheel? Or the Wii
         | with a standard gamepad?
         | 
         | Originality and novelty (particularly when it comes to visual
         | aesthetics) are forces people respond to, and great designers
         | know how to channel those forces in constructive ways for their
         | work.
        
         | gchamonlive wrote:
         | Maybe even if you copy and reuse virtually everything the
         | composition can be original if you are not just applying the
         | latest trends blindly because it's shiny and new. I come from
         | IT architecture and for me this is the best transposition of
         | originality for the concept of "there is no silver bullet". Do
         | you think this also counts as originality?
        
         | psychoslave wrote:
         | Even an artist as to meet something that can resonate within
         | its public to be called thus, otherwise the person might be
         | creative but lake the social dimension which is a preponderant
         | trait of any artistic practice. Much like the difference
         | between creating a language of your own for exclusive usage in
         | your diary and creating a language enshrined in some literature
         | work like Tolkien did.
        
         | raincole wrote:
         | > If you want to be strikingly original, you probably want to
         | be an artist instead of a designer.
         | 
         | Copying is the way art works as well (at least for those who
         | are not doing super-edgy-fine-art).
         | 
         | Typical journey of a digital painter:
         | 
         | 1. Refuse to copy. Refuse to even look at references.
         | 
         | 2. Hoard references. Over reference.
         | 
         | 3. Copy in the right way.
        
           | tetha wrote:
           | Music isn't very different either. A common recommendation is
           | to first learn to play songs you like, and then to start
           | diverging a bit and to adjust the things you don't like and
           | merge the ideas you like later on.
        
         | atoav wrote:
         | As a former professional designer (and current improvisational
         | musician( myself I would even come at it from the other
         | direction: There is no true originality to begin with.
         | Everything you do borrows from somewhere else, except maybe the
         | things you do by accident.
         | 
         | But there is still a difference between a designer who
         | blatantly slaps an existing aesthetic onto your project and a
         | designer who tries to come up with a suitable look from first
         | principles.
         | 
         | Design isn't styling, it is the visual organization of
         | information _with_ styling. So unless your information is the
         | same the outcome will differ anyways.
        
         | guappa wrote:
         | There's a full time design team where I work. The menu items
         | got decided before they all got hired.
         | 
         | What they do is to move them around every few months, change
         | the colours, design our application with a mobile layout,
         | despite 99% of our users being on desktop computers...
        
           | nox101 wrote:
           | they need to be punched in the face!
           | 
           | Designers that change up the UI just to have something to do
           | drive me nuts! And, now it's life threatening because cars
           | now get updates every ~12 months where some designers have
           | decided how to use the car changes. So, things you got used
           | to suddenly change and you have to figure them out WHILE
           | YOU'RE DRIVING!
           | 
           | I hope someone manages to sue over these changes when someone
           | inevitably dies, so they'll be some pressure not to make
           | them.
        
             | carlmr wrote:
             | I still think cars need to be controlled through hardware
             | knobs. At least all the normal car functions.
             | 
             | GPS and AndroidAuto/Apple CarPlay interaction should be the
             | one exception, but even here you need a volume knob at
             | least, so that if the volume is suddenly too high you can
             | react with muscle memory.
             | 
             | Because surprisingly high volume can distract you enough to
             | crash.
        
           | ErigmolCt wrote:
           | Missing the mark in terms of aligning with user needs
        
         | strogonoff wrote:
         | The interesting thing about design is that once you combine the
         | good parts from preexisting approaches (not least because those
         | are patterns familiar to users already), relevant first
         | principles (visual hierarchy, legibility), forward thinking
         | (sustainable architecture with flexibility in the right
         | places), and the context of your specific circumstances and
         | goals, you most likely will end up with something sufficiently
         | original without making an extra effort in that direction--and,
         | rather than being an artist's whim, it would be true beauty
         | arising from function.
        
           | ErigmolCt wrote:
           | I think true beauty in design arises from its function. It's
           | a beauty that serves a purpose, solves problems, and meets
           | needs
        
         | bingemaker wrote:
         | In my experience, designers mistake web design with print
         | design. Too often, the focus is on the UI rather than on the
         | UX.
        
           | ErigmolCt wrote:
           | A common challenge in the design industry
        
         | hyperbolablabla wrote:
         | At a company I used to work at, the head of design told me that
         | artists work to establish their vision, and designers work to
         | establish the audience's vision - something like that. Made a
         | lot of sense to me!
        
           | ErigmolCt wrote:
           | It gives a profound distinction between the roles of artists
           | and designers
        
         | ErigmolCt wrote:
         | Your distinction between designers and artists is particularly
         | compelling. While artists have the freedom to prioritize
         | personal expression and originality, designers usually balance
         | creativity with functionality. Agree.
        
