Convenience Store WIP

April 7th, 2009 § 1 comment § permalink

Here are 2 shots of a 3D convenience store I am working on.

View from one of the security Cameras

View from one of the security Cameras

View from the Cashier

View from the Cashier

The plan is to shoot some video people to put into this scene when it is done. One view will be from the cashier’s perspective, interacting with a customer. We will green screen the human shots here.

Other views will be from security cameras showing a person entering the store, setting up the scene. I plan to shoot, garbage mat and do some other video trickery to composite the footage.

There are a lot of bottles, boxes, bags, and cans I have to make textures for. Thank gods for instances.

Human Online Identity

March 12th, 2009 § 3 comments § permalink

I love life. When I decide to give a talk about identity, it ends up being in front of Chris Messina AND it comes off I was totally against OpenID. Crap. 15 seconds a slide needs to be clear and to the point, and I must have veered. I actually changed some of my talk at the last minute based on things Chris said at DrupalCon on March 6. Here’s his slides. Identity starts on #27. Love the direction they are heading with identity on the web.

I’m not against OpenID at all, I’m actually into it and like it, but from the discussions I’ve had, few developers or users are actually talking about what it means to use a centralized identity manager. I want to keep the discussion moving on this because I think it is really worthwhile, for online and offline communications. Since Chris escaped Maloney’s before I could explain this, I can only hope he can telepathically read my thoughts. Transmitting now.

Thanks to John and the IgniteDenver crew for letting me rant. I had a blast and will be back for more. Props to Maloney’s Tavern for allowing us to invade. Check the Twitter stream with the tag #ignitedenver.

Here’s my point which I didn’t make very well last night:

Identity is not solely a technical issue, it is a human issue. Humans are more than a login and password combination, and will need a system that allows for the complexities of human life. We all have different aspects of our lives that we allow to mix and mingle to varying degrees, and in the online space, we need a system that allows us to control our information just as we control our identity in real life. Not just controlling where our streams show up, but also what information we offer to online entities. On the other side of that mouse pad are the sites and services that we register for. They also need certain sets of information to be able to provide their services. You trade your info for service, but you should still own and have control of your info.

When clients tell me to just use OpenID or Facebook Connect for the registration to their site, they are not realizing the position that they could be putting their user in, and all the things that could happen that they (and when it does happen, I) will be held responsible for.

Here are the notes. The first few slides are dull background crap. Find the slides here. Mine start on #57, but take some time to go through it all. Lots of great people and information.

Slide 1

Who I am now. SMS the name bugfrog to 50500 to get a text of this info.

Slide 2

Who/where I have been before now

Slide 3

Everybody has used non-secure ways to remember their passwords. The 3M Password protection system is very popular. Entries in your address book, using the same password for every site, trying to use the same login and password for every site. What have you used?

Slide 4

If you read your terms of service agreements, most sites own your data once you give it to them. And even if they explicitly say they won’t do anything with it, it is very easy for them to change their mind in the future without giving you a chance to pull out your info first.

Slide 5

OpenID is a system available to help address these two issues: Multiple logins and data ownership.

Slide 6

Estonia is adopting an OpenID system for all it’s citizens. Great. Thankfully they’ve also implemented a Data Protection Act to make sure there is no abuse of this new system. They are pretty confident that there will be no identity fraud possible in Estonia. That’s pretty confident. The word hubris comes to mind.

http://www.libertysecurity.org/article959.html

https://openid.ee/about/english

Slide 7

Problems with Open ID

Not universally adopted. Not every site uses OpenID and not every site will. Linking your login to a public standard can limit the information that a site can collect from their users, so not everybody will do it.

Not to mention that there is version 2 of out and not everyone has been able to get their systems upgraded and working. Bigger companies who have the money have been able to upgrade, but not everyone. And if it fails, you are locked out of your site. No second chances. You wait. We see the same failure pattern with new features on web browsers. Some people either don’t or can’t upgrade immediately.

Slide 8

Standard Implementation?

OpenID is a standard, but not all services implement the standard exactly the same. Does everyone implement HTML standards the same? Like any standard, some sources adopt quickly and completely, some lag behind a little, some jump ahead and add on their own special features that they feel should be there.

Open Id is one of the more successful early players in this id space. What else is going on?

OpenID provider Comparison at SpreadOpenID.org

OpenID review at Loudit

Slide 9

Lets’s expand beyond just OpenID. There are other people making a play for the identity management market. Of course. Google, Yahoo, OAuth, and the recently newsy Facebook connect.

Some say that while the OpenID system is strange and confusing, leveraging these other systems that people are already using makes sense. “I’ll just login with my facebook ID.” It’s easy, available and ready to go. Why not?

In the simplest form, we could rephrase this to “Let’s make it possible for everyone from Aunt Mable to the happy hour crew, every person in my friend list, to know about every single site that I register for, and maybe even how often I visit and what I do there. Wouldn’t that be great!”

Slide 10

Let’s expand even more. Online identity managers are not the core problem. Complex human lives are the problem. Just like you don’t go into a job interview talking about your obsession with Penguin figurines and clown porn, you also find sites you want to be a part of that you don’t want connected to your LinkedIn account through openID. So now you need to decide again, do I have many different openIDs? Do I set up multiple identity accounts, one for work, one for friends, one for clown porn sites. We all have different facets of our lives that we might control differently.

