Oh! I have thoughts about this one!
On my model, it's a matter of basically anything that turns Bits into Its being kinda cursed, especially if whatever process lacks human actuation or even oversight and isn't done to truly exacting standards. Printing is an example of this; 3D printing and general CNC is another; graphic design (and the depths of what a color is) is a third. I'm thinking of the kind of thing you might find on r/shittyrobots as well; a minimal non-example might be polypeptide/oligonucleotide preparation, though I'm not totally clear on the workflow there or how much human labor is involved.
My gears-level model here is most starkly illustrated by 3d printing - something about the physical object creation might change, or be underspecified, or rely on shoddily-made connectors of some kind, and in any case, the actual machine that does the actuating isn't set up to check for failures during workflow or indeed do much more than the simple actuation and an initial calibration step. On top of that, the thing goes from being data which is everywhere and wherever you want it, to being a specific thing in a specific place; often you don't even get to have the affordance of knowing in advance which place it is. Possibly even the yakshaving you notice is a matter of some kind of associated ugh field.
I definitely agree with everything that turns Bits to Its being kinda cursed. I think the natural phenomenon boundary is more general.
Here are some other examples of things which feel terrible in a qualitatively-similar way to printing:
One piece of what makes these feel similar is recursion - I go on a subquest to solve one subproblem, and that triggers a subsubquest to solve a subsubproblem, etc. One thing I notice about the examples is that the problems maybe typically have to do with assumptions at interfaces - e.g. the printer being out of paper isn't really about "Bits to Its", it's about a finicky machine having been designed with some assumptions about its working environment and those assumptions not always being satisfied.
Partial themes:
Hm. So it's some larger problem of which the Curse of It From Bit is a subcluster, then? If I've understood you right, this is also something I've spent time thinking about by way of finding them with my face. Something like... some unfeeling machine/system/structure that fails to live up to its own spec, or which has a bad spec or no spec at all, and which makes that state of affairs your problem, you silly goose who wants to actually do things, you. There's the flavor of that thing from Zen and the Art of Motorcycle Maintenance where there's this tiny trivial-feeling problem that humiliates you with a combination of feeling trivially small while nonetheless demanding close attention and deep understanding by way of being a critical blocker to solving whatever problem, I think? I think that the yakshaving bit is downstream of the spec failure piece - it seems like a common failure mode of degraded systems/designs.
I have a tentative model for this category of phenomenon that goes something like:
OK, but if that's the default state, then how do I explain the systems that aren't like that?
I don't think this invisible-maintenance situation describes the majority of systems, but I think it does describe the majority of user-system interactions, because the systems that get this sort of maintenance tend to be the ones that are heavily used. This creates the illusion that this is normal.
Some of the ways this can fail include:
Hmmm... I like the continuous maintenance model here, but I don't buy it as the main explanation for all the systems which aren't printer-like. As a counterexample: consider a table. Or a chair, or a whiteboard marker or toothbrush (which need to be replaced sometimes but don't have the deep-recursive-problems nature), or the chrome web browser (which works pretty consistently, and when it doesn't work a restart or reinstall basically-always works without any further recursive problem solving, even on my linux box). These don't require much continuous maintenance from the user(s).
It feels like there's something here about simplicity - e.g. tables, chairs, and whiteboard markers may have a surprising amount of detail if you look close, but they're still substantively simple in a way that printers are not. My current best articulation is roughly that printers have a more complex/narrower set of preconditions on their environment in order to work, whereas tables and chairs and the chrome web browser have a much simpler/more robust set of preconditions on their environment. The surprising detail of a table is mostly "internal" in some sense; it's in the design itself, not in the preconditions/assumptions made by the designer.
... but I'm not at all sure that that's the right way to think about it.
I would agree that, while reality-in-general has a surprising amount of detail, some systems still have substantially more detail than others, and this model applies more strongly to systems with more detail. I think of computer-based systems as being in a relatively-high-detail class.
