The Amiga vision - Digital
Living(tm) By Fleecy Moss
A few weeks ago I was enduring my occasional bout
of self flagellation by following an Amiga community website
thread when I happened across an email from a well respected
and long time community member, Bill Hoggett. Details are not
important but the crux of it was that Bill, despite having
been a community member for umpteen years, still had no idea
about what it was that Amiga is actually trying to do.
Being the chief technical officer of Amiga, I was
taken aback at this, primarily because I thought most people
who were interested did know but also because it means that I
now had another pile in my personal Aurigean stable. The
purpose of this article therefore is to try to set out our
vision in as short and concise a manner as possible.
Digital Living
WHAT????
I can already hear the eyes rolling into the
skies, the snide comments on IRC and the news sites. Digital
Living? B*ll*cks more like!!! More marketing and fleecy speak.
Well, sorry to disappoint people but long terms plans and
strategies need simple and concise concepts as a target. The
devil is in the detail and this is what I will attempt to
provide.
In this lies the first seeds of discontent for
some in the community. It doesn't start with the processor
choice, or the custom chip set or even 'The name' as some of
our bluer friends like to maintain. Too many of our fair
community have become obsessed with the individual trees and
do not see the wood. It isn't about continuing
implementational details such as custom chips, it is about
considering the small part they play, and merely an
implementational part at that in the greater purpose. The
start of our vision, our purpose is a simple question. What is
life?
Ignoring the philosophical connotations, life is
about activity. It is about a person observing, contemplating
and manipulating their environment for one or more purposes,
some of which are common to us all (eating, sleeping etc) and
some of which are a matter of personal choice (playing Rugby,
weeding a parsnip patch or reading a newspaper). Each activity
involves making use of one or more resources in one or more
ways for the achievement of a specific goal.
Being smarter than the average daffodil, humans
have developed tools to maximise these activities for minimum
expenditure. They have created processes and streamlined them;
indeed the whole study of what is called 'Workflow' is vital
to the Amiga vision. Workflow is about bringing together a set
of resources and a set of processes as a solution to a
particular problem. It has its scientific roots in the turn of
the century behaviourists such as Taylor and is probably
better known as time and motion study. (Before anyone accuses
me of being a behaviourist, I will point out that this is
strictly about workflow rather than the more mechanistic
aspects of behaviourist philosophy. In that respect I tend to
side more with Elton Mayo and Abraham Maslow and the other
humanists).
You will all have experienced this subject first
hand. That growing feeling of anger and frustration (process
friction) as something you are trying to do just isn't working
or is taking too long or involves too many steps. At the other
end, you may have experienced the almost nirvana like state of
grace when an activity you are doing progresses so smoothly
that you almost transcend the tools and processes themselves,
becoming one with the task. This may sound like hokey 'Use the
force, Luke' speak but it is an integral part of human
activity. Indeed Amigans already celebrate a small part of
workflow excellence, even naming their interface service
'Intuition' because it is so easy to use.
If living is about activity, which is the
employment of a set of resources and/or processes in response
to a problem, then digital living is about the employment of a
set of digital resources and/or processes in response to that
very same problem. In short, it is about using digital
technology to improve a person's quality of life.
It is at a more fundamental level though than
providing a game playing solution or an email solution. It is
about looking at every activity, and especially essential
human activities and seeing whether a digital solution would
be better than the existing physical solution. It is about
transference of activity from the physical to the digital.
The process we at Amiga are adopting is a
realistic one though. Some activities may always be better in
the physical domain rather than the digital whilst for others,
the technology infrastructure or indeed the necessary process
flow itself might not be available. In all cases, each
activity that is considered for a digital makeover has to
given true and honest measure against the physical activity it
is to replace and our rule is that the digital activity has to
at least equal the benefits of the physical activity for the
given expenditure of time and effort.
