







why consumer software gets worse, not better, over time
Malleable software: Restoring user agency in a world of locked-down apps
The original promise of personal computing was a new kind of clay. Instead, we got appliances: built far away, sealed, unchangeable. In this essay, we envision malleable software: tools that users can reshape with minimal friction to suit their unique needs.

Digital products and services are getting worse – but the trend can be reversed
A new report from the Norwegian Consumer Council shows how enshittification affects both consumers and society at large. Luckily, it‘s possible to turn the tide.

THE PEOPLE DO NOT YEARN FOR AUTOMATION
Software brain is changing the world, but most people still aren’t buying.

THE PEOPLE DO NOT YEARN FOR AUTOMATION
Software brain is changing the world, but most people still aren’t buying.

Software as Fast Fashion
Clothes have never been cheaper. These days a t-shirt is often cheaper than a decent cup of tea in a cafe. The wonders of capitalism. At least that is how it is often described. And when you point at the underpaid, gruesome labor that people in poorer regions of the planet have to do to […]

The End of Software
To understand how software will change, we can benefit from studying how technology has changed other industries. History tends to rhyme, if you listen. Before the internet, media behaved very differently—it was expensive to create. You had to pay people to make content, edit it, and distribute ...
A Day in the Life of an Ensh*ttificator
Perfect Software - Software for an Audience of One
We have many names to describe personal tools. Malleable software speaks to how it behaves. Home-cooked software speaks to who makes it.

the power of software compels you! - n8
most people do not care about the atproto moral claim
Ten FOSS Development Fallacies For User Facing Software
This is a list, inspired by the Five Geek Social Fallacies, of common patterns or behaviours that developers of free/open source software (FOSS) fall into when they try to develop software for users who are not technical, or for whom non-technical users would be the most obvious userbase. Hopefully writing these down (which frankly is cathartic more than anything) is helpful to some in recognising these thought patterns and avoiding them when developing software - I’ve got some of my own thoughts on this at the bottom.
psf (@psf@oldbytes.space)
In their article ["Malleable Software"](https://www.inkandswitch.com/essay/malleable-software), Ink & Switch list various ways that modern software applications fail to serve the user: - Software is too rigid: users can’t tailor it to suit their workflow, except by entering the role of programmers. - Software applications are overspecialized "avocado slicers", not general tools like "knives", so their lack of tailorability is keenly felt. - Software doesn’t provide a reasonable learning curve from beginner to expert; in other words, time spent learning an application doesn’t unlock tailorability, instead the end user must learn an unrelated skill like a markup/scripting language or even the tool’s implementation language. - Software applications are increasingly siloed, so sharing data between apps, let alone orchestrating cross-app workflows, is overly difficult. These are real problems. From what I can tell, Ink & Switch are software researchers, and view the problems from a highly technical perspective, focusing on novel infrastructure that enables end-user programmability. They pose questions such as "how do we ease users into programming?" and "instead of shipping a dead, static binary, can we ship a living image containing programming tools allowing it to be modified in arbitrary ways while still running?" These ideas are technologically exquisite, but they fail to provide a gentle learning curve. (cont'd) 🧵
Design From the Margins
In an age of virtual connectivity and increased reliance on the internet for daily functions, including by marginalized groups, can companies and technologists reframe their features or standards to support the most marginalized users’ needs? Can the modes of resilience within digital spaces from some of the most marginalized groups be listened to, learned from, and centered when creating technology? Design from the Margins (DFM), a design process that centers the most impacted and marginalized users from ideation to production, pushes the notion that not only is this something that can and must be done, but also that it is highly beneficial for all users and companies. For this to happen, consumer interest conversations need to be framed outside the “biggest use case” scenarios and United States and European Union-centrisms and refocused on the cases often left in the margins: the decentered cases. This report outlines how the DFM method can be used to build our most well-known and relied-upon technologies for decentered cases (often deemed “edge cases” which is atypical or less common use case for a product) from the beginning of the design process, rather than retrofitting them post-deployment to cater to communities with what are perceived to be extra needs.

The Case for Software Craftsmanship in the Era of Vibes
From the Zed Blog: Working toward genuine, quality software in an era where code production is not the constraint anymore.

”The distinction between programmer and user is reinforced and maintained by a tech industry that benefits from a population rendered computationally passive. If we accept and adopt the role of less agency, we then make it harder for ourselves to come into more agency.”
always-already-programming.md
gist.github.comI read Joel Spolske's User Interface Design for Programmers book in 2001. Rewired me forever: When the program model deviates from the user model (me), I am SHOCKED AND HORRIFIED. Been designing to break the law... er, align with the user model ever since. joelonsoftware.com/2001/10/24/user-interface-des…