July 2nd, 2008 by Catherine Gleeson

the rise and rise of the zoomable…

PicLens image viewer

zoomii Amazon interface

Twice this week I’ve stumbled across interfaces which I’ve found irresistible and blog-worthy. The first is PicLens (not brand new this week - but certainly within living memory ie: several months). The second is the Zoomii interface for browsing Amazon books.

PicLens is a Firefox 3.0 plugin which allows you to navigate through sites such as Flickr, YouTube, Photobucket, MySpace, Facebook, Yahoo, Google and this week Amazon in 3d. When you enable PicLens, images and videos appear in an almost 3d infinite wall which re-sizes and zooms according to the velocity of your click n’ drag. (It’s so responsive that it gives me motion sickness…) When you click on a thumbnail, the interface becomes 2d while the image zooms up and resolves itself, quite rapidly, into higher res. The whole experience seems a lot faster than navigating a space like Flickr in a regular browser. This may have something to do with the ability to see more images simultaneously, in an environment which mimics our visual perspective in the “real” world. I like not least because I feel it assumes an intelligence in the participant/user.

Like Piclens zoomii offers a click and drag interface, but without the 3d immersion. Zoomii utilises many of the same navigation metaphors as Google Maps, so it’s instantly familiar that way. The attraction here, is the ability to browse books almost as if one were in a physical bookshop. It’s a welcome move away from the functional, yet incredibly dry visual environment of a regular Amazon page. Currently zoomii offers only a couple of hundred thousand titles from which to choose (quite a lot really).

Both interfaces prompted me to reflect upon the satisfaction factor in design. For me, both successfully deliver a satisfying experience for the viewer/user/audience, well beyond offering mere eye-candy or a distracting toy. It is genuinely pleasurable using both interfaces because they work at a practical and an intuitive level. They help close the gap between perception and experience, removing that “arms-length” feeling one sometimes has when navigating a space. It somehow physicalises navigation bringing us into greater intimacy with the content. I’m sure that this is only the beginning of a general swing towards more “physicalised” spaces no doubt influenced by the rise of virtual worlds, MMPORG’s and the rapid spread of multi-touch interfaces generally.

Heads-up on the zoomii interface via information aesthetics and Ars Technica

June 25th, 2008 by Catherine Gleeson

SEED your business by crowdsourcing

Mike Rohd's amazing SEED 3 sketchnotes

Image: Mike Rohde

With the US economy described as being in “free fall”, the 3rd SEED conference held in Chicago a couple of weeks ago on 6 June, may be for some, a beacon of optimism in an otherwise bleak and stormy landscape. It was a small, one day affair which apparently attracted a (mostly male) audience of around 300 or so. The message appears to have been simple: “Take creative ideas and turn them into something SATISFYING & BANKABLE” - in other words, do what really fires you up.

Among the guest speakers were Carlos Segura, founder for the digital type foundry T26, Jason Fried of 37 signals, Jake Nickell and Jeffrey Kalmikoff of the über successful Threadless T-shirt community and the apparently mad (but rich and getting richer every day) Gary Vaynerchuk of Wine TV Library (who was apparently “kidnapped” on the day by Melissa Pierce of Life In Perpetual Beta fame - for fun). Of note, is that most of these guys didn’t go to business school and the common philosophy they share is that we should all be ready to “fail as much as possible”. Nickell and Kalmikoff also share the rule of “crowdsourcing” where content is community created, the community manages and grows itself and the community is ultimately rewarded.

Gary Vaynerchuk declares “Now, is the beginning of the gold rush in personal branding. . .”

Via: rohdesign, 37signals

June 25th, 2008 by Catherine Gleeson

A sweet homage to “We Feel Fine”

twistori screen snap

Described by it’s creators as the “first step in an ongoing social experiment, based on twitter inspired by wefeelfine and drawing data from summize“, Twistori is a real time visualiser which displays tweets containing the words love, hate, think, believe, feel and wish. It has a much narrower focus than wefeelfine which visualises a massive spectrum of human emotions drawn from the blogosphere and then offers a number of beautiful, kaleidoscopic views. Twistori is still worth a mention for its visual simplicity and the lovely, incidental poetry borne out of the immediacy and spontaneity of the Tweets.

