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"I'm passionate about this because I'm building the camera I've always wanted to shoot with," he says. "When my grandkids and great-grandkids look back, they're going to say I was a camera builder. I did handgrips and then goggles and then sunglasses to prepare myself. But cameras are magic." Fantastic article about Jim Jannard and his Red digital movie-camera business.
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Brilliant, brilliant little advert.
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"VideoGamesHero brings you homebrew action at it's best – offering lasting fun and challenging action with over 65 Songs, 5 Game modes, Motion Card and Guitar Grip support, there is something for everyone!" Homebrew Harmonix-style rhythm action game for the ds. Awesome.
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"In this extensive interview, Yasuhara outlines his carefully constructed theories of fun and game design, including the differences between American and Japanese audiences, with illustrated documents." Lots of nice things in here, including a section on "tidying up".
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"APIdock is a web app that provides a rich and usable interface for searching, perusing and improving the documentation of projects that are included in the app." Handy.
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"I think the role of the architecture diagram, user flow, and wireframe belongs very much after the fact, after we’ve sketched and prototyped an experience. Those are tools to document what has been agreed through sketching and prototyping. They are not the best means for solving challenging design problems." That seems like a good way of putting it.
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"In this template you'll find shared layers (masters) for a title page, wireframe, wireframe/storyboard hybrid, simple storyboard, and storyboard with notes. Column guides and a regular grid make it easy to use and keep your layout tight." Nice .graffle templates for UX designers.
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Timelapse, merged photographs of videogames. Beautiful, especially Tempest.
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"Being able to go back and fix your mistakes is not the same as being forgiven for them. Maybe that’s what all those storybooks were trying to tell us." Lovely.
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"If you’re an adult who’s at a place in life where you need to pretend you’re interested in people whom you are not actually interested in, then “fake following” should be more than adequate for your needs. But, if you’re here to actually read things and to enjoy the thoughts, photos, and opinions of actual people who have good and bad streaks, it wouldn’t hurt to have an easy way to hit “snooze” for a while." Merlin Mann is very sensible.
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"It seems to me that Tim and the nameless characters of the epilogue represent archetypes of some kind. They don’t stand in for every man and woman, certainly, but they’re emblematic of a certain kind of dysfunctional relationship, one where “I’ll protect you” turns into “I’ll control you.”" A smart, sharp reading of Braid, that understands its gameiness.
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"The mouse is a continuous pointing device; the finger is discontinuous. That’s a profound difference that I wish I were able to clearly understand and explain." PPK on how MobileSafari responds to Javascript's mouse actions.
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"I think, in these fleshed out circumstances, an RPG could be the most remarkable place for getting to grips with matters like abortion and euthanasia. I think _because_ they’re the sorts of subjects it’s completely pointless to talk about in the pub, because it inevitably descends into people entrenching themselves in their currently held position and then hurling stones at the other side, that the RPG would be a space in which the emphasis of thought and consideration would be squarely on you." John Walker on the problem with BioWare's attitude to morality, and some potential solutions.
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"Opentape is a free, open-source package that lets you make and host your own mixtapes on the web. Upload songs (via web or FTP), reorder, rename, customize the style, and share what you like on other sites with an embeddable player."
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"I've heard that Japanese developers, who have traditionally held American game development in low esteem, have a great deal of respect for Bungie, and you can understand why. Bungie has done for shooters what Nintendo did for platformers: they've turned the visceral joys control and motion into the centerpiece of the game."
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"Thomas Finchum, an American diver competing in Beijing, describes the view from the 10-meter platform at the Water Cube." Incredible, interactive panorama from the top board in the Water Cube.
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"Greebles are the parts that "look cool, but don't actually do anything". There's an entire discipline here composed of special effects artists and asset designers working to hide the plywood spaceships and simple game world polygons beneath an encrusted surface texture." And this is the trick to make the little bits look like part of a whole. Lovely talk from Mike at UXWeek.
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"One of the new features of FriendFeed (a Twitter-like thingie) is "fake following". That means you can friend someone but you don't see their updates… It's one of the few new social features I've seen that makes being online buddies with someone manageable and doesn't just make being social a game or competition."
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"The application works by assuming a constant viewing angle (35-45 degrees), typical for when the device is placed on a tabletop. The 3d scene’s perspective is warped using anamorphosis…" Awesome.
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"OmniDiskSweeper is a utility for quickly finding and deleting big, useless files and thus making space on your hard disks."
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"Mockups feels like you are drawing, but it's digital, so you can tweak and rearrange controls easily, and the end result is much cleaner." Interesting-looking prototyping/wireframing tool.
