Category: Review

Single Purpose Browsing & Why Tabbed Browsing Makes for a Pretty BAD User Experience

When Firefox, previously called Phoenix and Firebird, launched tabbed browsing (well, after Bloatzilla), I was super-excited and pimping it to all my friends. It’s been a while since I felt this way and, with tab-saving in browsers (which I of course turn on), I tend to choose the browser with the least tabs saved in it. Apps like Choosy for the Mac, which gives me a pop-up with a choice of browsers whenever clicking a link, or which chooses the best-performing browser running at the time, are a life-saver, but they are just a piecemeal solution to a greater problem.

Firefox, in its latest version (3.6), introduced a nifty feature for a better tab user-experience, which I hope they expand a little more. Basically, when you click on the little icon on the top right (see screenshot), you get a nice overview, called “Showcase,” of all the tabs loaded in your browser at the time.

Firefox showcase tabs.jpg

A similar implementation is of course Safari’s and Chrome’s start-window, which shows you an overview of your most viewed sites, making it a visual replacement for your bookmarks and/or history managers.

For some time now, you’ve also had the feature of restoring tabs after closing your browser, either voluntary, which makes sense as tabs consume an insane amount of ram and CPU (especially for Flash sites, but for plenty of other things also), and as a safety feature, when your browser crashes. Saft for Safari (Mac only) introduced a tab-recovery user-interface (see picture), where you see a list of tabs previously loaded and where you can tick or untick sites that you want to start up with. I believe Firefox has a similar interface for tab-recovery after a crash.

Saft restore browser or tab windows Safari.jpg

But it’s all still a hassle and I really haven’t come across a perfect implementation of dealing with several dozens of tabs. I wouldn’t mind having the option of starting Firefox tab-free, with option of restoring whatever tab I used previously, in its original state, via something like the Firefox Showcase interface. There are some Firefox extensions that do just that, but I’ve so far not come across something that is intuitively usable.

There is the other problem, which is that sometimes you want to open a browser for a single purpose, such as Google Maps, Gmail, or the weather, and it’s annoying to have to open a browser with 50+ tabs in it. Some sites have become applications rather than sources of information and just like it doesn’t make sense to open the full Office suite when opening Microsoft Word, it doesn’t make sense to open several tabs to go to one site.

Since last night, I’m experimenting with Fluid on the Mac, one of a few, I’m sure, applications that turn websites into applications that launch from your application folder. So I now have a Google Calendar app, a Google Docs app, etc. For Gmail, I really like Mailplane, which also uses Webkit, Safari’s open source sibling, as a basis for creating a service dedicated to one site, or in Mailplane’s case, multiple Gmail accounts.

So far that is the best user-experience for me if I want to go to a site that is also an application. Tabs, I’m sure, have a purpose, but they just invite information overload and the guilt for not being able to deal with it all. If you, the readers, have similar experience, feel free to share them, and if you found solutions, please let us know as well!

Addendum: talk about measuring the real cost of tabs… In the last weeks, I received 12 identical letters from the Dutch government regarding an access code I requested once. Turns out that it was one of my 50 saved tabs in Firefox that, every time I restarted the browser, requested a new code when the page loaded.

CeBit 2010: On 3D technology and its commercial potential

CeBit 2010 3D.jpgThis year, I had the chance to visit CeBit 2010 for the very first time. It was an anticlimactic experience. Being raised with reports of CESs and Macworlds, you can’t help but hope to stumble on the next big thing, but what I was confronted with what had the air of a dusty town ripped out of a Western movie after all the gold diggers left for fairer grounds. In this case, the gold drought is the recession, and the aftermath (to me) appeared as a number of very empty spaces and the remainder seemingly under-budgeted, not “2010 innovative” but 2007 innovative, and with a big sticker on their back saying: “I’m under-confident, please buy something!”

To me, the most interesting technologies were 3D and a massage chair that took me under for 20 min. The biggest news story, however, was USB 3.0, a sad state of affairs if 2010 is marked by a tiny, soon to be in every computer, plug (no matter how fast that damn thing is).

Ignoring the massage chair, which I can’t recommend enough, 3D was the hot topic, inspired by, of course, Avatar. Everybody, from Nokia to Nvidia, appeared to have something related to 3D. They mostly had excuses for it—Nokia was pimping its high bandwidth infrastructure for 3D content aimed at TV & telephone providers; Nvida was pimping its 3D shutter technology for consumer PCs; Frauenhofer Institut was pimping its glasses-less 3D technology; and more and more and more—but my end-conclusion, also after trying to explore the potential for a revolution that was Avatar, was that 3D is an excellent gimmick that will draw a crowd to your stand or cinema, but will leave you disappointed 2/3 times.

Ironically, Nokia had the most impressive display of 3D, showing it off on a 15,000 euro JVC flatscreen. When asked for details, however, all they could tell me was the price of the TV and that their bandwidth technology was not for sale to the “likes of me.” Very arrogant, those Nokia folk and it wasn’t just the 3D guy either… Nvidia’s shutter glasses also worked well and I see a real potential for 3D gaming. Frauenhofer’s glasses-less 3D-TV… pah! The problem with 3D is that it’s so easy to do it badly and 3D without glasses is far from ready. 3D with glasses is far from ready!

I don’t get the obsession with not wearing glasses either. First of all, they’re roomy, which means that you can wear them over existing glasses, they won’t make the claustrophobic more claustrophobic, and they’re disposable. Putting on glasses in the living room is kind of like turning off the light when watching TV.