June 23rd, 2008 by Gary Hayes

Another üBERGroovy LAMP project launches 25 June 2008

Over half of all the LAMP projects are in or have been produced to audiences now. üBERgroover.tv was a project that came into our 4th residential on Milson’s Island in 2006 and we have just heard from ex-AFTRS student Tina Lymberis, it’s driving force, of the official launch and plans to take on the world. Here is the media release

Electronic Engineer Tina Lymberis trades in the circuit board for a camera and microphone. After 12 years of gruelling study and work in fields she had no interest in, Tina found her calling in television production. This was cemented once accepted into the Australian Film, Television and Radio School (AFTRS) in 2006. Her AFTRS lecturer, Louise Clarke says: “Combine an ideas powerhouse with the latest knowledge in TV training, add a generous splash of boundless enthusiasm and you have Tina Lymberis: a recipe for success.”

Working as the Head of Video Production with iPRIME through 2007, Tina had a platform to leverage her many years of management experience and delve into the world of online production. Coupled with her passion and enthusiasm for dance, the only logical path was to produce üBERgroover.tv. iPRIME CEO, Tony Surtees affirms: “Really great media finds a way to engage across cultures and connect people…ü̈BERgroover.tv does that by reaching that something in all of us which really “connects” with our emotions. It curls the corner of your mouth, tugs at your heart and brings a tap to your toes. It’s music, it’s community, it’s tribal.”

The first season starts 6pm, 25 June 2008 and consists of 20 Australian made webisodes (each four to six minutes in duration) released weekly via http://www.ubergroover.tv. The show includes everyday people sharing their stories and favourite dance moves. Having grown up in a Greek-Australian household, Tina felt that “Australians need dances that connect them to the diverse constituents of their culture”.

Audiences can create grooves that represent modern Australian culture through “groovemaker”, a tool which incorporates the latest online interactive technology. It allows anyone to combine dance-moves and music, using their web browser, to choreograph their own routines. Gary Hayes, Director of LAMP declares: “ü̈BERgroover.tv is a good example of where collaborative entertainment is heading. It is about community created content in perfect synergy with the intention of the original creators - it is also a great deal of fun! LAMP is delighted with this launch”.

“üBERgroover.tv fuses user created content with professional production values and interactive tools to provide immersive entertainment; a perfect recipe, considering viewers are getting tired of watching stand-alone amateur content, but still wanting to show themselves off”, concludes Ms Lymberis. “Viewers hold the future of propelling Australian dance culture in the click of their mouse.”

Media contact: Tina Lymberis +61 402 123 933 tina@mediarize.com

Good luck from all the LAMP team and keep on ‘grooving’!

June 5th, 2008 by Brett Robertson

MEFCON 2008 - What a stupid question to ask?

Courtesy of Michael Ball:

“Is there a market for feature-length films on the mobile phone?” I asked Tomas Gewecke, new President of Digital Distribution for Warner Bros., at the US Mobile Entertainment Forum Conference MEFCON last week.

You’d think, by the audience reaction, that I just confessed to running over his dog.

Warner cut a deal recently with Sprint Nextel Corp., where they’re placing selected films on the Sprint Movies deck. Stopping short of revealing numbers, Tom was enthusiastic about the growth prospects for this category. His colleague, Maria Seidman, said that Warner Bros. has seen “incredible results” from the Sprint deal.

And that’s when the crowd kicked in.
Keep reading →

June 4th, 2008 by Brett Robertson

The connected future of the car.

LAMP has been advocating the ideals of an integrated content strategy harnessing the virtues of traditional and emerging technologies for a while now and as every new piece of technology emerges, this strategy evolves and comes to incorporate the reality derived from the trend. Today we hear about GM’s OnStar communication diagnostic system , that is now included standard in 50 of their USA model cars and a plethora of TomTom and Garmin GP Systems - but what is really exciting and what should be of greater interest to us all is in how the car itself is being viewed.

Did you know that there is a move to create a “dot.car” top level domain name? In my opinion this is significant. This is significant in that the perspective of the car as a utilitarian platform (wheels, motor, Bluetooth holster and iPod amplifier) is changing into a content centric platform (think part of content strategy). There is a general recognition, much like that with the dot.TV, dot.Mobi, that the uniqueness of this platform requires its own particular means of delivering content, interfacing with this content and creating standards around the environment in which the content lives. The car-network will need its own protocols and standards. It will need this to effectively utilise such communication-centric, real-time data as vehicle performance and maintenance diagnostics data, as well as vehicle location data (think location based services) and content transmission. Firewalls that protect your ability to seamlessly interface with the web and potentially with your network at home. There are clearly implications for auto manufacturers, marketers and content players.

