Influences and History
Some previous research projects or systems are important for understanding the intent and context of the Commonplace system.
Xanadu
https://en.wikipedia.org/wiki/Project_Xanadu
Project Xanadu, conceived by Ted Nelson in the 1960s, represents one of the most ambitious and influential visions of hypertext and digital information systems. Nelson's concept went far beyond simple linking between documents—he envisioned a universal repository of human knowledge where every piece of information could be connected to every other piece through bidirectional links, version tracking, and micropayment systems for content creators. The Xanadu vision included concepts like transclusion (embedding parts of one document within another while maintaining connection to the source), parallel documents that could be compared side-by-side, and a global addressing system that would make every piece of information permanently accessible and citable.
While Project Xanadu itself never achieved full implementation, its ideas profoundly influenced the development of hypertext systems and the World Wide Web. Nelson's vision of interconnected, non-linear information structures anticipated many of the challenges we face today in digital knowledge management: link rot, version control, attribution, and the need for more sophisticated ways to connect and contextualise information beyond simple one-way hyperlinks.
Commonplace connections to Xanadu:
- Bidirectional connections through inlet/outlet system vs. Xanadu's bidirectional links
- Card reference system enables multi-collection membership (similar to transclusion)
- Copy-on-write versioning addresses document evolution concerns
- Federation model provides distributed interconnection without requiring universal infrastructure
- Pragmatic bounded contexts rather than single universal system
Smalltalk
https://en.wikipedia.org/wiki/Smalltalk http://www.smalltalk.org/
Smalltalk, developed at Xerox PARC in the 1970s by Alan Kay and his team, represents a revolutionary approach to computing that fundamentally influenced object-oriented programming and interactive computing environments. More than just a programming language, Smalltalk embodied a complete philosophy of computing where "everything is an object" and objects communicate through message passing. The Smalltalk environment was a live, interactive system where users could inspect, modify, and extend any part of the system while it was running. This created an unprecedented level of transparency and malleability in computing systems.
The Smalltalk environment featured several groundbreaking concepts: a unified object model where even basic operations like numbers and control structures were objects; a live programming environment where code could be modified and tested interactively; powerful introspection capabilities that allowed objects to examine and modify themselves; and a consistent metaphor where all interaction happened through message passing between objects. The system's class browser and workspace tools created an integrated development environment that made the underlying system structure visible and manipulable to users.
Commonplace connections to Smalltalk:
- "Everything is a card" mirrors "everything is an object" philosophy
- Live modification of schemas and structures while system is running
- Commonscript provides user-programmable behaviors similar to Smalltalk workspaces
- Event-driven architecture mirrors message-passing paradigm
- Extension Cards enable system modification from within, like Smalltalk's self-extending environment
- Progressive complexity provides accessible entry to programming concepts
HyperCard
HyperCard, created by Bill Atkinson and released by Apple in 1987, was a groundbreaking software application that combined database functionality, multimedia capabilities, and programming tools into an accessible, card-based interface. HyperCard allowed users to create "stacks" of cards containing text, images, buttons, and fields, with HyperTalk scripting providing the ability to add interactive behaviors. What made HyperCard revolutionary was its approach to making programming accessible to non-programmers through visual metaphors and natural language scripting, while still providing enough power for sophisticated applications.
HyperCard's influence extended far beyond its direct usage—it inspired the creation of the World Wide Web, influenced multimedia authoring tools, and demonstrated how graphical interfaces could make complex computing concepts accessible to everyday users. The card metaphor provided an intuitive way to think about information organization, while the stack structure offered a simple but flexible organizational system. HyperTalk's English-like syntax made scripting approachable to users who might never have considered themselves programmers.