Last, but not least, I liked lcReflex, which developed an interesting, if not very portable contraption, that makes applications on a computer screen three-dimensional. It involves something they call a Stereomonitor, two screens joined together at a 90 degree angle (one front-facing, one on top facing down) and a semi-transparent mirror in the middle. Put on glasses and you can manipulate an image of brain in 3 dimensions, which should be very interesting for, eh, brain-scientists and playing 3D Tetris.

What’s fairly clear is that we are very close to having 3D in our living rooms, whether it’s for playing games or for watching (selected) TV-shows and movies. But 3D has the same problem that HD-DVDs and -TVs have, which is that it’s insanely niche. You can’t play everything on it and you need some pretty expensive equipment to play it. That combination doesn’t justify much of an investment in it.

The best chances for success belong to companies like Nvidia, which produce consumer-priced solutions for consuming content. Add to this that it is (relatively speaking) fairly easy to convert digital content from 2D to 3D. I very much see the next stage of gaming to becoming 3D.

I’m much more bearish on video-media. Great that cinemas have found a new revenue stream to subsidise their troubled existence. Great that 7 out of 10 filmmakers are considering to make their next film in 3D. I don’t think cinemas have to worry about living rooms competing with them on that level anytime soon. While the need for a big screen to enjoy 3D is a myth well-worth breaking (and it soon will be in gaming), it is still a powerful way to experience a movie and something you can sell at €/$ 15 a pop. Home-entertainment still has the expensive technology problem and the fact that BluRay DVDs simply aren’t selling to anyone except Playstation 3 owners.

As mentioned, 3D’s gimmick power is strong, but that will wear off after having 3D technology in your living room and hardly any media to consume on it. It’s much better off in cinemas where the growing few pay a few bucks more to see space debris floating above their heads, or on consoles where the price of a 3D add-on is hardly more than buying a Guitar Hero guitar.

Thoughts on the (iTablet) iPad – connectivity, apps, multitasking, integrating with Macs

The following is a draft I wrote prior to the announcement of the iPad, but which I didn’t publish because it was a series of hypotheses based on an as yet non-existing product. It’s a series of thoughts on how an interface of a touchscreen larger than an iPhone might look like. It is inspired by both my experiences with Macs and since recently with an iPod Touch. Here goes.

A couple of thoughts I had last night (written on 13.01.2010) about interfaces, the current state of development for the iPhone OS, how Apple could build a hybrid of Mac and iPhone OS, and how the company could build multi-tasking into its rumoured tablet. My thought were the following:

Welcome to the Apple Store - Apple Store (U.S.).jpg

a. A new category: I don’t think the iTablet, if it exists, will be either a Mac or an iPhone. My super-superficial reason: it doesn’t fit in the Mac line-up depicted on the online Apple Store (see pic), but a more underlying reason is that I don’t see space for it in either a Mac-category or a Mobile phone/media player category. Which is not to say that it won’t do either well, but I think it will more fall into the class of Netbooks, though of course with the purpose of bombing those low-tech, low-innovation devices out of the water… just like Apple did with MP3 players and with Phones. Note from today: as it turns out, the iPad is depicted below the iPod, iPhone, and Mac lines, but time will tell where it will be once it’s on sale.

b. The Keyboard: I think that any 10″ screen will demand more connectivity to secondary (Apple) devices than the iPhone allows for. That means, an external keyboard and mouse, which transforms the tablet into a desktop. I have less complaints about the software-keyboard now, after working with a Touch for a while, but I still don’t see it as an alternative for longer texts, which a larger screen would warrant. Some months ago, I made a stupid mock-up of the iPhone + a keyboard (see pic), which is how I envision it looking (only better).

c. The App Store: 3 Billion Apps downloaded, Apple just reported, which also suggests a kind of lock-in. For better or worse, developers have accepted the App-store and I think it works for several reasons for both, namely more protection from pirates, more predictability for developers when developing for the black hole that is Apple, and more control by Apple, which is what Apple likes, not to mention new income streams for both. I think the App Store will continue to exist and will present new challenges when talking about a larger screen. Note from today: I don’t believe that what we will get to see in less than two months will be that what people were playing around with after the Apple keynote. iPhone apps inflated to a larger screen, come on?

d: The User Interface: I’ve written previously about Quick Look in Snow Leopard and how I also dug its slight innovation in terms of in-icon playing of media. Previously, OS X also introduced Dashboard into Tiger (I believe), whose interface, on the surface at least, resembles the iPhone. My view is that Apple will give developers the option to just keep the same resolution apps as they have offered before, though not exclusively of course. But imagine “Quick Looking” an app and still having it run inside its “Icon,” while the user does something else. For the rest, I of course think that full-screen Apps will exist, which is where Dashboard comes in, or at least a type of Dashboard. (Note: that was wrong. More below.)

Apple Dashboard in iPad-1.jpge. Integration with the Mac: One of the most underused interfaces, at least on my Mac, is Dashboard, which allows people to have continuously open widgets on anything from news, to games, to radio, to system monitoring. It’s useful for those purposes, but not really something i spend more than a few minutes at a time with. Yet the first thing that came to mind when thinking of a “Tablet,” using both iPhone and Mac interface components, was Dashboard. It creates a new layer on top of a traditional desktop, allowing for user-input and information display. When I envision someone running the apps that would work on the “iTablet” also, I think of it either being that you open up a new layer on your Mac and run the very same apps on it through something like a Dashboard-like interface. Or, and the simplest solution is usually the best, through having the Tablet sync through iTunes with regular applications on the Mac.

Note from today: well, obviously this was wrong, but there have been several theories aired of having a type of Dashboard on the iPad for apps like calculator and weather, which don’t at all make sense to run in single focus on a larger screen than the iPhone.

