Poor room scheduling…

Room scheduling has been a problem throughout SXSW, but this takes the cake:

You make the call: given the makeup of the SXSW crowd, which would you have scheduled in a room several times the size of the other?

Fire. Pants. (How to inform Design)

Presentation available online here

Story Structure and Mobile Media

Panel notes:

- History Unwired -

Neighborhood in Venice

Travel guide, veers into film and multimedia

Organized into “Characters” and “Paths”

  • Hear character steps
  • Video of individual characters telling stories
  • Some interactive elements: interior tour of a building you can’t enter in reality
  • “The more you explore, the more intimate it gets” – movement into people’s homes, private spaces
  • Building in a timer (sensitive to location) – you get 30 minutes, but the more you explore the more time you have

Tech Specs:

  • Delivered on PocketPC right now, planned to port to mobile phones

User testing

  • Interaction b/w virtual and real (people running into locals in person whom they’ve seen virtually)
  • “Local explorers” – people who try to race through as fast as possible

- Digital Street Game -

Michele Chang, Intel

Interested in “mobile culture in the space of urban environments”

Use of a game as a way of exploring mobile practices

Location-based game accessible by web

  • Goal is to take over as much turf as possible by “tagging” street intersections with “stunts”
  • Stunts: “Actions”, “Objects”, “Themes”

Questions:

  • Hybrid spaces
  • How to design a game in which participants are actually engaged
  • How do people in different cities react to same task?

Effortful play: some players used tasks to jump into self-directed play (that might last for hours)

Audiences: lists of registered players, tools for facilitating connections between players

Lessons:

  • Create systems that account for user creativity
  • Conversational Design
  • Physical and Social design constraints

- Harvey Smith -

Comes as games from a more traditional writing/interactive narrative standpoint

Drawn to moral and social creativity enabled by games

“Deus X” (?)

  • Emergent gameplay dictates player’s path in a more “analog” way
  • First test: player played around on initial dock, chased a rat around, rolled a trash can around, etc. – User: “This is great”, Designer: “Play the game!”

Spaces that were created that were more mundane were more compelling to users

Key difference b/w embedded and emergent narrative: former is more interesting to “audience,” latter much more interesting to “player”

“Gaming platform of future will be handheld” (provided advances in tech)

- Wiley Wiggins -

Comes from film, traditional narrative

Early adopter of Nokia’s “Lifeblog

Difference that mobile media brings is one of context, rather than content

Standard perspective on mobile media is almost like a “little TV you hang around your neck”

Sees killer app for mobile tech as documentary narrative

Format suffers from small screens, bad sounds – can overcome limitations with more interactivity

- Discussion -

We have to be careful about how much of a “free for all” we’re going to allow; it’s my tour that I’ve built – instinct toward controlling narrative rather than opening it up. [ME]

Wiggins thinks that you can have your cake and eat it too, sees games as an example.

Interesting to think about the use of game design as a lens through which to think of interactive mobile narratives; Epstein seems to be thinking about what he’s doing in a very different way, much more along traditional narrative methods.

Chang raises notion of “problem solving” as a key activity in the social space of a game…

Games shouldn’t just be diversions, they should engage people, connect people [WW]

Real benefit of mobile media is “enhancing where you are” [MC]

“Trying to design an interface you don’t have to look at too much”; use antireflective screen [ME]

Difference between “games” and “toys” is fundamentally that the former are structured around a narrative of some sort [HS]

Question: Who’s out there pushing the boundaries of storytelling and narrative using mobile media?

  • Swedish company (It’s alive?) with game targeting teenage girls
  • Steve Benford, Nottingham
  • Users who use game engines to create new experiences; large component of “The Sims Online” is creation of stories behind game screenshots.

Solipsism, yay!

Still more panel notes:

  • Jeffrey Veen (Adaptive Path)
  • Tantek Celik
  • Don Turnbull (Asst Prof, UT Austin)
  • Thomas Vander Wal

- Jeffrey Veen [presentation] -

Solipsism = “There’s nobody but me”

  • Metaphysical assumption that the self is the only definite thing in the universe
  • Look at filesystem interface: structured around the self’s computer
  • del.icio.us: tagging is about replicating filesystem conventions w/r/t online bookmarks
  • friendster: fundamentally not about socialization, but about amassing a self-oriented list of “People I know” (like a high-school yearbook)

Handful of examples of “leveraged solipsism” (Connection of personal information with other people’s personal information)