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"The Tinkering School offers an exploratory curriculum designed to help kids – ages 7 to 17 – learn how to build things. By providing a collaborative environment in which to explore basic and advanced building techniques and principles, we strive to create a school where we all learn by fooling around. All activities are hands-on, supervised, and at least partly improvisational." Sounds fantastic.
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"What do we sing about, when we sing about the body?" Lovely infographic, ever-so mildly NSFW. Hint: hip-hop talks a lot about bottom.
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An interesting series of concept images of what context-aware, mobile search and data-diving tools might look like. Some neat thinking around transparency and context.
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"I wanted to take portraits of people that would reveal a hidden part of their character. So I had them play videogames."
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"Why did Weight Watchers work so well? For a really fascinating reason: because it isn't a normal diet. It's something more. Something fun. It's an RPG." Of course. Fantastic deconstruction from Clive Thompson.
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Braid papercraft. Delightful.
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Eesh. Tetris in 500 bytes of Javscript and HTML. Yes, they're obfuscated and unpleasant, but wow, etcetera.
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"a tiny camera gathers light and shape data, before sending it to a computer that processes it and uses hundreds of tiny electric motors to shift the wood blocks into the image in front of the device. Subtle gradations of shade are achieved by both the natural grain of the wood and the angle at which they are displayed, casting shadow if necessary." Beautiful.
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"you make a labyrinth of well-placed incisions and the city is yours. Perforated from below by robbers, it rips to pieces. The city is a maze of unrealized break-ins."
A Game Is…
31 July 2008
Lots of brain-food and notes to come from Develop, but in the meantime, this cracker from Matt Southern’s session:
“a game is an exercise of voluntary control systems in which there is an opposition between forces, confined by a procedure and rules in order to produce a disequilbrial outcome“
(Elliott Avedon and Brian Sutton Smith; emphasis mine.)
Oscar Peterson on Interaction Design
03 May 2008
Oscar Peterson, describing the feel of using a device whose models of the world match your own (in this case, the Fuji S2):
“Any time I can pick up a camera and sort of walk my way through it, I know that I’ve got a friend”
I was torn between categorising this as “photography” or “design”, but I think the emotive connection Peterson describes reminds me of how I – and many others – feel about the cameras I’ve loved. It’s a connection we ought to be building into the products we build – soft, hard, or otherwise.
(From an interview with Michael Reichmann for the Luminous Landscape)
Jens Alfke writes about the beauty of the $0.99 iPhone Application. I think he makes a reasonable point: when somebody else is taking care of a lot of the overheads of both distribution and payment processing, there are no compelling negatives to developing micro-priced software applications.
You find where download mp3 music on player, You need mp3 music download from online mp3 archive
What kind of application are you going to sell for $0.99? It doesn’t seem like a lot of revenue for something that you might call “useful” – but I don’t think there’s a lasting market for one-dollar “toy” applications.
I think the interesting market that becomes opened when you apply this kind of thinking to a particular platform – namely, the iPhone/Touch interface – is one of selling interface.
A good way of explaining this is with a currency or unit converter application (bear with me).
As it stands, if you want to convert from, say, imperial weight to metric, you can just fire up the iPhone’s built in Calculator application and bang out some arithmetic – as long as you can remember the conversion ratio.
If you don’t know the conversion ratio, you can go online – for free, because you’ve got an airtime contract, or pervasive wifi – and look it up, perhaps even finding a nifty Javascript conversion tool. But that’s a long way round for such a simple task.
Or, I can sell you my $2 weights-and-measures converter. It doesn’t do anything fancy, because we’ve already established that the maths isn’t beyond any potential iPhone user. So the single thing I can sell you on – and the single reason you’d buy my app over the long way around described above – is because of its interface. How easy is it to use? How satisfying? Does it simply a complex task?
The iPhone exposes “interface” as an obvious criteria for purchasing things. Because the interface is so hands-on, so direct, users can easily spot when an interface stinks, or when it’s as easy to use as Apple’s own applications. Given that: let’s make an application where the interface is the primary feature, and the functionality is essentially trivial.
Here’s what my hypothetical weights-and-measures conversion application might look like. You choose what you want to convert to and from via a pair of drop-down boxes at the top of the screen. The drop-down highlights which things on the right-hand side are similar types of measurement to those on the left – so that when you select “metres” on the left-hand side, the units of length on the right-hand side are highlighted. And then, underneath, are two vertical, gradated rules – much like on a slide rule. Above them is the exact value readout; at the centre of the screen is a red marker line. You flick one “ruler” up and down with your thumb, and the other moves in accordance to display the converted value. You can then read exact values out at the top of the screen. If you want to slide horizontally, tip the phone on its side and the accelerometer will tell the software to rotate the screen.
