About

All articles, tagged with “social”

Creatarr

cc image by vdu, j4mie

One of the things I’ve been tinkering with since leaving Linden Lab is Creatarr: a creative, collaborative social game. Creatarr’s goal is to bring some of the magical collaborative creation found in Second Life to a wider audience and to push creativity in social games and the web beyond virtual farming and impact text on animal pictures.

I quickly got busy building the CREST API for CCP and I’m likely to have even less free time when I start my new gig, but Facebook are happy for me to continue to tinker with Creatarr and I like shipping code, so I’ve decided to make Creatarr public and run it for as long as people are playing. There are plenty of rough edges, but there are also some neat ideas and plenty of fun to be had, so head over to creatarr.com and dive in.

Thanks to @mrkemeny, Irene Soler, Chris James, @yandle and @profaniti for helping to build Creatarr.

Following In My Father’s Footsteps

Tintin Hair

From 2 years before I was born, until just before I started working on Second Life at Linden Lab, my Dad worked at an innovative technology company with a large consumer photography business: Kodak. From January next year I’ll be working at an innovative technology company with a large consumer photography business: Facebook.

Looking at the march of technology from the perspectives of these companies is amazing. I had a summer job building my first web application for Kodak while I was studying Computer Science in Nottingham and remember one of the researchers there joking that film needed to last a long time as a roll would often have pictures of christmas trees at either end with a summer holiday in the middle. Photography was so expensive that people would only take a few dozen pictures a year. Now we happily take a dozen pictures of our lunch, wouldn’t consider buying a telephone without a built in multi-megapixel camera and people upload hundreds of millions of images to Facebook every day.

While the cost of creating photos has fallen to almost zero, their value hasn’t. Some of my most enjoyable moments recently have been looking at and commenting on the latest pictures of my brand new nephew, Charlie, on Facebook and so it goes for Facebook’s other billion users. Photos that are now so cheap to create that Kodak has filed for chapter 11 protection become social objects that are so valuable that Facebook can host the photos for free and still make a good business from advertising around the conversation.

Working for Facebook might seem like a strange move after a decade working on 3D environments, but virtual worlds like Second Life and EVE are also social spaces, just with virtual nightclubs or space battles as the social objects. While 3D environments allow more immersion than Facebook, the price is a much higher barrier to entry. Although a few people from my family tried Second Life while I worked at Linden Lab: most of my family use Facebook already. My brother could create a gallery of pictures of my nephew in Second Life and we could meet there to talk about them, but then most of my nephew’s other aunts and uncles wouldn’t be able to join us. Ubiquity trumps immersion. Virtual worlds like Second Life still need their iPod moment if they’re going to cross the chasm from niche technology used by gamers, early adopters and academics to become a mainstream communication technology. Even though Second Life is free to use and paid for by the publishers of the 3D content, it’s still too hard to navigate for most people to use almost a decade after its launch.

Facebook is already used by a billion people to keep in touch, while still evolving and developing at an incredible pace. I’m going to help new uncles connect with new nephews around the world while working on new technologies, which I think is going to make Facebook a fun and rewarding place to work.

After that, who knows? My Dad’s working on some pretty amazing stuff these days: if I keep following in his footsteps and change keeps accelerating, the next thing is science fiction now, just as Second Life and Facebook were in 1975.

Evolving Develop

As usual I headed down to the Metropole on the sea front last week to attend the annual Develop conference in Brighton. Unusually, this time I was attending the Evolve day which shifts the focus from console development to online, mobile and social games, which I had helped create as part of the steering commitee. I was very impressed.

The first talk I attended was not strictly part of the evolve day: I switched over to the Games:Edu track to listen to Alice Taylor talk about her work building games for Channel 4. In a previous era, Channel 4 spent £6 million a year on public service programming for young people which ended up being shown in the mornings when the only young people at home were off sick. In order to reach a wider audience all of that money was switched to online programming and, because 14-19 year olds love them, games. Since then, Alice and Matt Locke have toured the country commisioning small developers to develop games like Sneeze, Routes, 1066 and future games battling STIs in privates and making science fun for girls with Ada Lovelace. It all sounds like loads of fun and a great fit for Second Life (which already has a fair amount of sex and science adventures of its own), but the key here is availability. Alice is going where the kids are. Millions of people play the Channel 4 games using technologies like Flash which are ubiquitous: an order of magnitude more people than use Second Life regularly or used to watch the telly from their sick beds.

