Design, Develop, Create

Showing posts with label soul. Show all posts
Showing posts with label soul. Show all posts

Thursday, 29 September 2022

Cray was a legend in computers and said...


Selected quotes: 

From around 5' mark 
"So, let me tell you a little bit, a few of the problems, that ah, and the solutions that I see in building large computers.
First of all... I think that building large computers should be done with the fewest possible people.
One is perfect, but you can't quite work with one.
So.. the next best thing is about 12."

"The reason you need 12 is you kind of need one person from each of the disciplines that are necessary.
You need a mechanical engineer to build the box that it'll go in.
You need an electrical engineer to put the circuit together.
You need a little bit of logic... and programmer here and there
And you need a secretary of course.
But not very many."

From around 6' mark 
[On the projects I've been involved in]
"the number of people involved has been pretty much constant.
... from a low of 25 to a high of 40.
[Small enough] that's a group where I can remember everybody's name, which I think is kind of important, but large enough enough so that we can in fact build large scientific computers."
...My current company has 25 people, it started 2 years ago, and I certainly wouldn't want any more, it's kind of crowded."
...Our current machine is far enough along that it's starting to run programs.
"A small group of people is kind of essential.
And ah, the extent to which I've been successful in building large machines I think that is one key thing.

From around 8' mark
"...and another key point, that's perhaps equally important is discipline.
If you work in a large corporation it's very hard to keep on one track for 4 or 5 years.
And 4 or 5 years is how long you need to keep on track to work on a project like that.
So continuity is, .. is another very very important thing.
And to develop the continuity I mean not only the scope of the organisation that's providing the money for you but also the continuity in the sense of people sticking around and finishing the job.
It's hard to design a computer if the person who designed it has left and has been replaced twice by somebody else."
So another characteristic, the people I'm working with today, my little elves, are all kind of old little elves, they've all been around since the early 50s or mid 50s.
...And that brings me to another important point that I think you'll appreciate and that hit me hard this year.
Because, we decided we were all getting too old and something should be done.


From around 9' mark
"...So we decided that we would hire 8 new people, fresh out of school, who didn't know a thing about computers.
They might know a little bit about electronics a little bit about physics maybe.
But ah, let's say three of them were college graduates, three of them from trade schools.
And we'd just sit 'em down and try to teach them about this huge complex computer that we were designing and see how far we'd get.
Well, the shocking thing was, it was only about three months, and they were doing so well at it,  that they were telling me about my design and what was wrong with it.
And by golly they were right.
These new kids were, were finding flaws in my logic design that I wouldn't have found myself.
And yet they had no experience prior to a few months of contact.
And I guess one of the things was that they were so unimpressed.
They had no idea, really, that this was supposed to be a big powerful machine.
And they were so unimpressed, that of course, you know, that they thought this was what everybody did that graduated from school.
[laughter]
And with an attitude like that, it's amazing, I guess maybe we are building simple computers.
..."

Monday, 23 October 2017

Colossal Cave Adventure

An archeology of interactive role playing games leads inevitably to a small handful of innovative and influential programs developed over the decade spanning the sixties and seventies. One of the most influtential of these games was a program call the Colossal Cave Adventure. Originally written by Will Crowther, then developed further by Don Woods with Will's consent.
Ports of Adventure to newer operating platforms and language environments have enabled users to play Adventure on successive generations of computing hardware and operating system environments. However the core of the game remains the same and concept, gameplay and feel. A player running the port to Mac OS/X or the console version for Windows XP is subject to essentially the same experience as those who encountered it on University computer servers in the 70s and 80s.
While the game is no longer actively developed the concept of Advent inspired a host of related programmes in the 1980s all vying for the hearts, minds, or money, of the world's growing band of computer enthusiasts and users.

