COMPUTER SCIENTIST ALAN KAY UNDERSTOOD THE COMPUTER AS A RADICALLY NEW MEDIUM THAT COULD FUNDAMENTALLY CHANGE OUR PATTERNS OF THINKING. Influenced by Marshall McLuhan, he insisted back in the 1960s that to seize upon this power, users—all users, not only computer scientists—must be computer literate. They must be able to not only read but actually write in the medium in order to use computers to create materials and tools for others. At a 1968 graduate student conference in Illinois, with this goal in mind, Kay sketched the Dynabook, a small mobile computer with a language so simple that a child could program it. His fellow students found this idea absurd.1 Kay, however, continued to work on making computation accessible to nonspecialists. In the early 1970s, as one of the founders of the influential Xerox Palo Alto Research Center (PARC), he pioneered a GUI that utilized overlapping windows, icons, and menus.2 In 1979 this new symbolic interface system, along with Kay’s conceptual models of the Dynabook, enamored a young Steve Jobs and inspired a bevy of mass-marketed Apple products: the Lisa, the Macintosh, and, much later, the iPad. Such products fit Kay’s vision of personal computing but not his ultimate belief in empowering the public to program. Graphic designers still struggle with this possibility. Is it enough for us to use the computer as simply a tool for making? Or should we engage more deeply with the process of computation? Kay’s famous statement, “The best way to predict the future is to invent it,” could be a clarion call to designers everywhere to seize the power of computer literacy and, in doing so, affect the medium that increasingly dictates our livelihoods.

1 M. Mitchell Waldrop, The Dream Machine: J. C. R. Licklider and the Revolution That Made Computing Personal (New York: Viking, 2001), 282–83.

2 Other pioneers included Larry Tesler, Dan Ingalls, David Smith, and a number of other researchers.

3 Wally Feurzeig, Seymour Papert, Cynthia Solomon, and Daniel G. Bobrow created Logo, an educational programming language, in 1967.

4 Smalltalk, an early object-oriented programming language, influenced many contemporary languages, including Java, Python, and Ruby.