Conference Guide

Ink & Switch
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0:00Abner Coimbre: Hello, internet
0:00Abner Coimbre: Hello, internet
0:00Abner Coimbre: Hello, internet
0:58AC: Promote our Handmade Seattle conference1 and the coming (at time of recording) Indexed Episode Guide, illustrated by the one for Handmade Hero2
0:58AC: Promote our Handmade Seattle conference1 and the coming (at time of recording) Indexed Episode Guide, illustrated by the one for Handmade Hero2
0:58AC: Promote our Handmade Seattle conference1 and the coming (at time of recording) Indexed Episode Guide, illustrated by the one for Handmade Hero2
2:17AC: Introduce Peter van Hardenberg
2:17AC: Introduce Peter van Hardenberg
2:17AC: Introduce Peter van Hardenberg
3:35A wild Peter appears
3:35A wild Peter appears
3:35A wild Peter appears
3:41Peter van Hardenberg: Working on an Americano
3:41Peter van Hardenberg: Working on an Americano
3:41Peter van Hardenberg: Working on an Americano
3:45AC: Drinking sparkling water
3:45AC: Drinking sparkling water
3:45AC: Drinking sparkling water
3:51PvH: Woes of espresso channeling
3:51PvH: Woes of espresso channeling
3:51PvH: Woes of espresso channeling
4:02AC: Do you see a renewed interest in independence, ownership and user agency?3
4:02AC: Do you see a renewed interest in independence, ownership and user agency?3
4:02AC: Do you see a renewed interest in independence, ownership and user agency?3
5:33PvH: Ownership analogy between software and furniture
5:33PvH: Ownership analogy between software and furniture
5:33PvH: Ownership analogy between software and furniture
9:19AC: What's your background?
9:19AC: What's your background?
9:19AC: What's your background?
9:35PvH: Getting into computers, working in arctic oceanography, Shakespearean scholarship, network admin, and on Songbird4 and Heroku5
9:35PvH: Getting into computers, working in arctic oceanography, Shakespearean scholarship, network admin, and on Songbird4 and Heroku5
9:35PvH: Getting into computers, working in arctic oceanography, Shakespearean scholarship, network admin, and on Songbird4 and Heroku5
12:40PvH: The notion of erosion resistance from the time of Heroku
12:40PvH: The notion of erosion resistance from the time of Heroku
12:40PvH: The notion of erosion resistance from the time of Heroku
15:32AC: This permeates game development
15:32AC: This permeates game development
15:32AC: This permeates game development
15:47PvH: Ubisoft's decommissioning of multiplayer games, and alleged removal from Steam
15:47PvH: Ubisoft's decommissioning of multiplayer games, and alleged removal from Steam
15:47PvH: Ubisoft's decommissioning of multiplayer games, and alleged removal from Steam
16:25AC: It's such a complication
16:25AC: It's such a complication
16:25AC: It's such a complication
16:35PvH: Local-first as a reintroduction of ownership and agency, embracing collaborative benefits of the cloud6
16:35PvH: Local-first as a reintroduction of ownership and agency, embracing collaborative benefits of the cloud6
16:35PvH: Local-first as a reintroduction of ownership and agency, embracing collaborative benefits of the cloud6
17:57AC: Ownership of the tech stack
17:57AC: Ownership of the tech stack
17:57AC: Ownership of the tech stack
19:09PvH: Conflict-free Replicated Data Types7
19:09PvH: Conflict-free Replicated Data Types7
19:09PvH: Conflict-free Replicated Data Types7
22:54AC: How does local-first differ from self-hosting of servers, e.g. Standard Notes?8
22:54AC: How does local-first differ from self-hosting of servers, e.g. Standard Notes?8
22:54AC: How does local-first differ from self-hosting of servers, e.g. Standard Notes?8
23:37PvH: Power structures: Centralised, Decentralised and Federated
23:37PvH: Power structures: Centralised, Decentralised and Federated
23:37PvH: Power structures: Centralised, Decentralised and Federated
25:32PvH: Local-first is indifferent to the power structure
25:32PvH: Local-first is indifferent to the power structure
25:32PvH: Local-first is indifferent to the power structure
27:10AC: Do we have examples of local-first software?