Further thoughts from today: I do think that we will see a new OS update for both the iPhone and iPad before the release of the iPad. This will address the concerns that people have about it just being a larger iPod Touch. For the rest, to me the only downside to this device is the lack of a front-facing camera for video-calling, and some minor things. And I also think it’s the perfect “parent device!” What the Wii was to gaming, the iPad is to computing, addressing a very very blue ocean.

As previously stated, I’m still in line to get one this year, though only after trying one first.

Vincent

FarmVille is a role playing game

As I argued in the comments in Vincent’s post about FarmVille, FarmVille is a role playing game (RPG). And pretty bad one at that. Like most RPGs, you don’t actually need any skills or develop any skill playing it yourself as your success is solely dependent on the amount of time you sink into it. You can get pretty good at FreeCell, but no matter how much time you spend in FarmVille, you won’t get “better” in it. But what most RPGs have at least is a story – even if most these days have left the ending pretty open. Contrast this to FarmVille which isn’t trying to tell you any story. In this sense it resembles a simulation, but that genre is usually characterized by depth and strategy which are nowhere to be seen in FarmVille, unlike, say, in SimFarm from 1993.

Free range animal farming at FarmVille

It is way too easy to categorise FarmVille as a “casual” game, but “casual” doesn’t need to mean games where you can’t lose, games which have zero learning curve and games that don’t offer challenge. A good example of “casual” game that always ends in the player “losing” and (hence?) offers a lot of challenge is Bejeweled. If I remember correctly, Bejeweled was the previous title holder to the biggest casual game ever.

The only challenges are achievements – and now collections. But there’s little, if any, social value in achieving them – unless you count boasting about them on your Facebook wall. And, unfortunately, the game doesn’t have level 13 Pig Warlocks.

There’s some irony that the main reason people play FarmVille, boredom, is also a main reason why people quit it. This boredom kicks in at about level 20 or so, where you start to realize that you have pretty much seen everything the game has to offer. The only thing left is the grind.

There are, of course, shortcuts to simple grinding. You can use farm machinery to do your activities faster, but they consume fuel (that, until recently, you could only refill by real money). Also, spending money allows you to get many benefits before non-paying players. And this is a problem, because many people don’t consider this “fair”. Offering players to pay to save time, however, is pretty crucial from business logic. The trap here is that the players who don’t feel comfortable paying start to feel that the only way to progress in the game is to spend real money.

FarmVille follows the RPG formula that the higher you have leveled, the more effort (= experience points) you need to reach next level. Granted, you have access to new things that might increase your “productivity”, but the mean time between levels is increasing. However, and this is the problem, the reward of leveling up remains pretty much the same. At some point, the perceieved benefit/effort ratio falls short. The trick is that at this point, the player has invested so much into the game that they might be more willing to pay real money to make advancing easier… if the rewards of leveling up are worth it.

The business logic of FarmVille dictates that the more you play, the better player you are for Zynga. It’s the curious logic of taxing your good customers, the discrimination for the information age. This is most evident if you look at how the experience points you get from crops depends on their harvest time. The shorter the harvest time (and so, how many times the player “needs” to play FarmVille), the more experience the player can gain in given time. As you can see, the relationship between these two variables follows an exponential distribution with pretty high correlation.

Harvest time is strongly correlated with experience points you can get in FarmVille

There's not much correlation between profits and harvest time, though.

As an interesting side note, the correlation between Harvest time and profit isn’t nearly as high and there’s a lot of variation. This neatly illustrates how the main metric in the game (from game designer’s perspective) is not profit, but experience points which are tightly tied to player retention. This also means that while there’s a wide variety of different kind of crops, there’s only a handful that makes any sense to use as the rest are strongly dominated. Oh, and the trees and the animals don’t make any sense given how scarce the land is and how much more profitable the crops are. The only reason to have either is for achieving ribbons – or self-expression (which you might have already guessed was pretty low on my priority list).

The other thing in FarmVille is that your game progress is also aided somewhat by the amount of friends you have. Whether these friends help you or not, is not necessasry, as only retaining a certain friend amount gives you benefits. The most important of these is access to larger farms. The social aspects of FarmVille can be divided into self-expression (how one designs one’s farm) and a coordination game of sharing gifts and other “loot”. The game design trick of “free gifts” is pretty clear after the player realizes that he or she needs a bigger farm to accommodate all the gifts. Contrast this “social gaming” to the title-holder of “most anti-social game ever”, World of Warcraft, in which (as far as I’ve understood) it is possible to “complete” the game alone, but playing with others is a key element to enjoy the game. In WoW the higher level players can help out lower level players, but in FarmVille the higher level players can gift some items to lower level players that lower player level players can’t gift. So, for some time the reciprocity logic didn’t really work in gifting, but this was recently fixed by introduction of “Mystery gifts” that are pretty much the only thing that makes sense for lower level players to send to higher level players.

So, what you are left in a more competitive sense of “social gaming” is the amount of ribbons you have collected, the level you have achieved and how pimped out your farm is. The element of achievements that you can accomplish as a group is zero.

I’m not entirely sure that Facebook is the most fertily grounds for games, as the dominating functionality seems to be “the social” and exploiting one’s userbase. Game mechanics and social dynamics come second. This is why I believe that to experience “true” social gaming, one needs to invest some real money to buy a game. The “free” gaming model seems to denigrate too quickly into nickel-and-diming, see for example what happened with EA’s Battlefield Heroes – where again some of the players didn’t see the real money elements as “fair” after certain point.

The problem with FarmVille, in short, is that the business logic dictates the game design too much. The revenue incentives of Zynga make the game experience worse for the players, who are looking for more than killing time.

