This looks like a realization of "benevolent self conscious AIs agreeing to cooperate with mankind to do great stuff". Often in these tales, there is a hidden cost to it: the AI has its own agenda, or does crazy experiments with humans mind/brain. I'm wondering what shape will take that plot twist in reality :)
Hi! That would be super useful indeed. A couple of things you could sort out:
* Responsiveness; the page should adapt to mobile phone screens, at the moment it doesn't seem to: the page scrolls horizontally (which is undesirable especially on mobile phones), and the last button on the right in the top bar is cut in half
* Consider moving or removing he call for "install" at the bottom: it reappears once dismissed, it covers buttons at the bottom
Really appreciate the feedback. I will work to address this feedback promptly as layout issues and responsiveness can definitely impact the overall user experience. I will also prioritize the native app development which I assume will address both issues more easily.
We will own the games we purchase digitally if we change the laws to say that we own them. We've reached the point where politicians are talking about this issue, and I suppose support for copyright reform will only continue to grow.
> I'm curious whether Nintendo will be following the same path.
Probably, they're already heavily invested in digital-only games, e.g. virtual console, or selling game boxes with just a download code.
But this goes back years already, physical copies of their games have remained expensive for ages. Relatively modern and/or very common "everyone has these" games like various pokemon games going for full price to 2-3x that.
TBH, 100% offline gaming has been problematic since day-one patches became the norm in the PS3 era. Sure, you might be play version 1.0 of the game from the disc, but often the experience was pretty compromised without the patch, often very buggy, or sometimes even features missing.
And the PS5 is meant to be able to play digitally downloaded while disconnected (at least the ones you own, not the PS+ games). It's just the implementation is little buggy, it sometimes breaks for some people and you get a bunch of vocal people complaining about how it doesn't work.
So IMO, you aren't losing much there. The digital-only experience isn't that different from needing to have internet to download a day-one patch.
It's the used game sales that are the biggest loss from this move.
I remember getting some Gran Turismo game for my PS3 back in the day, having to wait for it to slowly copy XX gigabytes of data to the hard drive, then being stupid enough to want to start the game while being online which meant having to download once more the exact same number of gigabytes (hello, incremental patches?) over an even slower Wi-Fi connection. I bought the game on a Saturday afternoon and was looking forward to it, but by the time I got to play it, it was Sunday.
So I figured that the last console with which I really felt like I had a collection of games that were mine, that I got to keep and could play whenever I wanted, was the PS2.
This is the reason the PS2 is having a resurgence in popularity. With FreeMcBoot and TB of storage you can backup your entire collection and play it at your convenience. There are a non-trivial number of PS3 games that are basically unplayable unless they get patched. With digital storefronts getting shut down left and right there is no guarantee that the disc will yield anything valuable, it's basically a paperweight.
"what if objects were actually designed for a bad user experience, instead of a good one? she recalled in a 2018 TED talk. That was my ‘eureka’ moment."
Or, she stumbled upon some article or the very Wikipedia page about it:
> Chindōgu (珍道具) is the practice of inventing ingenious everyday gadgets that seem to be ideal solutions to particular problems, but which may cause more problems than they solve.
Nobody would look at a fork with a chain separating the end and the handle, or a toothbrush with a 90 degree bend before the head, or a watering can where the spout bends back over to face the opening, and think it seems like an "ideal solution to a practical problem".
What she's doing is something else entirely: making humorous designs which are obviously, viscerally terribly suited for their purpose. The point is that you look at the item and immediately go, "oh that's horrible".
Regardless, even if Chindōgu actually did describe what she was doing, I don't think "design humorously bad products" is such a unique concept. It seems plausible that two people in history could independently come up with it.
Another take on the matter is: interruptions are inevitable, so reducing the "recovery penalty" is key, and can be learned.
That's something that you learn to do when you have a kid: suddenly, your periods of 4 hours of focus free time (for coding, exploring tech, whatever) during the weekend just _disappear_. You only get max 30 minutes of free time in a day; this is extremely frustrating initially; there is no boss to complain to, no meetings to blame, no solution but to deal with it. Progressively, you learn to switch tasks much more efficiently, by making regular check points, so that you can get interrupted any time and get back to deep work _quickly_.
Yeah this is something I want to learn more about for sure and is the weakest part of this piece. What have you found that works for you? Or is just that knowing that you’ll get interrupted will force better discipline?
this is part of the promise of the Pomodoro Technique. Named after a tomato shaped kitchen timer, the idea is to work for 25 minutes and then stop for 5 and step away from what you were doing, rinse and repeat. Being able to pick back up becomes important.
Talking about monetization strategy, there is a world where we would not have to remember "Zillow" or "Spotify", and instead ask for real state or music related actions, and have OpenAI "decide" for us what is "the best" options... As in "the option that paid the most to get promoted".