  • del.icio.us: other people’s tags
  • Amazon recommendations
  • flickr: open standards, extensible

- Thomas VanderWal [presentation] -

  • Personal View: “We each have windows out onto the world, and they shape the way we see it.”
  • “We don’t control what happens outside, but we shape the room behind it; we each have our own organizational system.”
  • “On the web, we have a great view through the window, but really poor personal organization systems in our rooms.”
  • Information shapes us
  • One problem with information ecologies: we get lost early (no persistent trails, no convenient trail markers, difficult “refindability”)
  • “That syncing feeling” – have to keep various applications/devices/information storage systems synchronized
  • The “personal InfoCloud”: “the rough cloud of information that follows us as we go from place to place, this cloud keeps all the information the person wants to be kept nearby.” [cite from his site]
  • Building a personal infoCloud:
  • Portibility/ubiquity; access; personally organized
  • External storage: flickr, del.icio.us, WebDav, Personal Portals, e-mail, attention.xml
  • Personal storage: PDA, laptop, iPod, desktop, keydrive
  • Standards: open APIs, standard connectivity => interoperability => personal control

- Don Turnbull [presentation] -

Uses of Tagging:

  • Collaborative filtering systems
  • Recommender systems
  • Information Filtering
  • Search system augmentation
  • Focus on the user’s perspective rather than the system

Folksonomy issues:

  • How do you get people to cooperate?
  • How good can tags be? (Find things you’d never find, categories you’d never think of)
  • Volume of recommendations vs. number of recommendable items
  • How accurate can the recommendations be
  • What about changing interests?
  • Web is a shared information space without much sharing

Tagging issues:

  • Tag spamming and gaming
  • Tags are explicit
  • Tags are text and can be analyzed (feature extraction)

Tag Properties:

  • Power Law distribution
  • Popular Tag terms
  • Prolific taggers (expertise)

Social issues:

  • Who controls the sharing?
  • Who controls the controls (ontology)?
  • “Give to get” systems
  • Anonymity vs. community (community of “friends” vs. people as “data points”)
  • Free ridership
  • Personalization vs. community
  • It may be more interesting to find a like mind than a resource recommendation

Use(ful) Metadata

  • Implicit tagging vs. explicit tagging (Amazon purchase vs. flickr tag, for example)
  • Read wear, clicks, dwell time, chatter (analyze unintentional personal traces)

Don’t fence me in

  • Tag mobility
  • Common tag API
  • Desktop vs. server

- Tantek Çelik [presentation] -

Technorati tags

  • rel=”tag”
  • ultra-fast development turnaround for plugins/etc.
  • step toward interoperable tagging systems

- Q&A -

Here’s the question I asked Veen via Rendezvous:

I’m wondering: it seems like we’re talking about two things – truly solipsistic data (amazon purchase records, traces of web viewing) and data generated with an understanding of the broader social landscape (flickr, del.icio.us tags, etc). In the case of the latter, you’re not so much leveraging solipsism as using people’s ostensibly solipsistic actions which are really intended to create a public identity. For example, a blogroll might look very different from a record of all blogs actually read; I’d love to hear the panel’s thoughts on whether the conflation of these two kinds of data is a problem, and how (if at all) we might solve it…

Seems like a crucial point, which didn’t come through when he raised the subject; a lesson from Goffman is that we’re perpetually constructing our identities through perceptible actions, which raises big flags when you’re talking about a system that might leverage our truly solipsistic actions (i.e. the one we do without thinking of anyone else watching). It’s at core a question of public and private, and one which is totally muddied in the (albeit really rich and valuable) discussion here.

Blogging Smackdown

SXSW Panel Notes:

Anil Dash, Six Apart

  • Focus on diversity, different tools for different communities (Typepad/Movable Type/LiveJournal)
  • On audiences: Movable Type’s oriented towards technology/templates; Typepad is the more “populist” option; LiveJournal much more introspective/introverted, about finding “kindred spirits” and forming small, close networks

Jason Goldman, Blogger

  • Goal is to make blogging as fast and free as possible (transparency)
  • “Appeal to millions of folks in as straightforward a way as possible”
  • Though it’s been used for larger projects, their design goal is to let people share with their families and close friends
  • One lesson: “People are really good at putting text in a white box…After you fill out a few, you realize that you’re creating a history of yourself.”