Thoughts on Farmville, an addictive but flawed Facebook game

I quit Farmville yesterday, after 3.5 weeks of pushing it up to level 20. In the first week, I wanted to write a review of how awesome it was and how it changed the social dynamic of Facebook. Now after a few weeks of wintery downtime, my gaming habit is back in the closet where it belongs, and my opinion is somewhat different.

What attracted me to Farmville in the first place? Well, in true Web3.0 spirit, it was someone raving about it on Twitter (Fidji Simo, I believe). It made me check it out and when I found out that some of my friends were on it, it made me give it a chance. I also remember SimFarm being one of the first games I played on my first PC and there was the nostalgia factor.

Farmville = FunVille?
The fun part of Farmville was to me truly the social dynamic. You build experience by doing different activities, such as growing fruit and vegetables, herding animals, and also helping out your friends. You can also give gifts to friends who in turn gift you back. All of that leads to two ways of measuring progress: experience points, which leads to new levels and abilities, and achievements, which you get after doing certain activities enough. While helping friends fuels my socialist—we are all equal, blablabla—self, the latter fuels my competitive—I am better, haha—self. As such, Farmville gives me complex feelings of satisfaction that can’t be found in every activity or game.

Now, while I admit that the latter statement is a little weird, but hopefully sufficient to explain why I liked the game, let me get to the parts that made me quit Farmville. They are, simply put: money, Adobe’s Flash, and boredom.

Farmville = CashVille
Farmville was admittedly the biggest blockbuster on the Facebook platform in 2009 and I have no doubt it will do well in 2010 also. The reason it is what it is, is because of its way of making money. Yes, if you want the easy way to winning, which is measured by how beautiful your farm is, you have to pay! There are three ways to pay for stuff in Farmville: achievements, such as having many neighbours or growing many tomatoes, which gets you free stuff; fake money, which buys you stuff; and Farmville money, which you get by either levelling up or by buying it for real dollars.

You can do pretty much everything you want without spending Farmville cash. Except for two things: expanding your farm, which would lead to having more real-estate and thus more “fun.” And, buying fuel. You can buy vehicles that make farming an easier chore, but using those vehicles requires fuel, which is expensive to buy and slow to recharge. The fact that I couldn’t sustainably earn income and spend it (without spending real cash) was a real downer in terms of gameplay.

Farmville = FlashVille
Flash made headlines these last few years mostly because of three things. It got bought by Adobe, its Air-platform and the sheer ubiquity of Flash as a development platform on sites such as Facebook. And, its lack of support on the iPhone / iPod Touch OS. And the latter is the case because Flash really sucks! It’s bloated, it’s not as good as pretty much any other interfacing technology (for lack of a better term), and it reminds us all of badly designed Myspace sites.

For me, the lack of iPhone OS support was a real factor as I got a Touch this Christmas, which became my nr. 1 Facebook interface, minus the reason* why I mainly visited Facebook these last few weeks (*: yes, yes, I really did mean it when I wished my friends a Merry Xmas and Happy New Year, but that just wasn’t getting me the experience points to get me ahead on Farmville…).

The second factor was that Flash is simply a bad technology. 1. it was incredibly slow and I had to reload the page several times, also losing my progress. 2. the Farmville interface is split up into blocks, on which you can farm, build, plant trees, or herd animals. Doing stuff on these chunks required actual movement of my avatar/farmer, who wasn’t moving to swiftly because of “Flashville’s bloatyness,” and I also couldn’t drag actions across the screen, which I would have been able to do even in the 16 years older SimFarm! Flash sucks and was the no. 2 reason for quitting Farmville.

I think Farmville would make the perfect iPhone App, but I really think Flash needs a major overhaul and/or be killed of.

Farmville = FrustrationVille
I already mentioned how repetitive the actual playing part became, going from one block to the next to plant or harvest. Every level felt slower and more frustrating, which was mostly due to Flash, but also perhaps due to Farmville making it harder to get to the next level. In the end, I kind of started wondering why I was playing this game and if I was even playing and not just doing manual labour. The only real reward seemed to be Farmcash, which you could either earn by levelling up (1 Farmcash per level, while buying more farmland costs like 20-30 farm-dollars, seems frustrating) or by paying real money (and that would just be sad). I could also spam my friends to join Farmville and become my neighbours, but come on!

I did get some satisfaction out of reading the several strategy guides that exist for Farmville and there really is no shortage of community support. But in the end it seems like Farmville emulates actual farming too closely, by making it tedious manual labour to grow stuff on your farm (mostly due to Flash sucking!) and it also makes it feel like serfdom, by having to buy Farmcash from your “masters,” in order to have a great-looking farm.

Well, that’s all I have to say on Farmville. It was a fun experience during the holidays and I don’t regret trying it. But while I think social gaming has a strong future, I really don’t like business models that rely on making its users’ lives more frustrating. I know World of Warcraft has a similar model and is the most successful multiplayer game ever made, but that doesn’t mean that it makes it the best game ever made. I can name a dozen single player and half a dozen multiplayer games that aren’t as successful financially, but just work well in terms of gameplay. And games like Farmville have a long way to go before they get there.

End review.
Vincent

Avatar – a review of its technologies and message

This movie was one I anticipated for some time. I’m a Sci-Fi geek, a movie freak, and a Cameron disciple (ever since Terminator 2). Most important to me today however: seeing whether the world of cinema was about to change forever… or not. My review will *not* be about the story, but about a number of themes it addresses, namely the 3D experience, motion capture, and (some spoilers) it’s environmental message.

First, the 3D experience. I’m afraid I didn’t like it very much from where I was sitting. And that I learned is one of the keys to watching a 3D flick, you have to experience it just right.

A couple of thoughts on the human experience: You have to wear glasses, you have to sit in the right place, and no one can pass the screen to go to the bathroom or else all is destroyed.