Slide 11

Human Upgrades . Our lives change. What happens when a site or service transitions from a hobby to a work related identity? Twitter for example. How many of us picked a twandle based on some goofy animal hybrid and then started using it to make contact with people that you actually do real work with? Trust and community is rooted in the concept of identity and recognition. Can you change an identity and still have that trust? If you set up an identity intending it to be private, and then need to change it over to a public realm, does every site you’ve used it for also come into the public realm also?

Slide 12

Humans in general are lazy. Most people are lazy when it comes to internet security. People who hide a house key in a fake rock aren’t going to worry about 16 random character passwords. For most people, convenience is key. They will choose the easy route over the secure route almost every time. If they are logging in to a site, they just want to get in right then. They don’t want to sit and think and consider the implications of which ID they should use. Usually they realize later “Hey. Maybe I shouldn’t be posting all my personal photos where my employer can find it. How can I change that?”

Slide 13

If there is one standard, then there is one sweet target for any hacker who needs a goal. Maybe they could all pool their resources and work together to find an exploit. Instead of having to figure out what type of obstacles each site puts in their way, they’ll be able to focus all their time on one single protocol. Keep this in mind if you bank offers standard identity system compliance.

Slide 14

Ethics and identity. Business executives have found out that what they say online, whether intended or not, is increasingly considered part of the company communication stream. If James Andrews comments on Memphis before meeting with his FedEx client, it’s considered a comment delivered by his company, not just him.

Even more murky and extended, the people who are connected to executives through Facebook or Twitter are obviously aware of and possibly connected to the company as well, possibly even shareholders. What if this executive comments about a contract issue, or the failure of a big supplier. Suddenly, there is a very real possibility of insider trading if they were to act on any information.

And what about HR issues? If your work identity is aware that you go out and drink, smoke, and party on the weekends (not on work time, but on your time) how well will they be able to disassociate the work you from the weekend you? If mandatory drug testing is a hot issue, mandatory social network registration is going to get touchy too.

Slide 15

Geolocation. Here’s another wrinkle to think about. More and more services are adding geolocation ability into their apps. At first, this is great. Find the people you know when they are nearby. Get notified of a special offer when you are near your favorite store. Cool. But lets say you are with a big client at a work dinner and your auto updating Latitude or Brightkite app tells the members of one of your less than publicly known social groups that you are present. Suddenly, 2 facets of you world collide in a way that you were not expecting or intending.

Think of the marketing mishaps that are waiting to happen. What if you opt in for special deals from some Personal Lifestyle store (whatever that might be), and as you go by that store, you get a batch of marketing messages and special offers. Normally, that is fine. But this time, you happen to be with your boss, grandmother, or friends who aren’t aware of your connection to that unique store. Could get dicey.

I love Brightkite and use it as much as I can with my clunky Q. Latitude is cool too. But the mass market is a different audience and doesn’t think the way that tech early adopters do. They still worry about things like “Who is looking at my photos on Flickr? Who knows that I am at the mall today?” We say Who cares? But the answer is They Do. And they are the users who will make your site or service successful.

Slide 16

Who are you anyway? This brings up a question: what the hell is identity anyway? Who are you? Do you talk and act exactly the same way in all situations? Probably not. You may be different with your famliy than with your friends than with your boss and coworkers.

As far as those groups are concerned, their PERCEPTION of your identity is made up of what they know about you only. Here’s a way to look at it.

If you go to your twitter page, a valid argument could be made that all the tweets that you find there make up your identity. We could construct a picture of you based on what you follow and what you tweet. Just like in real life, the people around you tell us about who you are or may be at that moment. It might not be 100% accurate, and it can be very easily taken out of context, but it is what people do – make generalizations and evaluations based on the facts at hand. It’s what we do.

Extending from that, here’s another interesting fact: some companies are experimenting with scanning the content of an employee’s email to determine what that person does. Basically trying to build a map of who each employee is and what they do based on the content of their emails. So instead of giving you a title, putting you in an org chart, and telling everyone what you should be responsible for, you will be identified by what you have written in your daily mail. In theory, you should be able to find out the go to person for a specific task by searching for that task, and the people who deal with it most will top the search. That’s sure to cut down on those non-work related messages.

Slide 17

I’m not trying to rip the idea of openid apart. But it is a young technology trying to work with an old concept of identity. The issues and behaviors that we are trying to model are things that haven’t even been worked out completely in real life.

Ever run into your Aunt Sally when you are out drinking with your friends? We all have work, social, companion, recreation, and many other circles of people that we interact with, and they all intersect to varying degrees, some a lot, some not at all, and each person has a different need and a different way to maintain those associations.

Some people would never dream of inviting work friends to a party at their house, others only have work friends, and once they leave a job, they no longer associate with those people. This is a personal choice, and a mass adopted identity system should be able to handle any degree of that choice.

Slide 18

Where can it go wrong? It never goes wrong by people doing what you expect them to do. In the geo location example, maybe the marketing messages are originally programmed to go be triggered when you are within a very short radius. One day, a programming tweak increases that radius to 5 miles. Or bad weather confuses the triangulation so that it thinks you are closer than you really are.

What if you just set up your ID account and missed a setting, or misunderstood how it worked. Again, MOST people work with convenience and ease. Going through a huge tutorial on how to properly set up your account doesn’t quite fit there.

These are not things that could happen, they are things that WILL happen. Look at some of the goofy disclaimers that are on products lately. People don’t think about what they are doing in the moment the way that a develop thinks when building a site. Developers focus on the task and how to solve a problem. Users focus on talking on the phone while they are driving, eating, reading a text message, giving a toy to their child, and trying to find a shopping list.

