Archive for May, 2009

Maker Faire Africa Concept

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Flying out to MakerFaire in SF tomorrow and continue to be psyched, especially since they are focusing on renewable/sustainable America. But there’s a group trying create a Maker Faire in Africa — even more focused on social consequences and improvements from tinkering/making/experimenting ethos:

When discussions of wealth creation and poverty reduction are made in reference to the continent, for a variety of reasons manufacturing is left off the table. This is partly the fault of education and or orientation. Making fabrication the next “big thing” in a sense could go some way in changing these attitudes. Manufacture – literally, fabrication by hand – is exciting, and exists across the continent of Africa, and is abundant – from centers sited at dumps, where scrap metals are abundant, to more formal collections of mechanics and repairers who have set up shop in the urban core. Much of this curiosity, talent, and entrepreneurial spirit in manufacturing remains trapped in the informal sectors - bricoleurs and tinkerers who ingeniously meet hyper local demands and tend not to scale.

Will the Wave answer the promise of the cloud?

One of the funnest things about working in interactive is the tea-leaf reading that happens when screenshots of upcoming apps are released. Windows Longhorn, the annual Macworld run-up, console releases, game beta screens are fodder for endless speculation, geek-talk, and fantasies of what the new app might be.

Twitter is all a-twitter about Wave today, and normally I would be skeptical, but something in Google’s ability to help me get excited about something in a single page with less than 500 words and a couple unremarkable, unpretty, completely un-Apple-shined screenshots makes me hopeful.

From the site:

What is a wave?

A wave is equal parts conversation and document. People can communicate and work together with richly formatted text, photos, videos, maps, and more.

A wave is shared. Any participant can reply anywhere in the message, edit the content and add participants at any point in the process. Then playback lets anyone rewind the wave to see who said what and when.

A wave is live. With live transmission as you type, participants on a wave can have faster conversations, see edits and interact with extensions in real-time.

Frankly the screenshots add almost nothing to the page. The words somehow reflect not only the promise of what they’re offering, but an understanding of the problems that needed to be solved for this to work and the open source ethos of “pick one thing and do it well . . . then do another” which usually result in elegant solutions.

I’ve experimented with a fair number of “collaboration tools” — 37Signals stuff, MSFT Windows Live, Google sites — and am currently struggling with a whole bunch of file sharing/cloud concurrency issues. I’m dying to have a place where I can share pictures and documents with coworkers with easy commenting, versioning, and non-networked-but-secured accesss. The beauty of Google sites was that it allowed people to write HTML in pages that were open to self-organization without the constraints of content management/versioning controls and it was in the cloud. But, you still had trouble with versioning when people got lazy.

If Google gets the rewind action right (presumably that’s what’s Wave-y about it), you’ve got version control built in, along with conversation tracking and a dynamic de-archiving process that doesn’t depend on search (which sucks even on Google apps). The beauty and the hope is that playback and rewind and wave implies a product based on a concept firmly adhered to rather than a laundry list of features that people would like to string together. (Something 37Signals did nicely with Basecamp.)

The real-time collaboration piece is also intriguing, surprisingly so, since we’ve heard that phrase 100 times — “see the changes as they’re made in real time!” (Wonder: how many people understand the phrase ‘real time’ . . . do they actually know what un-real-time is?) Google, however, may have the potential to beat the WebEx client in performance and simplicity if they nail the browser code (I’m starting to pendulum back to a notion that software needs to get back to the browser (even chromeless browsers) for speed, interoperability, and true cloudness).

Weird. I’m not sure I was even this excited about a software launch when Wrath of the Lich King betaed.

Kindle Evolution — nice touch from Amazon

I don’t know if this was always the plan, or if this was an easy thing to do, but I feel well served as a Kindle owner (almost enough to be not pissed about the big Kindle), and impressed by Amazon.