  • The glasses: there are generally 2 types of glasses used in 3D cinema, active ones with shutter technology, and passive ones, which are just like regular, slightly over-sized sunglasses. I used the latter. Having biked for 30 min. at full speed just to get to the cinema on time (that’s how geeky I am about this), I found that sweat really didn’t agree with these glasses. The cinema provided me with one of those alcohol drenched tissues, but that definitely didn’t last me through the two+ hour movie. For the rest, I found them a little dark and the image without them was a lot clearer, though of course not meant for regular 2D viewing.
  • Sitting just right: so I arrived to a packed cinema, meaning that I had to sit bottom-center-right and also that I have to try to see the movie again in a more empty cinema. To me the viewing experience definitely seemed sub-par and I will have to research optimal placement prior to seeing my next 3D movie.
  • Other people’s bladders: so a couple of things disrupted the experience: my seating position, the subtitles, and people passing the 3D screen to go to the bathroom. The latter seemed to disrupt the image physically with the light of the entire image actually changing, and my thought is that they must have disrupted the beamer in some way. And while the subtitles seemed to float as much as the rest of the objects (see next paragraphs), they took away from the illusion of staring into a wonderful 3D world at times.

Generally, I think that Avatar should actually be viewed in an IMAX theater, which has a far larger screen and is designed for 3D, and not a regular cinema converted to 3D, which seems to be all the rage these days. And while dubbed movies kind of suck, I think it may be a better choice for people like me residing in a non-English country.

THE BIG QUESTION: So how was the actual 3D? Apart from the qualms I mentioned, actually pretty interesting! A few years ago, I watched Superman Returns at an IMAX, which required me to put and take my 3D glasses on and off as a green or red symbol appeared on screen and that sucked. But for Avatar, I could keep the glasses on all the time.

The 3D itself wasn’t the pop-out kind either, rather it was like you were looking into a window at 3D objects. In one scene, Sam Worthington’s character was exploring the alien jungle and looking at some exquisite flowers and it felt to me like I was standing opposite him looking at the same objects, which was nothing short of amazing!

I liked 3D a lot in slow scenes like this, but fast scenes such as battles were a little harder to follow. Cameron tells one hell of a story though, which drew you into the picture regardless.

Topic 2: Motion capture
The actual revolution that this movie is supposed to herald is the new kind of motion capture used, called performance capture. As far as I understand it, it allows for a few innovations in film making: accurately capturing face movement, having real characters interact realistically with virtual ones, and, for the camera person, seeing in realtime the result of the performance capture through the camera’s viewfinder.

THE BIG QUESTION: did it work? Hell yes!!! You notice it first with the female antagonist, Neytiri played by Zoe Saldaña (I had no idea!), who is completely “performance captured,” and whom you fall in love with within a few minutes. Her face shows an amazing range of emotions, from anger to joy, that demands an emotional response from the viewer. The last time I found myself infatuated with a virtual character was in King Kong, where I felt real sympathy with this fantastical character that Peter Jackson brought to screen.

Topic 3: the environmental message (limited spoilers ahead!)
Yes, one of the strongest themes of this movie was preserving a planet, respecting it’s inhabitants, both plant and creature. It was very powerful, I thought, but some people may consider it as preachy.

The problem with this message is that following it would require us to abandon 99% of our technology and return to a lifestyle more connected with nature and I’m very sceptical that this could ever happen, certainly not in time for this century’s crisis.

What Avatar manages to show is that the human race, through it’s relentless need for progress and profit, will always end up destroying that which exists in order to create something new. Avatar condemns our race to a “dying planet” and it can’t send a sadder message than that.

In Conclusion:
Above all, Avatar is an Action and Sci-Fi flick, and a good one at that, but it also makes you think, which many of Cameron’s movie seem to do. Definitely a re-watch for me, both on the silver and the small screen.

Rating: 7/10

Vincent
(p.s. minus the added formatting and picture just now, this post was written on an iPod Touch, forever dispelling my notion that typing on a touch screen is impossible. It did lead to some typos & grammar errors, mostly caused by it’s 95% useful predictive spelling engine.)

One reason I don’t like Google Chrome on the Mac

In my continuous drive to “pimp” my Mac experience, I use this application switcher called “LiteSwitch.” It hasn’t been updated in years, but it still works and amongst some other cool features, it allows me to see (and manipulate) all running processes, including the hidden ones (which I choose to hide on a case-by-case basis).

Here’s what the Google Chrome Browser shows me.

Google chrome on Mac.jpg

Every time I open multiple tabs, it shows me a process, called Google Chrome Helper. With half a dozen tabs open, I soon have these processes filling up my whole tab-switcher.

I realise that Chrome is in alpha, beta, or whatever disclaimer they use these days, but I just think it’s really messy. Ironically, it is the fastest browser on my system and I really do lean towards it when quickly wanting to browse the net. Even though the average user will not see these aesthetic little bugs, I sincerely hope that they clean it up a.s.a.p.. Even Chromium, its seemingly more mature brother, displays the same behaviour.

Stop being so beta, Google!

/Vincent

A short guide for surviving Windows [aimed at Mac-users]

mac-parallels-winxp-bootcamp Let me just start with that I don’t hate Windows, far from it! I like that I can run most applications on it and, let’s face it, it is still a Windows-centric world, so knowing your way around the operating system is a fairly important skill.

As the latest update to Mac OSX Leopard, 10.5.7, has caused some mayhem on my company’s server (something to do with DHCP constantly refreshing my IP, if you can help buzz me), I am now booting into Windows XP via Bootcamp. Additionally, my boss also ordered me a new Dell PC to persuade me to “be like the rest of ‘em” (my own words), but really more to do with security: we work in a Financial Trust, which means that we deal with highly sensitive data that shouldn’t be stored on any laptop, really!

