- Do Artifacts Have Ethics? — 41 questions to ask yourself about the technology you create.
- MDBM — Yahoo’s fast key-value store, in use for over a decade. Super-fast, using mmap and passing around (gasp) raw pointers.
- The Revolution in Biology is Here, Now (Mike Loukides) — I’ve been asked plenty of times (and I’ve asked plenty of times), “what’s the killer product for synthetic biology?” BioFabricate convinced me that that’s the wrong question. We may never have some kind of biological iPod. That isn’t the right way to think. What I saw, instead, was real products that you might never notice. Bricks made from sand that are held together by microbes designed to excrete the binder. Bricks and packing material made from fungus (mycelium). Plastic excreted by bacteria that consume waste methane from sewage plants. You wouldn’t know, or care, whether your plastic Lego blocks are made from petroleum or from bacteria, but there’s a huge ecological difference.
- Bluesmart — Indiegogo campaign for a “connected carry-on,” aka a smart suitcase. From the mobile app you can track it, learn when it’s close (or too far away), (un)lock, weigh…and you can plug your devices in and recharge from the built-in battery. Sweet!
Creating great hardware and software means avoiding these product-killing pitfalls.
Editor’s note: This post is an excerpt from “Prototype to Product: A Practical Guide for Getting to Market,” by Alan Cohen.Thomas Edison famously said that genius is “1% inspiration, 99% perspiration,” and his observation holds true for product development. Developing “genius-level” products certainly requires inspiration, but the bulk of the effort is more like perspiration: work that benefits from insight and cleverness, but is also largely about not screwing up. Most product development efforts fail. It’s been my observation that failures are not usually due to a lack of inspiration (i.e., poor product ideas), but rather from mistakes made during the “perspiration” part.
What follows is a brief catalog of the most popular ways to wound or kill product development projects. Most efforts that get derailed do so by falling into one or more of a small set of fundamental traps that are easy to fall into, but are also fairly avoidable. As an organizational construct, I refer to the specific traps as sins and the more-general negative impulses behind the sins as vices. And since these sins are often fatal, I call them deadly sins to remind ourselves of their degree of danger. Before we get into the specific vices and sins, let’s start off with the fundamental principle that lies behind all of these, a basic truth that largely determines success or failure. Read more…
The O'Reilly Solid Podcast: Amanda Peyton of Etsy on the rise of craft.
Our new episode of the Solid Podcast brings us to Etsy, where David and I spoke with Amanda Peyton, a serial entrepreneur and product manager at Etsy, about the company’s role as a macro-community of micro-communities.
The connection between Etsy and Solid might not be obvious at first. Etsy’s specialty is the ultra-analog: handmade crafts that represent a return to an earlier era of artisan design and manufacturing.
But Etsy is emblematic of how Web platforms have transformed the relationship between product creators and product consumers. It offers rapid feedback from the market, quick discovery of new trends, and access to a large and diverse enough customer base that even extraordinarily niche products can be viable.
The result is a community of distributed manufacturers that’s responsive and efficient. For goods that can be made without a large, well-capitalized factory (even some electronics now fall into this category), Etsy may be the future of manufacturing. Read more…
Tim O’Reilly’s Solid Conference keynote highlights the capabilities that will let us shape the physical world.
O’Reilly’s keynote address at the Solid Conference in 2014 explored the human-IoT link. The talk expanded the scope of the IoT, making it clear this isn’t just about individual devices and software — we’re creating “networks of intelligence” that will shape how people work and live.
The talk has become an essential resource for us as we’ve investigated the blurring of the physical and virtual worlds. That’s why we decided to put together a text-friendly version of the presentation that’s easy to scan and reference. And since we think it’s so useful, we’ve made the text version publicly available.
You can download your free copy of “Software Above the Level of a Single Device: The Implications” here. Read more…
Our new report, "What is the Internet of Things," traces the IoT's transformations and impact.
One of the reasons that it’s ubiquitous is that it bears on practically everything. A few years ago, many companies might plausibly have argued that they weren’t affected by developments in software. If you dealt in physical goods, it was hard to see how software that existed strictly in the virtual realm might touch your business.
The Internet of Things changes that; the kinds of software intelligence that have already revolutionized industries like finance and advertising are about to revolutionize all the other industries.
Mike Loukides and I have traced out our idea of the Internet of Things and its impacts in a report, “What is the Internet of Things,” that’s available for free here.
As much as we all love the romance and gratification of hardware, the Internet of Things is really about software; the hardware just links the Internet to the rest of the world. If you think of the IoT as a newly developing area in software, it’s easy to draw out some characteristics of it that are analogous to things we’ve seen in web software over the last decade or so. Read more…
Core competencies and essential reading from hardware, software, manufacturing, and the IoT.
As I noted in “Physical and virtual are blurring together,” we now have hardware that acts like software, and software that’s capable of dealing with the complex subtleties of the physical world. So, what must the innovator, the creator, the executive, the researcher, and the artist do to embrace this convergence of hardware and software?
At its core, this is about a shift from discipline toward intent. Individuals and institutions — whether they’re huge enterprises, small start-ups, or nonprofits — must be competent in several disciplines that increasingly overlap, and should be prepared to solve problems by working fluidly across disciplines.