When considering a login schema, don’t think about a using doing what they should do, test in the ways that a user should absolutely not do, because they will.

Slide 19

Proponents of single identity systems have said that if we all have one online identity with our real name attached, people will be less rude and disruptive on the internet. Sure, because the internet is the only place that people are rude and disruptive. There ARE people who do things that they probably wouldn’t do in person, but they would also do those things in real life if they thought they wouldn’t get in trouble. How many people turn into complete assholes when they get in their car? That’s not even annonymous, just easy to get away.

Let’s be honest, rude behavior is a human thing, not a computer thing. If you’re a jerk, you’ll be a jerk online, no matter who sees you.

Slide 20

I bring all this up because if you build or advise on websites, there are no login silver bullets. Any solutions to online identity issues will be found by looking at human social behaviors, not by building on traditional computer protocols.

Until that time, Make sure you give you users options. Don’t have just way to login, let your user do what’s best for them.

That’s it.

I can see why someone might think I’m bashing OpenID, but I’m really not. I just want it to continue evolving to work with human behavior, not computer needs.

If you haven’t yet, I suggest you go get some OpenID variant. Have it ready and get familiar with it. Consider where you implement it, and why. And if someone tells you that it’s the next great thing that will rule the net, send ‘em here. I’ll be waiting.

Here are some reference links you might be interested in.

OpenID for Google Apps

Poll on OpenID use

Yahoo Updates to Challenge Google Friend Connect, Facebook Connect

Twitter and Ethics

Bad News for OpenID

Ignite Denver Tonight

March 11th, 2009 § 0 comments § permalink

I’m presenting at Ignite Denver tonight at Maloney’s at 14th and Market. This one’s on Human Online Identity. It started off solely about OpenID and my issues with it, but as I put it together, it expanded a little. The problems aren’t with OpenID or any other technology, they are with the human social creatures that use them.

I wrote way too much for the 15 seconds per slide, so afterwards I’m going to put up all my notes, links, and comments, so if you are interested, check back.

Hope to see you there!

Ignite Denver

Half a TechStar for a Long Day

March 2nd, 2009 § 0 comments § permalink

So RedGhost was able to wrangle half an invite to the TechStars for a Day gig in Boulder on March 3. Half an invite because we could get only one, and there are two of us. James, Bryan. One, two. Get it? Half? Moving on. We offered to serve drinks, mop the floor, run the A/V equipment, whatever we needed to do to help. So if I come up to you asking for a slide projector light bulb, just give me one, I’m in a hurry.
Anyway, I get to go this time and I’m not sure what to expect. I am hoping and planning to soak up good ideas and directions for myLinkChop.com to make it even more awesome and amazing that it will already be. On the Twitterverse I saw that people are flying in, so it’s going to be a room full of creative and programmatic people. Looking forward to see the state of the game. With a few great exceptions (RedGhost), been thinking in virtual isolation for a while, so being in a hot group should be energizing. Or terrifying. Either way, I’m on. Starts at 8am and goes to 7:30 so it will be a long techy day.
After that is the Boulder Denver Tech MeetUp which will run late, and I will be late for. Ugh. That should be a great event too, so I’ll get over there. Funny how everything seems to happen on the same days. By the end of the day, I’m going to need a drink and a pair of dark shades. Momma, don’t let your babies grow up to be designers with a dream. Or chipmunks. (Urban Chipmunk, anyone?)

Playing Video Games Notes

February 19th, 2009 § 0 comments § permalink

Playing Video Games: Motives, Responses, and Consequences (Lea’s Communication Series)
by Peter Vorderer (Editor), Jennings Bryant (Editor)

•    Games are in every culture of human society
•    Animals use play to learn skills for survival
•    Traditionally, games are not required. People play because they want to. As games become activities, people can be required to play, but we should always keep the spirit of play alive.

•    Games are interactive
•    Interactivity is a perceived characteristic of a communication act.
•    Not all action is real/true interaction. A furnace and thermostat is interactive, but not a game. Why? The interaction is not very meaningful

•    Game vs TV vs. Book
o    TV and Book all the planning and work is done allowing the user to just absorb the product.
o    TV and Books have built on years of use and expectations.
o    Video games are starting to define those parameters
o    A game must be purchased, installed, learn the controls, learn the game play, etc.
o    Content is modified as user plays, very different from other media
o    You are taking the user’s TIME in undetermined blocks. A very valuable commodity. Even if your game is free, time is not.
o    Games lead the way in UI design, AI, asset and database development, hardware interfaces, computer hardware advances.

•    Study on play vs. problem solving on paper
o    Play group use 2-3 more strategies and tactics than the problem solving group on the same game situation
o    Play encourages experimentation and free thought

•    People play video games to reach goals or to fulfill other interests or needs

•    Games are/can be coping mechanisms that enable users to deal with their real life.

•    Computer games can target performance related issues of life.

•    Learning/behavior has 2 groups of input variables
o    Personal – the user, what they already know and feel
o    Situational – What we control, making the game

•    Players are motivated by a desire to achieve a positive outcome. I DID IT!
o    If they do not feel like they can do it, they will not try very hard to win.

•    Scripts
o    Organized sets of knowledge that define situations and define behavior
o    Narrative learning
o    How to act in movies, restaurants, etc.

•    Games can be explained with input-output loops. Game does this, player does that.
o    We can define the mechanics and dynamics this way.

•    Games can force users to make decisions
•    Games can also reward or penalize users on the speed of their decisions.
•    Audio, visual, tactile input and feedback to user
•    Games can  also reward or penalize users on the speed of their decisions.

