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Lessons from the Web's massively parallel development. First published April How did Web grow so quickly? Ragtag though it was, the early Web, with its endless compendia of 'Cool Bands', badly scanned photos of pets, and ubiquitous "Favorite Links" lists pointing to more of same, was a world-building excercise which provided an unequalled hothouse lab for structuring information and designing interfaces.

By the time the corporate players and media companies considered getting involved, many of the basic interface issues - the idea of Home pages, buttons and toolbars, the standards for placement of things like logos, navigational elements, help menus and the like had already been worked out within a vast body of general practice generated by the pioneers.

More than any other factor, this ability to allow ordinary users to build their own Web sites, without requiring that they be software developers or even particularly savvy software users, caused its rapid rise. Web design, and in particular Web site design with its emphasis on architecture, interactivity, and structuring data in an implicit order or set of orders, is not graphic design but rather constitutes a special kind of low-level engineering.

Prior to the invention of HTML, all software packages which implemented any sort of hypertext required the user to learn a programming language of some sort Director, Hypercard.

HTML, in contrast, allows users to create links without requiring an ablity to write code. This becomes Principle 0 for this essay: Web site design is a task related to, but not the same as, software engineering.

Any project which offers a limitless variety of ways in which information can be presented and stuctured can happen both faster and better if there is a way for designers and engineers to collaborate without requiring either group to fundamentally alter their way looking at the world. While it can't hurt to have a designer see source code or a developer open a copy of Photoshop once in a while, environments which let each group concentrate on their strengths grow more rapidly than environments which burden designers with engineering concerns or force their engineers to design an interface whenever they want to alter an engine.

The Web exploded in the space of a few years in part because it effected this separation of functions so decisively.

As opposed to software which seeks a tight integration between creation, file format, and display e. Excel, Lotus Notes , HTML specifies nothing about the tools needed for its creation, validation, storage, delivery, interpretation, or display. By minimizing the part of the interface that is the browser to a handful of commands for navigating the Web, while maximizing the part of the interface that is in the browser the HTML files themselves , the earliest experiments with the Web took most of the interface out of the browser code and put it in the hands of any user who could learn HTML's almost babyish syntax.

With Web design separated from the browser that was displaying it, countless alternative ways of structuring a site could be experimented with - sites for online newspapers, banks, stores, magazines, interfaces for commerce, document delivery, display, propaganda, art - all without requiring that the designers arrange their efforts with the browser engineers or even with one another. This separation of interface and engineering puts site design in a fundamentally new relationship to the software that displays it: An interface can be integrated with the information it is displaying, instead of with the display software itself.

This transfer of the interface from 'something that resides in the software and is applied to the data' to 'something that resides in the data and is applied to the software' is the single most important innovation of the early Web. Newsweek has to coordinate with America Online in order to make its content available through AOL, but it does not have to coordinate with Netscape or the end-user's ISP to make its content available through Netscape.

The basic rule of good tools is: Good tools are transparent. Web design is a conversation of sorts between designers, with the Web sites themselves standing in for proposal and response. Every page launched carries an attached message from its designer which reads "I think this is a pretty good way to design a Web page", and every designer reacting to that will be able to respond with their own work. This is true of all design efforts - cars, magazines, coffee pots, but on the Web, this conversation is a riot, swift and wide ranging.

Once someone has worked out some design challenge, anyone else should be able to adopt, modify it, and make that modified version available, and so on. Instead, with this unprecedented transparency of the HTML itself, we got an enormous increase in the speed of design development.

When faced with a Web page whose layout or technique seems particularly worth emulating or even copying outright, the question "How did they do that? Once the tools for creating Web pages are in a designers hand, there is no further certification, standardization or permission required.

Good tools tell you what they do, not what they're for. Good, general-purpose tools specify a series of causes and effects, nothing more. This is another part of what allowed the Web to grow so quickly. When a piece of software specifies a series of causes and effects without specifying semantic values gravity makes things fall to the ground, but gravity is not for keeping apples stuck to the earth's surface, or for anything else for that matter , it maximises the pace of innovation, because it minimizes the degree to which an effect has to be planned in advance for it to be useful.

