-
Thanks Dan :)
-
Blush. Thanks Will :)
Hello you. I'm a 38-year old MSc student, studying Advanced Computer Science at Sussex University. I'm especially interested in Internet and mobile software, sensors and pervasive computing, user interfaces, and the process of developing great software.
Before that I spent 11 years running Future Platforms, a software company I co-founded which makes lovely things for mobile phones, and which I sold in 2011.
I read a lot, write here, and practice Aikido and airsoft. I live in Brighton, a seaside town on the south coast of the UK, with two cats and a clown.
« August 2007 | Main | October 2007 »
Posted at 01:32 AM | Permalink | Comments (0)
So, after resolutely deciding the iPhone wasn't going to sway me, then getting to play with one a few times in the US, I finally convinced myself that it was worth playing with in more depth. Just for research purposes, you understand. Just so I could give it a righteous slagging, and prove that Mr. Jobs doesn't know jack about mobile. You can tell which way this is going to go, can't you?
I've been using it for about 4 days now, and so far I've been quietly impressed. It's not the be-all and end-all, and there's a lot of stuff in it that is weak, but the complete package feels nice. As a 1.0 product I can see how it might get the rest of the mobile industry a bit shaken up; and it's interesting to see how a business that doesn't have to pay as much strategy tax has approached building a handset.
Bear in mind when reading this that I have a track record of spending my first few days with a new device thinking "ooh shiny" before reality kicks in. I'll follow up this post with some more thoughts in a week or so. But first, the good:
The bad?
And the interesting:
Having said all this, so far I find the overall package really quite compelling; and I'm annoyed with myself for this, given the list of problems I have with the little beast.
Going back to what I said previously: "I don't see this as meaningfully impacting on the mass market (other than giving a slight kicking to other handset vendors)"... I stand by this. I don't think this iPhone will be out there in enough numbers to justify much in the way of content specifically designed for it. What I do think it'll do (which I mentioned at the Mobile Web 2.0 panel I was on a couple of weeks back) is get a whole load of folks who were previously sceptical about mobility taking it seriously - which can only be a good thing for the mobile ecosystem as a whole.
Posted at 04:49 PM in Business, Interfaces & Interaction, Mobile, Personal | Permalink | Comments (2)
Aha - I hadn't written about this until now, but seeing as Monday is his start day - it's time.
I'm delighted to reveal that we've persuaded Bryan Rieger to join Future Platforms full-time as our Senior Designer. If you keep up with mobile blogs (or in particular, mobile Flash), you'll have come across Bryan: he's been doing some fantastic stuff in this area over the last few years, and we can't wait to get working with him :)
Posted at 11:40 AM in Brighton, Business, Interfaces & Interaction, Software Development | Permalink | Comments (1)
Russell writes about some of the problems of J2ME development, and the slow pace of innovation in the mobile space (echoing some of the things I've been looking at in comparing mobile to fixed): "One of the challenges of mobile is that the mobile web just doesn’t provide the same user experience as its cousin the PC web, forcing many companies to implement a Java application, or JME, as it’s not been rechristened by Sun, to give users the full intended functionality."
At FP we're big on the mobile web at both a practical level (powering mobile campaigns, building microsites), and in assisting W3C, .mobi, the WURFL project and the like in pushing things forward; we have dot-mobi certified developers on board and we do a lot of work in this area.
But I don't believe that the future of mobile apps is completely browser-based: mobile web makes sense in many cases (and being easier to work with, certainly contributes to a groundswell of mobile content), but there are some things for which applications are much better: anything involving persistent storage (say, a messaging service), very customised interfaces (like games), or deep integration with the handset (using Bluetooth and GPS, for instance).
So I don't see the mobile web as competing with Java - there's room for both. Where I do see it clashing is with Flash, which hopes to bring mobility to the same group of developers (web guys and girls) but has so far failed to deliver on its promise. This is in part thanks to poor distribution of the (excellent) Flash player, but also I suspect thanks of apathy amongst Flash developers - who are forced to give up many recent advances in Flash to develop for mobile. I was quite surprised when we ran a local, well-advertised competition for mobile Flash content and received only a single entry from across a large, skilled community including many top-notch Flash developers.
Where I feel Russell is spot on is in his criticism of the development process for Java: "Yes, you can make changes easily, but the deployment cycle makes rapid deployment almost impossible, leading to small and large changes being introduced as part of regular updates, like software".
Too true, and there's a few things this brings to mind:
Having said all this, I'd completely agree with Russell when he suggests that "you need at least a stripped down mobile web version"; mobile web might not provide as much control over the user experience as an application, but it lets you mop up all those customers with handsets you didn't port to, comparitively cheaply.
Posted at 11:21 AM in Business, Mobile | Permalink | Comments (1)
Posted at 01:29 AM | Permalink | Comments (0)
I received this email from Amazon a week or so back:
You are receiving this email because you registered with Amazon Mechanical Turk as a Requester with an address outside of the United States. We regret to inform you that Amazon Mechanical Turk will no longer support international Requester accounts starting October 1, 2007. On this date your Requester account will be closed.