•    Game should allow user to master some skills, allow them to think they can win.
o    This is the basis of the casino industry, and casino game theory
o    Inconsistent rewards will keep a user coming back much longer than if they win every time, and if they never win.

•    MDA
o    Mechanics
•    What can happen in the game. The Rules
o    Dynamics
•    How mechanics interact. Creates unpredictability
o    Aesthetics
•    Describes the reactions in the player. How they feel/act while playing the game. Psychological arousal and emotions triggered.

•    Game Path Styles
o    On Rails
•    Linear path – linear removes interactivity. All the user can do is view the state. Click and endure. If the end is predetermined, the user loses interest quickly
o    Emergent Game play
•    When unscripted effects arise from indirect mechanics or dynamic connections. The game emerges as they play
•    Flow
o    A sense of concentration and immersion.
o    Experienced when people are challenged enough to do their best, but not challenged beyond their abilities.
o    People who are resistant to more traditional didactic (define) methods of teaching and learning are often happy to engage in the productive play and hard fun of interactive games.

•    didactic
o    designed or intended to teach

•    Temporal Congruency
o    How quickly what you do produces and effect you can see. Takes very little cognitive effort to understand

•    Input-Output Ratio
o    Small input creating big changes emphasizes importance of users decisions

•    Selective attention is weeding out the info that is not necessary to the task at hand
o    GoDaddy site.

•    Pacing
o    Humans can only process so much information at once.
o    Beyond that, they get lost. Remember this while testing, you already know what is going on.

•    Players can get tired of playing over time
o    Plan zones of varying activity to reduce fatigue.

•    Games for younger children usually have more clear cut good and bad issues.
o    This could follow for early levels of games

•    Cause and effect relationship of users actions is very maleable

•    2 types of character actions
o    Dispositional – based on the characters temperment
o    Situational – reactions to the characters surroundings
o    If a character does something very out of character, make sure it gets explained as situational so the user doesn’t notice the disconnect as much.
o    Motivations of characters are important.

•    Humans are attracted to bright colors, flashes, moving images, rhythmic or explosive sounds, specific proportions of form and color. This is the basis of game play and visual design
o    Use all the elements of visual design to strengthen your game
o    Cats are attracted to string. Dogs chase balls. Humans follow moving things.
o    These are perceptual hooks. Use to your advantage.

•    Short term Thought
o    Perceive the whole game at once. Puzzles.
•    Long Term thought
o    String together lots of small tasks.

•    Sandbox games
o    No “goal” just do whatever you want.

•    2004 Focus group data resulted in 6 dominant dimensions or reasons to play video games
o    Arousal
o    Competition
o    Challenge
o    Diversion
o    Fantasy
o    Social Interaction
o    Challenge is the number 1 reason
•    What was missing from these reasons?
o    Learning
o    Even similar surveys of TV and Movies had learning as a reason to use them

•    What drives players?
o    Competition
o    Challenge
o    Will frequently buy because it is challenge

•    3 aspects of Traditional narrative
o    Curiosity
o    Surprise
o    Suspense

•    Focus on human experience.

•    As groups build games, there are “filters” that help revise a game during the development process
o    Artistic impulse
•    What feels right?
o    Demographics
•    Who is this game for and is it going to appeal to that audience?
o    Experience Design
•    What will it be like?
o    Pacing
o    Intensity
o    Difficulty
o    Innovation
•    What is new or different about this game?
o    Business and marketing
•    What will sell?
•    How does it fit into the market?
o    Engineering
•    How can we build it? Is it possible?
o    Social/Community
•    Will it have a community, social, or multiplayer aspect?
o    Testing
•    Play the game and see if it works
o    Always consider every step all the time

•    Every action should have a sound
o    Music soundtrack
o    Can it be customizeable?

•    1988 study proved that a musical sound track would cause viewers to assign different personalities to a geometric shape

•    1996 study showed that an audio component can significantly influence the visual component, but the reverse is not as strong.

•    Even predictions of future events are strongly affected by the musical score.
o    What will be remembered later is affected by the score.

•    Full spectrum of sound contains
o    Score
o    Ambient sound
o    Dialogue
o    Sound Effects
o    Silence

•    How much control of the audio will the user have?
o    RPG usually less control. The sound contributes to the experience.
o    Racing/Driving games more control. Sound is more user related and doesn’t push the story.
o    True test is if the user can still stand the music after an hour of listening to it.
•    Perceptual Imersion
o    Sense of perception/senses buy in to stimuli.
•    Psychological Imersion
o    Degree user feels involved or engaged with stimuli from the game environment
•    Diegesis – Dee Gee sis
o    The world of the characters and story within the film.
o    Musical score that is audible to player, but not the characters is non-diegetic.
o    Score coming from a car radio in GTA is diegetic.

•    Musical score is more effective if not 100% of the time

•    Heros Journey
o    Series of trials often including a decent into hell, in order to come to a revalation and return to the ordinary world.
o    Basis of 3 act structure

•    Laitmotif -
o    Musical theme that becomes associated with a character or event.

•    Music/sfx can maintain continuity between scenes when loading graphics or when CPU is bogged.

•    If you “fake” the environment, you can make all the rules.
•    If you mimic an environment, there is a basis for comparison where the user can say you got it wrong
•    If you establish a set of rules, you need to follow them all the time. Even if your rule is the rules change all the time.
•    A game lets you teach perfect behaviors in an imperfect environment. It is a constructed abstract place that lets you focus on specific elements.

