Showing posts with label Mobile. Show all posts
Showing posts with label Mobile. Show all posts

Friday, August 17, 2012

The ebook writing experiment

Google Docs for Dummies
I started an experimental venture earlier in the summer around ebooks. For years I've been thinking about writing an ebook based on some of my more popular blog content, but for this project I wanted to take things a further and develop an actual brand.

I've had experience with branding for other types of online content, including blogs and online communities. But ebooks are a different animal:
  • Book titles tend to be much longer than blog posts
  • There is an expectation of authority, either through reputation, background, or an established body of work (inherited from print books)
  • There is a very high expectation of quality (also inherited from print books)
  • The technology platforms are varied (Kindle, iPad, PC screens, and even paper printouts) and often incompatible
  • The distribution channels are varied (Amazon, PDF, etc.)
  • Unlike blogs and most online communities, it's possible to charge money for ebooks

Ebook sales as an alternative to website sales

This last point is important. I have the skills and connections to start a blog-based news site or online community, based around some interesting niche. I could probably swing some seed capital to get started. But making money would be so difficult. The only way these online sites can make money is through massive scale, which either allows them to monetize online advertising (which pays almost nothing for a single impression) or establish partnerships which bring in cash, such as an events program or so-called "branded content" created by big consumer brands or tech companies.

I'm running a several experiments using different types of content, branding (including design), and marketing/sales strategies. You can see the first two titles, Dropbox in 30 Minutes and a Google Docs for Dummies alternative called Google Drive And Docs In 30 Minutes. I'm very interested in getting actual customer feedback, so if you read either ebook about Dropbox or Google Docs, please let me know what you think.

Saturday, March 03, 2012

Samsung Exhibit II and Android: Three months and counting

Last November, I finally made the plunge and bought a smartphone. Not an iPhone, but rather an Android phone (see my original Samsung Exhibit II review).

exhibit II
Why didn't I get an iPhone? It basically boiled down to price. I love Apple's mobile operating system and own an iPad and iPod touch, but can't afford to pay $80 per month for iPhone service, which is what AT&T and Verizon charge. That's nearly $2000 over a two-year contract, and right now finances are tight as I start a software company. By comparison, T-Mobile's Monthly4G plan was just $30 per month with no contract (and a 100 minute limit, which I could live with -- extra minutes only cost a dime, and I seldom go over by a lot). That's just $720 over two years for a smartphone experience that's comparable to an iPhone. The Samsung Exhibit II cost $200, which is the same as a new iPhone.

Now that I've owned the Exhibit II for 3 months, what's my verdict on the service?

  • Exhibit II voice quality is excellent. It sounds as good as a land line, and the only time I have experienced dropped calls is when talking with an iPhone user (AT&T is notorious for dropped calls)
  • Android is close to iOS in terms of the user experience, but there are some hiccups -- in particular settings and the dual environments for "applications" and "home" screens (iOS combines them)
  • While many apps are available on both platforms, I miss some really great iOS apps like Instagram (photo retouching and sharing)
  • Certain apps -- Google and Dropbox spring to mind -- are really well-integrated with Android. I've also gotten a lot of value out of Path on Android.
  • Voice transcription is superior to iOS on an iPod touch. I use it quite a bit for texting, short emails, and Path.
  • Syncing has been a problem. It just doesn't work with my iMac, which forces me to use workarounds like Dropbox to transfer photos from my phone to other devices.
  • I've never come close to using the monthly 5 gigabyte limit on 4G data transfers. Wifi is the reason -- when I am at home or work, the phone automatically switches to wifi, which doesn't use up any limits.
  • On the other hand, I seldom use bandwidth heavy apps, like Pandora or YouTube.
  • I never listen to music on the device, owing to the sync issue. It's not a big deal, though ... I just carry around my iTouch.