27:10AC: Do we have examples of local-first software?
27:10AC: Do we have examples of local-first software?
27:24PvH: Plug Motif,9 Actual,10 Automerge11 and Ink & Switch's own GitHub12
27:24PvH: Plug Motif,9 Actual,10 Automerge11 and Ink & Switch's own GitHub12
27:24PvH: Plug Motif,9 Actual,10 Automerge11 and Ink & Switch's own GitHub12
28:10AC: I always thought ownership in software meant self-hosting servers
28:10AC: I always thought ownership in software meant self-hosting servers
28:10AC: I always thought ownership in software meant self-hosting servers
28:28PvH: Steam Sync as a centralised local-first solution
28:28PvH: Steam Sync as a centralised local-first solution
28:28PvH: Steam Sync as a centralised local-first solution
30:53AC: Wanting to feel ownership13
30:53AC: Wanting to feel ownership13
30:53AC: Wanting to feel ownership13
31:50PvH: Variable trustworthiness of organisations
31:50PvH: Variable trustworthiness of organisations
31:50PvH: Variable trustworthiness of organisations
33:15AC: Do they benefit from that control?
33:15AC: Do they benefit from that control?
33:15AC: Do they benefit from that control?
33:18PvH: Claims of security and privacy suspiciously lining up with total platform domination goals
33:18PvH: Claims of security and privacy suspiciously lining up with total platform domination goals
33:18PvH: Claims of security and privacy suspiciously lining up with total platform domination goals
33:37AC: So on the one hand they'll claim this is for your benefit…
33:37AC: So on the one hand they'll claim this is for your benefit…
33:37AC: So on the one hand they'll claim this is for your benefit…
33:42PvH: Costs and benefits to the user
33:42PvH: Costs and benefits to the user
33:42PvH: Costs and benefits to the user
34:03AC: Ecosystem entrenchment
34:03AC: Ecosystem entrenchment
34:03AC: Ecosystem entrenchment
35:02PvH: The huge problem of organisations permitting integration based on business interests, not user interests
35:02PvH: The huge problem of organisations permitting integration based on business interests, not user interests
35:02PvH: The huge problem of organisations permitting integration based on business interests, not user interests
35:29PvH: Interoperability of complex file formats
35:29PvH: Interoperability of complex file formats
35:29PvH: Interoperability of complex file formats
36:45PvH: Plug Cambria14
36:45PvH: Plug Cambria14
36:45PvH: Plug Cambria14
37:28PvH: Malleable software
37:28PvH: Malleable software
37:28PvH: Malleable software
39:03thephtest Happened with Blizzard custom games too
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39:03thephtest Happened with Blizzard custom games too
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39:03thephtest Happened with Blizzard custom games too
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39:26AC: Massive centralised software tends not to feel nice to use
39:26AC: Massive centralised software tends not to feel nice to use
39:26AC: Massive centralised software tends not to feel nice to use
40:25PvH: Revenue generation yields quality
40:25PvH: Revenue generation yields quality
40:25PvH: Revenue generation yields quality
40:57mikejohnstn How does Ink & Switch make money?
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40:57mikejohnstn How does Ink & Switch make money?
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40:57mikejohnstn How does Ink & Switch make money?
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41:10PvH: Making a living from software, using local-first principles
41:10PvH: Making a living from software, using local-first principles
41:10PvH: Making a living from software, using local-first principles
47:43AC: Is it partly a technical but also cultural–social problem?
47:43AC: Is it partly a technical but also cultural–social problem?
47:43AC: Is it partly a technical but also cultural–social problem?
47:51PvH: Everything is a cultural–social problem?
47:51PvH: Everything is a cultural–social problem?
47:51PvH: Everything is a cultural–social problem?
