This 1993 article by Mark Weiser is relevant to our world today.
Take intelligent agents. The idea, as near as I can tell, is that the ideal computer should be like a human being, only more obedient. Anything so insidiously appealing should immediately give pause. Why should a computer be anything like a human being? Are airplanes like birds, typewriters like pens, alphabets like mouths, cars like horses? Are human interactions so free of trouble, misunderstanding, and ambiguity that they represent a desirable computer interface goal? Further, it takes a lot of time and attention to build and maintain a smoothly running team of people, even a pair of people. A computer I need to talk to, give commands to, or have a relationship with (much less be intimate with), is a computer that is too much the center of attention.
Every UI control you roll yourself is a liability. You have to design it, test it, ship it, document it, debug it, maintain it — the list goes on.
It makes you wonder why we insist on rolling (or styling) our own common UI controls so often. Perhaps we’d be better off asking: What are the fewest amount of components we have to build to deliver value to our users?
I like how Luke is using a large language model to make a chat interface for his own content.
This is the exact opposite of how grifters are selling the benefits of machine learning (“Generate copious amounts of new content instantly!”) and instead builds on over twenty years of thoughtful human-made writing.
At Clarity last week, I had the great pleasure of introducing and interviewing Linda Dong who spoke about Apple’s Human Interface Guidelines. I loved the way she looked at the history of the HIG from 1977 onwards. This collection of videos is just what I need to keep spelunking into the interfaces of the past:
A curated collection of HCI demo videos produced during the golden age from 1983-2002.