Friday, February 03, 2012

Mobile app competition and App Store SEO

One of the most interesting things I discovered as I was researching Craigslist tools was the hyper-competitive landscape in both the iPhone App Store and Android Market. Craigslist doesn't make its own app, so dozens of developers have hacked together mobile apps that piggyback on top of Craigslist's Web-based service. It's led to an oversupply of similarly named apps, all doing the same thing. Take a look at the screenshot below, from the iPhone App Store:

Craigslist apps in iTunes

How can all of the apps have the same name? They don't -- if you look closely, you'll notice that different punctuation has been added:
  • Craigs-list
  • Craigslist
  • Craigslist.
  • Craigslist!
  • Craigslist`
The reason why the developers used this name is because A) they know end-users will search for Craigslist in the App Store and B) they want to rank higher in the results than the competition. It's extreme SEO, except it's using the iPhone App Store search engine instead of Google. Note, however,  that unlike Google results, Apple App Store rankings depend on human inputs. Every app in the Apple App Store has been reviewed by human beings before being accepted, which means that Apple isn't paying attention, or doesn't really care what shows up in the search results.

The Android Market is similarly crowded with apps having similar names and functionality. To further confuse things, Craigslist Mobile on Android is made by a completely different company than Craigslist Mobile for the iPhone.

I don't know who is copying who, but it makes a mess for users.

Wednesday, July 13, 2011

Educational iPhone game development: Our experience with Egg Drop

It's an exciting feeling to be a part of a team that creates something special. It's even more exciting when you see early users not only getting a kick out of the product, but asking to use it again and again.

Educational iPhone game development: Our experience with Egg Drop
That was our experience with Egg Drop on the iPhone, an educational game and our student team's final project for 11.127/252/CMS.590, Computer Games and Simulations for Education and Exploration (see also my post on an earlier student project from the same class, "A curriculum for learning computer programming in WoW"). Our assignment, which built on nearly three months of instruction, theory, readings, and other projects, was to design and produce a digital game that is playable for 15-20 minutes. "You should identify clear learning goals and map them onto game dynamics," we were told. To actually develop the game, it took about 24 days from the initial ideation sessions to the final presentation at class demo day.

There is a lot of flexibility in the term "digital game," and the half-dozen student teams in the class pursued all kinds of ideas. On demo day, we saw Terminus, a text-based adventure to teach terminal commands ("Zork meets terminal," was one way of describing it). Another student team created a PC game called Rocketmouse that taught children the fundamentals of gravity.

The class had a lot of Course 6 undergraduates, including some who had written games in the past. But the instructors (Eric Klopfer and Jason Haas) made an effort to balance out the teams with experienced programmers and people who couldn't program, but were able to handle other tasks.

Coming up with an Egg Drop game idea

Our team didn't go into the project thinking that we would make a mobile game. The ideation process started with the class brainstorming on potential learning topics; those ideas were put on a whiteboard and then people could choose which team they wanted to join. Inspired by a recent engineering documentary about the construction of a helipad on top of a wind-blown skyscraper, I suggested doing some sort of construction-based game that would teach basic architectural concepts. At the time, I was thinking of something on a PC or the Web, which would allow for a more sophisticated interface.

Alec, a Course VI classmate with whom I had worked on a “digital gates” board game earlier in the semester, was interested, along with a few other undergraduates. We discussed how to improve the concept. One of the first suggestions was to do it as an iPad game. The idea was to use a touch-screen interface to build a skyscraper, and then testing the strength of the construction with various environmental forces such as wind, earthquakes, and other disasters. Alec came up with a clever twist: How about turning the game into a variation of Angry Birds? Instead of being the birds trying to get at the pigs, the player would be the pig, trying to protect the egg from being knocked down, by building a strong-enough structure.

The “Reverse Angry Birds” proposal (also known as “Reverse Upset Avians”, or RUA) was put on a whiteboard with about a dozen other ideas. It got some votes from the class, and was chosen as a finalist project. Five people joined the team in all, and we started to refine the idea and discuss the practicalities of implementing them.

One decision that we had to make right away concerned the platform. While the iPad sounded promising, there was a problem: Aside from me, no one had an iPad, which would make life difficult for our developers when it came time to test the app. The iPhone seemed like a better idea, because:
  • Three of us had iPhones or an iPod touch
  • Three of us had Macs, which meant we could work in Xcode, Apple’s developer tool for the iOS SDK
  • Alec had experience developing games and developing on the iPhone platform, and was also familiar with a 2D game engine for the iPhone called cocos2D.
The team agreed that the iPhone/Xcode path was the way to go. Clearly, myself and the one other person who were not Course VI would be unable to build a game, but there was room for us to do “code-like” activities, ranging from building artwork and sound files to creating levels in XML. I was capable of doing those tasks (and had some prior experience with level design in our 6.898/Linked Data final project), and could do user testing/QA (I had two young subjects who were willing to pitch in, as described below).

