Skip to main content

Autocorrect: A Sailor's Perspective

For the most part, autocorrect is a useful tool for avoiding spelling mistakes. Sometimes, it feels more like a very subtle tool for censorship, and that really passes me off. Swearing is not always the last resort of the unskilled communicator. In the right hands, it can be a dam good way to express frustration or even righteous indignation. If I want to communicate my emotional state more than any semantic content, a good round of cursing just does the ducking trick. Unfortunately, autocorrect developers must keep in mind that parents will get upset if their computer teaches their kids to swear, so I understand the rationale. Still, I would appreciate being treated like an adult and having an effective "suggest offensive words" option. I've seen such options, but they work like add, and when I'm trying to send a quick message that contains a swear, I don't want to type out the entire word or phrase like an assume. In short, autocorrect, I don't want to live in your censored world. Next time you think I should avoid cursing, you can go duck yourself, and when you're done, just sock a great big bag of docks.

Comments

Popular posts from this blog

Justifications for Intellectual Property Part 1: Utilitarianism

There is no way this tutorial series would be complete without some discussion of justifications for intellectual property. While not necessarily a matter of law, some knowledge of the philosophical foundations will provide a better sense of the values at stake in intellectual property debates. Notice, for instance, that the tutorials on fair use were punctuated with appeals to values, social goods, and individual rights. Without an understanding of the moral and political framework against which the law stands, one can very easily find oneself in a stalemate, with one value pitted against another and no way of deciding which should prevail. To understand the jurisprudence around intellectual property rights, one has to have some idea of the justifying theories to which attorneys and judges appeal in their arguments and decisions. So, without further ado, let's get to the tutorial. There are three main ways of justifying intellectual property rights: the Utilitarian theory, th

History and Identity

Yesterday the European Court of Justice issued an important ruling that has the tech policy world buzzing about privacy, search engines and personal history. In short, the court ruled that the EU Data Protection Directive gives a person the right to demand that old information be purged from search results. The particular case involves an attorney seeking removal of links to announcements about a real-estate auction connected with a debt settlement in 1998. While the ECJ made a number of interesting moves in the case (including a welcome argument that the distinction between data processors and data controllers does not make as much sense today as it did in 1995 when the Directive went into effect), the big consequence everyone is talking is the right to be forgotten. The long memory of the Internet is a feature it's hard not to love and fear at the same time. Whether you have something to hide or not, if it's on the Internet, it stays on the Internet (most of the time, at l

RPG Systems: An Analogy with UI Design

The current game in our weekly role-playing group is Deadlands. The previous game was Shadowrun. Both rule systems lie closer to the “chunky” side of the spectrum. Shadowrun has a particular reputation for its complex and somewhat cumbersome rules, and while Deadlands has less overall complexity, the system has a degree of granularity that interrupts play more often than it enhances narration. I enjoy role-playing games because I like participating in a good story. The rules system provides a set of constraints for the characters, the setting, and the conflicts. They help give the narrative structure, a background against which the story will take place. Too few rules, and telling an interesting and well-developed story becomes difficult. Too many rules tend to get in the way of individual scenes or events. With the right balance, it’s possible for the game master, usually me, to be sufficiently fluent in the rules system to resolve any conflict without extended consultation of on