OK, so how do you, as a Mac-user, survive that Windows experience (slash “Trauma”)? Here’s what I did:

  • I love Quicksilver (a launch-utility that allows me to circumvent the mouse and explorer interface and launch apps with a few keys), and I am currently using Slickrun as a fairly effective replacement. OK, you won’t exactly be able to program triggers or append text to files, but it works.
  • Expose is another “interface aid” I use instead of alt-tab. DExposE2 is a Windows replacement that works fairly similarly.
  • Marsedit is my favourite blogging application on the Mac ever (you all know, how frequently I write..) and Windows Live Writer is a surprisingly good replacement for it.
  • GDI++ is an interesting font-rendering app for Windows XP users. It took some getting used to, but I find it works well when Cleartype is turned on.
  • Textexpander has made writing a slightly more efficient task on the Mac, certainly a less error-prone one. It basically allows you to create abbreviations or add frequently misspelled words and the program then replaces it with the word you intended. On Windows: check out Texter.

As you might have noticed, the “Mac Experience,” to me at least, is not about Application support, it’s about productivity, i.e. doing stuff quicker, which the Mac excels at. Everything else, from Microsoft Office to Mozilla Firefox essentially works the same and, in several cases better, on Windows, so no survival guide needed there.

While I will never enjoy the Windows experience as much as the Mac one, these few things have made my life a little more bearable. If you have some nifty tricks to share that have made your Windows experience better, please share them in the comments!

Vincent

P.S. One thing I would still love to have is a system-wide spell-checker like in OS X.

What "The Mailroom" makes me think about

bonnie clyde.jpgAt the moment of writing, I’m on page XXII, what some of you may recognise as the introductory pages of the book. Not nearly enough to write a review. But I discovered the title in the FT weekend edition and reading a few pages it already feels alive with the buzz of making it big from the bottom up to the most powerful circles of Hollywood. For that is the topic of the book, tales of those people that started in the mailroom and now rule the woods of holly.

What the mailroom made me think about was IBM. I read the autobiography (I think it’s this one) of the founding of IBM around 15 years ago while lounging on the beaches of Cuba. It made a strong impression on me because it was raw. The book was also badly bound, falling apart bit by bit, which no doubt added to the memory. But what made the IBM story so compelling is that it wasn’t about the “consulting biz” it is now, having gotten rid of 95% of its hardware business, but it was about going from typing machines, to calculators, to huge room-filling computers, to the personal computer. Like the Mailroom, the story is maybe a little dated, but both are about dreaming big and thinking about and experiencing the radical steps that life, business, an industry, society can make. As such, still being on page XXII of the Mailroom, I can still say that it is an inspiring read.

The other thing the Mailroom reminded me of is my love for post-1900 history. Nothing like Word War I, II, of the Cold War, I’m not very interested in humanities continuous attempts to destroy themselves. More about the chaos that made lots of adventures possible. Business opportunities like the ones that Ray Croc discovered in plastic cups and McDonalds, crime in the early 20s and 30s which was really entrepreneurism, the development of cinema as discussed in my Hitchcock / Truffaut pieces. The Mailroom, IBM.

When I look at today, (P.S. I’m just lounging in the garden in the burning sun, reading the book and pounding away at this post), it all seems rather dull in comparison. The real opportunities, which often come from unplanned chaos, seem to be more located in emerging economies like China and India, than in European countries like France where when you get fired you get a (scandalous) 50,000 euro “bonus.” Even the Internet, which has attracted a lot of free spirits in the past and present, seems to continue to get more consolidated, structured, encumbered by taxation and the personal interests of national organisations operating in a nationless environment. OK, I’m drifting…

Read the Mailroom! I predict it’s a good read, particularly during the hopefully more chilled out summer days.

Vincent

7 reasons why I'm stopping using Last.fm for music & 4 reasons why I'm starting to use Drop.io + Facebook Connect

I love musicMy sentiments about online media aside (I think it’s despicable the way media-companies treat consumers, particularly outside of the US), it has always bothered me to use Last.fm for a number of reasons. Here they are:

  1. Last.fm, apart from being happy to pull my listening data into their site, does not integrate with my listening habits Whats.O.Ever. My method for managing music, perhaps determined by owning an iPod, is entirely dominated by iTunes and the usage of the device itself.

  2. Last.fm does not play on the road (let’s ignore the iPhone radio app and that eventually all devices will be connected to the internet)

  3. Last.fm does not acknowledge that I give different stars (= degrees of love) to songs (instead I have to “love” a song manually).

  4. Discovering new music through Last.fm’s radio does not easily lead me to purchase the actual song

  5. One cherry on top is that Last.fm now wants to charge me for using the radio, even though I add to it by playing my songs.

  6. A second cherry on top is that Last.fm is now, indirectly through CBS, giving information about what we listen to and who we are, to the RIAA, a US organisation that probably also shares that information with other international organisations.

  7. The only use Last.fm seems to have is vanity, in the sense that you can see what songs I loved (when I love them) and I can make pretty graphics of my listening habits (makes for an interesting poster).

So, as of this week, I am deleting my Last.fm account.

That doesn’t change that I am a fervent listener of music and it also doesn’t change that I believe deeply in the concept of sharing music. I like finding nice tracks to play at parties and equally I like finding tracks for some of my friends that I can only connect to online. There is no legal service that allows me to do this. As a matter of fact, in the Netherlands, I should even be paying a licensing fee if I play music in public or for too many people at once!!!