Got an email this morning:

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This is a for-real need I’ve experienced often — I highlight a passage in a book I’m reading on my Kindle. Later, when I need it for a blog post or to send to someone in a mail or for use in a document I’m writing, I have to open the Kindle, find the quote and type it in. Hard to read and type, hard to find, and little context (when you can only see small sections of a small number of notes). The Kindle site, sparse but pretty fast fixes (most of) that:

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Motorcycle Maintenance, Craft, Zen

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Many of the times when I’m writing about craft, I’m talking about being close to the work and its intricacies and materials. Last week, I started re-reading Zen and the Art of Motorcycle Maintenance, a book I last read, appropriately, in 1984 while I was in college. It was a perfect undergrad read: a salad of philosophy (complete with interwoven Platonic dialogues), personal wellness, a post-hippy balanced suspicion and enjoyment of technology, and a focus on the word/idea quality. (It was also my introduction to Chautauqua, a tradition which filled my mind for many years and was the name of a school paper I started my senior year.) The perfect summer after freshman year book.

This weekend, the NYTimes has a magazine piece about working with one’s hands, doing physical labor in an age of info-workers. The writer, Matthew Crawford, is a PhD, who once struggled to find work after rejecting the nomadic life of seeking tenure. When he got a gig, heading up a DC policy shop, he stayed long enough to buy tools and start his own, admittedly under-priced, one-man motorcycle repair business.

Both the book and the article seem to say things about craft, and they definitely both reference motorcycles, so a blog post that strings together quotes from each.

In Zen…, there is an early salvo about quality as the area of focus:

‘What’s new?’ is an interesting and broadening eternal question, but one which, if pursued exclusively results in an endless parade of trivia and fashion, the silt of tomorrow. I would like, instead, to be concerned to be concerned with the question “What is best?”, a question which cuts deeply rather than broadly, a question whose answer tend to move the silt downstream.

I’m only 60 pages into the re-read, but I remember and feel that the rest of the book, which the author Robert Pirsig describes charmingly (and goofily) as a Chautauqua, is about how we comprehend and pursue quality in our lives. This gets into values, personal quirks and tastes, and most of all a cognitive approach to one’s life and its problems. This is where the Crawford article resonates.

[Motorcycle repair] frequently requires complex thinking. In fixing motorcycles you come up with several imagined trains of cause and effect for manifest symptoms, and you judge their likelihood before tearing anything down. This imagining relies on a mental library that you develop. An internal combustion engine can work in any number of ways, and different manufacturers have tried different approaches. Each has its own proclivities for failure. You also develop a library of sounds and smells and feels. For example, the backfire of a too-lean fuel mixture is subtly different from an ignition backfire.

This passage seems romantic in its sense-based level of work and deeply satisfying. Crawford has a body of knowledge and experience that has translated into a finely tuned engagement of his senses. I picture him looking at the engine and considering one possibility with his mind, while reaching a hard to get to place and considering another possibility with his fingers while he samples the oil’s viscosity and a third possibility by the smell. In some cases, I imagine he can smell or hear the problem as a customer rides his motorcycle into the shop. If the problem lies deeper than his immediate senses, I picture him puzzling over the data, House-like, and testing theories in his head before testing them on the machine.

Earlier in the piece, Crawford talks about the intangibility of achievement in office life. Back in the 90s I split my time between database programming and writing union and political propaganda and position papers. The latter activity was where my heart was, while the former paid the bills and supported the first. But there were times when programming was the more, and more deeply, satisfying pursuit. Sure, I’d get excited when a speech I wrote came to a great crescendo or when I found just the right way to tee up an issue. But the computer work was oddly gratifying — figuring out a thorny bug, finding a better, more elegant way to work through a routine, handing someone a disk with compiled code that ran cleanly, running a program overnight and seeing that it had run flawlessly in the morning (this was in the x86 days). It felt great. I didn’t do it for too many years, but I did develop that extra-sense where I could just smell what the problem was. It felt great.

Not only was the work satisfying, it was mine. When I had written good code, I knew I had and there was no doubt. I could settle back and know the job was well done. When I was explaining my double lives of different satisfactions to friends, I remember being quite passionate about it. “When I finish a program, I know it works and I know it’s as fast as possible and can’t be written any tighter. So much better, sometimes, than writing a speech any idiot can say they don’t like. So much easier to prove that one line of code works better than the other whereas with a speech, someone, or I, will always be able to run the work down.” That last bit is part of the personal psychology in Zen… — finding the confidence to say this is good, this is quality and be content and move on. But the other satisfaction, of absolutely knowing seems connected to better sleep and better mornings and better breathing.