Making such a measurement is difficult because
activities and their component resources and processes very
rarely exist in isolation, instead being part of a complex set
of activities and behaviours where changing one provides
cascade change in others. In other cases, there can be very
successful isolation with controlled cascade. A good example
is the introduction of the iPod. Initially a next stage
development in music listening activity, its success has
allowed for a secondary and potential more important activity
change, the move from physical to digital purchase via the
iTunes service.
A key term in our vision is transference, which we
use to mean the transfer of activity from the physical domain
to the digital domain; this is the driver behind the digital
revolution. Revolution is really the wrong term though because
transference does represent a paradigm (structural) shift; in
other words it is not about doing new things but doing old
thngs in a new way.
The strength of the digital revolution lies in the
simple but awesome power of binary codification, the use of
binary as a universal solvent for both resources and
processes. Consider that at our core, a human being represents
a separation between itself and everything else that is not
itself. This separation is achieved in the brain via semantic
abstraction, a method of describing both the I and the not I
that comes from this separation. This manifests itself as
language.
A human lifespan will provide a rich experential
session, full of events, meetings, experiences and learning,
and all of this will through a piagetian process of
accomodation and assimilation enrich the semantic store of
each person. The problem with humans is that they have no
natural method of disemination of these semantic stores. It is
no surprise that the one of the greatest leaps in human
development occurred with the development of language, first
the spoken form and then the written form. What the written
form allowed was for education, learning and experience to now
become independent of humans. As long as the resource
(physical representation) and the process (a person who could
read) exist, then the semantic store is available.
The digital revolution has taken to this to the
next stage; the representation is now binary and the process
is now a binary or digital processor. For example, consider
the storage of audio - initially scratches on cylinders, then
grooves on a vinyl disc, then analog signals on a magnetic
tape. Each represented a direct representation of waveform and
because it was a direct representation, any damage to the
representation was a damage to the reproduction by the process
- crackling. What it took was the development of waveform
digitisation, initially stored on magnetic tape and then moved
onto compact disc and then DVD. The power of this lies in the
fact that it is an indirect representation. The representation
can be damaged and yet the processor can repair and
reconstruct t (to an extent). The next stage, in which we
currently find ourselves is the realisation that the physical
carrier is now the biggest liability and it actually no longer
required. What it important is the digital content itself and
then can be transmitted wired or wireless.
The purpose of this article has been to get to
this point and the phrase from the last sentence - "What is
important is the digital content itself.". If the Amiga vision
of digital living could be summed up in a single sentence then
it would be "the supremacy of the relationship between the
user and their content and services."
Again I can hear the flapping of lips and the
rolling of eyeballs? What's all this got to do with computers?
I am the user and my content, whatever that maybe is on my
computer. Great. Unless your computer is in your study and you
are on an airplane or in a hotel in Auckland, New Zealand, or
if your new CD is in the player in the living room and you are
in your car, and definitely not good if your hard drive
crashes and you can look forwards to hiding in Brazil when
your wife finds out that your arguments for moving from a film
camera to a digital camera have now just destroyed the last
two years of photographs.
You see the problem is that the agenda in the past
has been set by the device manufacturers and sellers.
Initially technology demanded that content be bound to very
specific devices because only hardware implementations were
fast enough to process their encoded content. With the
development of the computer for the home (as opposed to the
home computer), there was suddenly enough power in the home to
perform multiple activities for multiple binary encodings -
music, pictures, text, film, games. For a while the computer
for the home could rein supreme, obsoleting dedicated devices
with no competition. Unfortunately for it technological
advances have meant that whilst it is getting more and more
powerful, smaller and smaller devices can be made which do one
or more of its jobs. This means portability, and the one thing
the computer is not is portable.
Why is portability so important? It brings up
round full circle to the earlier discussion of workflow. An
activity is a set of resources and a set of processes. One of
those resources is location. An activity is location bound.
You may listen to music all over the house or indeed the
world, you may watch DVDs in the sitting room, you may write
dates on the calendar in the kitchen, you may need a persons
email address whilst sitting on an airplane. With a computer
for the home a stationary device, either all of those
activities have to be done at the computer OR they are not
done on the computer.