I also think there are things you can choose to do when building a system to make it more durable, and so another way that systems vary is in how much up-front cost the creator paid to insulate the system against entropy. I think furniture has traditionally fallen into a high-durability category, as an item that consumers expect to be very long-lived...although I think modernity has eroded this tradition somewhat.
idk, i don't print stuff that often, but printing mostly just works for me. it's not always smooth sailing, but it's not any less smooth sailing than anything else i deal with when running ML experiments
I mean, I think running ML experiments is like the other most cursed thing that I feel like I have to interface with on a regular basis.
I've been recently irritated at something that feels vaguely similar with regards to research loops. Walking through this example...
I note that most of those problems have little to do with the printing technology, and mostly about poor organization around that technology.
Friction sources
What common threads can we see?:
I see a few directions we can take it.
In what other situations does this show up? An obvious example are various bureaucratic procedures, which require some research to make sense of, and where a small typo/mistake in your documents might lead to having to schedule another appointment next hour/day/month. That is: a procedure you'd plausibly interact with only one/a few times in your life is managed by people who interact with it constantly, and the bits of friction you run into are not obviously catastrophic, so those people are not forced to make things easy for first/imperfect/inexperienced users.
Note that the full thing is not necessarily easy to fix, much like e. g. technical debt isn't[1]. The work to keep systems easy-to-interface-with is, as usual, a battle against entropy. Overall, I feel this problem is just another manifestation of that one.
Things could certainly be made much better, though, by both:
And indeed, technical debt is another instance, where, for programmers maintaining a codebase, it's no-one's first priority to make it easy to understand/modify/interface-with for a one-time user.
Potentially the "inconsistent printer behavior" is downstream of that, by the way. Perhaps there's no obvious correct/convergent way to interact with low-level printer software, so each app's designers had to take their own approach, so there are inconsistent behaviors across apps.
some examples of things that may be like this, human generated list, varying confidence and specificity:
some things that seem not like this:
the generator that feels live to me here is like, things where entropy* accumulates in interfaces or is generated in interfaces in the system somehow. many of them involve human-generated complexity, but that seems optional; seems like you can get this in pure math between conflicting formal systems, where you need a theorem connecting things even though pre-theoretic intuitively they're "obviously" the same thing (of course that "obvious" is sometimes wrong).
* except maybe not literally entropy, but rather like, boundedly-rational unpredictability. I guess by some definitions that's entropy - the definition would involve microstates not predicted by a macro model, and in this case the macro model would be the simple view of a system.
My workflow in last 2 jobs, if I already printed something in last 3 months:
After a change of laptop / floor / other size instead of the usual A4 / fiddling with booklets / ...:
Almost forgot - being in a hurry almost certainly triggers the second path through the workflow.. no idea what's the mechanism for that tho, probably availability bias.
Last time I printed a document, I wrote down the whole process:
Note that I've had this post in mind for a while now and so decided pretty early on to write down the steps; I don't think this experience is very cherry-picked. On a gut level, this level of crap is basically what I normally expect when attempting to print something.
What's up with this? Why is printing so bad?
It feels to me like there's some kind of simple underlying principle to be understood here, a principle of when and why and how this kind of friction shows up in day-to-day life and what specifically it looks like. And it whatever that principle is, it feels like it's one of the central drivers of our world, on a similar level to things in the Gears Which Turn The World posts or Worlds Where Iterative Design Fails or The Expert. It feels like a core thing to understand, if one wants to Get Shit Done to a far greater extent than is currently possible.
Printing is a particularly convenient use-case to focus on because the misery of printers is already a meme; people joke about it frequently. Often this kind of friction seems antimemetic and hard to legibly point at, so it's useful to already have a spotlight on it. And of course, I'm skeptical of principles people present which don't come from looking at some real-world examples and figuring out what unifies them; thus the importance of having a common everyday phenomenon (like printing) to look at in order to back out the principle.
So, the question: what do you notice, when you look for patterns in your own miserable printing experiences? What are the exact boundaries of this phenomenon? What underlying principle might drive it? When and how precisely will the drivers of bad printing generalize to the rest of our world?
Why is printing so bad?