In the proposal document submitted to our instructors, we described the game as follows:
Egg Drop is a physics-based game designed for the iOS platform that attempts to teach basic intuition of physics and stable structures.

Because it is an iOS game, the only way to play Egg Drop (barring a release on the Apple app store) is to download and compile the source. The source of the game is hosted publicly on Github and can be found at:

https://github.com/alect/Digital-Egg-Drop

Learning Goals:
  • Gain a rudimentary understanding of physics, construction and other principles involved in building structures
  • Learn strategies for building stable structures that can survive the elements.
  • Learn to use resources in an optimal way to meet construction goals.
  • Develop the hypothesize -> experiment -> redesign strategy of designing, which is a useful skill in many wider disciplines than construction. The flow of the game should lead the player to use this strategy inherently, and hopefully bring the strategy with them from the game.

Prototyping and game-testing Egg Drop

Our plan was approved, and we got started on RUA. MIT has built up a culture around experimentation and prototyping and we all got to work pretty quickly. Alec was the lead developer, and took on tasks relating to integrating the physics engines, building the objects and resource manager, and creating a sound engine. He built a working prototype within a few days and uploaded it to github, which let those of us with Macs download it and try it out in Xcode’s iPhone simulator.

Another Course Sixer, Sarah, hadn’t used Xcode or Objective C before, but got up to speed very quickly. She was responsible for much of the final design as well as an in-game tutorial, which really helped make the game more appealing (you can see the tutorial in the gameplay video at the bottom of this post). She also created the system to import levels in XML format, which made it easy for me to do some age-appropriate level design and implementation on my own for our user testing -- before the XML engine was built, in order to alter levels during testing I had to change values in arrays and arguments in ResourceManager.mm. These changes were difficult to share with the rest of the team and prone to error, so Sarah’s work was very helpful. A third Course Six concentrator, Stephen, didn’t have a Mac (a requirement for Xcode) but worked on artwork, sound files, and documentation. The other member of the team worked on level design.

The game evolved from our original vision of creating a variation of Angry Birds. Creating the gameplay and artwork for the pigs and birds would have been extremely difficult and time-consuming (we only had a few weeks before demo day on May 10). We settled for a slimmed-down version of the game in which the goal was to build a structure that would protect a single egg from an onslaught of natural disasters at the end of each round. For instance, the kid-friendly level #3 used the following XML as inputs:


On the screen of the iPhone simulator, this translated to an egg resting on the plain at the start of the game (posx and posy describe its starting position). The player could place, in order, two vertical wooden planks, a horizontal straw block, and a horizontal brick, before the disaster (a meteor falling from the sky, directly on top of the egg) occurred. The only way to survive: Placing the two vertical wooden planks next to the egg and the horizontal brick resting on top of the plank, over the egg. Any other combination resulted in the egg breaking and “game over” for the player.

Changing the name of our Egg Drop project

As the game evolved, we dropped “Reverse Upset Avians” and started calling it EggDrop. It was an instant hit with my kids, even before we had meteors and earthquakes. The simple physics of placing planks around the egg was entertaining enough in sandbox mode (see screenshots, below). But when better artwork, different building materials, nails and other elements were added, it was addictive. My younger child in particular would ask to play it when he came from school, and after I came home from a long international trip, one of the first things he asked to do was play the game on the iPhone simulator.

One interesting element of game design that came up with the Egg Drop project was the target audience. I thought we should really be clear who we were targeting at the outset. Segmentation and “Total Addressable Market” exercises are part and parcel of the Sloan way in classes such as New Enterprises. But we ended up taking a much more flexible approach, as described in our proposal:
“One advantage of iOS and other touch devices is that they support a very wide age range. We hope the game will be playable by children as young as five or six while still being entertaining to adults. Young children will most likely reap the most benefit from the educational concepts the game presents. In addition, we found that we could cater levels to fit different age ranges, making the game customizable for all learning levels.”
While age customization was possible, for the purposes of testing we only had two versions: One for us and college-aged friends, and a simpler version for younger elementary school students. I worked extensively on the kid version, and developed new age-appropriate levels based on regular user testing. Here are a few excerpts from my user testing diary, which was submitted as part of our final project:
4/30/11

The kids had a fun time with a modified version of alect-Digital-Egg-Drop-3357c7c (I added about 30 extra block and nail objects, so they could play longer). They definitely get the nailing aspect of the construction, and used it to protect their egg almost immediately.