         | joveian wrote:
         | My sense (and I think this matches what you are saying) is that
         | the best design is to make habits smoother and doing that often
         | involves difficult engineering. We like to think about reasons
         | and meaning and purpose and such but humans are primarily a
         | collection of habits with rare changes in intent and a lot of
         | correcting for stuff that doesn't go smoothly. The best design
         | often becomes almost invisible because it just works, but it
         | takes a lot of design effort and engineering for that to be
         | possible. If you write down the differences between a great
         | design and an ok design they can often sound entirely trivial
         | but aren't if you think from the perspective of habits.
         | 
         | I recently found this really excellently designed grain bin
         | from Masuda Kiribako:
         | 
         | https://kirihaco.shop-pro.jp/?pid=181616902
         | 
         | It looks nice but is fairly simple; if you haven't spent a
         | bunch of time looking at available alternatives it might not
         | look like anything special. Keeping grain away from insects and
         | humidity and oxygen (and sometimes rodents, though I'm not sure
         | how well this one would do in that case) while still being able
         | to access it easily is not trivial. Plastic buckets work well
         | and are cheap but don't look as nice and most lids are annoying
         | (I suspect the lid on this one might possibly be a bit annoying
         | as well but likely not as bad). Glass jars are nice to use but
         | fragile and best for smaller amounts. Wood is particularly
         | challenging due to the dimensional instability and they use a
         | particular type of wood with something like eight years of
         | preparation to make durable boxes. (I suspect the magnet on the
         | scoop is pure marketing though, you can't even use it when
         | refilling if you hook the lid on the edge which is the one time
         | it would be really handy).
         | 
         | I think low latency is one of the things that makes software
         | and websites feel really nice to use and is often overlooked.
        
         | markk wrote:
         | Designers should feel the "need to be original", in the sense
         | that every project is different, and can be looked at with
         | fresh eyes.
         | 
         | Perhaps a project is 50% similar to existing project A, 45%
         | similar to existing project B, and 5% novel. Finding this
         | correct balance of copies of A and B, and finding a good
         | solution to the novel part - this process feels "original" in
         | many ways.
        
         | nashashmi wrote:
         | For some reason, I swapped the word designer with artist.
         | Designers are artists first in my head. They adapt off the
         | shelf solutions second.
        
       | indiv0 wrote:
       | Reminds me of one of my favourite video essays -- "Everything is
       | a Remix" [0]. The video and this article cover the same ideas
       | albeit with different examples. Which is funny on a meta level --
       | the article could be called a remix of the video.
       | 
       | The video (if I recall correctly) goes a bit further, attacking
       | patents/IP law as anti-creative.
       | 
       | [0]: https://www.youtube.com/watch?v=nJPERZDfyWc
        
         | amelius wrote:
         | Yes and that Disney copied old fairy tales and made them their
         | own.
        
         | scoot wrote:
         | There's a fine line though. Led Zeplin didn't remix, they flat
         | out ripped off other artists lyrics and melody. Changing the
         | musical genre doesn't wash IMHO.
        
       | js2 wrote:
       | For a visual form of the same argument, but more about music and
       | film, see everything is a remix:
       | 
       | https://www.everythingisaremix.info/
       | 
       | It's been submitted to HN many times but has never spawned any
       | discussion:
       | 
       | https://hn.algolia.com/?q=everything+is+a+remix
        
         | amadeuspagel wrote:
         | It's easier to discuss a text, to quote from it, to comment on
         | it -- to remix it, you might say.
        
         | ranger_danger wrote:
         | > It's been submitted to HN many times but has never spawned
         | any discussion:
         | 
         | It could be because, at least for me personally, I found the
         | first 15 minutes to be a little too boring. Perhaps people just
         | gave up before then.
        
       | pembrook wrote:
       | Copying isn't just how design works, it's how everything works.
       | Humans are imitation machines.
       | 
       | We create new things by collecting, regurgitating and mutating
       | stuff we experience, just like LLMs. In a vacuum man has no ideas
       | outside of base impulses.
       | 
       | Hence why originality is a novice belief. The closer you get to
       | any field, the more you realize the stories around who made all
       | the breakthroughs are BS media narratives. Most if not all steps
       | forward in any field have hundreds of people clawing at similar
       | ideas concurrently.
        
         | tracerbulletx wrote:
         | This is why not much changed for 10s of thousands of years
         | until writing was invented, and accelerated when a valid method
         | of iteration (science) was instituted.
        
