07 April
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4 Problems Google Glasses Have To Solve Before Becoming A Hit

Google has never been a design-forward company, revolutionizing our lives through interface design. Instead, they’ve taken over the world building products with raw intellectual horsepower–brilliant artificial intelligence to fuel search, wise mapping systems to take us from point A to point B and clever cloud-syncing apps that allow us to collaborate on projects from around the globe. Google never had to be pretty. It’s always been smart.

Yesterday, Google officially revealed a project that will push them to their creative limits. It’s called Project Glass, and it’s a pair of glasses that layers digital information over the real world.

It’s your smartphone, right in your eyes. You can read text messages. You can take photos. You can listen to music (thanks to some built-in earbuds). You can even be told that the subway is closed as you walk up to it, and be redirected to your destination by foot.

It’s your smartphone, right in your eyes.

But maybe most notably, nothing about what Google has presented is an actual product yet, or considered close to finalized. “We wanted to let people know about what we’re doing, and what we hope to achieve with it,” a Google spokesperson told Co.Design, “But in terms of the graphics, the visuals, the hardware setup, there’s a lot of experimentation going on. And a lot of rapid prototyping on the team.”

The concept video Google has shared is meant to signify what the team feels “would be of most value to people,” and what they’re closest to actualizing. Now that this concept is public, Google will be entering what they called the “feedback gathering phase,” in which they’re looking for the community to chime in on what they want to see (and don’t want to see) in a fully realized product.

So where does this leave us for now? What Google has shown is promising, but their design challenges are clear:

There’s a reason that video glasses haven’t taken off yet (and by that, I don’t mean augmented reality glasses like Google’s, but something more like Vuzix). And, for lack of a better term, we’ll call it The Segway Problem. Technology can be a symbol of your future-forwardness, or it can be the exact opposite: a sign of the future’s ridiculousness. The Segway flopped in part for its cost and in part for the fact that humanity isn’t quite that lazy, but there was a deeper, visceral reaction to the core of the product that signified a silly future rather than an inspiring one. So far, the actual glasses Google is showing off aren’t inspiring. To succeed, Google will need to sell us on the either the stylishness, or the invisibility, of video glasses. And may we suggest copying the iPod in this approach? Make the technology as obscured on the user as possible…except for one trademark calling card (in the iPod’s case, white earbuds).

As inspiring as moments in Google’s concept video may be–and the photo-taking moment is an aha moment if I’ve ever seen one–it’s also stuffed with notification, none of which is fundamentally different from what we could be checking on our cellphones less intrusively. The functions that Google blocks will be as integral to the platform’s success as those that are enabled. Finding the perfect level of obtrusiveness within an omnipresent internet connection could be the largest challenge of human-device interaction the electronics industry has ever encountered. And as Google is paving new ground, they’re working outside their comfort zone: Google has no data to mine for how much notification is too much notification. If ever there’s been a product ripe for Google Labs field testing, it’s Project Glass.

People in the Valley used to talk all the time about finding “killer apps”–that is, the one, defining use of a technology that’ll spark its mass adoption. And no wonder: With technologies such as augmented reality and Project Glass, the possibilites seem to outstrip the actual need. As I suggested before, these glasses aren’t yet doing anything our phones can’t. So why do they need to be glasses?

A good counter-example is the iPad. Lots of people dismissed it when it first came out, saying, “Sure, it’s cool, but what does anyone need another computer for?” Well, it turns out, people didn’t need another computer so much as they wanted one–a computer that would make surfing the web from your bed or couch a lot less clunky and more fun. With Project Glass, I’m not sure that have have that use-case yet–that is, the perfect scenario where this just makes sense in people’s lives. There might be some set of features and interactions that makes it so, but these haven’t quite appeared just yet.

Where Project Glass is at now, what one spokesperson labeled “the feedback gathering phase” in our brief conversation today, is an tenuous spot to be in. Crowdsourcing can create great products, but when it comes to inventing something that no one has conceptualized before, we need bold visionaries, not naysaying internet whiners. Not just anyone can design a user interface. And I’d posit that almost no one can design a usable interface that will sit in our eyeballs 24/7. Crowdsourcing user feedback at the invisible level–the advanced A/B testing Google does when they test the color blue without us even knowing it–could be integral to fine tuning Project Glass at a number of levels. But at heart, they will need to present us with a most singular vision if they expect any of us to don a pair of glasses, not a mishmash of suggestions from the peanut gallery.

*

The softest touches of design will define Project Glass’s future.

