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?
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?
Panel notes:
- History Unwired -
Neighborhood in Venice
Travel guide, veers into film and multimedia
Organized into “Characters” and “Paths”
Tech Specs:
User testing
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
Questions:
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:
- Harvey Smith -
Comes as games from a more traditional writing/interactive narrative standpoint
Drawn to moral and social creativity enabled by games
“Deus X” (?)
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?
Still more panel notes:
- Jeffrey Veen [presentation] -
Solipsism = “There’s nobody but me”
Handful of examples of “leveraged solipsism” (Connection of personal information with other people’s personal information)
- Thomas VanderWal [presentation] -
- Don Turnbull [presentation] -
Uses of Tagging:
Folksonomy issues:
Tagging issues:
Tag Properties:
Social issues:
Use(ful) Metadata
Don’t fence me in
- Tantek Çelik [presentation] -
Technorati tags
- 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.
SXSW Panel Notes:
Anil Dash, Six Apart
Jason Goldman, Blogger
Mike Slone, Ink Noise
Matt Mullenweg, WordPress
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.
(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:
Important thing isn’t having more people, but the right people
Build half a product, not a half-ass product.
Build less software
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.
Release:
“Code Smells”: when you write something and think “I never want to touch that again.” BAD!
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.
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.
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!