Pioneers: Andy Hertzfeld

Notion Pioneers
18 Jun 201813:12

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

00:00

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。

05:01

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。

10:01

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

革新的な、変革をもたらすことを指す言葉です。このビデオのテーマと密接に関連しており、新しいコンピュータの開発が伝統的な方法に挑戦し、新しい技術の道を開く役割を果たしたことを示しています。例えば、ビデオの冒頭で「非常に革新的ではない」と言及され、新たなプロジェクトを始めることの難しさについて説明しています。

💡Macintosh

Apple社が開発した最初の成功したパーソナルコンピュータであり、マウスとグラフィカルインターフェースを備えた機器です。ビデオでは、Macintoshがコンピュータとの交渉方法を変革し、1984年の発表以来、パーソナルコンピューティングの標準を設定したと述べられています。

💡Software Engineer

ソフトウェアエンジニアは、コンピュータソフトウェアを設計、開発、テスト、および保守する専門家です。ビデオでは、Devinというソフトウェアエンジニアが、Macintoshの開発チームの一員であるAmy Hertzfeldと話をしているシーンがあります。

💡User Group

ユーザーグループとは、特定の製品や技術に興味を持つユーザーが集まり、情報交換や支援を行う集団です。ビデオでは、Apple 2のユーザーグループが初めて描かれ、その集まりでのプログラムの交換や最新の噂の共有が重要であったと説明されています。

💡Prototyping

プロトタイピングは、製品やシステムの初期モデルを作成し、テストすることで改良を加える手法です。ビデオでは、Macintoshの開発チームが紙面上のアイデアを信じず、プロトタイピングを通じて進化させたことが強調されています。

💡Agile Programming

アジャイルプログラミングは、ソフトウェア開発において進化的かつ柔軟な方法を指す言葉です。ビデオの冒頭で言及されているように、Macintoshの開発ではアジャイルなスタイルが採用され、各ステップが次のステップを明らかにし、継続的な改善が図られました。

💡Open Software Platform

オープンソフトウェアプラットフォームとは、外部の開発者がソフトウェアを開発し、改良できるように設計されたシステムです。ビデオでは、Macintoshがオープンプラットフォームとして構築され、第三者の開発者によるサポートと協力が重要であると述べられています。

💡鼠标缩放(Mouse Scaling)

マウススケーリングは、マウスポインタを移動する速度に応じてスクリーン上のカーソルの移動速度を変える技術です。ビデオでは、この技術がMacintoshのユーザー体験を向上させるために導入され、よりスムーズな操作が可能になったと説明されています。

💡General Magic

General Magicは、Appleの元従業員が設立した企業で、手持可能な通信デバイスの開発に取り組んでいました。ビデオでは、该公司が1990年代に先見の明を持つアイデアを持っていたが、タイミングや実行面で問題があり、最終的には成功を収められなかったことが触れられています。

💡Durable Platform

耐久性のあるプラットフォームとは、長期間にわたって使用され、サポートされることを意図したシステムです。ビデオの後半で、Macintoshの開発チームがそのプラットフォームの重要性を認識していなかったことが明らかになり、より強靭な基盤を築くべきだったと反省しています。

💡Communication Services

通信サービスは、情報を伝達するための技術やシステムを指します。ビデオでは、General Magicが通信サービスの重要性を先見していたが、その時点での市場のニーズや技術の進歩に合わせて適切な戦略を立てることができなかったことが述べられています。

💡Teller Script

テラースクリプトは、General Magicが開発した新しいプログラミング言語で、ネットワーク上のサーバー間でプログラムが移動し、必要な情報を収集してデバイスに戻すように設計されました。ビデオでは、この言語が当時の通信基盤に革新的なアプローチであったが、実際には成功しなかったことが触れられています。

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

play00:01

[Music]

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you're not really doing something very

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revolutionary if you're not running into

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some dead ends

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yeah things could work out differently

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if I started the same thing again it

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might turn out different from the past

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so I've gone down my name is Devin and

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I'm a software engineer today we're

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going to talk to Amy Hertzfeld an

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engineer on the team that built the

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original Macintosh the Mac transforms

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the way we interact with computers it

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was the first successful PC with a mouse

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and graphical interface in his 1984

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unveiling set the standard for personal

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computing ever since you don't have a

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clear idea of what it's going to be when

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you start you have an inkling and then

