Gen X and older witnessed a young generation born into kind of working, but kind of janky technology. They saw kids figure out obscure VCR programming interfaces that let the kids record something they wanted, but only by navigating very obtuse interface rendered exclusively with 7 segment displays with a few extra static indicators. A teenager playing that new DOS game, but first they had to struggle with getting the conventional memory, upper memory, EMS/XMS and just the right set of TSRs running, involving mucking about with menu driven config.sys/autoexec.bat tailored for their use cases. Consumer electronics and computers of the time demanded a steep learning curve, but they could still do magic, leading to the trope in the 80s and 90s media of tech wonder kids doing awesome stuff way better than the adults. Even if you have a super advanced submarine and very smart people, you needed your teenager computer kid to outclass everyone.
By now, we’ve made high res touch screens that can be embedded in everything for cheap, and embedded systems that would be the envy of a pretty high end desktop from the year 2000, which was capable of running more friendly operating environments. The rather open ended internet has largely baked in how the participants get to play. The most common devices lock down what the user can do, because the user can’t be trusted not to break themselves with malware.
The end result is that we may have the same proportion of people with the deep technical skills, but a lot of people are now unimpressed. In the mid 90s, less than 1 percent of the population had direct internet experience, and by 2008, 25% had that experience. So even if you still have 1% of really tech savvy people, there’s over 24x as many non savvy people that don’t need to marvel at those savvy people because they are getting about what they want out of it.
Gen X and older witnessed a young generation born into kind of working, but kind of janky technology. They saw kids figure out obscure VCR programming interfaces that let the kids record something they wanted, but only by navigating very obtuse interface rendered exclusively with 7 segment displays with a few extra static indicators. A teenager playing that new DOS game, but first they had to struggle with getting the conventional memory, upper memory, EMS/XMS and just the right set of TSRs running, involving mucking about with menu driven config.sys/autoexec.bat tailored for their use cases. Consumer electronics and computers of the time demanded a steep learning curve, but they could still do magic, leading to the trope in the 80s and 90s media of tech wonder kids doing awesome stuff way better than the adults. Even if you have a super advanced submarine and very smart people, you needed your teenager computer kid to outclass everyone.
By now, we’ve made high res touch screens that can be embedded in everything for cheap, and embedded systems that would be the envy of a pretty high end desktop from the year 2000, which was capable of running more friendly operating environments. The rather open ended internet has largely baked in how the participants get to play. The most common devices lock down what the user can do, because the user can’t be trusted not to break themselves with malware.
The end result is that we may have the same proportion of people with the deep technical skills, but a lot of people are now unimpressed. In the mid 90s, less than 1 percent of the population had direct internet experience, and by 2008, 25% had that experience. So even if you still have 1% of really tech savvy people, there’s over 24x as many non savvy people that don’t need to marvel at those savvy people because they are getting about what they want out of it.