11
January
2012

Links

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  • "If school programming languages that serve children best end up looking quite a bit different from conventional programming languages, maybe it’s actually the conventions that need changing." Several good points from Alex, and some good points about breaking away from equating "computational" with "procedural".
31
December
2011
04
December
2011

code

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Drivetime Spotify App

Drivetime

Music Hack Day London this weekend. Tom, Blaine and I ended up making a thing which didn’t demo perfectly, called Drivetime.

It solves a common problem: how do I listen to the same classic pop and rock anthems on a Friday afternoon as people in other studios? The answer is with the Drivetime app.

Drivetime is a Spotify app. You drag a playlist into it to start broadcasting – you set your station name with a simple text field. Then, anyone loading the app can click on your name and hear what you’re playing. Not just the current track – it’ll start the track for others at exactly the point you’re currently at, and it’ll advance through the playlist when a track finishes. At any point, you can stop listening, and choose another song to listen to.

That’s it, really: a simple broadcast/listen system, all built into Spotify as a native application.

Drivetime Screengrab

The front-end is just HTML/CSS/Javascript, which is how Spotify apps are built; the communication with the client is via socket.io, on top of node.js on the server. Tom and Blaine wrote the back-end; I wrote a bunch of the front-end, which Blaine promptly made much better, and did all the hot pink neon. We all played a lot of Tina Turner in the hacking rooms, and we went home to bed betimes on the Saturday night.

All the code’s in github. The Spotify app only runs (at the moment) if you’re a Spotify developer. We might see if we can get it a bit further and release itspot, so people can listen to one another’s classic rock selections.

It was a fun hack, even if my explanation of it was incoherent, and part of a great weekend – so many superb hacks, large and small, on display.

03
October
2011

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23
January
2011

The Story of a Lost Bomber

It was History Hack Day this weekend. My friend Ben Griffiths scraped the Commonwealth War Graves Commission’s register to try to contextualise the death of his great-uncle in World War II.

Before you read on, please do read his story. It’s worth your time.

Ben’s hack is intelligent and, as ever, he explains it with precision and grace. But really, it wasn’t the hack I wanted to draw to your attention; it was the story he tells.

Like many hacks at such events, it begins with a data, scraped or ingested, and Ben’s plotted it over time, marking the categories his great-uncle is represented by.

But data over time isn’t a story; it’s just data over time. A graph; or, if you like, a plot. What makes it a story? A storyteller; someone to intervene, to show you what lies between the points, what hangs off that skeleton. Someone to write narrative – or, in Ben’s case, to relate history, both world and personal.

I’m left, after all this, thinking of just how young these bomber boys were. Looking at this data has been a much more moving exercise than I was expecting.

I found it very affecting, too, but not just because I was looking at the data: I was looking at it through the lens that Ben offered me in the story he told. When you consider it’s the story of one tragic loss amid 12,395 others, you pause, reflect, and try to perhaps comprehend that.

In the end, I couldn’t, entirely, but I tried – and because somebody told me just one story, about one individual, his plane, and his colleagues, I perhaps came closer to an understanding than I otherwise might have. And, because of that, I’m very grateful Ben shared that single story. I’d call that a very worthwhile hack.

13
January
2011
19
April
2010
  • "…let's not kid ourselves. If you sell a game that's a first-person shooter, then no matter how many RPG elements you shoe-horn into the game, the shadow that hangs over every character interaction that you have, no matter who they are, is the question in the player's mind of "What happens if I shoot this person?" And that's our own fault! We've sold the player that; we've made a contract with the player that says it's okay to kill people. Why would we then chastise them for exploring that?" Patrick Redding is brilliant. This interview, with Chris Remo on Gamasutra, is great – Remo asks some smart questions, and Redding gives some really smart answers.
  • "The game insists that I focus, even for mundane activities like carrying groceries, on carefully following directions delivered to me visually on-screen. The simple act of carrying groceries is subsumed by the mechanical procedure of executing a series of prompts _for no apparent reason_. This, for me, is the primary disconnect in Heavy Rain. My mechanical game-directed actions don't amplify or add meaning to the in-game behaviors they execute. They don't pull me in; they keep me out. " Hmn. I've been thinking about something similar recently. Time to fire up the blogpostmatron…
  • Lovely, lovely article explaining just how the PeepCode Blog works. The blog itself features unique layouts for every post. There's no CMS, no database, but what's going on under the hood is at least as clever – and the flexibility makes the beautiful and clear pages much easier to build.
  • "…for reasons that baffle me, my TV can only receive the four terrestrial channels, plus a grainy feed from the building’s security cameras. Easy choice."

Links & notes for this month

Endnotes