Crawford highlights an interesting dynamic around the intangibles of office work:

A manager has to make many decisions for which he is accountable. Unlike an entrepreneur with his own business, however, his decisions can be reversed at any time by someone higher up the food chain . . . It’s important for your career that these reversals not look like defeats, and more generally you have to spend a lot of time managing what others think of you. Survival depends on a crucial insight: you can’t back down from an argument that you initially made in straightforward language, with moral conviction, without seeming to lose your integrity. So managers learn the art of provisional thinking and feeling.

When I was writing speeches, I was self-employed, so I took pleasure in putting out my own work to my clients. I might fail, lose the gig, have to go back for a costly re-write that robbed me of a weekend, but I remember liking the fact that it was my making and doing. But the self-protective double-think Crawford mentions seems like a loss to a person.

This is getting long and connected to more life-stuff than craft-stuff, but I sent this article to a former boss of mine, a man who’s very wealthy and had just started reading the article when I sent him the link. He wrote back:

I just spent the day on Saturday installing the lighting on our roof and when the day was done sat back in the waning daylight hours savoring the work sipping wine with a friend discussing that exact topic of “working with hands”.

Getting over our techno fears with books

Clive Thompson has a nice, quick piece in WIRED about how technology can help increase reading and readership and why people, particularly publishers should stop bemoaning it.

Hits a lot of nice notes, but I most like the way in which it turns reading into a social activity . . . again. Like other markets, reading has become fragmented. In my social circles, I am almost never, I mean never, reading the same book as even one of my friends. Thompson cites some powerful examples of collaborative intelligent reading, where readers of books open-sources on-line annotate and interact with the texts helping to make works accessible and advancing scholarship. For my part, the Kindle has caused me to read more and better stuff.

And just for fun . . .

MYST on iPhone: A lesson in immersion

Been playing MYST on the iPhone and having fond memories, renewed admiration for the game, and a useful sense of disappointment.

Fond Memories
I loved MYST when it came out. It was a revelation — a rich, lush world that I simply liked looking at, a strong enough (though not great or self-sustaining) story that gave me a sense of urgency and grounding in the game, and puzzles that had a certain logic in the milieu and were genuinely interesting in and of themselves. That last point was a big sticking point in the doomed adventure game genre. All too often in the 90s, game designers would drop in really dumb puzzles (put the broken coffee mug together to see the picture and get the clue!), cliches (the puzzle toy Simon was repurposed in literally dozens of games), or byzantine pixel/scavenger hunts that required you to work but not think in rewarding ways. MYST puzzles were interesting systems that needed to be figured out, or riddles that you could actually think about away from the game, or visual puns that were intrinsically engaging. But that’s just me bemoaning the genre’s demise.

The key for me, though, was how much I wanted to be in the game. There were the crazy brothers, trapped inside a book:

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This moment was iconic for several years. The guy is trapped in the blue book (his twin is trapped in a red book), needs you to fill the book with blue pages to free him. As you explore the world of MYST (an island based on Jules Verne’s Mysterious Island), you gather clues about the moral and psychological soundness of the twins. Every time you go to the book, the brothers implore you: “The blue pages, bring me the BLUE pages!”, a line/device which was spoofed in subsequent games.

The game is also beautiful if you enjoy a steampunk/Verne look:
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In addition to looking great, this was the first great, and may still be among the best sound designs. Each image and sound gave me flashbacks to the first sense of discovery and wonder at the game (where am I? how cool! how did it get built?), and made wandering around the world fun. I orginally played this with my girlfriend (another gaming landmark: the elusive game your girlfriend will play!) and distinctly remember saying things like “let’s go to Channelwood first, I like it there” or “wait wait, look around a minute”.

Renewed Admiration for the Game

There is much lore around the game’s production. Two brothers with a small number of computers, using Director, 3D Studio Max, home made sounds and a couple computers for rendering, pulled it off. Of course, in those early-WIRED days, when everything wanted to be a movie or would benefit from being more like a movie — rather than being its own form — they were talking to film studios, getting repped by big agents, blah blah blah. But the game was and still is a remarkable thing, proof that tight constraints, even absurdly tight ones like 1990s era PCs, create great designs.