48:10PvH: Technical challenges: Synchronisation, performant remoteness15,16
48:10PvH: Technical challenges: Synchronisation, performant remoteness15,16
48:10PvH: Technical challenges: Synchronisation, performant remoteness15,16
50:25asafgartner Tailscale has a good blog17
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50:25asafgartner Tailscale has a good blog17
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50:25asafgartner Tailscale has a good blog17
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50:32AC: Do you have advice for people interested in making local-first software?
50:32AC: Do you have advice for people interested in making local-first software?
50:32AC: Do you have advice for people interested in making local-first software?
51:16PvH: Advice: 1) Develop and nurture your sense of values
51:16PvH: Advice: 1) Develop and nurture your sense of values
51:16PvH: Advice: 1) Develop and nurture your sense of values
52:11PvH: Advice: 2) Do hard things, with Nintendo DS programming anecdote
52:11PvH: Advice: 2) Do hard things, with Nintendo DS programming anecdote
52:11PvH: Advice: 2) Do hard things, with Nintendo DS programming anecdote
53:32PvH: Advice: 3) Keep the definitive copy locally
53:32PvH: Advice: 3) Keep the definitive copy locally
53:32PvH: Advice: 3) Keep the definitive copy locally
54:18PvH: Advice: 4) Look into CRDTs, e.g. Automerge18 and Yjs19
54:18PvH: Advice: 4) Look into CRDTs, e.g. Automerge18 and Yjs19
54:18PvH: Advice: 4) Look into CRDTs, e.g. Automerge18 and Yjs19
54:40PvH: Advice: 5) Steer away from p2p
54:40PvH: Advice: 5) Steer away from p2p
54:40PvH: Advice: 5) Steer away from p2p
55:51AC: Prepare for Q&A
55:51AC: Prepare for Q&A
55:51AC: Prepare for Q&A
56:45AC: Plug Allen Webster's 'The Power of Computation'20 and Ryan Fleury's 'Computers, Ownership, Agency'21
56:45AC: Plug Allen Webster's 'The Power of Computation'20 and Ryan Fleury's 'Computers, Ownership, Agency'21
56:45AC: Plug Allen Webster's 'The Power of Computation'20 and Ryan Fleury's 'Computers, Ownership, Agency'21
57:33AC: 5-minute break
57:33AC: 5-minute break
57:33AC: 5-minute break
57:43AC: Q&A
57:43AC: Q&A
57:43AC: Q&A
57:54skytrias Q: Is there any CRDT example using C / C++
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57:54skytrias Q: Is there any CRDT example using C / C++
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57:54skytrias Q: Is there any CRDT example using C / C++
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58:13PvH: Automerge22 rewrite in Rust
58:13PvH: Automerge22 rewrite in Rust
58:13PvH: Automerge22 rewrite in Rust
58:47AC: I thought CRDTs had been prototyped in higher-level environments
58:47AC: I thought CRDTs had been prototyped in higher-level environments
58:47AC: I thought CRDTs had been prototyped in higher-level environments
59:00PvH: Going where developers are
59:00PvH: Going where developers are
59:00PvH: Going where developers are
1:00:03bvisness Q: I've noticed that in addition to the research, you're also producing apps for creative work. Do those apps exist to dogfood your research, or just to try other ideas about how software can work?
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1:00:03bvisness Q: I've noticed that in addition to the research, you're also producing apps for creative work. Do those apps exist to dogfood your research, or just to try other ideas about how software can work?
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1:00:03bvisness Q: I've noticed that in addition to the research, you're also producing apps for creative work. Do those apps exist to dogfood your research, or just to try other ideas about how software can work?
🗪
1:00:23PvH: Making Muse23,24 as a revenue generator for Ink & Switch's lab research
1:00:23PvH: Making Muse23,24 as a revenue generator for Ink & Switch's lab research
1:00:23PvH: Making Muse23,24 as a revenue generator for Ink & Switch's lab research
1:02:51mikejohnstn Might be worth mentioning how Ink & Switch got started and reached where it is today (funding from Heroku founders, I believe?)