++++++++++++++++++++++++++++++++

5/4/11

Tested alect-Digital-Egg-Drop-9f0fc79 on my son. This was the first time he had seen the disasters, which he really enjoyed (especially the earthquake, which sometimes sends blocks flying).

I was also surprised to see that he right away figured out the solution to the wind disaster (nailing something to the floor) which vexed me when I saw it the first time.

He also used extensive experimentation to try to solve all of the problems he observed. For instance, for the earthquake, he tried positioning the blocks close to and further away from the egg, nailing different size blocks to the floor, etc. He gave up after 4-5 unsuccessful tries, at which point I showed him how to do it. Then he played to the end (two tall planks).

He noticed and liked the new egg [artwork].

++++++++++++++++++++++++++++++++

5/6/11

Played build alect-Digital-Egg-Drop-d3eb420, which has some memory issues that Alec addressed. However, we noticed a bug after the second level that prevented us from going to the third level -- the level up button didn't respond on the emulator.

The gameplay is fun, and as a proof of concept it is good, but I wonder if the learning couldn't be more robust. Maybe if we had more time ...

++++++++++++++++++++++++++++++++

5/9/11

Building out levels in XML. I am using Google Docs spreadsheet to track the progressive difficulty of the challenges, and using my own judgement and gameplay to see how they work.

The advantage of using oneself for testing is I can quickly rearrange the blocks or disasters, reinsert them into ResourceManager.mm, and play the new version on the emulator.

I am going to try to introduce it to my son tomorrow morning ... I unfortunately won't see him for the rest of the day.

+++++++++++++++++++++++++++++++++++++++++++++

5/10/11

My son hadn't seen the new designs, so he was very happy to see the artwork. He also liked the meteor, cushion blocks, and the idea of the termites. He got up to speed pretty quickly on the simple progressive levels I set up for him. On the quake level, which requires surrounding the egg with cushions and nailing them together in a certain way, he couldn't solve it, and took an interesting area of experimentation that I hadn't considered -- reinforcing the cushions with wood braces.

The other thing that I am conscious of is the game really has to be customized to age/ability. What appealed to him as a 6-year-old wouldn't appeal to older players.
One thing that’s worth mentioning about the testing is I didn’t need to pressure my kids to help out. Both of them love games. My son has probably tried a few dozen age-appropriate titles on my iPod touch, and regularly returns to the ones that are most entertaining. It was clear that Egg Drop fell into the same league as favorite games such as Angry Birds, Cro-Mag, Fruit Ninja, and the Simpsons game. He simply couldn’t get enough of Egg Drop, even during the early builds when the game was still rough around the edges. Here’s a video of him trying out an early version, about one week into the development process:



Beyond the experience of working on iOS game design, there were several other takeaways from the project. One was being able to participate in a rapid prototyping process integrated with user testing. This combination is held up as an ideal at MIT and elsewhere, but getting the right team and the right testers in place can be difficult. Before coming to MIT, I worked in Web media for years. Even on those rare occasions when my employers had adequate engineering resources in place to develop new products, testing was usually handled in-house and at a very late stage. Sometimes this was because testing was not considered a crucial part of the product development process, but at other times it was difficult to find actual users or the product had to be kept under wraps out of fear of premature leaks or tipping off the competition.

For Egg Drop, not only was the team technologically top-heavy (three out of five were programmers), but we had access to real users in our target audience, which let us observe gameplay, hangups, and other aspects of the user experience. This feedback loop led to better gameplay and helped us eliminate speed bumps and outright bugs at a relatively early stage.

A second takeaway related to gameplay theory. While the Egg Drop project was focused on real gameplay issues and the practicalities of developing a game for a mobile device, I did find myself looking back to some of the research that we had studied in class earlier in the semester, in particular the readings from James Paul Gee. He articulated a lot of modern thinking about models, video games, and learning in his 2008 paper, Learning and Games (e.g., “Video games offer people experiences in a virtual world ... and they use learning, problem solving, and mastery for engagement and pleasure”). His “situated learning matrix” for understanding how context-based learning in games can be applied to the world at large was described in terms of first-person shooters in 3D worlds. But one can see how a modeling experience in a 2D world like Egg Drop (such as my son’s experimentation with reinforcing braces that I observed in the user testing diary) might also be internalized, generalized, and applied to other situations, even if protecting eggs from meteors never figures into his daily life. This ties back to our proposal to "develop the hypothesize -> experiment -> redesign strategy of designing, which is a useful skill in many wider disciplines than construction."