To use Joi Ito’s example, someone who wants to develop a synthetic eye might begin to approach the problem with biology, or electronics, or software, or (most likely) all three together. Many problems can be solved somewhere in a large multidimensional envelope that trades off design, mechanics, electronics, software, biology, and business models. Experts might still do the best work in each discipline, but everyone needs to know enough about all of them to know where to position a project between them.
Below you’ll find the core competencies in the intersection between software and the physical world, and our favorite books and resources for each one.
Electronics for physical-digital applications
- Practical Electronics, by John M. Hughes: To know what’s possible and where to start, it’s essential to understand both the analog and digital sides of electronics. This is O’Reilly’s authoritative introduction to both analog and digital electronics, with information on circuit design, common parts and techniques, and microcontrollers.
- Raspberry Pi Cookbook, by Simon Monk: The Raspberry Pi is rapidly becoming the standard embedded computing platform for prototyping and experimentation, with enough computing power to run familiar interpreted programming languages and widely supported operating systems.
- Arduino Cookbook, by Michael Margolis: The Arduino microcontroller offers a fluid interface between digital and physical; it’s highly extensible and accessible to people with no prior experience in either electronics or code.
Tim O'Reilly and Carl Bass discuss the future of making things, and Astro Teller on Google X's approach to solving big problems.
I recently lamented the lag in innovation in relation to the speed of technological advancements — do we really need a connected toaster that will sell itself if neglected? Subsequently, I had a conversation with Josh Clark that made me rethink that position; Clark pointed out that play is an important aspect of innovation, and that such whimsical creations as drum pants could ultimately lead to more profound innovations.
In the first segment of this podcast episode, Tim O’Reilly and Autodesk CEO Carl Bass have a wide-ranging discussion about the future of making things. Bass notes that innovation tends to start by “looking at the rear window”:
“The first naïve response is to take a new technology and do the old thing with it. It takes a while until you can start reimagining things…the first thing that you need is this new tool set in software, hardware, and materials, but the more important thing — and the more difficult thing, obviously — is a new mind-set. How are you going to think about this problem differently? How are you going to reimagine what you can do? That’s the exciting part.”
Talk of the "tech sector" is out of date. Every company is a tech company.
Uber has encountered a series of challenges that are notionally unfamiliar to the current generation of tech companies: wrongful-death lawsuits, rent-seeking by an entrenched industry, regulatory scrutiny from local bureaucrats, worker protests. The company admitted to having disrupted a competitor’s operations by calling its cars, then canceling. No matter how explicitly it warns about surge pricing, riders accustomed to a certain way of booking a car ride object.
There’s an established industry that charges people for rides in cars, and it’s been reduced to a set of straightforward points of competition: price, car quality, ease of booking, and — treacherously for Uber and uncharacteristically for “tech companies” in general — the burly and distasteful accumulation of political clout before municipal taxi commissions. Read more…
Miscalculating funding thresholds can sink your startup.
There is widespread consensus that crowdfunding is a boon, an egalitarian means for bringing products and services to market without relying on banks, venture capitalists, or established financial angels. Myriad platforms now allow entrepreneurs and folks with a little (or a lot) of cash to get together without the red tape and angst that so often accompanies the soliciting and procuring of startup funds.
But that doesn’t mean crowdfunding is a panacea. In fact, observes Scott Miller, CEO and co-founder of Dragon Innovation, Inc., crowdfunding platforms have an Achilles heel: an inability to deliver hardware.
“Over the past year or 18 months, we’ve seen a pretty disturbing trend in crowdfunding,” Miller says. “A lot of campaigns meet their thresholds, but they ultimately don’t deliver the goods. That’s usually not due to fraud — it’s largely because many of the people who launch these nascent companies don’t understand hardware. They may want to drive people to their campaign by posting a low threshold, or they may not understand the expense involved in getting a prototype to high-volume production, but in either event, they wind up with insufficient capital. So, when the time comes to actually manufacture their product, they don’t have enough money, and they can’t recover. Hundreds of millions of dollars have been lost as a result.” Read more…
A multitude of signals points to the convergence of software and the physical world.
Our new Solid conference is about the “intersection of software and hardware.” But what does the intersection of software and hardware mean? We’re putting on a conference because we see something distinctly new happening.
Roughly a year ago, we sat around a table in Sebastopol to survey some interesting trends in technology. There were many: robotics, sensor networks, the Internet of Things, the Industrial Internet, the professionalization of the Maker movement, hardware-oriented startups. It was a confusing picture, until we realized that these weren’t separate trends. They’re all more alike than different—they are all the visible result of the same underlying forces. Startups like FitBit and Withings were taking familiar old devices, like pedometers and bathroom scales, and making them intelligent by adding computer power and network connections. At the other end of the industrial scale, GE was doing the same thing to jet engines and locomotives. Our homes are increasingly the domain of smart robots, including Roombas and 3D printers, and we’ve started looking forward to self-driving cars and personal autonomous drones. Every interesting new product has a network connection—be it WiFi, Bluetooth, Zigbee, or even a basic form of piggybacking through a USB connection to a PC. Everything has a sensor, and devices as dissimilar as an iPhone and a Kinect are stuffed with them. We spent 30 or more years moving from atoms to bits; now it feels like we’re pushing the bits back into the atoms. And we realized that the intersection of these trends—the conjunction of hardware, software, networking, data, and intelligence—was the real “news,” far more important than any individual trend. Read more…