         | kivle wrote:
         | It's very Hackernews to throw LLMs in there, but I agree. LLMs
         | don't have experience though. They have training data, and a
         | probabilistic output.
         | 
         | Designing things have two goals:
         | 
         | - Make old things seem new
         | 
         | - Make new things seem old and familiar
         | 
         | Both need a lot of knowledge about how humans work and how we
         | have made sense of the world up until now. Design can't be made
         | in a vacuum and without input.
         | 
         | Edit: To expand: An LLM would never have come up with touch
         | input. It would have regurgitated the existing ideas of using a
         | pen or a mouse to point at things on a screen. To come up with
         | touch input was a huge feat of human engineering that was a
         | combination of design (making touching a obvious for any human,
         | old or young) and engineering (making that interaction actually
         | work).
        
           | visarga wrote:
           | > LLMs don't have experience though.
           | 
           | They might not have had experience 2 years ago, but in the
           | meantime they assisted 100s of millions of people for many
           | billion tasks. Many of them are experiences you can't find in
           | a book. They contain on-topic feedback and even real world
           | outcomes to LLM ideas. Deployed LLMs create experiences, they
           | get exposed to things outside their training distribution,
           | they search solution space and discover things. Like
           | AlphaZero, I think search and real world interaction are the
           | key ingredients. For AZ the world was a game board with an
           | opponent, but rich enough to discover novel strategies.
        
             | kivle wrote:
             | This sounds like an ad. What is "assisted 100s of millions
             | of people in many billions of tasks"? Any real world data?
             | If it's generating new random clip art for presentations,
             | sure. If it's making new flavor text based on generic
             | input, sure.
             | 
             | If my question is "what is the circumference of earth", and
             | I run a model with a temperature of 100, will it give me a
             | good result? Will it always give me a good result with a
             | temperature of 0? I don't think so. It's a huge
             | probabilistic model. It is not an oracle. It can be useful
             | for fuzzy tasks for sure, but not for being smart. You
             | might think it's clever because it's generated code for
             | you, but that's probably because you asked it to make
             | something 500 people already made and published on GitHub.
             | 
             | Edit: Just to clarify. Don't want to step on peoples toes.
             | I just feel like we're at the top of a new
             | dotcom/crypto/nft hype boom. Seen it soooooooo many times
             | before since the beginning of the 2000s. Don't go blind on
             | technology. Research what it actually is. An LLM is a "next
             | word weighted dice toss machine".
        
               | kivle wrote:
               | And to expand on myself. "Experience" means something
               | very specific for humans. It means you have done
               | something for a long time, and you have failed at it. And
               | you have learned from experience. By definition, LLMs
               | don't have any experience at all. They are trained and
               | become a fresh "brain", and then they make the same
               | mistakes, over and over and over, until they either get a
               | new prompt that might correct themselves or are trained
               | from scratch all over again.
        
               | visarga wrote:
               | What I meant is
               | 
               | 1. LLM generates an idea and
               | 
               | 2. the user responds positively or negatively or
               | 
               | 3. the user tries the idea and comes back to continue the
               | iteration, communicating the outcomes.
               | 
               | For example the LLM generates some code and I run it, and
               | if it fails I copy paste the error.
               | 
               | That is the (state, action, reward) tuple which defines
               | an experience.
        
               | jpc0 wrote:
               | Sounds like the LLM facilitated a human to gain
               | experience, by making mistakes for the human and then
               | correcting those mistakes also likely in an incorrect
               | way. LLMs are effectively very very bad teachers.
               | 
               | The LLM given the same inputs tomorrow is likely to
               | return similar responses. If a human did that they would
               | likely be concidered to have some sort of medical
               | condition...
        
               | Kiro wrote:
               | > You might think it's clever because it's generated code
               | for you, but that's probably because you asked it to make
               | something 500 people already made and published on
               | GitHub.
               | 
               | An LLM has no problem coming up with novel solutions
               | within my own esoteric physics framework that only exist
               | on my computer, using my patterns and taking all the
               | nuances into account. It's definitely not just spitting
               | out something it has seen before.
        
               | DJBunnies wrote:
               | Uhhh, physics?
        
               | Kiro wrote:
               | Yes, that can be used in a game engine for example.
        