The little things, the softest touches of design, will define Project Glass’s future in the marketplace. Is the interface loud or quiet? Do we use vocal commands with some functions or all functions? Are notifications really in the center of the screen, or can they be repositioned? Will images be opaque or partially transparent? What will the glasses show when I sit at my computer or when I drive? All of these “how does it feel” components will matter even more than they do in a cellphone. But on top of all this, and maybe most importantly, we’ll need to know the one big reason that we’ll all want to wear our phones rather than keep them tucked away in our pockets. As of right now, I don’t think we’ve seen it.

Most of us interact with at least one Google product every day. Many of us use their products all day, every day. Whether or not you’ve been particularly inspired by their design, you can’t argue that their approach hasn’t worked well enough so far.

But it’s been a while since Google was the first to market in uncharted territory (and it begs the question, have they ever been, really?). Wearing a computer has the potential to redefine the human experience even more than PCs or smartphones did. WIth Project Glass, Google has the task of designing the interface of our lives, and I can’t imagine a greater challenge ahead of them.

Via FastCoDesign: http://www.fastcodesign.com/

31 March
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‘Wonders of the Universe’ Lets You Explore Space On Your iPad

HarperCollins released a new iPad app Thursday that will set you off on a 3D exploration through space using high-resolution visuals specifically optimized for the new iPad’s Retina display.

Called Wonders of the Universe, the iPad application incorporates 210 full-color articles, hundreds of photos and two and a half hours of video from Brian Cox’s award-winning series of the same name into a single space discovery app.

Matt Walton, Digital Product Consultant for Harper Collins told Mashable, “Wonders is the first iPad application to make use of two innovative technologies developed by the OTHER media: a 3D rendering engine used to create a truly amazing interface and a revolutionary publishing platform that provides a new reading experience for tablet and mobile: Glide Publisher.” Walton added, “The 3D engine is capable of handling high-resolution textures and complex animations. Created exclusively for iOS5, it takes full advantage of iPad’s graphic engine and the superior display and processing power of the new iPad.”

With Glide, navigating through the app and reading the articles is different from what you might be accustomed to –- in a good way.

You scroll through each article by sliding your finger from the bottom on the screen to the top. Images and video are embedded within the text, and when you get to one or the other in your reading, the app automatically makes them full screen. Photos are occasionally slideshows that can be swiped through, and when you reach a video it immediately starts to play. Swiping up or down on the screen will then close the photo or video and allow you to continue reading.

“Instead of following the page metaphor, Glide creates a simple, scrollable column of text that introduces rich media elements — video, image galleries and interactive infographics — at appropriate moments in the narrative,” says Walton. “Whereas many applications entice you away from the story causing distraction, Glide weaves multimedia into the narrative leading to a deeper engagement.”

The app is divided up into sections that offer content in seven different realms: Subatomic, Atomic, Solar System, Stars, Milky Way, Galaxies, and Universe. Each section contains its own unique visuals in the form of 3D graphics on the screen, as well as individual chapters on different topics pertaining to the realm. The goal behind the app is one of discovery.

“We wanted the user experience to be one of unconstrained discovery, so we gave them the option of jetting off on their own through the 3D Universe, to a Black Hole for example, where they could call up related content on arrival. But, if they preferred, they could take Brian Cox’s guided tours of the Solar System and the Universe for a more curated experience,” says Alex Gatrell, Digital Publisher for Collins.

The $6.99 app is available now from the App Store. While definitely on the pricey side for an app, the graphics and content make the experience well worth it for any space enthusiast.

Have you checked out Wonders of the Universe? Let us know what you think of the app in the comments.

Via Mashable: http://www.mashable.com

06 December
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Hands-on With Infinity Blade 2: The iPhone 4S’s First Graphics Test

Infinity Blade 2Chair Entertainment’s Infinity Blade is already recognized as one of the most gorgeously rendered games on the iOS platform. Infinity Blade 2 takes it to the next level. Mashable got an early preview of the first-person action/castle quest game and, after playing it on the Apple iPhone 4S, found it just as fun and thrilling as ever, but with a level of graphics detail rarely seen in a mobile game.

When Apple unveiled the iPhone 4S in October, it not only promised a more powerful A5-driven phone, but one that would support impressive graphic feats. The company even used Infinity Blade 2 to show off the new graphics chops. Sadly, when we got the phone, there were exactly zero games and apps that could actually demonstrate this new graphics prowess. We resorted to running the original Infinity Blade on the mobile device. It looked good, but was not demonstrably better than on the original iPhone 4.

Infinity Blade 2 is another story.