•    Typicality
o    People are more willing to accept atypical events in an unfamiliar surrounding.

•    Designers need to consider all aspects of realism
o    Sensory
o    Emotional
o    Typical Actions/reactions

•    Many youth focus group participants say that when given a choice of good and bad graphics, good is better, even if game play is poor.
o    This contradicts other studies.
o    What people say they do and what they do are frequently very different things.
•    Novelty of graphics is a big draw

•    Every new technology brings dreams of utopian democracy as well as fears of social disorder.
o    Telegraph
o    Nickelodeons
o    Telephone
o    Newspapers
o    Movies
o    TV
o    Videogames
o    Internet
o    Sure to follow soon
•    IMing
•    Cell phones
•    Social Networks
o    It is easier to blame the media then to address the primary risk factors:
•    Abuse from relatives
•    Neglect
•    Malnutrition
•    Above all, poverty
•    This does not make media guiltless. Media has the power to influence and provide role models

•    Game designers can fall into stereotyping, but can also break down stereotypes.
•    Pay attention to gender roles, they can sneak in unknowingly.

•    The social value of games over the last few decades has been murky. Is this something that can change? Does it need to

•    Evoked Narrative
o    Pre-existing storyline that serves as a broad backdrop. Doesn’t really effect users path.
•    Enacted Narrative
o    Narrative that presents broadly defined goals and conflicts.
o    Provides limited choices and paths the user can take.
•    Embedded Narrative
o    Discovered only when players deeply process information in the game world. Players must process to achieve game goals. Myst, Detective games
•    Could there be a game where the success of your civilization depends on your story telling experience? Have to pass info to future generations.

•    Without narratives, players need to go through a complicated cognitive process to figure out what they need to do.
o    Most knowledge we use every day is stored as narratives in our minds.
o    Creating a narrative creates a compelling curiosity to see the end of the story.

•    What is realism? Is it perception? Magnetic fields, aura’s? We build our reality internally. Remember the girl from Harry Potter who saw all the creatures that no one else believed in? Luna Lovegood.
o    In a game, you define the reality for everyone
o    How “real” is it to race cars in downtown HongKong?

•    Current state of video gaming is a novel that puts almost all effort into describing the scene
o    We know how to make it look real, but not necessarily how to think it is real.
o    More and more, characters are interested in character development over time.

•    Favorite Game Genres
o    Shooter – 57%
o    Role Play – 54
o    Adventure – 48
o    Strategy/Puzzle – 48

•    74% would rather give up TV
•    70% would rather give up Movies

•    Game Genres
o    Puzzle – casual
o    Shooters – FPS, Graphics are important traditionally. Game play is perceptually driven
o    Role Play – 3rd person, story and game play important
o    Sports – Rules and physics
o    Simulation – cognitive engagement
o    Strategy
o    Game Genres

•    Game types
o    Games of chance
o    Games of competition
o    Games of physical or sensory pleasure
o    Mimicry – fantasy, make believe.

•    Is there a victory condition? Can you win?
•    Systematic approach

•    Relationships between personality factors and game choice
•    Entertainment Software Association
o    $7 billion in 2003
•    8-9th grade boys average 13 hours a week gaming
•    8-9th grade girls average 6 hours a week

•    Humans are driven to have sex, but not just to reproduce
o    They fulfill more immediate urges, and the goal of reproduction is achieved.
o    This is a way to think of games and teaching

•    Cognitive Intervention Potential
o    Ability of a message to engage an individual’s attention

•    A new generation is learning by games at a young age and will seek that reward structure/feeling as they get older

•    Surgeons who play video games do laparoscopic surgery better (Rosser 2004)

•    There is a difference between learning or knowing the information and actually using it.

•    Baranowski 2003 study
o    Game increased 4th graders fruit and vegetable intake
o    How long did effect last?

•    3 types of basic seed ideas
o    Technology
•    New technology makes a new game possible
o    Theme or story
•    Someone has a story they want to tell
o    Game Mechanics
•    A new way for how a game works, removed from the above two items.

•    How do you explain goals to the user? IMPORTANT

•    Is it possible to create a series of games focusing on simple skills/traits, and then market directly to those who prefer a category? Those who choose skill/competitive games get that marketing push/strategy

•    ESA 2004
o    Average gamer 29 years old
o    17% over 50
o    46% of adult MMORPG ers sacrificed sleep, work, education, socializing to play a game
o    Even higher among adolescents

•    Top 10 Industry Facts (2005)
o    Average gamer age 30
o    Average gamer age 30

Notes from Game Design Workshop

February 19th, 2009 § 1 comment § permalink

Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games (Gama Network Series)
by Tracy Fullerton (Paperback – Feb 8, 2008)

• Define a game
o A closed formal system – when you take up a game, you set rules of life aside, and use the rules of the game. When game is over, you pick up rules of life again.
• This part of the definition is already starting to crumble, and it was defined only a year ago.
o Engages players in structured conflict in some way
• Showing cracks already – SimCity, the Sims
o Resolves uncertainly in an unequal outcome
o The definition will always be evolving.

• 4 types of play
o Game – object is winning
o puzzle – object is the goal of the puzzle, to complete
o Toy – no goal or object
o Story – no interaction

• Procedures (how a game is played) are effected by the limitations of the environment in which the game is played. Hi/lo res screen, sit close or far, controller/keyboard? Always consider the options and variables a user may have.