               | jpc0 wrote:
               | I think the point being made is that there is very little
               | room for creativity there... There are tons of examples
               | of physics engines written in multitudes of languages
               | with a full range of quality of implemention.
               | 
               | Now if the LLM had known to look for and found dark
               | matter or gravitational waves all while sitting there on
               | your computer comparing micro changes between CPU cycles,
               | maybe you would have a point. To my knowledge most
               | physics engines do the even emulate Newtonian physics
               | nevermind more modern variants
        
               | Kiro wrote:
               | I'm not talking about the physics calculations. I'm
               | talking about it navigating, adapting and coding using my
               | own patterns, coding style and structure within a context
               | that is completely custom. It understands the framework
               | I've built, what functions to use when and writes code
               | looking and working as if it was my own.
        
               | jpc0 wrote:
               | > It understands the framework I've built, what functions
               | to use when and writes code looking and working as if it
               | was my own.
               | 
               | Yes, that's what LLMs do. They build statistical models
               | based on their context and training data. They then give
               | the most likely statistical output.
               | 
               | There's nothing creative about it, it's all statistics
               | based on the inputs and they can at best extrapolate but
               | they cannot fundamentally move outside of their inputs.
               | 
               | Humans uniquely can.
        
               | visarga wrote:
               | > What is "assisted 100s of millions of people in many
               | billions of tasks"?
               | 
               | Let's assume 180M users for ChatGPT, each user using the
               | model just 5 times in a month. You got the 1B tasks. If
               | one task uses up 1000 tokens - you have the trillion
               | interactive tokens. It's all based on public data and
               | guesstimation.
        
           | rbits wrote:
           | I don't know if I buy that an AI wouldn't have been able to
           | come up with touchscreen. It knows people touch screens with
           | pens, and it knows people point and touch things that aren't
           | screens. It could put those ideas together, that's how people
           | came up with
        
             | kivle wrote:
             | It's not an AI. It's a word probability model. Trained on
             | tons of text. It's not smart at all. The only reason why it
             | might have "figured that out" is because it was actually
             | present in scifi texts in the 60s. The other reason would
             | be that you increased the temperature to something like
             | 100, and then you think you see something genius in some
             | hallucinations, among other unreadable text.
        
         | Affric wrote:
         | It goes deeper than that. We are copies of our parents made out
         | of self replicating molecules... copying is fundamental to
         | pretty much everything interesting that has ever happened.
        
         | Lammy wrote:
         | This is also why Peter Thiel et al are so obsessed with Rene
         | Girard.
         | 
         | > Philosopher Rene Girard, scholar Robert Hamerton-Kelly, and
         | Thiel co-founded IMITATIO in 2007 to support the "development
         | and discussion of Rene Girard's 'mimetic theory' of human
         | behavior and culture." Mimetic theory, the concept that humans
         | are fundamentally imitative, has had a profound effect on
         | Thiel, who calls Girard "the one writer who has influenced me
         | the most."
         | 
         | https://www.theverge.com/2016/12/21/14025760/peter-thiel-het...
        
       | infoseek12 wrote:
       | An interesting article about Asian perspectives on copying
       | (https://aeon.co/essays/why-in-china-and-japan-a-copy-is-just...)
        
       | asdasdsddd wrote:
       | Re: The copied terracottas
       | 
       | Originality is overrated in art, painting restoration usually
       | entails repainting large sections of the original. The image and
       | the ideas far transcends the "original" which is usually reserved
       | for bragging rights for uber rich collectors. The best art is the
       | art you get to enjoy everyday.
        
       | m3kw9 wrote:
       | You sorta want to use affordance, when Apple creates a new type
       | of UI, it's usually because the introduced new tech. Like recent
       | Samsung copy cat AirPods, they cannot invent a new UI because
       | they are not the innovators, so they need to borrow affordances
       | from Apple.
       | 
       | On why they copy the shape and size, that is the part where you
       | can be more artistic, and it seems they have no taste.
       | 
       | (Affordance meaning using what people already is familiar with so
       | they don't have to relearn an interface)
        
         | esalman wrote:
         | A lot of the UI features and associated tech that apple
         | introduced in iPhone and iPad last few years lagged Android by
         | a few iterations. What gives?
        
           | m3kw9 wrote:
           | Yeah like the customizable home screen and widgets. They
           | ain't perfect, but I think they really wanted it done right
           | for Mobile. The widget itself isn't new in Apple's ecosystem
           | as Macs always had it.
        
             | esalman wrote:
             | You can actually find lists of 100 or more things if you
             | look it up, that were made available in Android first, and
             | some have not even made to Apple yet, like 4k or 120hz
             | display etc.
        
           | Suppafly wrote:
           | That's sorta the history of Apple in a nutshell. For every
           | actual innovation, there is a ton of commoditizing things
           | that exist and repackaging them for locked-in Apple consumers
           | that were previously unaware of them.
        
       | eddyzh wrote:
       | Insightful perspective.
       | 
       | Maybe interesting to point out from what year it is. It looks
       | like 2020.
        