The best example of this was the introduction of tables, first supported in Netscape 1. Tables were originally imagined to be just that - a tool for presenting tabular data. Their subsequent adoption by the user community as the basic method for page layout did not have to be explicit in the design of either HTML or the browser, because once its use was discovered and embraced, it no longer mattered what tables were originally for, since they specified causes and effects that made them perfectly suitable in their new surroundings.

A corrolary to rule 3 is: Good tools allow users to do stupid things. A good tool, a tool which maximizes the possibilities for unexpected innovation from unknown quarters, has to allow the creation of everything from brilliant innovation through workmanlike normalcy all the way through hideous dreck. Tools which try to prevent users from making mistakes enter into a tar pit, because this requires that in addition to cause and effect, a tool has to be burdened with a second, heuristic sense of 'right' and 'wrong'.

In the short run, average quality can be raised if a tool intervenes to prevent legal but inefficent uses, but in the long haul, that strategy ultimately hampers development by not letting users learn from their mistakes.

By separating Web site design so completely from browser engineering, the rate of development of Web sites became many times faster than the rate of browser-engineering or protocol design. Reflecting on these extremes is instructive, considered in light of the traditional software release schedule, which has alterations to engineering and interface change appearing together, in relatively infrequent versions.

In the heat of structuring a site, a Web design team may have several people altering and re-examining an interface every few minutes. At the opposite extreme, in the three years from to , the http protocol was not changed once, and in fact, even in , the majority of Web transactions still use http 1. In between these extremes come rates of change from more to less rapid: Designers could create, display, alter, beg, borrow, and steal interfaces, as fast as they liked, without any further input from any other source.

Tools that allowed designers to do anything that rendered properly, that allowed for lateral conversations through the transparency of the HTML source, and removed the need for either compiling the results or seeking permission, certifcation or registration from anyone else led to the largest example of parallel development seen to date, and the results have been world-changing. Furthermore, while there were certainly aspects of that revolution which will not be easily repeated, there are several current areas of inquiry - multi-player games e.

Any project with an interface likely to be of interst to end users create your own avatar, create your own desktop can happen both faster and better if these principles are applied.

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Lessons from the Web's massively parallel development. First published April How did Web grow so quickly? Ragtag though it was, the early Web, with its endless compendia of 'Cool Bands', badly scanned photos of pets, and ubiquitous "Favorite Links" lists pointing to more of same, was a world-building excercise which provided an unequalled hothouse lab for structuring information and designing interfaces.

By the time the corporate players and media companies considered getting involved, many of the basic interface issues - the idea of Home pages, buttons and toolbars, the standards for placement of things like logos, navigational elements, help menus and the like had already been worked out within a vast body of general practice generated by the pioneers.

More than any other factor, this ability to allow ordinary users to build their own Web sites, without requiring that they be software developers or even particularly savvy software users, caused its rapid rise. Web design, and in particular Web site design with its emphasis on architecture, interactivity, and structuring data in an implicit order or set of orders, is not graphic design but rather constitutes a special kind of low-level engineering.

Prior to the invention of HTML, all software packages which implemented any sort of hypertext required the user to learn a programming language of some sort Director, Hypercard. HTML, in contrast, allows users to create links without requiring an ablity to write code.

This becomes Principle 0 for this essay: Web site design is a task related to, but not the same as, software engineering. Any project which offers a limitless variety of ways in which information can be presented and stuctured can happen both faster and better if there is a way for designers and engineers to collaborate without requiring either group to fundamentally alter their way looking at the world.

While it can't hurt to have a designer see source code or a developer open a copy of Photoshop once in a while, environments which let each group concentrate on their strengths grow more rapidly than environments which burden designers with engineering concerns or force their engineers to design an interface whenever they want to alter an engine. The Web exploded in the space of a few years in part because it effected this separation of functions so decisively. As opposed to software which seeks a tight integration between creation, file format, and display e.

Excel, Lotus Notes , HTML specifies nothing about the tools needed for its creation, validation, storage, delivery, interpretation, or display. By minimizing the part of the interface that is the browser to a handful of commands for navigating the Web, while maximizing the part of the interface that is in the browser the HTML files themselves , the earliest experiments with the Web took most of the interface out of the browser code and put it in the hands of any user who could learn HTML's almost babyish syntax.