Before we dive into what the game looked like, a little background on the game itself. Infinity Blade 1 was an action game where you battle successive enemies to reach the Deathless God King. There are swords, armor, shields, booty, leveling up, hidden treasures and more. You battle and dodge by swiping and tapping your finger on the screen. Different moves require different kinds of swipes and combos. There are magic rings and magic gestures. Health is depleted and then returned with a magic elixir that you find throughout the game. You build up experience on a vast array of weaponry and equipment–which increases your chances of winning battles. It’s a fairly controlled universe in that you cannot move on without battling each successive opponent. The free roaming is confined to looking around and, perhaps, choosing one or two alternate paths (all end up in the same place, though). The battle with the God King invariably ends in your defeat and then your children are left to carry on the battle–by starting from the beginning but with everything you accumulated before.

Infinity Blade 2 picks up with you in possession of the Infinity Blade. Don’t get too excited, though, you lose that weapon in short order and then assume a game path quite similar to the original game. There are new weapons, more intense opponents and even a place where you forge your own weapons–mostly with gems you acquire along the way. The branching is more extensive and this version even leverages iCloud and adds new multi-player modes like a “massively social” group-based challenges (not available yet for testing). The big — and we mean big — difference, though, is the game graphics. They are, in a word, spectacular.

Scenes in Infinity Blade 1, which uses the Unreal game engine, were always cinematic, but now they have a startling realism that makes you think you’re watching a movie — we only played on the small, though high-resolution, iPhone 4S screen, but it was still impressive. Light plays in real time with the buildings and objects, leaves cascade gently from sun-dappled trees and the characters are more smoothly — and realistically — rendered. The stuttering that occasionally accompanied gameplay on Infinity Blade 1 on the iPhone 4 is gone — even with all this graphics intensity.

In short, Infinity Blade 2 finally puts on display the Apple iPhone 4S’s impressive graphics capabilities and only leaves us yearning for more games that allow for this level of immersive gameplay.

We’ve collected a number of images from the game to give you a sense of what it looks like, but you really can’t tell until you play for yourself when the game ships on Dec. 1. It’s $6.99 for the universal app (iPhone, iPad and iPod). Starting today, Chair Entertainment is also offering the original game, Infinity Blade 1, at a special promotional price of $2.99.

Via Mashable: http://www.mashable.com

23 October
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Please Lord, Save Us from the FarmVille Movie

Mashable OP-ED: This post reflects the opinions of the author and not necessarily those of Mashable as a publication.

The writers of Toy Story are reportedly in talks to pen a movie based on FarmVille, the popular Facebook game.

Alec Sokolow and Joel Cohen said in an interview with IGN that they’re working with Zynga on a movie based on one of the company’s most popular games, adding “Can’t really say too much on that front yet, but ‘Old MacDonald’ didn’t have a factory, if you get our drift.”

We get it: Making a movie is super risky. Unlike launching new apps and websites, movies are a huge upfront investment in the vague hope of a hit. Hence the tendency to just remake something that’s already popular. Or the flurry of movies based on popular websites, apps and tech personalties. The Facebook movie. The Steve Jobs movie (possibly). The Angry Birds movie. Why take a chance on something new when you can buy the rights to something with tens of millions of fans already?

What does a FarmVille movie look like anyway? No doubt it’ll be a computer-animated feature (in 3D, of course!) incorporating the graphics and themes of the Facebook game. But FarmVille is a game in which you tend crops. Is that going to be a bit … boring? And while to tens of millions of people, FarmVille is an addictive pastime, for the friends of those people (ie. us!) it’s actually kind of a nuisance.

Would a FarmVille movie be met with glowing reviews or – more likely – an audible sigh from those of us who grudgingly tolerate the addiction of our FarmVille-playing friends and relatives? And could the critics be anything but, well, critical of this cynical attempt at turning a successful gaming franchise into an equally popular film?

Ah, but plenty can happen at these early stages — one of a hundred issues may prevent the movie from entering production. Not to mention that FarmVille is no longer the most popular Facebook game, reducing the potential audience for the movie. Or perhaps I’ll be proven sorely wrong. After all, a certain movie based on the Facebook story took home 3 Oscars this year.

PS. For those movie studios thinking of following suit, Zynga was kind enough to list its top-performing games – plus some intriguing stats – in its IPO filing earlier this year:

Via Mashable: http://www.mashable.com

14 October
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92% of Americans Take Action for Social Good INFOGRAPHIC

Ninety-two percent of American’s took action for social change this past year, according to the Social Change Impact Report from Walden University.