• by jesse Schell
• In good interactive and traditional storytelling, the desire to act and all the thought and emotion that go with it are present. The difference is the participants ability to take action. A good story teller creates and manipulates this desire and knows when and when not to fulfill it.
• If you really want to understand how to create good interactive entertainment, study the classics first. Then try to improve on them. Riddles, crossword puzzles, chess, poker, tag, soccer, and thousands of other games existed long before computers.

• Dramatic arc
o Exposition
o Rising action
o Climax
o Falling Action
o Resolution
• Should also mention with this 3 act structure.
o Act 1
o Act 2
o Act 3
o Act III comprises the final quarter of the film. (For a two hour movie, Act III would be the final 30 minutes.)

• What happens in Act III (Resolution)?

o Climax (Second Culmination)–The point at which the plot reaches its maximum tension and the forces in opposition confront each other at a peak of physical or emotional action.

o Denouement–The brief period of calm at the end of a film where a state of equilibrium returns.

• Dramatic elements engage a player emotionally
• Exercise
o Devise a reason for capturing the other pieces in a checkers game. make a back story or something. how does it change the game when you play it?
o Dramatic elements like story and narrative put the game in context and help us relate it to the struggles in our own life. If you gave a kid a tamogotchi and told him to press the button when it beeps, it is no fun. but when you make it a pet, suddenly it is the most important thing in the kid’s world.

• Example: imagine you are a set of data. your objective is to change your data to increase its values. To do this, you engage other sets of data according to complex interaction algorithms. If your data wins the analysis, you win. Crap, right? this is the programmatic description of a typical combat game.

• Games are a series of rules that create a sense of fun. You persevered and “won” despite rules that make it difficult to do so.
• The structure of our world is based on complicated sets of rules that all could be great inspiration for a game.

• Playcentric approach
o Build the game for the player. have player testing at every stage of development
o Set player experience goals
• Descriptions of interesting or unique experiences you hope the player will find in the game on their own “players must cooperate to win, but the structure makes it difficult to trust each other”
• Don’t focus on how to accomplish yet.
• Ask what experiences will they describe to friends to explain the high points of the game.
• Prototype and playtest as soon as possible

• Steps in game dev
• Brainstorming
o define player experience goals
o mechanics that might achieve goals
o Due: treatment and rough visuals.
• Physical Prototype
o Playable prototype with paper/craft supplies
o fast basic concepts
o due: prototype + 3-6 page treatment
• Presentation
o Made to get investment
o Due: demo artwork + solid gameplay treatment, rules, control concepts
• Software prototype
o Test as soon as possible with minimal graphics.
• Design Documentation
o Every detail of the game
o could be a doc, could be a wiki
o some are more detailed than others, if you are working with a team, the more complete the documentation, the less trouble people will have producing
• Production
o This is not the time to design the game. It should be done by now. Some tweaks for sure, but the less questions here, the better.
• Quality Assurance
o Testing testing testing

• Advice from Peter Molyneux
o Learn to program – know the basics at least.
o The more you know in any area, the better. Learn everything.

• Exercise
• List 5 games. List the objective for each one in a single sentence
• Exercise

• Games have rules. By playing the game, you are implicitly agreeing to play by those rules. If you don’t, you aren’t playing the same game. The challenge of winning within the rules adds to the game. What if the rules change? how does that effect the game? The fun?
• A basic idea in any game is problem solving. When you create the rules, are you giving the user a reasonable set of tools to solve the problems?

• Strive to resolve a conflict in their favor while the rules and procedures of the game thwart those efforts.

• Each game defines a unique place in the universe where the game rules apply. Some are physical (fields, card table) some are conceptual (space, imagination) game of questions from Guilderstern and rosenberd are dead
• Uncertainty of outcome is important aspect. If end is predictable, it is lifeless. Books and movies are still entertaining even if we know the outcome. Why?

• Exercise
o Create a 3 player version of tic tac toe
o How would you go about this? How would you start?

• Game player structures
o single player vs. game
o multiple individual players vs. game
o player vs. player
o Unilateral competition (team vs. one player or enemy)
o Multilateral (everyone vs. everyone)
o Cooperative play
o Team vs. team

• Video games can model a world and persuade a user to understand a different way of viewing that world.

• Exercise
o List the procedures for black jack. what are the steps? who will do what to play the game?

• Procedures are effected by the limitations of the environment in which the game is played. Hi/lo res screen, sit close or far, using a controller or keyboard, good speakers or none? always consider the options and variables a user may have.

• How does your player learn the rules of your game? Instructions? Trial and error? Guides? Players need to clearly understand the rules they play by so they don’t feel cheated when they get a consequence.
o The less they understand the rules, the less control they will feel they have in the game.
o Do your rules change or evolve? Does it make sense? Consistency is important, even if consistently inconsistent.
o Rules can restrict player actions as well as define allowed actions.
• Rules Can
o Define objects and concepts
o restrict actions
o determine effects (if this happens, this is the result)

• Resources are the elements the player uses in your game
o resources must have utility and scarcity.

• three classic sources of conflict in single and multiplayer games
o Obstacles
o Opponents
o Dilemas – one choice over another

• Advise from Lorne Lanning
o The best ideas come from left field, so spend a lot of time in left field. If you only work with current game designs and designers, you will have a tougher time coming up with new elements. The best ideas will come not from other games, but from areas that have nothing to do with games.

• Exercise
• Sid Meier’s SimGolf. marc LeBlanc feels this is a tutorial in level design.

