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Oct 23: Seoul:
WebAppsCon Oct 27: Boston:
SD Best Practices Feb 24: Miami:
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Wanted: Senior Developer
at Carma Systems, Inc. (Albany, NY).
See this and other great job listings at
jobs.joelonsoftware.com.
2003/02/28This item ran on the Joel on Software homepage on Friday, February 28, 2003The social scientist Ray Oldenburg talks about how humans need a third place, besides work and home, to meet with friends, have a beer, discuss the events of the day, and enjoy some human interaction. Coffee shops, bars, hair salons, beer gardens, pool halls, clubs, and other hangouts are as vital as factories, schools and apartments ["The Great Good Place", 1989]. But capitalist society has been eroding those third places, and society is left impoverished. In "Bowling Alone," Robert Putnam brings forth, in riveting and well-documented detail, reams of evidence that American society has all but lost its third places. Over the last 25 years, Americans "belong to fewer organizations that meet, know our neighbors less, meet with friends less frequently, and even socialize with our families less often." [2000] For too many people, life consists of going to work, then going home and watching TV. Work-TV-Sleep-Work-TV-Sleep. It seems to me that the phenomenon is far more acute among software developers, especially in places like Silicon Valley and the suburbs of Seattle. People graduate from college, move across country to a new place where they don't know anyone, and end up working 12 hour days basically out of loneliness. So it's no surprise that so many programmers, desperate for a little human contact, flock to online communities - chat rooms, discussion forums, open source projects, and Ultima Online. In creating community software, we are, to some extent, trying to create a third place. And like any other architecture project, the design decisions we make are crucial. Make a bar too loud, and people won't be able to have conversations. That makes for a very different kind of place than a coffee shop. Make a coffee shop without very many chairs, as Starbucks does, and people will carry their coffee back to their lonely rooms, instead of staying around and socializing like they do in the fantasy TV coffeehouse of "Friends," a program we watch because an ersatz third place is less painful than none at all. ![]() In software, as in architecture, design decisions are just as important to the type of community that develops or fails to develop. When you make something easy, people do it more often. When you make something hard, people do it less often. In this way you can gently encourage people to behave in certain ways which determine the character and quality of the community. Will it feel friendly? Is there thick conversation, a European salon full of intellectuals with interesting ideas? Or is the place deserted, with a few dirty advertising leaflets lying around on the floor that nobody has bothered to pick up? — Excerpted from my latest article, “Building Communities with Software,” which will only be sent to email subscribers. Please subscribe now to receive the article, which will be sent out on Monday morning. My new book is here! Apress has just published a new collection of 36 essays from Joel on Software, aptly named More Joel on Software. Get yours today! Available from Amazon.com or wherever fine cheese is sold. About the Author: I’m your host, Joel Spolsky, a software developer in New York City. Since 2000, I've been writing about software development, management, business, and the Internet on this site. For my day job, I run Fog Creek Software, makers of FogBugz—the smart bug tracking software with the stupid name, and Fog Creek Copilot—the easiest way to provide remote tech support over the Internet, with nothing to install or configure. Enter your email address to receive a (very occasional) email whenever I write a major new article. You can unsubscribe at any time, of course. |
I'm your host, Joel Spolsky, a software developer in New York City. Since 2000, I've been writing about software development, management, business, and the Internet on this site. More about me.
There's a complete archive of everything going back to 2000. The home page is reserved for minor, ephemeral thoughts, but occasionally I write a longer article. You can sign up to receive email whenever this happens at the bottom of this page. We also have one of those RSS thingamajiggies. If you don't know what that is, consider yourself lucky.
This site is actively translated by volunteers around the world into more than thirty languages.
Want to hire great developers? Looking for a job that doesn't suck? Over 200,000 great programmers read my job board at jobs.joelonsoftware.com.
Have feedback? There are several popular discussion boards on this site: Joel on Software
Business of Software Design of Software .NET Questions TechInterview.org CityDesk FogBugz Fog Creek Copilot You can also email me directly, although my mailbox is an official disaster area.
For my day job, I'm the CEO of Fog Creek Software, a bootstrapped software company in New York, NY.
We also make Fog Creek Copilot, which lets you control someone else's computer (with their permission, of course) over the Internet. It's the best way to fix someone's computer problems remotely. There's nothing to install, it's simple as heck, and it works through any kind of firewall, NAT, or proxy situation with zero configuration. More
If you're in college, Fog Creek Software has a very cool paid internship program (last year's interns developed Copilot in one summer). We also run a Software Management Training Program, an intensive two year program for college graduates to learn about managing high tech that combines a Masters in Technology Management with extensive hands-on experience in a variety of positions.
Wondering what it's like to develop software at Fog Creek? The documentary Aardvark'd covers the story of the development of Copilot. It's available on DVD.
Fog Creek co-founder Michael Pryor has his own site on Technical Interview Questions.
© 1999-2008 Joel Spolsky. All Rights Reserved. Linking, quoting and reprinting
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