Seeing Adventure running for the first time is like walking along the beach and picking up an interesting looking shell. Someone has left the terminal logged in... It intrigues with three sentences:

YOU ARE STANDING AT THE END OF A ROAD BEFORE A SMALL BRICK
BUILDING . AROUND YOU IS A FOREST. A SMALL
STREAM FLOWS OUT OF THE BUILDING AND DOWN A GULLY.
Ahh, a game. What do I do? The blinking cursor invites me to write something.

help!
 I DON'T KNOW THAT WORD.

help
 I KNOW OF PLACES, ACTIONS, AND THINGS. MOST OF MY VOCABULARY
 DESCRIBES PLACES AND IS USED TO MOVE YOU THERE. TO MOVE TRY
 WORDS LIKE FOREST, BUILDING, DOWNSTREAM, ENTER, EAST, WEST
 NORTH, SOUTH, UP, OR DOWN.  I KNOW ABOUT A FEW SPECIAL OBJECTS,
 LIKE A BLACK ROD HIDDEN IN THE CAVE. THESE OBJECTS CAN BE
 MANIPULATED USING ONE OF THE ACTION WORDS THAT I KNOW. USUALLY
 YOU WILL NEED TO GIVE BOTH THE OBJECT AND ACTION WORDS
 (IN EITHER ORDER), BUT SOMETIMES I CAN INFER THE OBJECT FROM
 THE VERB ALONE. THE OBJECTS HAVE SIDE EFFECTS - FOR
 INSTANCE, THE ROD SCARES THE BIRD.
 USUALLY PEOPLE HAVING TROUBLE MOVING JUST NEED TO TRY A FEW
 MORE WORDS. USUALLY PEOPLE TRYING TO MANIPULATE AN
 OBJECT ARE ATTEMPTING SOMETHING BEYOND THEIR (OR MY!)
 CAPABILITIES AND SHOULD TRY A COMPLETELY DIFFERENT TACK.
 TO SPEED THE GAME YOU CAN SOMETIMES MOVE LONG DISTANCES
 WITH A SINGLE WORD. FOR EXAMPLE, 'BUILDING' USUALLY GETS
 YOU TO THE BUILDING FROM ANYWHERE ABOVE GROUND EXCEPT WHEN
 LOST IN THE FOREST. ALSO, NOTE THAT CAVE PASSAGES TURN A
 LOT, AND THAT LEAVING A ROOM TO THE NORTH DOES NOT GUARANTEE
 ENTERING THE NEXT FROM THE SOUTH. GOOD LUCK!
Right, I'm starting to get this, lets see what the 'DOWNSTREAM' command does...

downstream
YOU ARE IN A VALLEY IN THE FOREST BESIDE A STREAM TUMBLING
ALONG A ROCKY BED.

downstream
AT YOUR FEET ALL THE WATER OF THE STREAM SPLASHES INTO A
2 INCH SLIT IN THE ROCK. DOWNSTREAM THE STREAMBED IS BARE ROCK.

lift rock
YOU ARE IN A 20 FOOT DEPRESSION FLOORED WITH BARE DIRT. SET INTO
THE DIRT IS A STRONG STEEL GRATE MOUNTED IN CONCRETE. A DRY
STREAMBED LEADS INTO THE DEPRESSION.

THE GRATE IS LOCKED

downstream
YOU CAN'T GO IN THROUGH A LOCKED STEEL GRATE!

This is getting interesting, quick, grab a piece of paper and start drawing a mental map of where I was and where I'm going...

And so it goes on. Time passes, I snap back to myself for a moment, twenty minutes later! What's happening here? It's engaging, appealing, frustrating and rewarding, like getting into a good book but this one talks back to you.

Tuesday, 19 September 2017

Data General equipment

"Downtime is the worst of all possible times... Data General, the company that engineered the anxiety out of computers" 

The EMC Westborough Data Centre closes; EMC acquired Data General in 1999 (link).

An earlier model, the Eclipse MV/2500 operating microcode diagnostics; courtesy of Stephen Merrony (link).

Some video footage of a Data General Nova and disk assemblies in operation; courtesy of Andre Schaefer (link).

Running CEO on a Data General MV/4000. CEO (Comprehensive Electronic Office software) was a productivity suite (word processor, mail, display, print, calendar, filesystem, etc); courtesy of Tommy Mademark (link).

This ad from the archives highlights the crucial role that Data General computer systems had in issues of national importance in Ireland; courtesy of Internet Lurker (link).

Kenneth Meates has one of the most awesome responsibilities in all of Dublin, Ireland...

Ken Meates had a career in both industry and in academe. As a Guinness employee at St James’s Gate Brewery he worked as a systems analyst on multiple generations of some of the first computer systems installed in Ireland. As a high regarded member of faculty of the UCD College of Business Ken created and managed the Masters in Project Management up to his retirement. 