Commonplace connections to HyperCard:
- Direct inheritance of card-based metaphor and organization
- Commonscript inspired by HyperTalk's accessible, event-driven scripting
- Collections extend HyperCard's stack concept with multi-membership capability
- Addresses HyperCard's limitations: networking, collaboration, rigid stack hierarchy
- Schema system provides structure while maintaining HyperCard's flexibility
- Visual connections extend beyond HyperCard's primarily navigational links
- Progressive complexity bridges gap between simple use and programming
Zettelkasten
https://zettelkasten.de/introduction/ https://en.wikipedia.org/wiki/Zettelkasten
Thanks to András Salamon for introducing me to this, which I had not previously encountered under this name.
The Zettelkasten (German for "slip box") is a method of note-taking and knowledge management developed by sociologist Niklas Luhmann. It consists of a collection of interconnected notes, each containing a single idea and linked to related concepts through a system of references and tags. The power of the Zettelkasten lies in its emphasis on atomic units of information that can be recombined and connected in unexpected ways, fostering emergent thinking and creative insights. Rather than hierarchical organisation, it relies on associative connections that mirror how human memory and thinking actually work.
Commonplace connections to Zettelkasten:
- Cards as atomic information units (digital slips)
- Multi-membership collections enable easy reorganization without physical constraints
- Copy-on-write versioning allows experimental structures without data duplication
- Visual connections automate traditional manual cross-referencing
- Schema inference provides structure while preserving associative flexibility
- Non-hierarchical organization through flexible collection membership
Dynabook
https://en.wikipedia.org/wiki/Dynabook http://www.vpri.org/pdf/hc_what_Is_a_dynabook.pdf
The Dynabook was Alan Kay's visionary concept from the late 1960s and early 1970s for a personal, portable computer that would serve as a dynamic medium for creative expression, learning, and intellectual exploration. Far ahead of its time, the Dynabook envisioned a tablet-sized device that would combine the functions of books, writing tools, painting canvases, musical instruments, and communication devices into a single, programmable medium. Kay's vision wasn't just about hardware—it was about creating a "metamedium" that could simulate and extend all other media while being malleable enough for users to reshape according to their needs and imagination.
Central to the Dynabook concept was the idea that computing should be a creative, exploratory activity accessible to people of all ages. Kay envisioned children using Dynabooks to create interactive stories, compose music, explore mathematical concepts through visual programming, and communicate with peers around the world. The system would be powerful enough to support sophisticated simulations and creative works, yet simple enough for a child to understand and modify. This vision influenced the development of Smalltalk, the Alto computer, and eventually personal computing as we know it today.
The Dynabook's emphasis on user agency was revolutionary—rather than being passive consumers of pre-built applications, users would be active creators who could modify, extend, and even completely reimagine their computing environment. Kay believed that the computer should be like a musical instrument that responds to the user's intentions while offering unlimited creative potential. This required not just powerful hardware, but also software architectures that were transparent, modifiable, and designed for creative exploration rather than mere productivity.
Commonplace connections to Dynabook:
- Eliminates user/programmer distinction through progressive complexity
- Card-based architecture provides malleable substrate for knowledge work
- Commonscript enables user programmability without separate development tools
- Multiple viewing modes (list, summary, spatial) serve different cognitive needs
- Extension Cards realize vision of infinite system malleability
- Federation extends communication vision while preserving individual agency
- Supports messy, non-linear thinking processes rather than pure productivity optimization
Scrivener: writing not note-taking
Overview to fix up/edit: Scrivener is a powerful writing tool that allows users to create and organize their writing projects in a flexible and intuitive way. It provides a range of features that help writers to focus on their work, such as a distraction-free writing mode, a built-in word processor, and a variety of templates and styles. Scrivener also includes a range of tools for research and reference, such as a bibliography manager and a note-taking system. Overall, Scrivener is a versatile and user-friendly tool that can help writers to produce high-quality work efficiently.
Compared to Commonplace, Scrivener is more focused on writing and less on note-taking. While both tools offer powerful features for organizing and managing information, Scrivener is specifically designed for writers and offers a range of tools for research and reference. Commonplace, on the other hand, is a more general-purpose tool that can be used for a variety of tasks, including writing, note-taking, and knowledge management.