The report was created as a kind of barometer for who is engaged in social change, what issues matter to them and how they’re working together. Surprisingly, tech did not play a huge role. According to the report, people from Generation Y were more likely to get involved through traditional means than digital. Only 52% of the demographic posted a comment or expressed an opinion through a blog or website (it’s unclear if this also includes Facebook or other social networks).

This, however, butts up against more promising stats such as 80% of respondents believe technology is getting more people involved in social change than ever, and 65% of adult respondents say that social media is not just a fad.

SEE ALSO: World’s Top Thinkers Weigh In on Social Good VIDEO

Take a look below for some cool stats on social change and also be sure to check out these two other graphics on Social Change and Technology and Social Change and Education.

social change infographic

Via Mashable: http://www.mashable.com

31 January
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Compelling Facebook Fan Pages

Mercedes-Benz

I asked people to point out the most compelling Facebook fan pages they knew about. I was asking because I am interested in making something actually happen on Facebook. My efforts to market within Facebook haven’t gone especially well. I can move a lot of people around other parts of the web quite well. But inside Facebook? Where there are TONS of people? Nothing. I never seem to get motion. So, I asked the community who they liked. Here’s who they pointed me towards:

Debt Wise

Debt Wise

Debt Wise

Social Rank

Social Rank

Social Rank

Living in Pleasanton

Living in Pleasanton

Living in Pleasanton

Diesel

Diesel

Diesel

The Pampered Chef

Pampered Chef

The Pampered Chef

Bigelow Tea

Bigelow Tea

Bigelow Tea

Lake Nona Pools

Lake Nona Pools

Lake Nona Pools

Prolific Living

Prolific Living

Prolific Living, but the part I like is a bit further down:

Smart thinking

She has an email marketing signup embedded in there.

So What’s Compelling?

We respond to the graphics and prettiness of well-crafted FBML (FaceBook Markup Language). We like offers, evidently (I didn’t think this was so, but the stats seem to prove it). We like things that keep us in-system (within Facebook as opposed to sending us outside of Facebook). We like feeling that by being here, we’re getting something special. We like sharing if it’s something we like.

Still On the Fence

I’m still on the fence. I’m debating putting together a few Facebook fan pages to test some things, and as I do this, I’ll share more information. I’ll share even more information inside Third Tribe Marketing, where my LevelUP series is a promise to share my marketing insights behind my own projects throughout 2011.

But what about you? Do you find the above examples compelling? Do you have other compelling examples? (Remember that URLs get sent to quarantine and I have to manually approve them, so give me some time.) And what do you want from your Facebook experience?

Chris Brogan is an eleven year veteran of social media using both web and mobile technologies to build digital relationships for businesses, organizations, and individuals.

23 January
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HTML5 Gets an Official Logo from W3C

The World-Wide Web Consortium (W3C) has unveiled a new logo for HTML5 — and along with it, a new way of framing the conversation about newer web development technologies.

The topic of HTML5 has been one of great debate and no small amount of confusion over the past year or so. With the ardent support of companies such as Google and a great deal of enthusiasm from developers in all areas of work, HTML5 has taken its place in popular conversation as the magic-bullet antidote for everything that’s wrong with web development (we’re looking at you, Flash).

On the logo’s new site, we read, “It stands strong and true, resilient and universal as the markup you write. It shines as bright and as bold as the forward-thinking, dedicated web developers you are. It’s the standard’s standard, a pennant for progress. And it certainly doesn’t use tables for layout.”

The logo was designed by boutique agency Ocupop, a firm that focuses on branding, identity and web design, among other facets of marketing and design work.

Ocupop logo designer Michael Nieling said in a statement, “The term HTML5 has taken on a life of its own; there has been significant confusion and debate both within the developer community and in the public at large as to what exactly HTML5 is when the term is used outside of simply referring to the spec itself… The standard needs a standard. That is, HTML5 needs a consistent, standardized visual vocabulary to serve as a framework for conversations, presentations, and explanations.”

The HTML5 badge comes in a keystone shape that symbolizes “how HTML5 stands at the center of this current technology movement,” as Neiling put it. The shape is also reminiscent of a coat of arms, a sort of “badge of honor we felt captured the spirit and substance of the open web platform and the community surrounding it.”

The logo is meant to be taken and used by all members of the web developer/designer community; in fact, on the logo’s site, you can customize your own badge according to the types of technology you use with eight classes that range from semantics to styling.

HTML5 Powered with Connectivity / Realtime, CSS3 / Styling, Device Access, Graphics, 3D & Effects, Multimedia, Performance & Integration, Semantics, and Offline & Storage

The site also offers free stickers (just send in a self-addressed, stamped envelope) and $22.50 T-shirts with the new HTML logo. And of course it’s got a full gallery of sites that truly showcase what devs and designers can do with HTML5.