• Elements of flow
o a challenging activity that requires skill
o The merging of action and awareness
o Clear goals and feedback
o concentration on the task at hand
o the paradox of control – only when the outcome is uncertain do you feel like you are in control
• loss of self-consciousness
• transformation of time
• experience becomes an end in itself.

• a challenging activity that requires skill
• The merging of action and awareness

• Exercise
o List the procedures for blackjack
• How does your player learn the rules of your game? Instructions? trial/error?

• From Dr. Ray Muzyka
o Be passionate but self critical. Never compromise on quality, but do realize there is a point of diminishing returns on effort.

• from Dan Daglow
o Enjoy the journey, not just the wrap party. Do what you love, keep growing while you do it. If you keep looking for how to do a task better then the last time you did it, you’ll grow.
o Important to note here “the last time you did it”. Make sure you get it done.

• A game is a system interacting and balanced

• Objects are basic building blocks with properties, behaviors and relationships
o How would you define the objects in checkers? Each piece would have color, location, type (king/normal). How would the objects change if you wanted to have the occupied/unoccupied squares act differently? Location would be a shared property.

• Exercise
o Define the objects in a board game. Properties?
o Behaviors are actions an object might perform

• Addition of more potential behaviors tends to add choice and lessen the predictability of the outcome in a game.

• Relationships – if there are no relationships between objects, you may have a collection, not a system.
o If you can remove a component without effecting the whole, it is part of a collection

• Relationships in checkers. Each piece’s relationship changes depending on its location, and it’s proximity to other pieces.

• Relationships can be defined by rules (basic damage – target armor + piercing damage = total damage) or by chance, or by some combination of both.

• Possibility space
o Each component contributes to a system, and the whole is more than the sum of parts. Game design is a “second order” problem, meaning we cannot directly determine the player experience. We cannot (or should not) be able to exactly determine how the game will play out. We craft a “possibility space” and define a range of things that could happen.

• System Dynamics

• Economies
o Simple Bartering – Values are always the same; Pit
• Amount of product = Fixed
• Money Supply = n/a
• Prices = fixed
• Trading Opportunities = not restricted
o Complex Bartering – Values can change; Settlers of Catan
• Amount of product = Controlled Growth
• Money Supply = n/a
• Prices = market value with cap
• Trading Opportunities = restricted by turn
o Simple Market – Monopoly,
• Amount of product = fixed
• Money Supply = controlled growth
• Prices = market value
• Trading Opportunities = not restricted
o Complex Market – UltimaOnline, EverQuest
• Amount of product = controlled growth
• Money Supply = controlled growth
• Prices = market value with base
• Trading Opportunities = not restricted
o Metaeconomy – Game does not include an economy, but the culture of players outside the game create an economy that impacts the game; Magic: The Gathering
• Amount of product = controlled growth
• Money Supply = n/a
• Prices = market value
• Trading Opportunities = not restricted

• Emergent Systems
o Very simple rule sets can create very complex results
o Ants alone are pretty useless and can’t do much, but thousands of them can do incredibly complex tasks together

• Game of Life – John Conway – 1960′s
o Download emulators
o Game has 3 rules
• Birth: If an unpopulated cell is surrounded by exactly 3 populated cells, it becomes populated in the next generation
• Death by lonliness: if a populated cell is surrounded by fewer than two other populated cells, it becomes unpopulated in the next generation
• Death by overpopulation: if a populated cell is surrounded by at least four other populated cells, it becomes unpopulated in the next generation
o Very complex behaviors such as “gliding” or “walking” across the screen happen spontaneously
o Different starting positions evolved in vastly different ways.
• Halo uses emergent systems for the AI of NPC.
o Perception of the world around them
o state of the world (memories of enemy sightings and weapon locations)
o Emotions (scared when under attack)
o NPC will attack or run depending on their own environment at that time.

• Fun Killers
o Micromanagement – too much control? too tedious? who is audience? has this been done?
o Stagnation – in a part of the game where nothing changes. same task over and over.
o seeming insurmountable obstacles, no sign of progress.
o abitrary events – badly designed randomness
o predictable paths – only one way to win, only 1 play
o

• Objectives of games
o capture or destroy something of the opponents
o Chase and catch opponent, elude opponent
o Race, get to a goal before opponents
o alignment – spacial configurations
o Rescue a thing
o forbidden act – get opponent to do something that is not allowed, twister, don’t break the ice, laugh
o construction – build
o exploration game – usually combined with other objective
o solution – find solution to a puzzle faster or more accurately
o outwit opponent – trivia, jeopardy

• Reward Schedule
o fixed – every 5 minutes
o fixed ratio – reward after 5 (or so) actions
o random – reward offered randomly

Denver Twestival

February 12th, 2009 § 0 comments § permalink

The Denver Twestival (#denvertwestival) was a blast tonight. Got to go hang out with Aimee and Amy and we had a great time meeting all the IRL versions of the online personas we know so well. I’d name a bunch of them, but if I did, I’m sure I’d accidentally leave someone out. For that reason, I will  say to everyone, it was awesome meeting/seeing/finding/talking/laughing with you.

The point of evening was to generate money for Charity : Water, and I thing we did some of that as well. It will be great to see what the global response was after all the dust settles. (Maybe a bad way to put that. Sorry.)

Seriously, kids. If you are trying to organize people in any way and aren’t on a social network of some kind, get with the program. The tools are out there, you just need to learn how to use them. Join the fun!

Energy Harnessing Socks

February 12th, 2009 § 0 comments § permalink

Not socks, SHOCKS. Although socks would be cool too.