         | SushiHippie wrote:
         | Yep, the opengraph published_time is (taken from the source
         | code of the page):
         | 
         | Wed Oct 28 2020 00:00:00 GMT+0000 (Coordinated Universal Time)
         | 
         | Article has been submitted twice, but never gained any traction
         | (no comments, very few votes):
         | 
         | https://news.ycombinator.com/item?id=30093794
         | 
         | https://news.ycombinator.com/item?id=24925039
        
       | eduction wrote:
       | Steve Jobs didn't just waltz into Xerox PARC and steal a glimpse
       | at the Alto. That visit was heavily lawyered and PARC got Apple
       | shares as compensation. To summarize this as "stealing" is just
       | incorrect. Lazy work.
        
         | ranger_danger wrote:
         | Except Apple recruited GUI engineers from PARC to work on the
         | Lisa and Macintosh itself. I don't think you can steal any
         | better than that.
        
       | rogerclark wrote:
       | Carmack is a great programmer to be sure. Commander Keen,
       | however, was not a better version of Mario. It was worse than
       | Mario in every way -- art, music, and gameplay are all inferior.
       | 
       | Nobody outside of Gen X PC gamers know what Commander Keen is.
       | Everyone knows what Mario is. While copying may be the way design
       | works, copying only gets you so far.
        
         | bongodongobob wrote:
         | The article didn't say it was better. No one thought it was
         | better. It was just the first time anyone was able to smoothly
         | side scroll on a PC. By copying something, he was able to push
         | the boundaries of the perceived constraints of the technology
         | which I believe is what the article is pointing out.
        
           | rogerclark wrote:
           | "Disappointed, but not defeated, they resolved to build a
           | better version of Mario."
        
             | bongodongobob wrote:
             | Resolved = tried, wished
        
         | robertlagrant wrote:
         | Millennial here - I played this as a teenager on our ancient-
         | for-the-time family PC.
        
         | bigstrat2003 wrote:
         | Disagree. Commander Keen 4-6 are better than Mario, imo.
        
           | thestepafter wrote:
           | To add to this Commander Keen was released on a very limited
           | platform. More people were gaming on Nintendo systems than
           | personal computers. If Commander Keen was released on
           | Nintendo things may have gone differently.
        
           | trentnix wrote:
           | Even if that were true (and I don't think it is), Commander
           | Keen should be compared to Mario 3 (which still came out over
           | a year earlier than the first Keen), not Mario. And 4-6 are
           | most appropriately compared to Super Mario World, which was
           | released the same year.
           | 
           | Keen was/is great, but Mario 3 and Mario World are on the
           | shortlist for best game ever.
        
       | zogrodea wrote:
       | Great article. Reminds me of this quote from RG Collingwood about
       | how pervasive copying has been throughout history, and how the
       | famous names we know to have copied would be baffled about us
       | being shocked.
       | 
       | "Individualism would have it that the work of a genuine artist is
       | altogether 'original', that is to say, purely his own work and
       | not in any way that of other artists. The emotions expressed must
       | be simply and solely his own, and so must his way of expressing
       | them.
       | 
       | It is a shock to persons labouring under this prejudice when they
       | find that Shakespeare's plays, and notably Hamlet, that happy
       | hunting-ground of self-expressionists, are merely adaptations of
       | plays by other writers, scraps of Holinshed, Lives by Plutarch,
       | or excerpts from the Gesta Romanorum; that Handel copied out into
       | his own works whole movements by Arne; that the Scherzo of
       | Beethoven's C minor Symphony begins by reproducing the Finale of
       | Mozart's G minor, differently barred; or that Turner was in the
       | habit of lifting his composition from the works of Claude
       | Lorrain. Shakespeare or Handel or Beethoven or Turner would have
       | thought it odd that anybody should be shocked."
       | 
       | I do understand the desire to protect one's work too and find it
       | hard to take a single side.
        
       | jjcm wrote:
       | One of the mistakes I made as a young designer was pushing back
       | against trends and fads. My opinion at the time was that trends
       | that weren't thought out from a position of UX principles were an
       | anti-pattern to follow. As I matured more as a designer, I now
       | think nearly the opposite - not following trends is an anti-
       | pattern, since that's what your users will be used to.
       | 
       | Pull down to refresh is a great example of this. Not visible or
       | discoverable at all, but was all the hype when Tweetie first
       | released it. On paper it's an anti-pattern, but now it's so
       | ingrained as a trend and pattern that it became expected, and is
       | now muscle memory for many users.
       | 
       | The same goes with flat buttons - I used to be quite opposed to
       | them since there was no visual elevation off the page designating
       | it as a button. Now if you create a button with a bevel, users
       | will think it's an ad, not part of the page itself.
       | 
       | Copying leads to harmony in the wider ecosystem, and it creates a
       | defined agreement on what things are are how they work. It's an
       | important part of the user experience.
        
