Pioneers: Andy Hertzfeld
Summary
TLDRこのスクリプトは、ソフトウェアエンジニアであるデビンと、元マクイントッシュチームのエンジニアであるエミー・ヘルツフェルドのインタビューを通じて、マクイントッシュの開発物語を語っています。マクイントッシュは、マウスとグラフィカルインターフェースを初めて成功させたパーソナルコンピュータであり、個人コンピューティングの標準を設定しました。彼らは、Apple 2の黑客精神とLisaのユーザー友好なインターフェースを組み合わせ、2000ドルのコンピュータから1500ドルのマシンに落とし込みました。彼らは、プロトタイピングを通じて進化させ、細部に焦点を当てたことで、マクイントッシュをより使いやすくしました。
Takeaways
- 💻 初期のコンピュータは価格が高く、一般消費者に普及しにくい商品でした。
- 🖱️ マクイントッシュはマウスを使ったグラフィカルインターフェースを初めて成功させたパーソナルコンピュータであり、個人コンピューティングの標準を設定しました。
- 🤖 Apple 2はその時代のハッカーたちに大きな影響を与え、アプライアンスコンピュータとして認識されました。
- 📈 Lisaプロジェクトは革新的なデザインにより評価されましたが、商業的に失敗し、ジョブスはLisaプロジェクトからMacintoshプロジェクトに移されました。
- 🔄 MacintoshはLisaのユーザーインターフェースとApple 2の価格とハッカーの精神を組み合わせた產物でした。
- 🚀 Macintoshの開発はプロトタイピングとイテレーションを重視し、一歩ずつ進化させる方法でした。
- 🛠️ MacintoshのハードウェアデザインはLisaの産業標準技術よりもより巧妙でした。
- 📱 将来のMacintoshユーザーが何をするかについては想像できませんでしたが、その影響力は私たちを驚かせるでしょう。
- 🌟 Macintoshの魅力の最大のアイデアは、詳細への注意から来たものであり、あらゆる大きなビジョンではなく、小さな発見から成り立っていました。
- 🔧 1990年代後半には、個人コンピュータの次に何が来るかを考える中で、Appleの同僚들と共に、新しい種類のハンドヘルドデバイスを開発したGeneral Magicという会社を共同設立しました。
- 📱 当時、通信がコンピューティングよりも重要であるというアイデアは主流ではありませんでしたが、今日の世界を見れば、それは正しいでした。
Q & A
Devinがどのような経歴を持つ人物ですか?
-Devinはソフトウェアエンジニアであり、Macintoshの開発に関与したエンジニアの1人です。
Macintoshが成功した背景にはどのような要因がありましたか?
-Macintoshは、マウスとグラフィカルインターフェースを初めて成功させたパーソナルコンピュータであり、個人コンピューティングの標準を設定しました。
AndyはどのようにしてMacintoshの開発チームに参加しましたか?
-Andyは、コンピュータに興味を持ち、ストアでApple 2に夢中になり、ユーザーグループに参加することでMacintoshの開発チームに加わりました。
Apple 2がMacintoshの開発に与えた影響は何でしたか?