Neiling concludes, “Paul Rand was quoted at some point saying that great logos have ‘the pleasure of recognition and the promise of meaning.’ At first glance, people immediately see the number five, the badge, the power, and the excitement of this logo and the movement as a whole — they get that ‘pleasure of recognition,’ they get it immediately. Then the shape, the shading and very real latent meanings… also come through.

“That promise of meaning, that potential that the open web platform and the ‘new’ HTML5-driven web offers, that’s there too.”

What do you think of the new HTML5 logo? Let us know in the comments.

Via Mashable: http://www.mashable.com

29 June
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5 Awesome Arcade Games for the iPhone

Thanks to the modern console, arcade games will never hold as large a place in gaming as they did in the 1970s and 1980s.

But there is some good news for reto-gaming fans, as many arcade classics are now available in the App Store just waiting for you to download. Here are five awesome games that have made the leap from coin-operated arcade machine to your iPhone’s screen.

So limber up your thumbs and let us know your favorites in the comments below.


1. Pang: Pocket Pong


The Atari classic arcade game Pong, is undoubtedly the seminal title in the modern computer game industry. While it might be hard to believe now, back in the mid-70s, a home Pong console was the modern-day equivalent of having a PS3 hooked up to your television. Being the only game on the market at the time made it an obvious success, but the game itself is surprisingly addictive.

No “official” Pong app exists, but this version is pretty faithful to the early versions of the game, complete with authentic sound effects. There are several modes of play, which include the classic two-player action, player versus computer mode, and “rebound” in which you rally against the “wall.” There’s also a kind of volleyball variant if you want to mix it up.

Available as Separate iPad App? No
Cost: $0.99


2. Space Invaders


Despite the price tag, this is a must-have app for true fans of the original arcade game. There are three different options for controls — tricky tilt controls, drag controls and the easiest arrows method — as well as the ability to customize the screen, although you may prefer the simple “color” option over other more convoluted choices.

This app is from Taito, the game’s original developers, and one nice touch is the inclusion of a gallery of rare artwork and materials from the game’s development. Whether you can remember playing Space Invaders in an arcade, or you’re just curious about the game rumored to have lead to a shortage of 100-yen coins in Japan, then this is the app to opt for.

Available as Separate iPad App? No
Cost: $4.99


3. PAC-MAN


Namco has brought back Blinky, Pinky, Inky and Clyde, and the eponymous hero for the iPhone with this excellent mobile version of the vintage gaming giant. Play the “Lite” version (just the first level) for fork out the cash, and you can gobble dots and eat ghosts to your heart’s content.

Like other arcade games ported to the iPhone platform, you get a choice of controls, as well as the choice of your own music from your iPhone that you can select to play. Download this app on the game’s 30th anniversary and you’ll still be playing it in years to come.

Available as Separate iPad App? Yes
Cost: $4.99


4. FroggerFroggerFrogger


Frogger is a classic and fan favorite, appearing on multiple platforms, including unofficial incarnations such as “Froggy” and “Hopper”, since its introduction into arcades in 1981.

Here, Konami manages to keep a more-or-less retro feel to the game, although the graphics are not arcade-original. It also includes up-to-date functionality, such as the ability to post your scores to Facebook.

There are three control options, but slide is the only one that really works – making guiding your little frogs across the roads, and past the various foes, a strange touch experience for anyone used to real-life controls.

Available as Separate iPad App? Yes
Cost: $0.99


5. Original Duck Hunt


Despite Nintendo’s dominance in the history of gaming, because they’re a rival to Apple as far as hand held games go, they haven’t been very keen to develop for the platform, meaning a severe lack of vintage Nintendo titles are available on the mobile platform.

So far its existence has escaped the glare of Nintendo’s legal department, so this app is perfect for those nostalgic for Nintendo’s golden days of gaming. You may think Duck Hunt just won’t be the same without a bright orange NES Zapper, but it’s worth giving the game a “shot” on a touchscreen.

The colorful 8-bit graphics and fun sound effects will have you reminiscing about the 80s in no time, while the gameplay is faithful as far as the one duck/two duck options go, and that adorably frustrating pooch giggling if you miss, or retrieving if you don’t. Unfortunately, the clay pigeon shooting option has not been ported.

Available as Separate iPad App? No
Cost: $0.99

Image courtesy of iStockphoto, manley099


By Mashable: http://www.mashable.com

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