Next up was “Browser Based Games Past Present Future” which sounded perfect: which of the competing technologies is going to win the battle for the 3D browser canvas, which should we use to make Second Life more accessible to some of Alice’s teens? Unfortunately the retrospective and predictive parts of the talk were extremely limited and the talk was mostly a plug for Pirate Galaxy: an online Java based Eve. Luckily it looks incredibly well done. In particular the in world economy which allows either time or money to be converted in to energy and from their in to experience and eventually space ships looks very slick: to begin with energy is plentiful and little is needed. Slowly the screw is turned making the urge to invest in energy ever more inticing. There are also limits on the amount of short cutting that can be done by investing money, with game play still required to gain experience which is needed to buy the best ships. It’s all a long step forward from the experiments with economies and mudflation we grappled with at AGC, SIGGRAPH and on Terra Nova.

The highlight of the day for me was the talk by Kristian Segerstrale, CEO and co-founder of Playfish who make some of the most successful games on Facebook, including Pet Society: a game which allows you to collect rainbow poos and is as popular on Facebook as Rhianna and the Simpsons. Kristian talked about how social games are different: no longer focused on creating paths for solitary players to experience fear, horror, wonder and suspense, social games are toolkits for cooperation, competition and expression for friends. Social games have been responsible for most of the growth in the games industry over the last year and while the Wii and Rock Band have let friends gather and play together, games on social networks let friends play together online. Where traditional games spend years and millions in development and then launch with marketing splurges and shelf space negitiated with retailers, social games might intially be developed for 10s of thousands, sit on an infinite shelf and are marketed virally through recommendations from friends. Where traditional games rely on the intuition of a games designer who hopes to get it right, social games rely on feedback. After launch social games are deluged with information. Marketing is driven by numbers, buy buttons are A/B tested with users, designers analyse play, further investment and development desisions are based on usage, the skill is not in intuitively knowing what players will like, but by mining and filtering a slew of data to find out. Kristian’s talk felt a lot like Raph Koster’s dinosaurs talk from a few years back: it even used a similar meteor strike slide, however, this time around the small mammals weren’t micro user generated virtual worlds but pets doing rainbow poos and restaurant sims where you can hire your mum as chef.

It will be interesting to see how the small furry mammals evolve over the coming years.

New Widgets

It’s that time of year again where people start asking what I’d like for Christmas and I start wondering what they’d like in return. It’s just the sort of problem that should be solved with social software. Over the last few years I’ve had an Amazon wish list which suffices for books, music and software, but doesn’t allow me to add fun things like board games, sensors and [lego] (http://shop.lego.com/Default.aspx).

I’ve thought about building a wish list service that worked against any web store a few times and was talking to my old friend Tom about this problem at the weekend when he came to stay with his lovely new daughter Beth. We both agreed that someone must have built it already and so it goes: boxedup provides you with browser buttons that allow you to easily add any product any where on the web to a social wish list service. It also supports the other essential feature — allowing your friends to reserve items in a way that’s visible to them, but invisible to you, so everything stays a surprise until the big day.

I’ve added a boxedup widget to the side bar so you can see what interesting schwag I’ve uncovered from across the web in a wonderland style. While I was at it I added a friendfeed widget so you can see what I’m reading, bookmarking and uploading in a simon willison/boingboing style too.

Now I just need to get everyone I know to set up a boxedup list too and my Christmas shopping will do itself.

dConstructing dConstruct

A couple of weeks ago the great and the good of web development descended on Brighton for the wonderful clearleft produced dconstruct conference and once again I’m glad I went along.

Steven Johnson kicked off with a talk about how Dr. John Snow’s innovative data visualization of a cholera epidemic and the wisdom of dead crowds helped convince people of the water borne nature of the disease. It was an interesting story, but it mostly ended up being a plug for his book and geoblogging aggregator outside.in.

Next up, Aleks Krotoski talked about how games had spent decades creating incredibly compelling user experiences in silos without much contact with each other the academic HCI community or the web. Meanwhile the web is very interested in creating similarly sticky experiences using virtual rewards to encourage participation. Aleks’ conclusion was that the two communities should talk and I agree.

Daniel Burka talked about similar themes in his talk about the evolution of Digg. The most interesting anecdotes where about how top diggers started off as a good incentive, but became a disincentive when new users saw how unachievable the scores had become and how the recommendation engine is now a good way to encourage some of Digg’s passive audience to get involved.