-
Outlines
発想の過程とマッキントッシュの誕生
この段落では、ソフトウェアエンジニアであるデビンが、元マッキントッシュチームのエンジニアであるエイミー・ヘルツフェルドと会話正在进行中。デビンは、マッキントッシュがコンピューターとの交渉方法を変革し、1984年の発表で個人コンピューターの標準を設定した点に興味を持っている。エイミーは、プロジェクトの初期段階では明確なビジョンがなかったことを説明し、プロトタイピングを通じて進化した。また、マッキントッシュは、Apple IIの普及価格とLisaのグラフィカルインターフェースを組み合わせ、人民のためのLisaを目指した。ハードウェア設計においても、Apple IIの黑客の精神を受け入れ、Burrell Smithが独創的な手法を用いた。
マッキントッシュの開発哲学と将来の予測
この段落では、マッキントッシュチームの開発過程が詳細に説明されている。彼らは、紙でのアイデアを信じず、段階的な開発を進め、プロトタイピングを通じて進化させた。また、彼らはマッキントッシュを一時的な製品と考え、長期的なプラットフォームとしての価値を認識できなかった。もし異なるアプローチを取っていた場合、より堅牢な基盤を作り上げただろう。彼らは、ソフトウェアの細部への注意がマッキントッシュを魅力的なものにした。また、1990年代にAppleの同僚と共に、新しい種類のハンドヘルドデバイスを開発したcompanyであるgeneral magicを共同設立した。
general magicの挑戦とその教訓
この段落では、general magicが携帯通信デバイスの概念を先取りしたが、タイミングや実行が誤っていた点が説明されている。彼らは、ARMチップを使用せず、バッテリー寿命の重要性を認識していなかった。また、通信サービスの概念戦略的な意思決定にも誤りがあった。彼らは、tellert scriptという新しいプログラミング言語を考案し、インテリジェントネットワークのための新しい通信基盤を考案したが、これは失敗に終わった。この経験から得られた教訓は、最終的な製品を仕様化する際に正しくないと、そして試行錯誤の過程が重要であることである。
Mindmap
Keywords
💡Revolutionary
💡Macintosh
💡Software Engineer
💡User Group
💡Prototyping
💡Agile Programming
💡Open Software Platform
💡鼠标缩放(Mouse Scaling)
💡General Magic
💡Durable Platform
💡Communication Services
💡Teller Script
Highlights
The discussion revolves around the revolutionary impact of the original Macintosh on personal computing.
Devin, a software engineer, interviews Amy Hertzfeld, an engineer on the team that built the first Macintosh.
The Macintosh was the first successful PC with a mouse and graphical interface, setting the standard for personal computing since 1984.
The process of creating the Macintosh was iterative and involved constant learning from each step.
The early days of personal computing were driven by enthusiasm and a sense of community rather than commercial interests.
The Apple II inspired a generation of hackers and was considered an 'appliance computer' by Byte magazine in 1977.
The Lisa project was innovative but commercially unsuccessful due to its high cost.
The Macintosh was a blend of the affordability and hacker spirit of the Apple II with the advanced interface and features of the Lisa.
The Macintosh was designed to be an open software platform, encouraging third-party development and innovation.
The development of the Macintosh was characterized by incremental development and prototyping, not just a predetermined vision.
The team behind the Macintosh did not anticipate the long-lasting impact of their architecture, expecting to be replaced within a few years.
Attention to detail and incremental improvements were key to the Macintosh's success, such as the introduction of mouse acceleration.
The interviewee, along with colleagues from Apple, later co-founded General Magic, a company focused on creating a handheld communicator device.
General Magic was ahead of its time with the concept of a pocket communicator, which is now ubiquitous with smartphones.
The importance of communication over computation was a core vision of General Magic in 1990, a notion that has become mainstream today.
General Magic faced challenges with timing, execution, and strategic decisions, which ultimately led to the company's ideas not taking hold.
The concept of 'teller script' was an ambitious idea from General Magic that aimed to allow programs to travel and gather information across networks.
The transcript emphasizes the importance of iteration and learning from each step in the development process.