Mike Slone, Ink Noise

  • Initially grew out of desire to share photos/video with family
  • Allows hosting of mpg, flash movies
  • Focus on multimedia
  • Pitch toward “those of you who aren’t writers”
  • Caters to niche audiences (extreme sports community, for example)

Matt Mullenweg, WordPress

  • It’s open source
  • Surprised by number of “amateur, non-techie” bloggers using WordPress
  • New project => Mordpress MU; a reach for a more mass user base

Thought: Several people on the panel have referenced outreach toward the growing number of “amateurs” turning to blogs. It’s not clear what exactly “amateur” is being defined against here (i.e. who are the “experts” against whom these individuals are “amateurs”?)…best guess seems to be that the definition centers on technical (and maybe design) skills, rather than content or professional expertise.

How to make small teams not suck

(credit to someone on the Rendezvous network for the title)

Another SXSW Panel: How to make big things happen with small teams

Reducing mass

Making things manageable

Lowering cost of change

Staying out of debt

When you write bad code, make bad decisions, you’re building up debt that you’re going to have to pay off later (one way or another)

Advantages of small teams:

  • Close to customer
  • Less distortion when passing information between different organizational layers
  • Change is easier

Important thing isn’t having more people, but the right people

Build half a product, not a half-ass product.

  • Say “no” by default – whenever someone requests a feature (including yourself), say no. If they (or you) keep asking, then consider it.
  • Listen to the product
  • Every decision is temporary
  • Ignore details early on
  • Ignore features

Build less software

  • Lower cost of change
  • Less room for error
  • Less support required
  • Encourage human solutions

Give people just enough to solve their own problems their own way. Build general, rather than specific, and get out of their way.

Sunk costs: Just because you spent money on something doesn’t mean that you need to use it. The money/time’s already spent.

Feel the hurt: people who design software should have to do tech support for it. By sharing the annoyance, you’ll fix the most urgent problems first.

  • Chefs become waiters

Release:

  • “Feature food”: little features that everyone wants to eat, pass on and talk about. (Essentially, appeal to vocal minorities)
  • Promote through education
  • 30-day major upgrade: hold back a few key upgrades, upgrade in 30 days. Makes you look on the ball and continually upgrading.
  • Transparency = Trust
  • Bloggle: Google + Blogs = lots of new traffic

“Code Smells”: when you write something and think “I never want to touch that again.” BAD!

Brief thoughts on design and history

At a SXSW panel on Uses and Abuses of History in the Education of Designers:

Miodrag Mitrasinovic: the history of “contexts” is crucial to design education – “history is the history of artifacts in context; if you remove the artifact from its context, then you don’t get it.”

Meikle: Design history has traditionally been a sort of ‘great man’ discipline where the thing (rather than a given person) is the object of analysis; shift in emphasis toward process and larger context is useful from the perspective of history as a discipline.

Kickball

I’m bringing it at Anil Dash’s kickball game:

6379554 7D02Cf891B

(Thanks, Sandy)

Really wicked cool music distribution system…

Weed, just introduced by Steve Turnridge in a SXSW panel:

The concept is pretty basic: Weed rewards people who share files and respect artists’ rights.

You can play a Weed file three times for free on any PC. After three free plays, you’re asked to pay for the file. You can use any current Windows Media-compatible player software to play the file. The Weed software, which keeps track of your account information, is used to purchase files.

Once you purchase a Weed file, you’re free to play it all you want on up to three PCs. You also can burn the file to CD and play it on your stereo system, or transfer it to a portable device like the Creative Labs Nomad, the Rio S10, or any current Windows CE PDA.

Best of all, you can share Weed files with anyone you like, as long as the files remain in their original form as Windows Media files. And if someone you share a file with purchases that file, you’ll earn a payment for helping to distribute it.

Specifically, the artist always receives 50% of each sale, and the rest goes to those who helped distribute the file. You get 20%, the person who shared the file with you gets 10%, and the person who shared the file with that person gets 5% of the sale price. Weed receives the final 15% for service and software maintenance costs.

All purchases and distributor payments are made into your Weed account through PayPal. Deposits and withdrawals from your Weed account cost 50 cents, but all other transactions are free. You must have a PayPal account to make deposits to your Weed account.

Like I said before, enlist your users to evangelize for you…brilliant.

Surreal SXSW Moment #1…

Waiting in the lobby with Dave, listening to an Audioblog post by Kevin saying that he’d just gotten a call from us and was on his way to the lobby to meet us.

Let the mammothly navelgazing overuse of technology commence!