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September 30, 2005

Opportunity on the Third Screen

Moto_screen3Another great post from David Biesel about the opportunity on the Third Screen -- AKA the underutilized mobile phone home screen. I've only recently discovered this blog, and it's rapidly becoming one of my favorite daily reads.

This 1x1 display has until recently been overlooked as a vehicle for information communication. Always with you and referenced perhaps dozens of times per day, it carries a lot of possibilities with it. Right now my own background screen is terribly boring calendar. Updated news and weather information would be a great replacement, if only just a first step to more personalized content.

September 26, 2005

Our Shared Mobile Future - from a design perspective

Moiaphoto2003smallThis morning, I read a thought-provoking piece about Our Shared Mobile Future. The author, Marko Ahtisaari, the director of design strategy at Nokia. He's also a bassist and interdisciplinarian (like me) and clearly a deep thinker. Based on this post, I've blogrolled him. Here's an outline (which he kindly provides at the end of the post - nice touch!)

Introduction: Scale
1. Reach
2. Sometimes Off vs. Always On
3. Hackability
4. Social Primitives
5. Openness
6. Simplicity
7. Justice

And here's my favorite quote:

Brian Eno summarizes well the essence of hackability: "An important aspect of design is the degree to which the object involves you in its own completion."


September 20, 2005

Fones R Fones

Only 17% of those with a mobile use their phone for anything other than to make calls or send text messages on a daily basis, avoiding the more complex features available according to research conducted in the UK from Mobeon, reports 160characters.org.

"Mobeon concludes that, although the services may be clearly explained in accompanying manuals, users often do not understand the purpose of additional services and therefore do not feel any need to learn how to use them.

According to Mobeon, other causes of this low take-up include poor market introduction and a reliance on the technical manual to communicate with the end-user. Poor usability, resulting in the consumer giving up on getting to grips with the service is also a key factor.

One example of the slow rate of adoption is the fact that just a third of the 15-24 year age bracket, the group that operators regard as early adopters, take advantage of more complex services on a daily basis.

Link.

A whole new meaning for "personal portrait"

Dnamain
Via Popgadget, a report on dna 11 which is a service that makes wall art out of your DNA sequence. You send them a vial of saliva, and you get back a *very* personal portraits. Sounds like a great gift for the guy or gal who has everything.

I'm thinking about getting one of these DNA portraits made for my Dad, who is notoriously hard to buy presents for. "Hey Dad - you gave me your DNA, here's some of yours back atcha!" :-)

MMO Demographics & Trends

In reading this report about an IDG Survey on MMO trends & demographics, the following phrase caught my eye (italics mine):

When choosing that single MMORPG, according to those surveyed, the most important feature was character customization. Problems severe enough to make players consider leaving are not enough new content, unbalanced classes, and too many bugs. Players generally were unwilling to forsake their favorite MMO even after reaching the game's level cap and exhausting its endgame content due to the community ties formed while playing.

This isn't surprising to anyone who's worked in the MMO industry, but it's nice to see this bit of wisdom confirmed.


September 13, 2005

Seven Founding Sins

Being the business of designing cutting-edge games & software, I've worked with a lot of startups. Over time, I've noticed tha certain behaviors seem to be correlated with success. I've tried to articulate some of these patterns, such as in my Lessons Learned post from last year.

Today, courtesy of Fred Wilson's excellent blog, I discovered David Beisel's blog and read a post called the Seven Founding Sins that beautifully articulates these issues. David's thoughts resonate deeply with my own experiences - especially the first and last points he makes. This is a GREAT read if you're in the business of running a startup.

Inauthenticity. While there are notable exceptions, most successful entrepreneurial endeavors are sprung from a genuine idea born from true experience or direct & tangible observation. A founding team should not only have the relevant experience, but also immediate and authentic understanding of the end-users/customers need. Blank-slate brainstormed white-board ideas rarely even deserve the material that they're written on. Great ideas search for a great entrepreneur; great entrepreneurs don't search for a great idea.

Sloth. It may seem obvious, but founding a company is not a full-time job. It's a full-time life. And then some. And then some more. Only those who truly understand this notion have a shot.