With Web design separated from the browser that was displaying it, countless alternative ways of structuring a site could be experimented with - sites for online newspapers, banks, stores, magazines, interfaces for commerce, document delivery, display, propaganda, art - all without requiring that the designers arrange their efforts with the browser engineers or even with one another.

This separation of interface and engineering puts site design in a fundamentally new relationship to the software that displays it: An interface can be integrated with the information it is displaying, instead of with the display software itself.

This transfer of the interface from 'something that resides in the software and is applied to the data' to 'something that resides in the data and is applied to the software' is the single most important innovation of the early Web.

Newsweek has to coordinate with America Online in order to make its content available through AOL, but it does not have to coordinate with Netscape or the end-user's ISP to make its content available through Netscape. The basic rule of good tools is: Good tools are transparent. Web design is a conversation of sorts between designers, with the Web sites themselves standing in for proposal and response. Every page launched carries an attached message from its designer which reads "I think this is a pretty good way to design a Web page", and every designer reacting to that will be able to respond with their own work.

This is true of all design efforts - cars, magazines, coffee pots, but on the Web, this conversation is a riot, swift and wide ranging.

Once someone has worked out some design challenge, anyone else should be able to adopt, modify it, and make that modified version available, and so on.

Instead, with this unprecedented transparency of the HTML itself, we got an enormous increase in the speed of design development. When faced with a Web page whose layout or technique seems particularly worth emulating or even copying outright, the question "How did they do that? Once the tools for creating Web pages are in a designers hand, there is no further certification, standardization or permission required.

Good tools tell you what they do, not what they're for. Good, general-purpose tools specify a series of causes and effects, nothing more. This is another part of what allowed the Web to grow so quickly.

When a piece of software specifies a series of causes and effects without specifying semantic values gravity makes things fall to the ground, but gravity is not for keeping apples stuck to the earth's surface, or for anything else for that matter , it maximises the pace of innovation, because it minimizes the degree to which an effect has to be planned in advance for it to be useful.

The best example of this was the introduction of tables, first supported in Netscape 1. Tables were originally imagined to be just that - a tool for presenting tabular data. Their subsequent adoption by the user community as the basic method for page layout did not have to be explicit in the design of either HTML or the browser, because once its use was discovered and embraced, it no longer mattered what tables were originally for, since they specified causes and effects that made them perfectly suitable in their new surroundings.

A corrolary to rule 3 is: Good tools allow users to do stupid things. A good tool, a tool which maximizes the possibilities for unexpected innovation from unknown quarters, has to allow the creation of everything from brilliant innovation through workmanlike normalcy all the way through hideous dreck. Tools which try to prevent users from making mistakes enter into a tar pit, because this requires that in addition to cause and effect, a tool has to be burdened with a second, heuristic sense of 'right' and 'wrong'.

In the short run, average quality can be raised if a tool intervenes to prevent legal but inefficent uses, but in the long haul, that strategy ultimately hampers development by not letting users learn from their mistakes. By separating Web site design so completely from browser engineering, the rate of development of Web sites became many times faster than the rate of browser-engineering or protocol design. Reflecting on these extremes is instructive, considered in light of the traditional software release schedule, which has alterations to engineering and interface change appearing together, in relatively infrequent versions.

In the heat of structuring a site, a Web design team may have several people altering and re-examining an interface every few minutes. At the opposite extreme, in the three years from to , the http protocol was not changed once, and in fact, even in , the majority of Web transactions still use http 1. In between these extremes come rates of change from more to less rapid: Designers could create, display, alter, beg, borrow, and steal interfaces, as fast as they liked, without any further input from any other source.

Tools that allowed designers to do anything that rendered properly, that allowed for lateral conversations through the transparency of the HTML source, and removed the need for either compiling the results or seeking permission, certifcation or registration from anyone else led to the largest example of parallel development seen to date, and the results have been world-changing. Furthermore, while there were certainly aspects of that revolution which will not be easily repeated, there are several current areas of inquiry - multi-player games e.

Any project with an interface likely to be of interst to end users create your own avatar, create your own desktop can happen both faster and better if these principles are applied.

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