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each step tells you what the next step

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is but you don't know what the next step

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is until you've gotten to a certain

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point we've all seen the legendary Apple

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keynotes and how computers have

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transformed the way we live and work but

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what I was really interested to learn to

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Andy is what it was like to shape that

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vision from scratch there were a few

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other people like that you would just

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hang out in the store all day Saturday

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to gape at the Apple 2 and so those

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people became the people who started the

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first users group I knew them because I

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too was one of the people transfixed by

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it that at the store and so one of the

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times I was out the stores someone

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handed me a little notice hey we're

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starting a users group it was even more

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important actually once you had one to

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go meet with other people to exchange

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programs and hear the latest rumors I

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was up like almost all night the day

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before just polishing up whatever

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programs I had read in that month - all

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to give away to the club there was no

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commercial market at all it wasn't even

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well understood that anyone would pay

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for a personal computer software so it

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was all just totally driven by

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enthusiasm and just giving it away so

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how did you originally get involved in

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the group even before I could I couldn't

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afford to buy the Apple - when I I had

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fallen in love with it at the first West

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Coast computer fair which is where Dee

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Bude but its price which was 1795 for

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only a 4k one Apple - you know just out

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of my price range more money than I had

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but then in January 1978 they lowered

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the price by 400

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they said they were only for one month

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that brought it down just below the

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amount I had in the bank so I was able I

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was able to pay it but before before I

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could afford to to get the Apple too I

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used to go on Saturdays to the computer

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store and just stare at it and watch

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other people maybe a little more

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affluent than me buy it the Apple two

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enchants a generation of hackers in 1977

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byte magazine wrote that it was the

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first product to fully qualify as the

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appliance computer a completed system

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which is purchased off the retail shelf

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plugged in and used a year later Apple

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began work on the Lisa the team

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introduced a new paradigm based on ideas

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from Xerox PARC the mouse driven

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graphical interface the problem with the

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Lisa was it was going to be very

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expensive compared to the Apple to ended

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up costing $10,000 originally and that's

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in 1983 dollars so that's that would be

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more like 40 50 thousand dollars today

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that's not a computer for the masses

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whereas we were really inspired by the

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Apple 2 which was affordable to an

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individual the Lisa was lauded for its

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innovative design but it was a

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commercial failure Steve Jobs was kicked

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off the Lisa and onto a smaller project

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the Macintosh what were some of the key

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ideas that you guys took from Apple 2

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and what things did you guys end up

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changing the Macintosh was kind of a

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marriage between the Apple two on one

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hand and the Lisa on the other hand so

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my job was really to take the brilliant

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work that Bill did for the 10,000 dollar

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computer and try to get that to fly in a

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two thousand dollar computer the

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Macintosh was taking the accessibility

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and user interface of Lisa and the price

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and the hacker spirit of the Apple 2 and

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pushing them together you could say the

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Macintosh was the people was the

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people's Lisa just this very very clear

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goal take the Lisa ten thousand dollar

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computer

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make it into a $1,500 computer what were

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some of the things that you did to get

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this amazing software and hardware to

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fit into that price range so we got rid

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of the Pascal because you could make

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things three times more efficient if you

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hand code them in assembly language the

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other thing is the hardware design of

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the Macintosh was orders of magnitude

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more clever than the Lisa the Lisa used

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more or less industry standard

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techniques whereas Burrell Smith the

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hardware designer of the Macintosh was

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inspired by woz and used crazy tricks

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all over the place Lisa didn't have that

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Apple 2 magic feeling about it it was

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done by a large team with a more formal

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process it wasn't really a hackers

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machine the central thing though is Lisa

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wasn't really Beauty a platform for

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third parties because of our experience

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with the Apple to where third parties

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people who didn't work at Apple did some

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of the coolest stuff for it we wanted

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that for the Mac and so from the very

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beginning we conceived the Macintosh as

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an open software platform and we

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invested a fair bit of effort in

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recruiting third parties and supporting

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them the Macintosh just had all this

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love poured into it and that was a

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pretty big difference the story that is

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usually told about influential creators

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is that they had a predestined vision

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but from talking to Andy it's clear that

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it felt very different from the inside

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the team didn't know what the Macintosh

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would become well it was really

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development through prototyping we

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didn't really trust ideas on paper

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our philosophy was was really

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incremental development you know as I

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was saying before each step tells you

