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How to build digital common software


The notion of "commonplace" is nothing new – it has existed for centuries – originally in the form of an "ordinary book". The XVI. And XVII. In centuries, these "books" were used as tools to track the important ideas and projects that the owner dealt with.

If you look back at a large number of lanterns (most notably Leonardo da Vinci, Michelangelo, Isaac Newton and others), they will find an "ordinary book" at their center. In these cases, it was never called such – it was only a collection of notes.

This means that the "idea" behind the book is basically a mindset (not a special strategy / system). You do not "do" a common system – you use to track your ideas and processes. Ultimately, this is geared towards a more intelligent idea that perfectly fits the best way forward.

While "commonplacing" was no longer part of the general zeitgeist (as taught in Oxford as a tool to capture information), the mindset did not fall behind. It has accelerated, especially with the introduction and development of personal technology. To this end, a digital system failed to get rid of people. Indeed, many companies / service providers have actually tried to solve their own technology – Evernote is the most recognizable.

The problem with the current attempts to "digital" commonplace is to consider only the "ordinary book" aspect and apply it to the digital media. You can basically store multiple types of information in a variety of ways, on an online cloud hosting server.

There is nothing wrong with this, but a "real" digital commonplace needs more than merely notes. We have the ability – and their potential – to create something really remarkable … and most people do not see it. That's why I'm committed to explaining how a "digital" commonplace works …

  1. Systems
    Remote is the most important element of the digital common system, capable of handling systems not just comments). Specifically, providing a space through which user data can be used can allow them to "track" all aspects of their lives – enabling them to focus on the projects they really want to achieve. The big mistake most people make with the interpretation of the "digital commonplace" is to ensure the simplest level of interactivity. What is really needed is a way to deal with the systems that somebody has to do in their lives – essentially allowing them to focus on improving and improving these systems (to improve their overall lives).
  2. Schedule
    Schedule Schedule has to be introduced. This allows users to set specific systems / results / data management at specified times during the week / month / year. For example, they sometimes want to "yearly review" – it is possible to schedule a "review" system each year. At a technical level, this is done using a demon – which is equivalent to a cron work. Basically, it allows users to take advantage of the timing provided by the "always on" system (cloud) to provide the specific functions of their lives.
  3. Interactivity
    Finally, the ability to interact / connect with other people. What is lacking in the online system *, which can be considered as the "commonplace" ideas of the past, is the ability to interact with others (both in terms of developing new systems and sharing results / data). To this end, every digital narcotics in the future really needs an interactive element that allows users to connect and has the means to "share" the various objects they follow in their commonplace.

Ultimately, this means designing a system that focuses the API on a centralized "dashboard" type.

However, the dashboard itself is not what you can expect. It's not a 2D boring interface – it's a comprehensive application that evolves around some scenarios … from the ancient Rome to the future science-fiction city into the distant world.

The point is, the digital rebellion – in its core – must be able to inspire anyone's imagination. It does not just mean you have to look for a particular ideal solution to the system, but every time the user is able to upgrade it, etc. You can get a lot of options that will help you further develop.

If you are able to create a fascinating experience in the digital commonplace, people have the opportunity to become someone who is not now. Basically, "pretend to be" this person, you have to give them the opportunity to reinvest their own projects / skills.

We have not designed a regular digital system yet – but we have many ideas to help achieve this. These can be viewed on the application's SGM Web site.

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