Content and the car are on the move …will you be ready?

June 4th, 2008 by Gary Hayes

Age of Conan - another WoW challenger?

There have been many MMOGs that come and go and initially appear to be contenders out to take a slice of the 65% of the market share that World of Warcraft has in online games arena. Blizzard are making around $500m per year in clear profit from their subscription model and a similar amount in virtual goods or transactions thereof sales. Age of Conan which has been out two weeks or so is touted as the next contender probably due to it being the fastest selling MMOG of all time - 400 000 subscriptions in a few days and over 2.2 million visitors to the Age of Conan website in 10 days.

The quality of the graphics for an MMOG is very good and one reason for its success may indeed be that the character rendering (remember this is real time social gaming) is starting to approach PC or Console ’solo’ games - well it seems to be 3/4 years behind but catching fast. The story environment itself is very NWN crossed with a traditional medieval sim but with WoW type gameplay and by all accounts very graphic and violent reconstructions of barbaric scenarios - I hope that is not the main reason we are seeing this flood to try the game. More from the PR machine after the video.

From gamesindustry biz

Funcom is proud to announce that Age of Conan is one of the fastest selling PC games of all time. More than 400.000 gamers have entered Hyboria over the last few days, with almost half coming from the North American market. This amazing figure for a PC game shows that the positive pre-order trend has transferred into actual sales, and people from all over the world are now flocking to the most savage, sexy and brutal MMO ever created.

Over the weekend an astounding amount of concurrent gamers were logged on to the game, making Age of Conan one of the busiest MMOs in the western hemisphere. With stock flying out of several retail chains, Funcom expects the number to increase in the days to come. In addition to the many gamers logging in, there was also substantial traffic to the Age of Conan websites, with more than 2,2 million unique visitors during the last ten days.

As a result of the great launch, players and press have been raving about the unique qualities of the game, and the first 20 reviews give Age of Conan an average score above 90%. The first US reviews are also live, with Gamezone.com giving the game an Editor’s Choice Award, a 9.4 of 10 score, while heralding Age of Conan as a “Benchmark MMO”. Sci-Fi.com was also an early mover and gave the game a straight A, stating that “If Robert E. Howard had been a game designer.., this is the Conan he would have invented.”

“The initial sales and reviews are very encouraging, and it’s great to see that so many are enjoying Age of Conan,” said Funcom CEO Trond Arne Aas. “This is just the beginning, and we already look forward to massive updates and cool new features. We believe our focus on making Conan unique and groundbreaking is a key reason for the initial success. This is a focus we will keep and reinforce, and players can expect continued quality and innovation as we enter a new era for the game.”

June 4th, 2008 by Gary Hayes

The Funding Brain Game and Cognitive Long Tail

There has been a lot in the news recently of serious VC funding for Serious Games. This one reported by TechCrunch from Lumos Labs called Lumosity which got a smooth $3m is typical of the current rush. The robust business model for ‘improvement games’ echoes some of my 1990s research into business models around ‘old school’ point and click interactivity which put ’services that educated or improved me’ as second on a top 20 list of what people would pay for.

To quote their own advertising -

Lumosity users have experienced:

  • Clearer and quicker thinking
  • Improved memory for names, numbers, directions, etc
  • Increased alertness and awareness
  • Elevated mood
  • Better concentration at work or while driving

The personally challenging element (and therefore urge to use it) for those over 30 is this particular game sampled 40 000 people who used the 7 day trial and the embedded chart below demonstrates how our cognitive functions (memory, processing speed and attention) start to deteriorate…time to train that brain, up,down,in,out…2,3,4…spot the missing object…2,3,4…

As you age your brain slows down, your memory goes, and your attention lapses. Online brain fitness games like Lumosity sell the promise of stopping that decline. But as the chart below shows, it is all downhill after 30. (The chart is based on the brain performance index scores of 40,000 Lumosity users). Lumosity lets members play games designed to improve their memory, processing speed, and attention.

I’ve tried the games, and they are rather satisfying. One requires you to locate a bird that appears on the screen for a split second, while at the same time identifying a letter that flashes elsewhere on the screen. (It’s harder than it sounds). Others include a maze memory game and a symbol-matching one. Members pay $10 a month, with a free, 7-day trial.