Transcripts
[Music]
you're not really doing something very
revolutionary if you're not running into
some dead ends
yeah things could work out differently
if I started the same thing again it
might turn out different from the past
so I've gone down my name is Devin and
I'm a software engineer today we're
going to talk to Amy Hertzfeld an
engineer on the team that built the
original Macintosh the Mac transforms
the way we interact with computers it
was the first successful PC with a mouse
and graphical interface in his 1984
unveiling set the standard for personal
computing ever since you don't have a
clear idea of what it's going to be when
you start you have an inkling and then
each step tells you what the next step
is but you don't know what the next step
is until you've gotten to a certain
point we've all seen the legendary Apple
keynotes and how computers have
transformed the way we live and work but
what I was really interested to learn to
Andy is what it was like to shape that
vision from scratch there were a few
other people like that you would just
hang out in the store all day Saturday
to gape at the Apple 2 and so those
people became the people who started the
first users group I knew them because I
too was one of the people transfixed by
it that at the store and so one of the
times I was out the stores someone
handed me a little notice hey we're
starting a users group it was even more
important actually once you had one to
go meet with other people to exchange
programs and hear the latest rumors I
was up like almost all night the day
before just polishing up whatever
programs I had read in that month - all
to give away to the club there was no
commercial market at all it wasn't even
well understood that anyone would pay
for a personal computer software so it
was all just totally driven by
enthusiasm and just giving it away so
how did you originally get involved in
the group even before I could I couldn't
afford to buy the Apple - when I I had
fallen in love with it at the first West
Coast computer fair which is where Dee
Bude but its price which was 1795 for
only a 4k one Apple - you know just out
of my price range more money than I had
but then in January 1978 they lowered
the price by 400
they said they were only for one month
that brought it down just below the
amount I had in the bank so I was able I
was able to pay it but before before I
could afford to to get the Apple too I
used to go on Saturdays to the computer
store and just stare at it and watch
other people maybe a little more
affluent than me buy it the Apple two
enchants a generation of hackers in 1977
byte magazine wrote that it was the
first product to fully qualify as the
appliance computer a completed system
which is purchased off the retail shelf
plugged in and used a year later Apple
began work on the Lisa the team
introduced a new paradigm based on ideas
from Xerox PARC the mouse driven
graphical interface the problem with the
Lisa was it was going to be very
expensive compared to the Apple to ended
up costing $10,000 originally and that's
in 1983 dollars so that's that would be
more like 40 50 thousand dollars today
that's not a computer for the masses
whereas we were really inspired by the
Apple 2 which was affordable to an
individual the Lisa was lauded for its
innovative design but it was a
commercial failure Steve Jobs was kicked
off the Lisa and onto a smaller project
the Macintosh what were some of the key
ideas that you guys took from Apple 2
and what things did you guys end up
changing the Macintosh was kind of a
marriage between the Apple two on one
hand and the Lisa on the other hand so
my job was really to take the brilliant
work that Bill did for the 10,000 dollar
computer and try to get that to fly in a
two thousand dollar computer the
Macintosh was taking the accessibility
and user interface of Lisa and the price
and the hacker spirit of the Apple 2 and
pushing them together you could say the
Macintosh was the people was the
people's Lisa just this very very clear
goal take the Lisa ten thousand dollar
computer
make it into a $1,500 computer what were
some of the things that you did to get
this amazing software and hardware to
fit into that price range so we got rid
of the Pascal because you could make
things three times more efficient if you
hand code them in assembly language the
other thing is the hardware design of
the Macintosh was orders of magnitude
more clever than the Lisa the Lisa used
more or less industry standard
techniques whereas Burrell Smith the
hardware designer of the Macintosh was
inspired by woz and used crazy tricks
all over the place Lisa didn't have that
Apple 2 magic feeling about it it was
done by a large team with a more formal
process it wasn't really a hackers
machine the central thing though is Lisa
wasn't really Beauty a platform for
third parties because of our experience
with the Apple to where third parties
people who didn't work at Apple did some
of the coolest stuff for it we wanted
that for the Mac and so from the very
beginning we conceived the Macintosh as
an open software platform and we
invested a fair bit of effort in
recruiting third parties and supporting
them the Macintosh just had all this
love poured into it and that was a
pretty big difference the story that is
usually told about influential creators
is that they had a predestined vision
but from talking to Andy it's clear that
it felt very different from the inside
the team didn't know what the Macintosh
would become well it was really
development through prototyping we