Gee introduced another interesting concept in What Video Games Have to Teach Us About Learning and Literacy. The concept of “Semiotic Domains,” as it applies to video games, basically says that players will find it easier to transition to new scenarios that have similarities to old scenarios they have already encountered. In terms of gameplay, this not only helps explain the continued popularity of RPGs, "shooters," and other genres, but also how specific features work for some gamers and not for others. For instance, my son was already familiar with the iPod touch and physics-based games such as Ragdoll Blaster and Angry Birds, which made it easy for him to get into Egg Drop. However, he was perplexed by the preview of the next object in the upper right corner of the screen. This convention dates from 80s-era games like Tetris, which he had never tried. He therefore applied his own gaming experiences to Egg Drop, and attempted to drag the preview pieces onto the playing area (this can be seen in the video of game testing, above). In a commercial development project, such an observation among many early testers might be a cue to re-evaluate that feature.

A third takeaway from the Egg Drop concerned the design of the game, not only as it relates to gameplay, but also the artwork used in the game. While the cocos2D physics were slick, the graphic elements were very simple (I should know -- I made the bricks and a few other elements using Preview in OS X). But to our young testers, it didn’t matter. The game art was enough to convey the concept, and the gameplay was addictive.

Fourth takeaway: As our instructors mentioned at one point late in the semester, sandbox mode can really work for younger players. I saw proof with my testers on the first few builds, before Alec had integrated the disasters and win states for levels. In the proto-Egg Drop, it was possible to drop a practically unlimited number of horizontal planks around the egg, but there were no disasters or special materials to work with. It didn’t matter. The kids simply liked the physics of the game, which allowed them to fill up the screen and sometimes model strange situations, such as a mountain of planks for the egg to roll down. I have many screenshots from early versions that show the playing area filled with planks:



Now the reality check: The analysis and observations above are based upon an extremely small userbase playing with test versions of the game. The ultimate excitement for Egg Drop would be refining it and releasing it to the wild, to see how a much larger population of players reacts. Of course, “refining it” would involve not only working on some of the issues identified earlier (level design, artwork, etc.) but also considering the original educational vision of the game -- teaching concepts related to construction and physics. We were not able to do enough basic research around how kids might best learn such concepts, which is unfortunate, because I believe the game is a marvelous vehicle for learning. But this also leads to the question of how to balance desired learning outcomes with gameplay. More experimentation would be required.

In the meantime, here’s a video of the gameplay and design, based on the final build in mid-May:



If you are interested in finding out more about the class, take a look at the course website. You may also be interested in reading about another mobile educational game development project I worked on in Linked Data (6.898) last year.

Monday, June 27, 2011

WorldTV - our MIT Media Lab final project

One of the more interesting class projects I took part in during my last semester at MIT was our MIT Media Lab final project for MAS 571 ("Social TV: Creating New Connected Media Experiences"). The project was called WorldTV, and with my team (Jungmoo Park, MBA '11, and Giacomo Summa, MSMS '11), we created a pretty slick video demonstration of the proposed software UI. The video was shown at the MAS 571 demo day at the Media Lab (you can watch it below) and we wrote an accompanying concept paper that we are in the process of preparing for an IEEE CCNC workshop. In the following post, I'll describe not only what WorldTV is, but its genus and some of the reaction we've received so far.
world tv
WorldTV is a television app and accompanying mobile app for browsing user-generated video from one's social circle, as well as event video produced by strangers that tie into one's news and cultural interests. Instead of using traditional browsing methods -- scrolling through channels or searching for videos -- the proposed service uses a 3D globe as a navigational tool. WorldTV is aimed at people with global networks, which might include people with friends, relatives, and colleagues from other countries; people who spend a fair amount of time travelling; or people who are interested in news or culture in other countries.