A real shame, as we had a couple of interesting projects we were thinking might be a good fit with it over the last few months. But also a bit of a wake-up call: the lesson here is that unless a provider of APIs is going to commit to an SLA, or even their future availability, then it's probably foolish to rely on them. A semantic web of collaborating services is a lofty goal, but we'll still need commitments (probably underpinned by commercial relationships) to realise it.
Posted at 04:08 PM in Digital Media, Software Development | Permalink | Comments (0)
PICNIC07: The revolution in personal fabrication, Neil Gershenfeld
Fablabs: in between the large digital fabricators at MIT, and the personal fabricators we will have in 20 years time. Costs less to send the means to create objects, than it does to send the objects themselves.
Shows $10m chip fab: fundamentally it spreads stuff around and bakes it. Contrast with the ribosome: assembler of amino acids, basically a digital machine. Shows a computer made from bubbles in fluid. Bits are carrying information, but also material. What's a digital revolution? Adding digitisation to phone systems (by Shannon) improved them. Von Neumann did the same for computers in the 50s; for old analog machines, the longer you ran them the worse an answer you got. Chip fabs are still fundamentally analogue. Not a computer connected to a tool, they should be the tool: bringing the programmability of the digital world to the physical world.
Started a class at MIT: How to make (almost) anything.
Shows off ScreamBody.
"Animals are underserved for their IT needs": Interpet explorer.
In a world of personal fabrication, you create technology for yourself, not for mass production.
Fablabs are a hack, they're not the real thing. Shows K&R with a PDP: the moment computer systems went timesharing. The Fablabs today are a PDP - at the time everything was anarchic and the PDP was in the middle of this mess; right now we're at the start of an era, with the labs getting faster, cheaper, and better.
Fablabs don't fit into current organisational structures: e.g. the Pentagon love this from a hearts and minds perspective, but they don't have an office to do tech research that doesn't involve blowing things up. "Anyone being able to make anything, anywhere breaks everyones organisational boundaries".
Posted at 04:05 PM in Digital Media | Permalink | Comments (0)
PICNIC07: Identity 2.0, Dick Hardt
Identity is difficult to describe: blind men and elephants. Contrasts German wikipedia entry for "identity" to UK and Dutch ones. Characteristics by which an individual is identifiable, either of herself or as part of her social group.
Lets you separate one person from a group of people; or it's a bunch of different personas. It lets you predict behaviour based on roles: prior knowledge kicks in when you see someone in a uniform, say.
How is it conveyed? Verbally, requiring trust. Official papers enabling trust on a local scale. Modern identity based around photo ID (passports etc).
Where is it used? ID transactions: party identification (who is this?), authorisation, profile exchange (telling something about yourself). Photo ID reduced friction. There's a lot of privacy (DVLA don't interact with a store I might use my driving license as age ID in).
Attributes of identity.
Identity 1.0 is all about records.
Verified digital identity is not what you give to the site, it's what the site builds up about you (e.g. ebay trading history): you can't carry it around with you.
Identity 2.0: a new architecture for this, elements of which are being used during the Olympics. Simple and open wins. Today, identity is closed, complex and stored in silos by individual sites.
2017: broadband everywhere, cheap storage, more use of electronic storage, mobile, device convergence, digital natives. Minimal passwords, rich portable profiles, portable credentials, rich attributes to share with sites, reputation services, proving you're human (to avoid CAPTCHA),
See also here
Posted at 01:56 PM in Digital Media, Interfaces & Interaction, Social | Permalink | Comments (0)
PICNIC07: Urban Playgrounds, Matt Adams of Blast Theory
Artist working since 1991, making a range of artworks particularly game-based projects.
Shows "Can you see me now": using real-world runners controlled by players at laptops, to avoid being caught by virtual-world runners. Avatars communicate with their players by voice; players need to guide them to collect photos, using the cityscape as a field of play.
"Uncle Roy Is All Around You": exploring a meaningful connection between the fabric of the city and game play, using small city areas and tightly authored content.
These games are challenging to build and don't scale: this is the theme from a few of the speakers this morning. They need to learn about LocoMatrix :)
"Rider Spoke" in collaboration with Mixed Reality Lab of Nottingham Uni, launching October.
Piss, battery low so switching off until I find power. Which means no blogging of the rest of this or Mr Cerveny's talk... (as if mere written word can pretend to contain him...)
Posted at 11:23 AM in Digital Media, Interfaces & Interaction, Mobile, Play, Social | Permalink | Comments (0)
PICNIC07: Urban Playgrounds, Christian Nold
Does "participatory sensory mapping": what do you do with this data you can gather, how do you turn it into a political proposition? What are the tools we can use to rethink the space?
He blindfolds children and has them led along by someone else, using other senses (smell, etc.) for local area. Produces a sensory deprivation map, a set of experiences geolocated: beautiful. 50% of categorisations are negative, 22% neutral, 28% positive.
Turns this into getting kids involved with local politics: there's a road in front of the school full of traffic and smells.
Next project: lie detector + GPS unit, to create emotion maps. Tends to do these in areas of regeneration - e.g. Stockport. PDAs are good, but physical paper maps are nice because you can stand around them: they talk in a language people can understand.
Really really nice looking stuff :)
Posted at 11:04 AM in Digital Media, Interfaces & Interaction, Mobile, Play, Social | Permalink | Comments (0)
Recent Comments