didn't really trust ideas on paper
our philosophy was was really
incremental development you know as I
was saying before each step tells you
the next step to do so that was you know
you would call that an agile programming
style in today's parlance although that
was like decades before that that
terminology was was created what we
didn't know with the Macintosh and what
I wish we did we could have done a
better job is we didn't have enough
sense of it as a durable platform we
we were making an exquisite product the
best possible thing at the time but then
we figured well in a few years we'd make
something a lot better completely
different we didn't realize the
architecture we were putting in place
could last five years let alone 10 20 30
years we thought that just as if we love
the Apple 2 but we were replacing the
Apple 2 with the Macintosh came out
seven years later we were trying to do
it about five years later and so we
thought something would come along again
in five years and just totally obsolete
the Macintosh but that was a
misunderstanding that's not the way it
worked out what we would have done
differently was instead of madly
optimizing like we were to the
particular hardware we would have made
it sort of strong stronger
foundationally more you know more
industrial-strength underpinnings really
we were creating a platform but we we
weren't really aware of it at the time I
expect to be totally amazed at what
people are going to do with Macintosh
and I expect people to use Macintosh's
to totally blow my mind the most
important ideas for making the Macintosh
a delight came from close attention to
detail rather than some overarching
vision I don't know about insights but
lots of little discoveries we made to
improve the software like what's called
Mouse scaling typically the naive way to
implement the mouse is every little
notch that that you move would move one
pixel but if you if you really do things
that way it's very sluggish to move the
cursor to get from the top of the bottom
so we eventually stumbled on the idea of
putting in an acceleration factor the
more quickly you move it between the
pixels so the more pixels it goes but we
didn't have that for the first year you
could turn off the now scaling or adjust
it so you can see how frustrating it
used to be before we came up with that
I think the just the essential way to do
anything great you have to have some
kind of
criminal development philosophy because
you're gonna be just be wrong if with
your grand design that you don't iterate
on by the 1990s and II was asking the
question where do we go after the
personal computer he and several
colleagues from Apple co-founded a
company called general magic where they
developed a new kind of handheld device
where we were right on was just the
concept of pocket communicator it's
obvious looking around the world today
that's what people want indeed I mean
just this idea that communications was
as important or more important than
computation you know in 1990 that was
not a mainstream idea we were like laser
focused on on making a communicator the
idea was a little postcards little
graphical postcards would fall out of
the sky into your pocket that was the
founding vision of of general magic now
it's really right on we were working on
the iPhone of the 90s while general
magic had the right idea and a brilliant
team they didn't have the right timing
or execution some of them were just
general magic blunders like not really
choosing the best processor architecture
I mean again clearly the ARM chip was
the way to go for the portable things
but we weren't using the ARM chip the
personal computer industry was mainly
focused on performance and doubling the
performance every 18 months but that
doesn't hold for four things in your
pocket it's just as important for it to
last a long time without a charge the
team wasn't always right about
conceptual strategic decisions either
but they were always ambitious
communication services especially at the
time we're all this was way pre pre wet
but they were hard to change and
sluggish and maintained by the largest
companies and it was like pulling teeth
to get a new feature in we had the
insight if you just made the basic
architecture of this of the server able
to accept arbitrary programs you can
unleash innovation like crazy so we
invented
a new programming language called teller
script where programs can travel in the
network between servers gathering up
what they needed and then coming back to
the device thought that was a pretty
compelling vision but history proved us
wrong you didn't really need to do that
just the remote procedure called type
paradigm was good enough which is really
what the web is based on you don't
inject code into the web to do your work
for you and come back to you you just
ask a server you know with an HTTP
request so that was an example where we
invested a huge amount of our
development resources and creating this
new kind of communication infrastructure
for intelligent networks and the world
has that week we didn't get it
established and here at 25 years later
it's not around so we must have been
wrong you know it's kind of a sculptor
like way of working where if you tried
to speck out the final thing it'll end
up not right every program I've ever
worked on you don't have a clear idea of
what it's going to be when you start you
gotta just try different things almost
always each step I take tells me what
the next step should be
you
you
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