And you can change right back. There's nobody telling you what you can and can't do with your system like there is with proprietary O/Ss
Right, all comes with work.
GNU/Linux's strong suits are absolute control, and freedom. If you want to install it on 10 different computers, you can. Install it to a thumb drive so you can use it on foreign machines? Gravy. A monkey could do it. The only limitations are technical. You're free to change any portion of the system to make it work for you, and you're free to give or sell your changes to someone else. There's no black box where you don't know what's happening. If you think your system's spying on you, you can look at the source code and see; not that that happens with libre software, unlike its proprietary counterparts...
Very true. But with that much rope, you can hang yourself.
Not really arguing against it since it is fully changable. With user computers I don't want that. I don't want to have to figure out every individual's computer to do a quick thing here or there. I also don't want to have to recustomize every computer that I use.
Idk where the blackbox idea came from.
If you like it for those purposes then great. I personally believe uniformity is a good thing for ubiquitous computing. I had to make a prototype of a vital signs monitor recently. When my team deviated too much industry standards, all the user feedback demanded us to stick to standards again. Granted these were ICU nurses with 30 years of avg experience. Maybe linux can be the future. I just don't see it.
Btw, look into the design concepts behind unix and compare that to a more user orientated system such as IOS(also unix I know... but had a drastically different agenda). Unix was barely meant to have an UI.
Rule of Modularity: Write simple parts connected by clean interfaces.
Rule of Clarity: Clarity is better than cleverness.
Rule of Composition: Design programs to be connected to other programs.
Rule of Separation: Separate policy from mechanism; separate interfaces from engines.
Rule of Simplicity: Design for simplicity; add complexity only where you must.
Rule of Parsimony: Write a big program only when it is clear by demonstration that nothing else will do.
Rule of Transparency: Design for visibility to make inspection and debugging easier.
Rule of Robustness: Robustness is the child of transparency and simplicity.
Rule of Representation: Fold knowledge into data so program logic can be stupid and robust.[4]
Rule of Least Surprise: In interface design, always do the least surprising thing. One mention of interface. This is not even pertinent to HCI.
Rule of Silence: When a program has nothing surprising to say, it should say nothing.
Rule of Repair: When you must fail, fail noisily and as soon as possible.
Rule of Economy: Programmer time is expensive; conserve it in preference to machine time.
Rule of Generation: Avoid hand-hacking; write programs to write programs when you can.
Rule of Optimization: Prototype before polishing. Get it working before you optimize it.
Rule of Diversity: Distrust all claims for "one true way".
Rule of Extensibility: Design for the future, because it will be here sooner than you think.