Scrivener: Structured Writing vs. Flexible Knowledge Management
https://www.literatureandlatte.com/scrivener/overview
Scrivener is a specialized writing application designed specifically for long-form writing projects like novels, academic papers, screenplays, and research documents. Created by Literature & Latte, Scrivener provides a comprehensive writing environment that combines research organization, outlining, drafting, and formatting tools into a single application.
Scrivener's core strength lies in its project-based approach to writing. Writers can organize their projects into hierarchical structures using a "binder" that contains folders, documents, and research materials. The application provides a corkboard view for organizing scenes or chapters, an outliner for structured planning, and a full-featured text editor with rich formatting capabilities. Scrivener also includes powerful research tools, allowing writers to import PDFs, images, web pages, and other reference materials directly into their projects.
Key Scrivener features include:
- Rich text editing with full word processing capabilities
- Hierarchical project organization through the binder system
- Research organization with support for multiple file types
- Multiple viewing modes (editor, corkboard, outliner)
- Powerful compilation system for generating final manuscripts in various formats
- Split-screen editing for referencing multiple documents simultaneously
- Snapshot versioning for tracking document changes
- Scripting and template support for different writing genres
Comparison with Commonplace:
The fundamental difference between Scrivener and Commonplace lies in their primary focus and underlying philosophy. Scrivener is optimized for linear writing projects with clear endpoints (books, papers, scripts), while Commonplace is designed for non-linear knowledge management and exploration.
Aspect | Scrivener | Commonplace |
---|---|---|
Organizational Approach | Uses hierarchical project structures that work well for planned writing projects | Uses flexible, multi-membership collections that support emergent organization |
Binder provides clear project boundaries and structure | Collections can overlap and interconnect, supporting multiple organizational schemes simultaneously | |
Writing and Content Creation | Offers rich text editing with extensive formatting options | Deliberately limits writing to Markdown, prioritizing content over presentation |
Compilation system generates polished final documents | Focuses on creating interconnected content rather than finished publications | |
Supports complex document templates and genre-specific formatting | Emphasizes flexible schemas that can evolve with your understanding | |
Research Integration | Imports research materials into project-specific containers | Creates reusable cards that can appear in multiple collections |
Research stays within individual projects | Card system enables research to be shared across different contexts and projects | |
Supports connecting research to writing through integrated mechanisms | Supports connecting research to writing through different mechanisms |
Versioning and Collaboration:
- Scrivener uses snapshots for version control within projects
- Commonplace implements copy-on-write versioning across the entire system
- Scrivener has limited collaboration features
- Commonplace includes federation for sharing and collaborative work
Strengths and Limitations:
Scrivener excels at:
- Providing a complete writing environment for traditional publishing workflows
- Organizing complex research for specific writing projects
- Supporting detailed planning and outlining for structured works
- Generating professional manuscripts in multiple formats
- Offering specialized tools for different writing genres
Commonplace excels at:
- Supporting non-linear, exploratory thinking and research
- Enabling knowledge reuse across multiple projects and contexts
- Facilitating emergent connections between ideas
- Growing and evolving organizational structures over time
- Supporting collaborative knowledge building
Philosophical Differences:
Scrivener embodies a project-centric view of knowledge work where research serves specific writing goals and projects have clear beginnings and endings. This aligns well with traditional publishing and academic writing workflows where the goal is producing finished documents.
Commonplace represents a more exploratory approach where knowledge development is ongoing, connections emerge over time, and the same information might serve multiple purposes across different contexts. This aligns with research-oriented workflows where understanding evolves and connections between ideas are as important as the ideas themselves.
The choice between systems ultimately depends on whether your primary need is structured writing toward specific publication goals (Scrivener) or flexible knowledge management that supports ongoing learning and exploration (Commonplace). Many users might benefit from both: Scrivener for focused writing projects and Commonplace for broader knowledge management and research activities.