What a great idea! Those MIT kids are a smart bunch. Link to article.

Part of article:

***

A team of students at MIT have invented a shock absorber that harnesses energy from small bumps in the road, generating electricity while it smooths the ride more effectively than conventional shocks. Senior Shakeel Avadhany and his teammates say they can produce up to a 10 percent improvement in overall vehicle fuel efficiency by using the regenerative shock absorbers.

***

See what can happen when you put your mind to something.

Hey GM! Ever hear of MIT? How does it make you feel that kids from outside your industry are able to best you at your own game? Bet it burns.

Evolve or die (unless, of course, you sucker the government into bailing out your antiquated business model).

Online Identity

February 11th, 2009 § 0 comments § permalink

I read an article here about Facebook and the future and mobile devices and how great location based apps are going to be. And I agree. Location based apps on a mobile device are going to be HUGE. And so are online identities. And that is where things are going to collide, and I’m not talking about the frustration of managing multiple logins and passwords on different sites. That can be handled with OpenId or something similar.

Here’s the problem I have now, and what I can see will become worse for everyone else as they embrace more and more mobile location based apps: The person and identity I am for one place is not always the same person I am for another.

What?

No really. Just like the person you are at work isn’t always the person you are at home, the person and information I present at LinkedIn is very different from the person I show you here. The person I am on CuteDogs.com is necessarily different from the one I am at KuddlyKittens.net, and neither one of those should ever be connected to my identity on NewJob.com, or at Psycho.net.

All of us share different things in different ways when we are with each of our social groups, and this is before we add in the technology layer. First rule of fight club is nobody talks about fight club. Same for ClownPorn club. Not a word.

So what happens when you have 2 location based applications that cause your online identities to collide? What happens when you are out with your Omaha Steaks club and your location based PETA app pings that you are near? What if you are out with your mom at the mall when your phone starts buzzing like crazy for the frequent buyers deals at Hot Topic? Or worse, what happens when you are at the secret ClownPorn convention and your Family and Friends Facebook app announces your presence to your mom at the Quilting Bee Convention next door?

The point is that in real life we have roles that we play, and identities that go with those roles. We often keep these roles separate and isolated from the others. As more an more social groups are connected online, many users will absolutely need to be able to control what information is available to which group. You wouldn’t wear your clown suit to a job interview, right?

Do you have different identities either in real life or online? How do you keep them apart? How important is it?

Thoughts on phones

February 6th, 2009 § 0 comments § permalink

The cycle repeats over and over. You embrace something new to make your life simpler, and it works that way for a little while, but then it basically leaves you in the same spot you were in before.

For example, cell phones. I got one once so that if I needed to call someone, I could. No matter where I was, or what I was doing, I could contact the people I needed to contact. If my wife needed me, she could call. Jump forward a few years, and I don’t even answer the damn thing. I will read a text message though. Send me a text, and I’ll get it and be able to respond. If you need to get ahold of me, send a text. Jump again, and now I don’t even look at texts. Twitter comes into text messages, reminders come into text messages, voice mail triggers a text message, my dog sends me text messages. WTF?

Don’t get me wrong. I don’t blame the technology. I’m the one who is implementing it wrong, for sure. I am trying to get a handle on it, and I am cutting back. I am trying to get things to work for me instead of me becoming a slave, and I have a LOT of experience working this out. Here’s a few:

An apartment: My first apartment, at a beach town no less, everyone was welcome. If you needed a place to crash, you had one. And every single person I knew did. Constantly. Eventually, if I didn’t know that you were coming over, I didn’t answer the door.

Land line: When I got my first land phone line (in the apartment) , everyone could call, and they did. Then I stopped answering the phone unless I knew you were supposed to call. Not even then sometimes.

Answering machine: What a great invention! For about a day. Dodging calls, screening calls, the whole thing. “Pick up! I know you are there! I’m outside your house on my new cell phone.” Now I don’t even listen to the messages, and they get emailed to me when they are recorded. How lazy can I be? BTW, if you leave me a message, just leave minor details. I don’t listen that far. Actually, don’t leave a message. I just see on the caller ID that you called and I’ll call you back.

Call waiting: I have hated this since day one. If I am on the phone, I am talking to someone. Whoever thought it would be a good idea to have every freaking call interrupt me like a 6 year old (and I know all about this) was insane or had no kids.

Email: Remember when it was cool to get a funny email with a cute dog photo? 1992 was great, right? Cut it out! And then, take a few minutes and write a message that makes sense. And put a fricking subject in. I swear I will kill Travis the next time he sends me an email with the subject of “Hey”. Plus, if the topic is too complex to be covered in 160 to 400 characters, call me. Or better yet, walk over to my cube and we can talk in person. Just don’t leave me a phone message saying you sent me an email. I will slap you.

Cell Phones, Text messages, Blogs, Twitter, Brain Wave Syncing ARRRRGHHHH! They all go the same way. Great at first, then I avoid them because they cease to be a tool for my convenience, and they become a tool for someone else’s convenience. <—— Major point here

Here’s the important part: I love technology. I love that every new thing follows the same old path as the last new things. To me this is a huge opportunity for learning. Every new thing follows the same old rules as when the first nomad wandered into a new tent camp. Community is something that humans crave and need. Let’s figure out ways to make it work FOR us instead of enslaving us. That’s what I’m about. I want to build things that allow people to use technology to their advantage, not for a marketing audience.

Tell me what you think. Argue. Prove me wrong. Let’s be a community. Bring it. I’m not afraid.

Oh, yeah, open source rules!