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    LAB NOTES
    LAB NOTES
    LN 023
    03•05•2022

    Higher-level primitives

    We are constantly re-developing concepts like undo and redo or drag and drop within our software today. These are core primitives, they are well-defined, and they are almost always expected by the user. They are strong candidates for higher-level primitives that allow the system to offer a more coherent, uniform user experience, without the need for the duplicative work from every developer on a platform.

    Though these things are now conceptually basic, presumed by users to be available in most software, they are fiercely complex to develop, requiring far longer than the average person would assume. We’ve had many of these concepts in personal computing since the very first mass-produced personal computers hit the shelves, and yet, today, developers are regularly forced to re-implement them. Though there are times when that might be favorable, it shouldn’t be the norm for much longer. Looking ahead, we should find and settle into higher-level primitives.

    For example, the itemized OS we’ve explored features primitives like actions (LN 020). By providing the system with actions available for items of specific types, services are able to pick up major, fundamental features without having to rebuild them. The system could automatically queue actions when offline, or retry actions following network failure. Services can provide an undo action for each action (LN 022), allowing the system to give the user a consistent, system-wide undo and redo experience. And with items as a higher-level primitive (LN 002), global features like drag and drop can be built into the platform, rather than every third-party developer having to build implementations or compatibility services to handle.


    More broadly, the amount of double work done by developers everywhere is condemning.

    Offering new ways to interact with a user’s email inbox means recreating an entire IMAP and Exchange sync engine — a feat that takes years to make right, complete, and compatible with the myriad of server implementations and protocol extensions in the wild.

    By separating items from the views that render them and the services that supply them, the itemized OS gives developers the opportunity to build only the pieces relevant to the innovation they have to offer users, making far more things possible that simply are not economically, technically, or securely feasible today. A developer with a new idea for how users can interact with their email inboxes would only need to build a new view component, or a developer of a new email sync protocol would only need to build a new service. In order to ship a new service, one should not have to cobble together inferior, replacement interfaces; and vice-versa. And in order to use a service with a new email protocol, users should not have to give up the views which support their best workflows; and vice-versa.

    Being able to target specific use cases as a developer and contribute to someone’s overall personal computing domain is critical. Rather than having to ship an entire, new mini-universe (“app”) in which users must create or recreate their data, organizations, etc.; developers should be able to ship components that support user’s overall systems. For example, with the itemized OS, a developer can ship an item that allows users to attach spaced repetition reminders to any other item if they so wish; they do not need to bring data into the developer’s “app” to use it with their innovation; the developer can ship something that expands the user’s entire personal computing domain.

    Something spark a thought? Send me an email or come chat on Twitter.

    This lab note is an excerpt from the first issue of the Member Magazine. The full issue is available in the member portal, and memberships are available here.


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