In comes Drop.io, a file-sharing service that recently added Facebook Connect as a way to share stuff only with your friends. Drop.io fills the void that Last.fm leaves in the following ways:

  1. It has an integrated player that is very elegant and can also be accessed and added to via many different devices.

  2. I can restrict access to my files to my Facebook friends only (evil internet lawyers can get lost).

  3. It’s free for using 100 MB storage and charges a very fair $10 per gigabyte per year.

  4. Any loss in statistical “vanity” data can be compensated by using iTunes and starring / sorting your files accordingly.

That’s it. Of course I will not be sharing songs that are copyright protected (and, of course, if we’re not Facebook connected, you will never know for sure ;) )

Vincent

Good podcast month for entrepreneurial lessons

If you want to hear some interesting perspectives on the hardware and software business and/or starting businesses in general, check out the Stanford entrepreneurial thought leader lectures held by Jeff Hawking, co-founder of Palm, and Steve Balmer, employee no. 30 & current CEO at Microsoft.

Jeff Hawking.jpg
Jeff Hawking is also the author of “On Intelligence,” and describes his development-path of creating neuro-scientific solutions towards interfacing with technologies (which is, I think, the right perspective towards interface-design). He’s doing some pretty interesting things in the field, also through his foundation called Numenta, but I expect also through future hardware coming out (I’m not sure if he’s involved in the Palm Pre, but he was in the Foleo). He describes some crisis-moments in Palm’s past, including how to compete with Microsoft (the irony!). Very worth checking out and I love the title: “Inside the mind of a reluctant entrepreneur.”

Steve Balmer.jpg
Steve Balmer, what a character! I found him to be thoughtful and concise, whilst never forgetting to pimp the universe that is Microsoft and how that is important for startups… He shares a bunch of stories, like why he decided to drop out of Stanford and join Microsoft as employee no. 30, the current economy and its opportunities, the future of computing, and even makes a few jokes about (not mentioning) Vista.

I thoroughly enjoyed both lectures and think you will too.
Vincent

The iPhone's hardware and software capabilities are misaligned

iphone for toddlers.jpgI spent quite a lot of time evaluating smart-phones this last week, including having hands-on time with the Nokia E71, the Blackberry 8900, the iPhone & iPod Touch, with a firm eye on their capabilities as a mobile computer, more so than a mobile phone or a mobile entertainment device.

My conclusion: the iPhone (or respectively iPod Touch) are interesting insofar as interfaces are concerned that either require mouse-like interaction or that require no interaction whatsoever, e.g. listening to music. And it’s pretty consistent with my first post about the iTunes app store, where I wrote that developers should focus on developing games and other visual applications, rather than on typing-intensive apps.

Now I may be perfectly wrong about this and if you’re a long-time iPhone / iPod Touch user and are able to type long messages without a problem, please drop a comment.

There’s no denying that the Apple gadget (whichever version) is h.o.t. But I think it’s a matter of the software-features being over-hyped and people forgetting that the hardware isn’t mature yet.

  • First of all: touch-keyboards, really? It just doesn’t seem precise enough for accurate typing.
  • Second: 400 dollars/euros for 32GB of space seems way over-priced, more so because it’s also a video-device and increased video-quality also comes with (much) increased file-sizes. Add to this that streaming video from your Mac doesn’t seem possible, unless you employ one hack or the other.
  • Thirdly, I think that the web2.0 hype of developing application after application after application has strongly spilled over to the iTunes appstore, which is one of the few digital venues to have some kind of business model, but it totally overshadows any hardware deficiencies the iPod and iPhone may have (and I mean that only in terms of typing and storage, as I think apps for gaming and other entertainment work perfectly fine).

My gut tells me that iPods are mainly for entertainment and not productivity and even so that there’s a better deal to be had waiting for at least another generation beyond this.

Once again, I’m very open to you (trying to) convincing me that I’m am completely and utterly wrong.

Vincent

An (informal) Entrepreneurial Brainstorming Session No. 1: Book summaries that are stories

story as executive summaries.jpgI know I wrote about rebooting the entrepreneurial brainstorming sessions. I kind of prefer an informal style of ‘idea generation’ though… Today, the subject is literature, of which there arguably is way too much. Sometimes it’s nice to read a ‘thin book,’ like The One Minute Manager or even The Alchemist.

What those books have in common is that they give you lessons in a very compressed space. But it works, because rather than doing a dry, point-by-point summary of the content published in much longer books, they do so in story-format. The One Minute Manager is about a man trying to learn about management and he goes on a kind of exploratory adventure to uncover the secrets. According to the book there’s only really three elements to effective one-to-one management [there's another book in the series, I'm reading now, on one-to-many management also], but I won’t bore you with them. The only thing to note is that I REMEMBER the lessons in the book perfectly!

The Alchemist is not a management book, it’s a self-help book about finding happiness and the meaning to your life. It’s again about an adventure and you follow this kid across the desert. Very simple principles, clothed in the format of an entertaining and exciting story.

No wonder these two books are best-sellers!

These last decades have seen a tremendous rise on various fronts involving the mass-education of mankind. From MBAs, to millions of published books, to billions of informational websites, it’s understandably overwhelming. As a result, you now get books teaching you (supposedly) “MBAs in a nutshell”, you get websites that sell you books in audio-format. And you also get websites that sell you book summaries for the busy executive.

Having read several of these, I have to say that I’m not impressed. Sure, I can read Crossing the Chasm in 5 pages, but what have I actually learned? How do the lessons that I read in bullet-point format translate into a language that my brain understands and remembers?