Matt Jones and Matt Bidaulph talked about their successful Silicon Roundabout startup dopplr. Jones talked about visual design and delighters which sounded a lot like Alek’s virtual rewards in games. SL uber-hacker Bidaulph talked made another gaming analogy, talking about how embedding dopplr in other sites and vice versa achieves a similar seamless experience to streaming maps in games: removing the load screens and jumps that used to bedevil console games and still are the normal experience when using the web. He also talked about the importance of using message queues and asynchronicity in services like dopplr which pull information from across the web.

Joshua Porter‘s talk on Leveraging Cognitive Bias in Social Design was the stand out talk for me. He talked about exploiting people’s tendency to pattern match to generalise isolated positive case studies on web sites and on framing account creation as something to do to avoid losing features rather than something that gains features as a way to play on the tendency to value losses greater than gains. His description of the how the 9x mismatch between customers (who over value the application they already have by 3 times) and developers (who over value the application they have developed by 3 times) creates a huge barrier to application adoption was particularly interesting.

Tantek Celik‘s talk about using hCard and rel=me links to create portable, auto-updating social network profiles and data to reduce the fatigue induced by inviting all of your friends to many social networks was the most practical session of the day. I’m going to try playing around with rel=me links and Google’s social graph API here soon.

Jeremy Keith gave a grandiose talk to end the day which wove together psychohistory from Asimov’s Foundation Series with Critical Mass and The Wisdom of Crowds to talk about how network effects and power law distributions cause some social software to explode in popularity while others wither, but that despite The Tipping Point being sold in business sections as a how-to book, it is fundamentally a retrospective and that predicting or engineering tipping points or network effects is notoriously hard. It was a great talk and the conclusion that social software is more of a lottery than a science is valid, but still: you have to be [in it to win it] (http://secondlife.com).

A Collaborative User Generated Ambient Augmented Virtual Reality Scientific Visualisation The Size Of Denmark

2 years ago at [Euro FOO 2006] (http://wiki.oreillynet.com/eurofoo06/index.cgi “Euro FOO 2006]) I met a mass of great people and enjoyed a torrent of wonderful conversations, but 2 of them in particular stuck with me. The first was with [Gavin Starks] (http://www.dgen.net/biog/ “d::gen network”) who commented that climate change would be much easier to deal with if we could see carbon dioxide. The second was with Claus Dahl who observed that [Second Life] (http://secondlife.com “Second Life”) is a great platform to prototype large scale [augmented reality] (http://en.wikipedia.org/wiki/Augmented_reality “Augmented Reality”) applications as every object in Second Life has an Id and you can give away free augmented reality glasses in the form of heads up displays (HUDs).

A year later I started to experiment with the latter idea with SLateIt, an augmented reality application that can be used to find, tag and rate virtual objects in Second Life. Although I think tagging, rating and recommendation systems have a bright future in navigating the vast quantities of people, places and stuff in Second Life, SLateIt mostly came about as a way to demo augmented virtual reality in Second Life without a large data set to associate with objects in SL.

Finally, last week, the awesome team of Max Williams, Ryan Alexander, Andrew Conway, [Simon Willison] (http://simonwillison.net), [Natalie Downe] (http://notes.natbat.net) and Chris Waigl helped me bring the two ideas together by mashing up SLateIt, SecondLife and Gavin Starks’ new [AMEE] (http://amee.cc) emissions data base to create [Carbon Goggles] (http://carbongoggles.org). Instead of mapping Second Life object Ids to tags and ratings, Carbon Goggles maps Second Life object Ids to AMEE URLs. The HUD queries carbongoggles.org for emissions data for nearby objects and, if found, overlays a sphere on the object with a volume corresponding to the monthly carbon emissions of the object. In 24 hours we managed to hack together a working system to demo at Mashed and 2 days later added an annotation interface that allows new objects to be annotated with emissions data.

Carbon Goggles has had some great coverage over the last week, but I really hope the story doesn’t end there. The goal is to annotate objects across Second Life to produce a collaborative user generated ambient augmented virtual reality scientific visualisation the size of Denmark. Together we can add an extra layer of information to Second Life allowing people to learn to make more informed decisions in real life while living their Second Life. If you’re part of a group in Second Life that would like to help annotate objects, host Carbon Goggles vendors in world, create videos or images of Carbon Goggles visualisations or would like to help in any other way, please join the Carbon Goggles group in Second Life and get in touch.

![Carbon Goggles] (http://farm4.static.flickr.com/3090/2601623427_e1a3d3076b.jpg)