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Failure to Immerse

The only disappointment with the iPhone game, and I think it’s instructive, is that MYST just doesn’t pull you in. The screen resolution is fine for the conveyance of information, the screen size is adequate for finding hotspots with a blunt finger-tip, and the sounds still help with gameplay and location cues. But the screen doesn’t take up enough eye-width, or field of vision to be truly immersive.

This was interesting to me, since I actually watched the entire run of Firefly (sf western style TV show that run for fourteen episodes before being unjustly cancelled) on the first generation iPod video, on an elliptical trainer on the gym. Screen size isn’t a general requirement for absorption in a narrative TV show. But a decent screen size is needed for the active suspension of disbelief and immersion. I say active suspension rather than willing, because for a game like MYST, which relies on stills, involves some clunky transitions, and occasional howlers in the dialogue, there is more artifice to overcome — probably more aritifce, even, than reading a book where you don’t have trip-ups that break the flow and risk snapping you out of the undisbelief reverie.

The other artifice that you’re constantly reminded of is the screen itself, which you have to hold and interact with directly. This is an instance where a mouse that is remote from the screen is actually superior to the intuitive touching of the screen. By separating the viewing area from the interface and the hand from the eye (at least physically) you have fewer intrusions into the environment.

Ah well, ten dollars that didn’t result in gaming joy, but did teach me something about narrative, HCI, and immersion.

It also inspired me to dig out the game (or buy it again) and maybe dig out puffy headphones and wander around the Ages again.

Forget calm and carrying on, Get Excited and Make Things

Nice counterpoint to the “Keep Calm and Carry On” poster meme that seems to have infected several agencies/digital shops:

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I’m trying to keep a steady drumbeat, or cadence as marketers like to call it (jargon! I get it!), till MAKER Faire.

MAKErs, Hackers, Tinkerers saving the world

During President Obama’s Inaugural Address, lots of people got jazzed, and many tweeted about supporting, celebrating, and being “”the risk takers, the doers, and the makers of things.” MAKE Magazine is building the Maker Faire and the most recent issue of the magazine about the transformative power of DIY — to innovate,to satisfy, and to solve problems.

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In the intro to the issue, Editor Dale Dougherty, makes the big but cool claim that “makers offer one of the best hopes for the future.” He has a list of things people can do to “Make Things”; improve “Energy Usage” (monitoring and improving home usage; make “Transportation” smarter and better for us (bicycles, electric cars, reduced transport overall); better handling of “Food and Water” (raise your own chickens!, cook (gasp!)); and do more “Learning”. I hope the list gets viral (I don’t want to do two scans), but it’s worth re-typing the “Make Things” list:

    Make things that people want
    Make things so that you don’t need to buy them
    Start a business that employs people making things
    Make things closer to where they’ll be used
    Repair things instead of replacing them
    Harvest usable components from devices and redeploy them
    Get to know your local salvage yard and recycling center

For a while I have been, not obsessed but itched, by the notion that environment and sustainability has a big maker hook. In an age where men can no longer tinker with their cars (they’re too chip-based, and the engines are increasingly black boxes), focusing on their power supply, tweeking their environment, making their stuff last longer and hacking it to work better, could be a satisfying alternative.

Sadly, for me, the first place my head goes is my last trip to a hardware/home supplies store and my urge to buy a sewing machine and make pillows and curtains, cuz I hate buying that stuff. Ah save . . . I also had the urge to hack motherlovin’ sh*t out of solar panel backup systems at Home Depot. (Flickr link provided as proof that I had this impulse BEFORE admitting to the sewing one. Excessive swearing purely out of compensation, of course.)

Simplest good game ever

Mattel’s electronic football game might be the simplest great game I’ve played.

When I posted this to flickr, someone reminded me that the game had a click that got faster and more menacing the longer you rushed for . . . So simple: three direction keys, one bright led, 5 medium ones.

Procedurally Generated City

50 hours, a couple rules, an understanding of emergent systems, and a delicate design touch:

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