Friday, 12 June 2015

After discussing Soul of a New Machine: Wordle-like keywords

General aspects of high-tech production

There is no 'law of physics' or mathematics that governs the higher level design of systems, of software, of devices. Agree a definition of what high-tech production is in general.
Designing and building something to solve a problem.
Is software development a kind of engineering?
No Yes Artistic Expressive
What words describe high-tech design work, its outputs, its ethos?
Craft Purpose constraints requirements
design plan optimisation
craft first-time (all the time) creative
What roles are essential?
architect designer user


Engineering culture and work practices

What impressions do you have of the sense of a high-tech workplace?
Respect Dinosaur value Pigeonholed Geeks
What reflects the values of design work?
Autonomy Responsibility Problem-solving Empowering
challenging 

management hierarchy technical strength 

List engineering management practices you identified at Data General...
Using that list, contrast it with process and practice specifications of different life cycles, management frameworks and methods. For example, what aspects of the culture in Data General's Eagle could be depicted as good management practice? If you had to give them a label would any of the practices at Data General fit into the practices of Extreme Programming?

Innovation, management and leadership

Who drove the Eagle? Who designed it? What did they need to do to express it?
 Ed de Castro? Steve Wallach Rosemarie Tom?
What strategies did they bring into play?
Machiavellian political power new
creative context conditions LIMITS timing
WORK do/act process
What roles were essential?
Faclilitator  buffer Leader

designer followers lieutenants


Teams and interaction.

What happens in teams? What works well, what doesn't?
Stability 3mths 3 years deadlines
realism Ownership specialisation pushing
creative games limits Socials
social club reviews dog racing
 Utlimate Test Frisbee
Trust

Additional resources: (thanks to Alex)

Picture of the team, Kidder & Tom also a map of the Adventure game and some block diagrams
Links to advertisements and printed company material, pictures of the machine & boards and loads of technical documentation. Also links to publications & patents (as mentioned in the book) on the topic.

Monday, 16 September 2013

The Eagle Project and its context

The broader commercial setting was the looming backdrop against which West constructed a mythology for the project; Castro's personality, DEC's VAX, the FHP (Fountainhead Project). Limited resources were made available, a core team of less than 30 engineers, competition for scarce resources within Data General. West carefully established emotional distance between himself and the team, with Rosemarie, Alsing and Rasala working as go-betweens.

The project, like all projects, was subject to various constraints, and it employed and succeeded based on a number of key enabling factors. The Eagle project had to satisfy some key requirements

  1. Support old 16 bit software.
  2. Be a 32 bit machine.
  3. Do 1 & 2 at the same time (no mode bit).
  4. Use a limited number of boards

The eventual design also had to be innovative (not a kludge or a bag on an Eclipse) in order that West could entice other engineers to work on it. The architect, Wallach eventually found some elegance in its design, an innovative Ring System for the CPU architecture, even though he had to allow space for EGO's instruction set within his "wonderful - 'super' - instruction set." p82

West's management method, if it was one - that Alsing and Rasala went along with - was wryly referred to as the "Mushroom Method".
The project teams were organised roughly in two, reflecting two differing professional foci and skills: the Hardy Boys and the Micro Kids.
The basement area at Westborough became a kind of territory, the boundaries of which defined who could be an insider and who were outsiders. Even within its own boundaries the Eagle project evinced marked divisions, delineating hierarchy and focus, between the Hardy Boys and the Micro Kids, between new hires and old hands, between people who had worked on other projects in DG and those to whom the Eagle project was their only experience. The basement space itself was divided into open spaces and closed spaces; for example West and Alsing had their own offices, with doors that could shut! The others were spread among sprawling cubicles. The hierarchies and non-hierarchies, some formal, many informal, coexisted somehow. Experience defined membership. Signing-on was a crucial transition between being a DG employee and being a member of the Eagle team. The whole team and the separate sub-teams had their own rites of passage. Membership and status were evident over time as each person underwent tests of strength like playing Adventure through to the end, responding to the "Tube Wars", hacking into Alsing's encrypted file. 

Notes: Have a look at the article on Wired "O, Engineers" (8.12 link).