"Computers have become more friendly, understandable, and lots of years and thought have been put into developing software to convince people that they want and need a computer"
About this Quote
Friendliness, here, is less a technical achievement than a sales strategy with a user interface. Roberta Williams is pointing at the sleight of hand that defined personal computing’s rise: machines didn’t simply get easier; they were engineered to feel inevitable. The phrase "convince people" does the real work. It implies a long campaign of persuasion in which software isn’t just a tool but an argument about modern life - about productivity, status, even belonging.
Williams speaks from inside the tent. As a pioneering game designer who helped make the PC a place for story, mystery, and play, she understood that adoption is emotional before it’s rational. Early computers were hostile boxes demanding fluency in commands; "friendly" software became the translator, masking complexity with metaphors (desktops, folders, trash cans) and rewarding curiosity with immediate feedback. That’s usability, but it’s also conditioning: teach people what to desire, then offer the machine as the only way to get it.
The subtext is a quiet skepticism toward tech’s self-mythology. We like to tell the story as progress - better interfaces, empowered users. Williams hints at a parallel story: years of design devoted to manufacturing need, turning optional devices into prerequisites for work, school, and social legitimacy. It’s a sharp reminder from someone who built the magic that the “personal” in personal computer was always a negotiation between human wants and corporate incentives.
Williams speaks from inside the tent. As a pioneering game designer who helped make the PC a place for story, mystery, and play, she understood that adoption is emotional before it’s rational. Early computers were hostile boxes demanding fluency in commands; "friendly" software became the translator, masking complexity with metaphors (desktops, folders, trash cans) and rewarding curiosity with immediate feedback. That’s usability, but it’s also conditioning: teach people what to desire, then offer the machine as the only way to get it.
The subtext is a quiet skepticism toward tech’s self-mythology. We like to tell the story as progress - better interfaces, empowered users. Williams hints at a parallel story: years of design devoted to manufacturing need, turning optional devices into prerequisites for work, school, and social legitimacy. It’s a sharp reminder from someone who built the magic that the “personal” in personal computer was always a negotiation between human wants and corporate incentives.
Quote Details
| Topic | Technology |
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