The concept had great appeal to the entire team, not only because of our backgrounds (Giacomo is from Italy, Jungmoo is from Korea, and I spent most of the 1990s living overseas) but also because all of us have observed the exponential growth of user-generated video and realize its power and appeal to ordinary people. In 2006, I wrote about the potential of geotagged, time-stamped online photos to give insights into local events. I expanded the idea to include tweets and user-generated video in a proposal for my Linked Data Ventures class called PPP (PixPeoplePlaces). When I began the Social TV class, I took the PPP concept even further with user-generated video, emphasizing the social aspect of plotting event video on a local map (this was the basis of my first assignment for Social TV -- you can see the poster here).

Developing WorldTV - our MIT Media Lab final project

I envisioned all of these ideas as Web apps displayed on a computer monitor. For one of the early poster sessions for the Social TV class, Giacomo independently came up with a different approach. He asked, why not use a full-sized television screen to display a map of the entire earth with hot spots that reflected breaking hard news events that might be captured by amateur shooters? (This happened as anti-authoritarian demonstrations were breaking out across the Middle East in early 2011). Instead of being a "Lean Forward" experience (something that requires user input or interaction, such as a video game) this would be a "Lean Back" experience, in which the viewer could sit on the couch and take in the video. Giacomo also considered how video could be differentiated on the global map with different sized or colored markers, and how "likes", social networks, or newspaper articles could determine what appeared on the screen. He called it "WorldTV".

There was clearly some overlap between our ideas, and we decided to team up for the final project. We expanded the concept to include not only video from breaking news in other countries, but also cultural events (festivals, parades) and entertainment (sports, performances, etc.). The social filter would not only display streaming/recent videos from one's social circle, but could also reflect the collective interests of the social circle.

WorldTV business model

An additional requirement for the final project was a business model. I had already been thinking about using phone and laptop cameras as a way for ordinary people to access amateur expertise all over the globe, for a price. Examples of amateur expertise might be a power user demonstrating how to use a new gadget, advice on registering a company in a certain state by an experienced business owner, practicing foreign language conversation with a native speaker, etc. I dubbed the scheme Real Time Requests. (RTR). A live auction and reputation system would determine prices paid by people seeking expertise, and match them up with sellers. We decided to fold it into the proposal. The idea was then debuted at another MAS 571 poster session in April:


Jungmoo, who had a background as a professional television reporter for a Korean broadcaster, was intrigued by our poster session presentation and joined the team. Our next task was to take the concept and make a demo to show at demo day at the MIT Media Lab in the last week of class in May. For the final deliverable, we didn't have the skills to produce a working prototype. However, we did have the skills to produce a software mockup and accompanying video demo.

The team got to work. I created a simple WorldTV television UI using HTML and CSS, built the maps with Google Earth, and mocked up a mobile UX on an iPhone "remote". Giacomo wrote the script and starred in the video. Jungmoo took the raw video and graphics and used his professional editing skills to create a really slick video demo, which is shown below:



We presented the video and an accompanying slideshow on the business model last month at the Media Lab. Our Media Lab instructors, Marie-José Montpetit and Henry Holtzman, invited a group of industry pros from major cable and national broadcasters (including NBC and WGBH) to watch all six student presentations. After seeing our team present, one of the NBC visitors was interested in the idea of "shared experiences." Giacomo explained that user-generated video around sporting events and concerts could populate the global view, depending on how one's filters were set up. This prompted another executive, who I believed was from HBO, to question the legality of using amateur concert video. I responded that copyright law was decades behind the technological and social reality, but she was skeptical. I then said that there would always be artists who want to exercise strong control over this content, but there were also many artists who recognized the value of fan content to generate additional interest or loyalty, and in my opinion, the latter group would have a competitive advantage. But as I thought about it later, it was clear that addressing the entertainment industry's copyright concerns would be a huge issue, regardless of how outdated the laws are.

Our team also heard from Henry, who thought the Real Time Requests business model was really a separate concept that did not match WorldTV. We agreed. Jungmoo and Giacomo had actually raised the same concern in our planning discussions, but I felt we needed a business model that did not involve standard subscriptions. Henry noted that a subscription might actually work for some people.

