Parenthetically, (geek alert) the controls on TOS Enterprise, with their distinctive shapes, seemed a LOT more practical to me for an environment with lots of tipping and juddering in combat, as opposed to the all-touch-screen controls in later generations, which required that you keep your hands in contact with the control surface in a potentially hostile environment and watch your hands manipulate virtual buttons and switches, when you should probably be looking at something else.
The "Star Trek: The Next Generation Technical Manual", on page 33, when describing the touch-panels, says: "Also incorporated into this layer is a transducer matrix that provides tactile and auditory feedback to the operator..." They don't elaborate on what this 'tactile feedback' might be like. At a minimum it would presumably indicate (e.g. via a vibration) that a button was pressed. Some fans have hypothesized that the panels perhaps incorporate miniature versions of the force-field technology used throughout the ship: so that even though the panel looks flat, you can actually 'feel' the buttons/layouts as you move your hands around; and of course this tactile response updates as the layout does. (This is supported by the fact that in Voyager, when Tuvok is blinded he is able to activate a "Tactile mode" on his workstation, implying that all panels have the ability to generate tactile feedback.) Thus, the TNG-era touchscreens could have had substantial amount of tactile control.
The reason I point this out is that the creators of a sci-fi show in 1991 could easily imagine that a flat-panel interface would benefit substantially from tactile feedback. The fact that modern vehicle UI designers can't understand this is thus rather ridiculous.
The problem is, most slashdot contributors I don't think click on the ads. So frankly as a community, you're not that valuable.
There is some truth to this. Slashdot users are probably less likely to click on ads than the average person. We are probably more aware of advertising tactics, and may thus avoid being influenced (to the extent one can). Slashdot users are probably more likely than most people to use ad-blockers. On the other hand, Slashdot users occupy a huge number of key decision-making posts in all the major tech companies. Even 'lowly' employees can have a huge impact on what their employer spends money on. I would also note that an ad is not necessarily a failure if no one clicks on it. One of the main purposes of advertising is awareness and branding. If you see ads for a given company on Slashdot, you will subconsciously become aware of them, making it more likely that you will consider them when making your next purchase. No clicking required.
I fully admit that it is difficult to quantify the 'value added' of advertising to the unique Slashdot community. I would hope that Dice has made this case to their ad partners; I guess it wasn't enough?
And what's wrong with that? They have ongoing costs in terms of servers, IT support, and the moderators. Word is for the most part the Slashdot revenue stream has been shrinking for Dice, which means they'd be bleeding money.
Actually it's not clear to me that's the case. The things I've read indicate that revenue coming from Slashdot is decreasing with time. But this isn't the same thing as saying that Slashdot doesn't generate enough revenue to pay for operating Slashdot. From what I can gather, Slashdot is a net money-maker... it's just not making enough money, and the owners want to make more. (If someone has better info, please share!)
... advertising revenue has declined over the past year and there is no improvement expected in the future financial performance of Slashdot.
Note that this isn't saying that Slashdot's ad revenue isn't enough to pay for operating Slashdot; merely saying that the ad revenue is falling with time. They are no doubt desperate to increase profits. It's actually quite possible that Slashdot's ad revenue is undervalued (because it isn't taking into account that many Slashdot users hold key positions where they influence what tech is purchased by companies, friends come to them for tech advice, etc.). But overall the idea that they can increase ad revenue by revamping the entire site is a bad gamble: the community will disappear in a flash, and ad revenue will drop to zero.
Ultimately, Dice management appears willing to take the gamble. It is one they will most likely lose, and we will lose Slashdot in the process. But they won't care much, since Slashdot as-is just isn't pulling in that much money. It's a sad reality that even a community as big and stable as Slashdot (generating constant ad revenue) is still too small/niche to satisfy their money-lost. Our last hope may lie in efforts to build a new site that we can migrate to (e.g. AltSlashdot.org).
Contact me if interested
John (at) AltSlashdot (dot) org
$7.2 million of intangible assets and $6.3 million of goodwill related to Slashdot Media
and have only started to realize some improvement on related sites. With ad revenue declining and not expected to pick up (read: everyone who uses Slashdot uses adblocking softwarwe), it appears that the Slashdot stewardship experiment by Dice Holdings has been a financial failure.
Since the site has been redesigned in a user-hostile fashion with a very generic styling, this reader surmises Dice Holdings is looking to transform or transfer the brand into a generic Web 3.0 technology property. The name may be more valuable than the user community (since we drive no revenue nor particularly use Dice.com's services).
"Ninety percent of baseball is half mental." -- Yogi Berra