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1:02:51mikejohnstn Might be worth mentioning how Ink & Switch got started and reached where it is today (funding from Heroku founders, I believe?)
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1:02:51mikejohnstn Might be worth mentioning how Ink & Switch got started and reached where it is today (funding from Heroku founders, I believe?)
🗪
1:03:00PvH: The original conception of the Ink & Switch lab
1:03:00PvH: The original conception of the Ink & Switch lab
1:03:00PvH: The original conception of the Ink & Switch lab
1:04:08caz_gamez Q: Is there some natural law that the number of successful games is limited and therefore reduced to luck because many great games will get passed by no matter how good or how much you market them?
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1:04:08caz_gamez Q: Is there some natural law that the number of successful games is limited and therefore reduced to luck because many great games will get passed by no matter how good or how much you market them?
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1:04:08caz_gamez Q: Is there some natural law that the number of successful games is limited and therefore reduced to luck because many great games will get passed by no matter how good or how much you market them?
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1:04:28PvH: Research into market penetration, and eligibility to be lucky
1:04:28PvH: Research into market penetration, and eligibility to be lucky
1:04:28PvH: Research into market penetration, and eligibility to be lucky
1:07:08AC: Ecosystem entrenchment in the realm of cultural artifacts like music and books
1:07:08AC: Ecosystem entrenchment in the realm of cultural artifacts like music and books
1:07:08AC: Ecosystem entrenchment in the realm of cultural artifacts like music and books
1:07:14PvH: Value from societal uptake
1:07:14PvH: Value from societal uptake
1:07:14PvH: Value from societal uptake
1:07:49bvisness Gonna have a lot of angry Lord of the Rings fans now
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1:07:49bvisness Gonna have a lot of angry Lord of the Rings fans now
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1:07:49bvisness Gonna have a lot of angry Lord of the Rings fans now
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1:07:55yunglain Q: Where did the name Ink & Switch come from?
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1:07:55yunglain Q: Where did the name Ink & Switch come from?
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1:07:55yunglain Q: Where did the name Ink & Switch come from?
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1:08:00PvH: Naming Ink & Switch as a subversion of techy, fancy and intangible language
1:08:00PvH: Naming Ink & Switch as a subversion of techy, fancy and intangible language
1:08:00PvH: Naming Ink & Switch as a subversion of techy, fancy and intangible language
1:08:43AC: Loving tactile feedback
1:08:43AC: Loving tactile feedback
1:08:43AC: Loving tactile feedback
1:09:14zeanith64 Q: You mentioned the SaaS conversion rate being comparable to piracy, the difference being a company has metrics on free users. Is this not beneficial from the company perspective rather than blind users? Example being performance or traction metrics that can affect things like funding avenues
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1:09:14zeanith64 Q: You mentioned the SaaS conversion rate being comparable to piracy, the difference being a company has metrics on free users. Is this not beneficial from the company perspective rather than blind users? Example being performance or traction metrics that can affect things like funding avenues
🗪
1:09:14zeanith64 Q: You mentioned the SaaS conversion rate being comparable to piracy, the difference being a company has metrics on free users. Is this not beneficial from the company perspective rather than blind users? Example being performance or traction metrics that can affect things like funding avenues
🗪
1:09:34PvH: The possible benefit of interaction logging to help improve the product for the user
1:09:34PvH: The possible benefit of interaction logging to help improve the product for the user
1:09:34PvH: The possible benefit of interaction logging to help improve the product for the user
1:10:51AC: Thanks for being here
1:10:51AC: Thanks for being here
1:10:51AC: Thanks for being here
1:10:55PvH: It's been a pleasure
1:10:55PvH: It's been a pleasure
1:10:55PvH: It's been a pleasure
1:11:05AC: Closing tease of Ink & Switch and Handmade possibly collaborating in the future
1:11:05AC: Closing tease of Ink & Switch and Handmade possibly collaborating in the future
1:11:05AC: Closing tease of Ink & Switch and Handmade possibly collaborating in the future