         | lupire wrote:
         | That just your own bad taste.
         | 
         | Pull to refresh is useful and _optional_.
         | 
         | Flat buttons save precious space on tiny mobile devices.
        
           | hardwaresofton wrote:
           | I can only hope this was a joke/light hearted but anyway
           | 
           | > That just your own bad taste.
           | 
           | Please be civil
           | 
           | [link to hn guidelines here]
        
           | jjcm wrote:
           | > Flat buttons save precious space on tiny mobile devices.
           | 
           | You're probably mistaking a flat button for a link /
           | undecorated button. Apple's HIG refers to these as plain
           | buttons for iOS[1]. I'm referring to flat vs bevelled[2],
           | which take up the same space.
           | 
           | [1] https://developer.apple.com/design/human-interface-
           | guideline...
           | 
           | [2] https://image.non.io/428397dc-93ae-4158-8b71-323bd11182a0
           | .we...
        
       | twobitshifter wrote:
       | There's been recent discussions on TV news about 'dupe' specific
       | sites for fashion and home goods. The big fear is that the
       | popularity of dupes will harm the original designers. However,
       | the idea of fashion copyright is only a modern concept. In
       | woodworking if you saw a chair you liked, you may pay for a plan,
       | but then make it yourself as many times as you wanted. A cobbler
       | would look at a shoe and know how to make it for their customer.
       | A tailor can change a collar or stitch to match what anyone
       | wants.There was no demand that every worker have a unique design
       | - everyone understood it was made to order. When it becomes
       | possible to scale a design to worldwide sales, then the claims of
       | uniqueness seem to us to become more important - but should they?
        
         | vizzier wrote:
         | Counterpoint to that though, guilds existed as a different form
         | of control for many hundreds or thousands of years. Instead of
         | controlling what people can make, just control who can make it.
        
         | chrstphrknwtn wrote:
         | Tom Ford commented on the issue of counterfeit and "knock off"
         | products in the fashion industry, he said after some research
         | (I assume by him/his company) they found that the people buying
         | the cheap counterfeit products weren't their customers anyway,
         | and so they weren't losing anything.
        
           | lupire wrote:
           | That's not the problem in fashion. The problem is if their
           | non-customers tarnish the brand and drive customers away.
        
             | chrstphrknwtn wrote:
             | What industry do you think Tom Ford was talking about?
        
       | analog31 wrote:
       | "Lesser artists borrow, great artists steal." -- Igor Stravinsky
       | 
       | (Probably stolen)
        
       | trentnix wrote:
       | Copying from one source is plagiarism. Copying from multiple
       | sources is research.
        
       | nxobject wrote:
       | "Start copying what you love. Copy copy copy copy. At the end of
       | the copy you will find yourself." - Yohji Yamamoto.
        
       | Gualdrapo wrote:
       | Back at uni a teacher used to say everything (in design, at
       | least) has already been made - so yes, "creativity" was an act to
       | put things that already exist and nobody thought about putting
       | together before.
        
       | seanwilson wrote:
       | > In a 2005 forum post, John Carmack explained his thoughts on
       | patents. While patents are framed as protecting inventors, he
       | wrote, that's seldom how they're used. Smart programmers working
       | on hard problems tend to come up with the same solutions.
       | 
       | I find this happens in UI/UX design too. When you're trying to
       | come with the best interface for a problem, there's only so many
       | directions that make sense once you've explored the design space
       | and understood all the constraints.
       | 
       | With desktop and mobile interfaces for example, all operating
       | systems and devices have converged on a lot of similar patterns
       | and visuals. I don't think this is because people are unoriginal,
       | but given the constraints, there's only so many decent options to
       | pick from so many designers will inevitably converge on the same
       | solution.
       | 
       | > I'm a designer. As a designer, I feel the need to be original.
       | 
       | I'll often come up with a solution on my own after immersing
       | myself in a problem for a while, then after looking at existing
       | work more later, find it's already been done. I'll then sometimes
       | even consider changing my solution so it doesn't look like I
       | copied, but usually there's no obvious other direction you can go
       | in that is close to as good.
        
       | Osiris wrote:
       | There is no such thing as completely original. No matter what,
       | all of your ideas are influenced by your life experience and what
       | you've seen.
        