The really neat thing isn’t the conversion at all – it’s just two big rules that you can flick about with your finger. But when you’re out shopping and have only got one hand free, maybe that’s exactly the interface you need. The app is a basic, trivial task, that’s enlivened by a useful interface.
Now, obviously I can’t charge you $10 for this. If I asked for $10, most people would either keep guesstimating weight when they go out shopping, or just use the calculator like they’ve always done. But for $2… it becomes much more of an impulse purchase. You’re not purchasing functionality; you’ve got that already. Instead, you’re putting down $2 for the interface I’ve built.
I’m not saying that interface alone isn’t worth a lot, or that it’s worth $2. Far from it. But taking a task that the user could already do and designing an appropriate, specific interface for it, that makes it pleasurable and immediate to use – that’s worth more than nothing. $1, $2 – as long as it’s less than a coffee, but more than nothing, that’s fine. That’s a business model. Not a complete one, or one to base an entire company off, but a business model nontheless.
The iPhone and iPod touch are devices that thrust their interface and interactions front and foremost. They’ve established within a market full of – in places – terrible interaction design, that it’s OK to pay a premium for devices that work well. People who’ve bought an iPhone or an iPod Touch have already made that premium decision. The iPhone Application Store tells us that it’s OK to pay a smaller sum for software that works well. It doesn’t matter that it’s not premium software, or that the software isn’t sophisticated; what matters is that we’re make money from genuine interaction design, rather than a list of features. That feels like another tiny watershed moment.
Demonstrating Snap – the Syndicated Next Action pattern – at Web Directions North 2008
06 February 2008
I recently worked with Matt Webb on a proof-of-concept for a new interaction pattern for web applications, that we’ve nicknamed Snap. Matt demonstrated this pattern in his closing keynote at Web Directions North. Matt’s presentation, entitled “Movement”, is now online, as is a longer explanation of the Snap pattern at the Schulze & Webb blog.
Given Matt’s side of things is now online, it seemed only right that I share my side of the story.
We’re demonstrating a concept that’s previously been referred to as RSS-I – “RSS for Interaction“. This is an idea Matt mentioned in his ETech 2007 keynote, from Pixels to Plastic, and also in a presentation from Barcamp London in 2006. Here’s Cory Doctorow writing about the first mentions of the idea. Matt’s new name for this pattern is a bit catchier: Snap, which stands for “Syndicated Next Action Pattern”.
If you’ve read those links, it’ll describe a certain pattern for interaction. If you’re lazy, and haven’t read them, in a nutshell: what if RSS feeds could prompt you not only to updated and new content, but also actions that need to be performed?
This is the kind of thing best explained with a demonstration. And so Matt asked me to build a small application – a to-do list program – to demonstrate Snap at WDN. Our application isn’t anything fancy, and it won’t replace your GTD app of choice just yet, but it does demonstrate some of the interactions that Snap affords rather neatly.
You can watch a short screencast of the application here (The application is called “Dentrassi”. For more on that, see this footnote).
In the application, a user can add todo-list items to it, set a priority, and “tag” them as belonging to a project. There are several listing views of the data in the application. The inbox shows all items in progress that don’t belong to a project (ie: aren’t tagged). There are list views for each tag, and also for items that have been deferred to the future. So far, so good.
All of this data is also available as Atom feeds. The Atom feeds present the same information as the website, with one neat difference: at the bottom of every item, there’s a form embedded. And in that form, you can do everything you can do to the item on the site: defer it, tag it, complete it, or trash it.
So not only can you read all the data you’d normally see on the site, you can also interact with it, without leaving your feed reader. When you complete a successful interaction, a big tick appears.
The big tick was something we stubmled upon whilst we were making Dentrassi. If you’re on the web-app side of Dentrassi, and you mark an action completed, you get a typical Rails-style “flash message” letting you know what’s happened. This was also the case in the feed, to begin with – you’d post the form, and then the web page would render inside the feedreader’s viewport. Which is OK, but not great. Then we hit upon the idea of treating requests from feedreaders and browsers differently. There’s no magic user-agent-sniffing – the RSS feeds have an extra hidden field, that’s all. When that field is set, you get a big tick (or a big cross, if you try to work on stale data). You can see in the video that Matt’s added a really simple “add another task link” to the “big tick” page in certain states, to speed up task entry. Once the big tick was in place, it started to feel like I was actually making a thing, rather than a hack.
There’s also an extra feed, which we’ve called the admin feed. This only ever has two items: a generic message telling you the state of the system – how many things are in it, how many are completed – and a form that lets you create a brand-new todo. From your RSS reader.
