Language Games
summary
Argues that communication is a chain of translations between concept and signifier and that Saussurean semiotics, Wittgenstein language games and Gricean maxims are the tools to reason about it; shows programming languages and Domain-Driven Design as practical tools to align stakeholder concepts with code via a shared ubiquitous language. Demonstrates limits with the ISO nuclear-waste symbol (tens of thousands of years of ambiguity) and claims building aligned models, tests and clear names reduces costly rework — and it works when teams actually adopt it.
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chapters (12)
- 0:00Introduction
- 1:09Communication breakdowns in meetings
- 3:14Saussure’s signifier/signified
- 7:05Langue and parole
- 9:55Wittgenstein’s language games
- 12:23Breaking language rules
- 15:53Nuclear waste symbols across time
- 18:44Programming as language game
- 23:23Grice’s cooperative principle
- 28:37Domain-driven design
- 33:28Humans vs computers
- 34:31Q&A