Extravagance. A startup is just that: a startup. Without the full corporate infrastructure support, and more importantly, without extensive monetary resources, founders and employees must spend wisely. Even if VC financing has been raised, extravagant and wasteful spending by a few founders/leadership sets the tone for the entire organization. Jet-set lifestyles are appropriate after the liquidity event, as employees treat resources with the same respect that those in power do.

Taciturnity. Rapid progress and constant adjustment in a new endeavor requires continuous communication of these changes. Founders need to ensure that all of the constituents who are involved in making the company a success: co-founders, (prospective) investors, advisors, (potential) customers, employees, analysts, press, bloggers, professional service providers, etc. are regularly updated with an accurate and realistic assessment of both developments and challenges that affect them specifically.

Greed. Holding too tightly to the percentage of ownership figure doesn't allow room for a company to attract the leadership, employees, and investors that will maximize shareholder value -- including the founders'. A flourishing startup endeavor requires investing equity in others to generate substantial return.

Arrogance. There is a fine line between a beneficial pride of confidence and a dangerous arrogant hubris. Founders must realize the limits of their abilities and seek help/input about when others on the team are more informed or in a better position to make decisions. Letting others control activities frees founders to contribute where they can best - in whatever role that may be. Nobody, including a founder, is always right.

Indecisiveness. The beauty of a startup is that there are endless possibilities. The difficulty is to concentrate on one opportunity, not every opportunity. The sooner that a new company can find its focus and make strides, the better. Of course any new company necessitates flexibility, but there is greater risk in trying to be all things to all people than succumbing to rigidity. In the end, tough choices are indeed tough, founding entrepreneurs need to make them.

Julian Bleecker: Superstar Mobile Game

From the USC Interactive Media Blog, here's a description of a cameraphone game from Tokyo that uses image recognition and social networking.

Superstar is a multiplayer photo-based game designed for Ubicomp 2005, Tokyo. The game is free, and open for anyone with a phonecam and self-portrait Puri Kura stickers of themselves.

The game uses Japanese Puri Kura stickers as a starting point for an experiment in social networks, automated phonecam image analysis, and urban visual culture.
The goal is to see and be seen, using tiny images woven into the fabric of Tokyo streetlife.

To play, place your own stickers (with a star on it to recognize participants) wherever you want and collect the stickers of other players by shooting them with your phonecam. Whenever a player snaps a Superstar sticker both players earn points.

A link is then created between the two players. From this point on, any time either player earns points (by shooting a new sticker or by having their sticker shot) the other one will also earn points (though not as many).

Superstar thus builds a network of connections that forms a social, pyramid scheme. Successful players will be the ones that forge connections with other active players.


September 06, 2005

Mobile Games for 1.99

Here's an interesting development - a mobile games company from Alabama called Neo Retro is selling 1.99 mobile games directly from their website. This combination of simple gameplay, low pricing and web sales is exciting -- and very cutting-edge. Only question is -- can they make it in today's mobile gaming environment? Are mobile players ready to find games online, and download them directly from websites to their phones?

Mobile games specialist Werd Interactive is set to shake the mobile games industry, today with the launch of the first titles in its new, entry level, casual games brand Neo Retro, which are being sold directly to consumers through the Werd's website for $1.99 each.The launch titles for the Neo Retro range are all simple, accessible, fun and cheap enough to encourage everyone to pick them up and play.

September 03, 2005

Don Mattrick leaves EA

Today I came across this headline: Electronic Arts' Game Studio President Resigns. I worked with Don Mattrick on several projects, including an executive retreat to discuss the future of Internet games at EA. Don was both respected and feared - a brilliant, charismatic, mercurial figure within the company. I'm very curious to see what he does next.

Electronic Arts Inc., the largest U.S. video-game publisher, said Friday that game studio President Don Mattrick resigned and would be replaced by Paul Lee. Mattrick, 41, is leaving to pursue other opportunities, Redwood City, Calif.-based Electronic Arts said in a statement. Lee, 40, previously served as chief operating officer of the company's game development studios.

September 01, 2005

Mobile search gets smarter

Interesting post today on the GoogleBlog regarding mobile search. It'll be interesting to see where Google takes this next.

...we engineers have been working on three new Google search features for mobile phones. Starting today, if you type [movies] or [weather] and a location, or enter a stock ticker symbol, we'll show, predictably enough, movie showtimes, weather forecasts, or live stock quotes above the Google web search results that display on your phone.

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