That’s it. It’s not very sophisticated, but it demonstrates the interaction Matt’s described pretty well: the syndication of interaction, rather than content.
What’s the future for this kind of thing? I don’t know. “Enclosures for interactions” was the best way I could describe one future I’d like for it: the idea that endpoints for interactions could be specified just as we currently specify things like referenced media files; then the user interface for Snap is down to the tool, rather than the feed itself. That’s easily the most exciting future, but it requires standards, and toolmaker support, and people like Tim or Sam to be onboard (or whoever the Tim and Sam of Snap might be), and all that takes time.
(And: when you can let the agent define the interface, what interfaces you could build! I suggested pedals – I can have my yes/no tasks up in a window and rattle through them with my feet whilst I’m reading, or writing email, or whatever, just like foot-controlled dictation machines. Because Snap emphasises, rather than obscures, the natural flow state we get into when we’re working our way down a list, it generates a sense of immediacy around the simple action of “doing tasks”. The forms can be contextual to the actions in question – complete/wontfix, yes/no, attend/watch – whilst the actual interaction the user performs remains the same.)
Snap also demands different kinds of RSS readers. Traditionally, readers cache all information, meaning as items “fall out” of the feed they remain within your feed reader. But we don’t want that; we’d like items that fall out to disappear. A Snap feedreader should be an exact mirror of all the atom feeds available to it, not a partial mirror.
That’s precisely the opposite behaviour of existing, content-oriented feedreaders. Right now, most of what we’ve shown is a little bit of a hack: we’re relying on the fact that, for whatever reason, you can use <form>
elements in an Atom feed, we’re relying on this being a local application, for a single user, and we’re relying on it working on a very limited number of user agents (I’ve only tested NetNewsWire and Vienna so far). There’s a way to go before full-scale RSS-I is possible – but there’s nothing to stop people taking a simple, hacky approach right now.
And so that’s what we did. Because a simple, hacky approach that exists beats any amount of RFC-drafting and hypothesising. The most valuable thing we have to show for this so far is that it works.
How it works doesn’t really matter. As such, you’re almost certainly never going to be able to download the source code for this application. The code really isn’t important; it’s not bad at all, but to distribute it would be to miss the point. What we’re trying to demonstrate with this is a particular interaction, and that can be demonstrated through narratives, screengrabs, and screencasts.
That’s all there is to say; Matt’s longer post on his company blog encompasses everything I’ve not mentioned here (and a few things I have), and as such, should be viewed as a companion piece. It’ll be interesting to see what happens from here – how, as things like Action Streams take hold, patterns like Snap have a growing place in the web ecology. It’ll also be interesting to see what happens with, say, standards for these kinds of things – enclosures and the like – and how the tool manufacturers react. All in all, it was a fun project to work on, and I hope other people find the interaction as exciting as Matt and I do.
(Matt mentions that I nicknamed that application “Dentrassi”. I find it useful to have names for things; when I’m sitting at ~/Sites/
and am about to type rails foo
to kick off a new project, it’s nice to have something – anything – to call the application. I thought about DEmonstrating RSSI, and the only word in my head that had things in the right order was DEntRaSSI. The Dentrassi, for reference, are an alien race from the Hitch-Hiker’s Guide to the Galaxy. I’m not a Douglas Adams nut, or anything – it was just the only word in my head at the time. So rails dentrassi
it was, and off we went.)
S60 Touch: flip-to-silence
02 November 2007
So, the latest version of Nokia/Symbian Series 60 has been previewed. There’s even a swanky video for it:
I’m still thinking about a lot of it. It’s clearly aiming at a slightly different market to the one Apple’s gunning for. There’s an interesting separation between “stuff that needs a stylus” and “stuff you can do with fingers/thumbs”. In reality, I think people veer towards thumbs if possible. Does that mean they’ll ignore the UI elements that are so small they need a stylus? Not sure. I haven’t given that enough thought, as I said.
The best bit of the video, though, is nothing to do with touch. It’s the bit where the model silences the phone ringing on the coffee table simply by physically flipping the phone over.
As an interaction, that presumes a lot. It presumes you leave your phone out, and if you do, you leave it face up. Many people leave their phones out (so they can see them skitter across the table when a call/SMS comes in) but face down, so the screen doesn’t annoy them. (Blackberries, with their persistent flashing light, are a prime candidate for face-downing). At the same time, it embraces that behaviour: when the screen lights up, you hide the screen and the phone silences. I like that.
Of course, you could do that on any old phone with a cheap accelerometer inside it. I wish it wasn’t part of some “premium” touch interface, but part of a lowest-common-denominator combination of hardware and software. Oh well.