So what's next for WorldTV? All members of the team have graduated, and none of the industry visitors seemed interested in taking it further. We hope, however, that if our paper is accepted to the IEEE CCNC '12 conference, it might get some traction. In the draft that we are now preparing, I outlined the "Future Work" required to make WorldTV a reality:
The next steps for WorldTV would be to create a working prototype using Google Earth, YouTube and Facebook APIs, the Android or iPhone SDKs, and other existing software and hardware components. Besides using the prototype to evaluate functionality and performance, ordinary users in the target audience (people having global networks) could also test the system with an eye toward determining which features and use cases hold the most promise. When the product is ready for wider distribution, identifying suitable “TV App” platforms and partnerships could take place. In the long run, creating a scalable architecture with its own API and opening up WorldTV to outside developers (much like Facebook and Twitter have done) would help unleash the greatest potential of the platform. This would require significant investments, but in the long run would help realize innovations for the next age of television.
If the paper is published, I will share a link on this space. In addition, if anyone is interested in learning more or helping to develop the idea, my contact information can be found here.

Wednesday, June 08, 2011

Why new data visualizations fail to catch on



Eric Hill, a buddy of mine from my old Industry Standard days, sent me a link to a RWW article about a cool new iPad application from Bloom Studio that comes up with an interesting way of visualizing a digital music collection. The app is called Planetary, and here's what it looks like:


Planetary (voiceover) from Bloom Studio, Inc. on Vimeo.

I was impressed with what they've done, but I am afraid it won't go far in the marketplace. At one time I had so much hope for data visualizations changing the way we browse and understand information -- in fact, Eric and I spent a lot of time discussing how Industry Standard site content (news and prediction market data) could be presented in new and potentially useful ways. But in the past several years, after checking out dozens of new interfaces and data visualization schemes, I've come to the conclusion that most will never catch on.


It's not the fault of the designers, but rather the limitations of audiences. For many consumers, simple formats (e.g., longitudinal line graphs, like the inset image of the US$/Euro exchange rate over the past three months) and plain ol' headlines are all they need. I think part of the problem is grokking a new visualization requires new mental models. In my opinion, most people simply aren't willing to expend the effort, especially considering the huge amounts of information out there and limited time that people have to consume it. I've seen so many interesting, creative visualizations out there but most never make it in the marketplace. Planetary is cool, but is a solar system/galactic metaphor for browsing music inherently better than an alphabetically ordered list of artists/albums/songs?

See also:

Wednesday, March 16, 2011

The challenges of creating a mobile educational app based on Linked Data


Earlier this month, my iPod touch flashed a warning message that the provisioning profile on the test application our team (Sloan Fellow Mads, Course 6 undergraduate Yod, and myself) had designed for 6.898 in the fall was about to expire. Before it did, I decided to make a quick video showing the basic design and functionality of our educational app for the iPhone and other iOS devices:

Video: Knowton demonstrated:


While the app was ostensibly designed to teach young children geography facts, the purpose of building it was to show how Linked Data could be used to make an educational application on a mobile device. Mads' original concept was to have an open-ended exploratory app that would let children freely jump from one object to an associated fact. For instance, the child might be interested in a monkey, be able to see a picture and read some information about it, including the facts that it lives in a tree and likes to eat bananas. At that point, the child could either choose to learn about trees or fruit.

This idea is eminently suited to Linked Data, which is essentially a distributed, global-scale database  built around Semantic Web standards such as RDF, turtle/N3 and SPARQL, shared definitions, and links between repositories. There is an enourmous collection of Semantic Web-based data already available, ranging from Wikipedia information to creative commons-licensed photos.

I suggested narrowing the focus to geography, as presenting facts about animals and their habitats could be tied to a specific learning outcome. I also designed a rudimentary user interface and flow (see wireframe  below), which was eventually adopted for the exploration part of the app. Yod designed the basic game flow and built several code repositories, including the mobile app (using the iPhone SDK) and a Web app that let editors (us) submit information such as photos and descriptions. Mads devised a business plan.

In a perfect Semantic Web world, it wouldn't be necessary to have the Web app for editors, as SPARQL queries on consistently structured graphs could build the data store, with only a minimum of cleanup and selection (such as choosing the most suitable photos). But we quickly discovered that DBPedia, a popular source of country-level information for local fauna and landmarks, was incomplete. Freebase filled in many of the information gaps, but there were so many differences from country to country that the only practical way to tackle the task of preparing the data for the mobile app was by using the Web interface that Yod created. For geography and many animal photos, we used a source that one of the guest lecturers in class had mentioned, Ookaboo, which contained creative commons and public domain photos. Others were sourced from Flickrwrapper using a feature in Yod's Web application.