       | xiaoape wrote:
       | Reminded me a short article:
       | https://signalvnoise.com/archives/000324
       | 
       | > We're not designers, or programmers, or information architects,
       | or copywriters, or customer experience consultants, or whatever
       | else people want to call themselves these days... Bottom line:
       | We're risk managers.
        
       | rramadass wrote:
       | Even more strongly; _Copying is the way we Learn._
        
       | __mharrison__ wrote:
       | Data folks would do well to find some good visualizations (from
       | the Economist or New York Times) and recreate them.
       | 
       | They will learn a lot from doing so.
        
       | lemax wrote:
       | As a designer, one eventually thinks not about what they liked in
       | other people's work but why it worked. You can derive a design
       | out a compendium of some things that you've seen that you like,
       | but ultimately, to be successful you need to know why what you're
       | copying made sense for its purpose. Perhaps you need to even
       | encounter the same problem; it takes a bit of maturity to copy
       | effectively.
        
       | 1GZ0 wrote:
       | Good artists copy, great artists steal
       | 
       | - Pablo Picasso
        
       | atoav wrote:
       | As a former designer with a broad background (graphics,
       | typography, print, web, product design) whenever I read something
       | like this I get the feeling people generally have a misguided
       | idea of what design is.
       | 
       | Many (bad) designers confuse what I would call _styling_ with
       | design. Design is a lot about functionality and how information
       | is organized visually. These two core design points can only be
       | copied _if_ the underlying project is exactly the same in terms
       | of underlying information. But even for two blogs about different
       | topics the question which information needs to be presented how
       | would be different -- even if both blogs were using the browser
       | 's default CSS. This is the core of design.
       | 
       | Styling is finding colors, shapes proportions etc. All of this of
       | course overlaps with the functional question and the question of
       | organization of information -- bigger buttons get more attention
       | and all that -- but ultimately you can slap more or less any
       | style on any content. Whether it makes sense is a different
       | question.
        
         | andruby wrote:
         | I like your description, and it resonates with how I see
         | things.
         | 
         | A lot of people think of aesthetics when they hear "design".
         | But design is about how things work. Everything we use was at
         | some point designed by someone.
         | 
         | In our SaaS company we changed the role of Designers to Product
         | Designers to help people understand it a little better.
        
           | atoav wrote:
           | I mean in the end aesthetics are intricately intertwined with
           | how things are perceived and thus how they work.
           | 
           | There is only so much information a person can process at
           | once, there are certain expectations where they would find
           | things those can be met or sub erted, colors, font choice,
           | all important for how information gets processed on the
           | functional level.
           | 
           | So in the end design cannot exist with some degree of
           | aesthetical choice, and the better designers are the better
           | they are at choosing aesthetics that serve the functional
           | choices (if that is the goal of their designs).
           | 
           | If you make it completely utilitarian it might become boring,
           | and the function of a design in a SaaS company could also be
           | to sell the product..
        
       | myworkinisgood wrote:
       | Side note: This is why I feel Stallman is more of a visionary and
       | would have much more lasting impact than Jobs had (character
       | flaws of both people not withstanding). Jobs stole and kept
       | market dominance to keep the loot for himself. In medieval time,
       | Jobs would be a raider. Stallman empowered the people and let
       | them have fruits of their own labor.
        
         | andruby wrote:
         | The analogy doesn't work well. Sure Steve Jobs and Apple
         | shareholders got rich, but everyone that bought a Mac, or
         | iPhone, or iPad was able to benefit from the innovations they
         | brought.
         | 
         | As far as I know, a raider doesn't share or enable others.
        
       | sva_ wrote:
       | (2020)
        
       | xtiansimon wrote:
       | A manifesto, how retro.
        
         | Suppafly wrote:
         | >A manifesto, how retro.
         | 
         | Somewhat unrelated, but it's a shame that manifestos have such
         | a bad rap, most often associated with terrorists and such.
         | There is something sorta nice about sitting down and clearly
         | declaring your thoughts on a subject. It makes sense that
         | people pushed to the edge want to let us know why they are
         | behaving they way they are, but it's a shame that normal people
         | aren't encouraged to reflect upon their thoughts and write them
         | down. Being able to think about a topic and put on paper that
         | these are my thoughts and feelings about $x brings a certain
         | amount of clarity to your thinking and can help other people
         | understand your thinking in a way that has a lot of power.
         | Consider historical documents like the Declaration of
         | Independence, the points are laid out in a way that even if you
         | disagree with them, there is no denying what they are
         | declaring.
        
       | okonomiyaki3000 wrote:
       | I've always said: Good artists borrow, great artists steal. You
       | can quote me on that.
        
