Language Games
summary
Argues that software is designed language and recommends using linguistics (Saussure’s signifier/signified, Wittgenstein’s language games, Grice’s cooperative maxims) to avoid mismatches between idea and code. Shows concrete tools: domain‑driven design, bounded contexts, ubiquitous language, rigorous encapsulation and validation; contrasts deterministic compilation with opaque prompt engineering. Cites ISO 21482:2007 signage and a proposed solution—glow‑in‑the‑dark cats plus a warning song—to span 10,000 years of nuclear waste communication (proposal unproven).
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chapters (14)
- 0:00Language and software intro
- 1:06Software as language
- 3:16Communication failures
- 5:43Saussure’s signifier/signified
- 9:39Translation layers
- 12:29Saussure’s parole and langue
- 15:20Wittgenstein’s language games
- 21:44Nuclear waste communication
- 29:38Software as language game
- 34:59Grice’s cooperative principle
- 40:18Stakeholder ideas to code
- 43:08Communication maxims in design
- 47:01Key takeaways
- 49:27Q&A