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the next step to do so that was you know

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you would call that an agile programming

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style in today's parlance although that

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was like decades before that that

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terminology was was created what we

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didn't know with the Macintosh and what

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I wish we did we could have done a

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better job is we didn't have enough

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sense of it as a durable platform we

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we were making an exquisite product the

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best possible thing at the time but then

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we figured well in a few years we'd make

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something a lot better completely

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different we didn't realize the

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architecture we were putting in place

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could last five years let alone 10 20 30

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years we thought that just as if we love

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the Apple 2 but we were replacing the

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Apple 2 with the Macintosh came out

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seven years later we were trying to do

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it about five years later and so we

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thought something would come along again

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in five years and just totally obsolete

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the Macintosh but that was a

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misunderstanding that's not the way it

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worked out what we would have done

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differently was instead of madly

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optimizing like we were to the

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particular hardware we would have made

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it sort of strong stronger

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foundationally more you know more

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industrial-strength underpinnings really

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we were creating a platform but we we

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weren't really aware of it at the time I

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expect to be totally amazed at what

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people are going to do with Macintosh

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and I expect people to use Macintosh's

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to totally blow my mind the most

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important ideas for making the Macintosh

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a delight came from close attention to

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detail rather than some overarching

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vision I don't know about insights but

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lots of little discoveries we made to

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improve the software like what's called

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Mouse scaling typically the naive way to

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implement the mouse is every little

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notch that that you move would move one

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pixel but if you if you really do things

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that way it's very sluggish to move the

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cursor to get from the top of the bottom

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so we eventually stumbled on the idea of

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putting in an acceleration factor the

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more quickly you move it between the

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pixels so the more pixels it goes but we

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didn't have that for the first year you

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could turn off the now scaling or adjust

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it so you can see how frustrating it

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used to be before we came up with that

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I think the just the essential way to do

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anything great you have to have some

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kind of

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criminal development philosophy because

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you're gonna be just be wrong if with

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your grand design that you don't iterate

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on by the 1990s and II was asking the

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question where do we go after the

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personal computer he and several

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colleagues from Apple co-founded a

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company called general magic where they

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developed a new kind of handheld device

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where we were right on was just the

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concept of pocket communicator it's

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obvious looking around the world today

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that's what people want indeed I mean

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just this idea that communications was

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as important or more important than

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computation you know in 1990 that was

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not a mainstream idea we were like laser

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focused on on making a communicator the

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idea was a little postcards little

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graphical postcards would fall out of

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the sky into your pocket that was the

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founding vision of of general magic now

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it's really right on we were working on

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the iPhone of the 90s while general

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magic had the right idea and a brilliant

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team they didn't have the right timing

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or execution some of them were just

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general magic blunders like not really

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choosing the best processor architecture

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I mean again clearly the ARM chip was

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the way to go for the portable things

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but we weren't using the ARM chip the

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personal computer industry was mainly

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focused on performance and doubling the

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performance every 18 months but that

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doesn't hold for four things in your

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pocket it's just as important for it to

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last a long time without a charge the

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team wasn't always right about

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conceptual strategic decisions either

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but they were always ambitious

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communication services especially at the

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time we're all this was way pre pre wet

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but they were hard to change and

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sluggish and maintained by the largest

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companies and it was like pulling teeth

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to get a new feature in we had the

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insight if you just made the basic

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architecture of this of the server able

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to accept arbitrary programs you can

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unleash innovation like crazy so we

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invented

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a new programming language called teller

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script where programs can travel in the

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network between servers gathering up

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what they needed and then coming back to

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the device thought that was a pretty

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compelling vision but history proved us

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wrong you didn't really need to do that

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just the remote procedure called type

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paradigm was good enough which is really

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what the web is based on you don't

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inject code into the web to do your work

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for you and come back to you you just

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ask a server you know with an HTTP

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request so that was an example where we

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invested a huge amount of our

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development resources and creating this

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new kind of communication infrastructure

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for intelligent networks and the world

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has that week we didn't get it

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established and here at 25 years later

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it's not around so we must have been

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wrong you know it's kind of a sculptor

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like way of working where if you tried

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to speck out the final thing it'll end

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up not right every program I've ever

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worked on you don't have a clear idea of

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what it's going to be when you start you

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gotta just try different things almost

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always each step I take tells me what

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the next step should be

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you

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you

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