       | raptorpark wrote:
       | Self taught artist, and I learned by copying my favorite comic
       | books and painters.
       | 
       | Went to art school and a significant part of my art history class
       | dealt in remembering the name of art "movements" which is a
       | veiled way of saying a period when everyone was copying each
       | other. Then of course you learn about the influential artists who
       | heavily borrowed from xyz. Another funny one is "revival" which
       | just means "straight up copy"
       | 
       | This is why I have limited sympathy for the uproar about AI art.
       | It's just cutting through the boring part.
        
         | JKCalhoun wrote:
         | I think it is how every artist learns. Later an artist's
         | "style" then comes to be the bits and pieces they preferred
         | from various artists they copied as they were learning -- a
         | kind of Stone Soup style.
        
       | adolph wrote:
       | > But at $145 (the equivalent of $12.78 in 1947) it's more
       | affordable than the LCW was when it was first manufactured and
       | sold.
       | 
       | The article isn't explicitly dated (afaict). Using an inflation
       | calculator leads me to believe it was written in 2019 [0]. The
       | same calculator indicates a material deviation from the quoted
       | number: "$145 in 2024 equals $10.16 in 1947."
       | 
       | Amazingly, the chair is listed on Amazon now at $118.53 [1] (at
       | least for my login/cookies/tracking; price includes shipping
       | estimated at 6 days), the equivalent of $8.31 in 1947, a 60% off
       | sale.
       | 
       | The cost probably has some externality tradeoffs however. Was the
       | wood clear cut by children from thousand year old forests? Was
       | the chair manufactured by prisoners using chemicals known by the
       | state of California to cause cancer?
       | 
       | 0.
       | https://www.saving.org/inflation/inflation.php?amount=145&ye...
       | 
       | 1. https://www.amazon.com/Modway-EEI-510-WEN-Fathom-Mid-
       | Century...
        
       | jmdots wrote:
       | This all great but for small time programmers trying to get a
       | company off the ground, acting defensively is justifiable. It's
       | not always a question of a guy like Carmack having a good time
       | cloning the big corp thing. Sometimes, and even many times lately
       | it's big corp obliterating inventive small business by releasing
       | their own copy, or they simply use their monopolistic power to
       | drive them into an inequitable sale.
       | 
       | If you're small time and have a great idea, you're better off
       | going stealth and this is its own mitigation against destructive
       | copying.
        
       | thomastjeffery wrote:
       | The irony of copyright is that it _demands_ copied design.
       | 
       | Want an online menu for your restaurant? Well, you can't just go
       | copying someone else's design; so you must create your own from
       | scratch. Will yours look and behave practically identically to
       | the other? Yes. Will both websites be overall worse quality than
       | if everyone just collaborated on a standard design? Yes. Would it
       | save the world an incredible amount of redundant work to just
       | allow people to copy each others' work? Yes. Who wins in this
       | arrangement? Only those who have already won.
       | 
       | Keep looking at this pattern, and you will enter a deep cavernous
       | rabbit-hole. At the bottom, you will find yourself at the very
       | core of design itself: the goals, philosophies, and systemic
       | failures of every design we use today can be traced back to this
       | point: _collaboration must be avoided at all costs._
       | Compatibility is the cardinal sin, and it must be punished.
       | 
       | So we go on, building silos upon silos. When will we ever learn?
       | 
       | ---
       | 
       | There is a lot of talk lately for change. They say, "AI will be
       | the end of copyright. It's too important to hold back the
       | potential of AI over a petty argument for intellectual property."
       | I don't believe for a minute that LLMs will ever reach the lofty
       | goal of "General Intelligence". I don't believe for a minute that
       | megacorps like OpenAI, Google, and Meta _deserve_ a free pass to
       | siphon data for profit. So why is it that these words ring true?
       | AI has nothing to do with it: it 's _design itself_ that has
       | incredible potential, and we should absolutely stop holding it
       | back. Intellectual Property is nothing more than a demand against
       | progress.
        
       | fasteddie31003 wrote:
       | This is relevant for me today since we are designing a new house.
       | To go with an architect is looking like between $50k - $100k for
       | basic building schematics and not the build plans. This seems
       | like a lot to me. The route I'm going down now is finding houses
       | I like on Zillow and hiring a Designer on Fivrr to basically copy
       | them and create a 3D model in Revit that can eventually become
       | building plans. So far the Fivrr Designer costs $100 per Zillow
       | house to model into pretty good Revit plans that I could take to
       | a Draftsman in my area to turn into building plans. It feels a
       | little like cheating, but I've been seeing good results so far.
        
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