The answer is, if you ask me, to start a business that translates (boring / long) books into shorter books and doing so in story-form. Nothing is as exciting to business-folk like me, than reading a Harvard Business Review case-study. Because, it’s a (nearly) living example. I place myself into the antagonist’s point of view and learn about the challenges he/she has to face!

So this is my first “entrepreneurial brainstorming” topic: start a business that translates longer books into shorter entertaining stories and sells them to executives!

What do you think?

Vincent

My biggest nightmare if I ran a startup, and what I would probably do about it

pricing nightmare.jpgThe strategy and tactics of pricing” is the toughest book I’ve ever read. Not tough as in boring, what most books regarding finance, accounting, law, programming, and other subjects I’m bad at end up being. But tough like Chess, you have think more than a few moves ahead. The fun part about chess is that it’s a game and you can fail without much pain, but with Pricing… it’s better not to make too many mistakes.

Picture this nightmare scenario, an example I just read about in the book [paraphrased]:

A large building products manufacturer is operating in a commoditised market, but has continuously been profitable due to banking on perceived technical excellence and exceptional customer service. Still, market share has been going down due to aggressive price cutting by competitors.

How would you address this problem? Well, this is what the new management of the company did:

Whenever an account was seriously threatened, sales manager were authorised to negotiate “special deals,” that would retain the business at lower, but still profitable prices. It seemed successful, and market share increased by a few points over the next few quarters.

But what happened in the long-term?

The company tried to minimise damage, by not making this a public policy. But still, customers eventually ended up talking and found out that other customers got the same quality and service for less. Worse, those customers that negotiated by threatening to go to the competition, were the ones that got the lowest prices!

Long term effects were that customers decided to no longer get “taken” by the company. Whatever previous loyalty existed, eroded, and customers opened up their doors to competitors, which had previously been closed. The company had ended up creating a financial incentive for its buyers to become more informed and less loyal, and customers responded.

Something that seemed like a smart move in the short-term, had turned into a nightmare over the long term.

Now the book goes on to say that any strategic move you make, pricing wise, must be one that weighs the short-term vs. the long-term consequences. The difficulty is that pricing is an area often dominated by sales people, who use the sport-analogy in doing business: “there can only be one winner, and it must be me!” Pricing, as the example above shows, isn’t just about winning in the short-term however, it’s about operating in a triangular fashion, respecting your bottom-line, understanding what your customer needs, and dealing with the competition. In the words of the book, it requires a “diplomat,” rather than a general to manage this area of strategy.

Reading this book would probably take 1 month full time. It would take ca. 3 months total to understand what is being said. And it would probably take another 3 months to try and implement it in your business. No sane CEO / startup founder would have time learn this stuff! They’re busy enough managing other aspects of the business, such as cash flow and people. So what I would do, if I were the founder of a startup and wanted to master pricing strategy [and you really should], I would hire an intern and make that his job: take 1 month to read the book, take another 5 to develop a pricing strategy for our business.. Then, if successful, hire the kid as the pricing strategist for your company. I’m 100% sure that it will pay itself back and now consider pricing as one of the corner-stones of any company’s strategy.

This was just a brain-dump. Love to hear your thoughts on this.
Vincent

Hitchcock / Truffaut on the perversion of new mediums

silent films charlie chaplin.jpgNo great point to this post; I occasionally grab this book and read a few pages, as I’m an avid film-fan and interested how they are made. This piece, where Alfred Hitchcock talks about silent films and what was lost after sound was introduced, reminded me a little of the experimentation that has been happening on the web and whether or not that is a good or bad thing. I think that those that were masters of the previous mediums, in this case print and all kinds of analog media, will certainly have a strong opinion about what is happening today, just like Hitchcock did, after silent pictures, which he started with, were displaced by the more noisy kind.

Here goes:

Alfred Hitchcock: The silent pictures were the purest form of cinema; the only thing they lacked was the sound of people talking and the noises. But this slight imperfection did not warrant the major changes that sound brought in. In other words, since all that was missing was the simple natural sound, there was no need to go to the other extreme and completely abandon the technique of the pure motion picture, the way they did when sound came in.

François Truffaut: I agree. In the final era of silent movies, the great film-makers—in fact, almost the whole production—had reached something near perfection. The introduction of sound, in a way, jeopardized that perfection. I mean that this was precisely the time when the high screen standards of so many brilliant directors showed up the woeful inadequacy of the others, and the lesser talents were gradually being eliminated from the field. In this sense one might say that mediocrity came back into its own with the advent of sound.

Alfred Hitchcock: I agree absolutely. In my opinion, that’s true even today. In many of the films now being made, there is very little cinema: they are mostly what I call “photographs of people talking.” When we tell a story in cinema, we should resort to dialogue only when it’s impossible to do otherwise. I always try to first to tell a story in the cinematic way, though a succession of shots and bits of film in between.
……
In writing a screenplay, it is essential to separate clearly the dialogue from the visual elements and whenever possible, to rely more on the visual than on the dialogue. Whichever way you may choose to stage the action, you main concern is to hold the audience’s fullest attention.
Summing it up, one might say that the screen rectangle must be charged with emotion.

While I’m on this wavelength, this piece also reminds me of another essay, I read recently, this time on making solid investment decisions. The piece, by Andy Kessler, was on the concept of elasticity, which is not only used in evaluating customer decision making under different conditions, but is also relevant when shifts in technology occur, allowing for drastic development on that new platform. From semiconductors, to phones-that-are-computers, each allowed for explosive innovation to happen, displacing the masters of the previous era. But there is still a place for masterdom, I feel, as the example of Hitchcock, a director that will likely never be forgotten, clearly illustrates.

Taking opportunity of opening markets makes a lot of sense; becoming the master of your medium, gives meaning to what you do.
Vincent

Staypressed theme by Themocracy