However this analysis fails because it is trapped
in the device centric view of the world, where the device is
more important than the activity or the content or the
services. It describes a relationship between a user and their
computer (or device) with content and services being a
byproduct of that relationship. If you forget about devices
for a moment, you begin to understand that what you really
care about is being able to access your content and services
(or any content and services) whenever you want and wherever
you want.
As an illustration, take the motor car. A device
centric approach says that the person buys the car and then
drives places because they have the car. A non device centric
approach says that the person wants to go places so they buy a
car. Whilst there are some who buy a car just to own a
specific car, most people buy a car to go places, with their
only real concern being that it is comfortable, holds all the
passengers and luggage and doesn't break down or cost a
fortune in fuel.
This illustration moves us neatly on to the next
point. If all the person cares about the car is that it is
comfortable, holds all the passengers and luggage and doesn't
break down or cost a fortune in fuel, then that could be any
one of a number of cars. Indeed those very requirements could
vary between each trip, to the point where a different car
could be used for each trip. In this view the car has moved
from being the central object to being a commodity with the
individual trip becoming everything.
Whilst not perfect as an illustration, we can
remap that last sentence into the digital domain, saying that
"in this view, the computer has moved from being the central
object to being a commodity, with the individual activity
becoming everything". From this it is a small step to get to
the vision statement of Amiga Inc - the supremacy of the
relationship between a user and their content and
services".
What Does It Mean Though?
First and foremost is that a user can access
whatever they want whenever they want wherever they want. At
Amiga, we call this the new WWW, which is ironic since the
world wide web actually provides a prototype version of our
vision. This means that the set of content and services, both
private (owned by the user) and public exists in a virtual
domain and that the user has no knowledge, and needs no
knowledge of where that content is stored, nor where the
services are stored to act upon that content.
In today's world, we know that picture A is on
hard drive B which is in computer C. We also know that
Application X is on hard drive B which is on computer C.
Application X can be used to manipulate picture A. Our future
vision is that you have picture A and services X. That is it.
Both exist in a virtual domain that is as unknown to you as
the biochemistry of a dog or the generation of the laser beam
within your CD player. All that matters is that you can access
it. This requires an accessor device that is somehow able to
provide a connection to or a doorway into this virtual domain.
You use the accessor device, you identify yourself, either
physically or via a role based construct called a virtual
persona or VIP and you then have access to your private
digital property, all shared digital property and all public
property. All the accessor device provides is a doorway.
This is not a hard concept to understand but it is
a hard concept to visualise mainly because we are so used to
being in a device centric mindset. Of course this is also a
vision, a goal at which we point our Amiga ship as we sail
forwards. There are many issues to overcome in reaching this
goal, some technical, some psychological, some political. What
is important is that the goal makes sense (even if you may
disagree with it) and that there is value in reaching it.
How we get there from here, a position of having
the AmigaDE awaitings it breakthrough and with AmigaOS4.0 on a
PPC platform close to launch is the question that I'm sure is
uppermost in your minds. It obviously has to be in stages. It
obviously has to advance at the pace that the technology
advances to support it, although we can give it a push. It
obviously has to make money at each stage if the next stage is
to be funded. It may be as much a marketing push, to break
people out of their device centric mindsets as it has to be a
technology push. Circumstances may also change as we move
forwards.
Unfortunately, this article has already gone on
for too long and the HOW is our bread and butter, not to be
shared too much in public unless competitors move in whilst
enough to generate debate, discussion and hopefully some
excitement.
I have always believed that the spirit of what is
Amiga can be summed up in the phrase "elegance through
simplicity". Eastern disciplines teach that to strive towards
elegance is to embrace simplicity and is the key to mastery. I
believe that by in breaking away from the device centric view
that has caused us so much frustration, we can now see with a
clear line of sight the goal that we should be moving towards
- not hyper fast processors, or polygon generators or huge
hard disks but the simplicity of activity as described in this
article - digital living.
Fleecy Moss CTO Amiga, Inc. |