But for good "people" photos that could not be easily accessed in Flickrwrapper using basic search strings, I had to resort to finding creative commons-licensed (CC-SA) on Flickr itself and copy and paste URLs into the Web app. Even if we had been able to use Linked Data without the manual workarounds, there is no way we would have been able to run live queries from the mobile app -- not only are mobile network connections unreliable, but we discovered that many of the sites have high latency and/or frequent downtime (DBPedia especially!). As an alternative, Yod built a database that loaded onto the app and was instantly accessible by users.

On demo day on December 7, all of the 6.898 teams gathered in a CSAIL conference room at the Stata Center. Tim Berners-Lee and a group of outside judges watched our demos and listened to our business pitches. TBL's quick assessment of the projects is in the video at the bottom of this post, but we approached him afterwards to ask him about the curation problem. He suggested some AI alternatives. For instance, if Linked Data sources identified "China" as alternately being a country or a person, he said the app could choose the most suitable definition based on the number of returned sites in competing Google searches.

TBL asked about photos in Flickrwrapper. Could Flickr ratings be used to choose better-quality photos? Yod said no. TBL suggested that some geocoded logic could be used to get the best Big Ben photo. "Make sure it's 300 meters west at a certain time during the day," he said, and then joked: "But how can you be sure that it's not a photo with Aunt Jenny in the frame?" He speculated that an algorithm could help choose photos based on contrast or some other value.

Video: Tim Berners-Lee reviews the 6.898/Linked Data Ventures class projects (Knowton comments at 2:50)



Other posts about my MIT Sloan Fellows experience:

Friday, February 18, 2011

My MIT center of gravity shifts to digital media ...

An update on my Sloan Fellows experience: Last summer and fall, the Sloan Fellows curriculum was dominated by the core. For the two electives in the fall, I pushed for Internet/digital media offerings (6.898/Linked Data Ventures and my G-Lab project, which involved helping a Vietnamese Internet company develop their infrastructure and mobile strategies). Now, with the elective firehose on full, I am taking as many digital media-related classes as I can, with an emphasis on team-based coursework that involves product development and real business plans.

I am taking two classes at the Media Lab (MAS.664/Media Ventures, MAS.571/Social Television), one class (CMS.863J/Computer Games and Simulations for Investigation and Education) cross-listed under Comparative Media Studies/Course 9/Course 11, plus two Sloan classes that directly involve software and online media (Business of Software and Digital Platforms and New Enterprises). That leaves the single H1 core (Global Strategy) and a great law-focused class, Basic Business Law, Tilted Toward Finance. Here's a brief video entry explaining some of them:



For people who are wondering how I can take so many classes at once, the answer is I am "listening" (MIT's term for auditing) two of them.

Am I crazy for attempting to take so many project-based courses? Maybe. I leave my home at 7 in the morning, attend class and have team meetings all day, and in the last week, haven't gotten home until 8 or 9 pm. But this is my last semester at MIT. I won't get another opportunity to study under these faculty, or work on such a wide variety of interesting projects with teams at Sloan, the Media Lab, and even MIT undergraduates (the CMS course only has two or three other grad students, everyone else is undergrad, mostly Course 6). So far I'm keeping up, and it's exhilarating, but check back with me in a month or two to see how I am doing ...

Friday, October 24, 2008

The iPhone isn't perfect

Something from the Standard this morning:

Nine really frustrating things about the iPhone

But compared to the 2004-era BlackBerry that I'm carrying around, it seems so advanced. I can live with the BB now, but some day I'll move up to the iPhone or something like it. Monthly data and voice charges will definitely have to come down, though.

Friday, May 20, 2005

Game studios get ready for mobile 3D

Wired's Lore Sjöberg reports marketing droids are frothing at the mouth at the possibility of next-generation mobile phones with 3D capabilities. In a year, they say, 3D phone penetration will hit critical mass, and developers will be ready with titles, according to the article.

Sjöberg also notes multiplayer, real-time 3D games like Tom Clancy's Ghost Recon might be in the works on mobile phones. Gameloft is a company supposedly exploring this avenue. Stay tuned ...