Categories
Interactive Media

Many Eyes – another online data visualisation tool

Many Eyes is another online data visualisation tool. Created by the people behind the Baby Name Voyager and other nifty visualisation tools, Many Eyes looks pretty amazing. It uses Java rather than Flash for the visualisations.

Unlike Swivel, who modified their T&C to offer a Creative Commons model the T&C for Many Eyes, being an IBM project is overly restrictive.

Any information that You submit to IBM and the results are considered non-confidential, and IBM will be free to disclose them for any purpose. IBM will not return to You the information You submit. For quality control and other purposes, IBM may monitor your use of the Service and transmission of information through it. IBM is not responsible for any third party seeing or obtaining information or results transmitted through the Service.

Any data submitted should at least require proper attribution by IBM.

That said, take a look, the data upload is just a cut & paste which is surprisingly robust and easier than uploading a formatted file. The range of visualisation choices, their speed and interactivity is lovely.

Categories
Interactive Media

Ellen Lupton on Free Font Manifesto

Our very own Design Hub interviews Ellen Lupton.

What inspired you to initiate the free font manifesto? Were you surprised by the response you received to the concept of free fonts?

Given my interest in ‘open’ design, I wanted to find out if there was an open-source movement in the typeface design community, which is a particular subculture within the broader graphic design world. Typeface designers have always been protective of their intellectual property, because fonts are so easy to steal and there is a huge problem with piracy. I had been invited to address typeface designers and typographers at an international design conference, so I decided to explore the topic of ‘free fonts’. I created a blog to accompany my talk — a new experiment for me. Given the controversial nature of the topic, I wanted to get feedback from my audience beyond the usual Q&A session after the talk. And feedback I certainly got! News of the blog spread like wildfire, and a heated debate ensued on-line. I learned a lot, not only about the passions and worries of the font design community but also about the nature of online communication.

Categories
AV Related Interactive Media

Using Keynote for digital signage in galleries

The Digital Signage Project is a nifty hack of Apple’s Powerpoint-killer Keynote to use it for kiosk-style signage.

Using Keynote for the presentation layer means visitors would get the benefit of superior text rendering and presentation styles to other signage applications.

Categories
Interactive Media Social networking Web 2.0 Young people & museums

The future of social networking? What of Second Life?

The arrival of a new year always brings all sorts of fascinating predictions.

Two commentators on social networking sites who I always have a lot of time for are boyd and Stutzman. Between them they have revealed much about how young people use online social networking services and how young people interact with each other. Their predictions for the future trends in these services are revealing reading.

Stuztman makes a broad range of predictions, most notably that within the US there will be a shakeout of services and that the most established (MySpace, Bebo and Facebook) will be difficult to displace. He reminds us that whilst users might visit lots of different sites, they can only actively keep their own personas on one or two at a time. Protocols such as OpenID will become more necessary to support interoperability across different services – otherwise users will leave. Two other key points he makes are that informational/transactional sites with established communities of users/visitors will attempt to social-ise their user experience and that this will increase the importance of shared experience to the emergence of community.

boyd also introduces new ideas. A few days ago she reminded us that teens do not use these social networking services in the same way that older people do (that is – us). For some, forgetting a password is an experience that is fixed by simply creating a new identity on the site, or moving off to another site. Harking back to the youth studies field, she reminds us that for teenagers and youth, these sites offer a means for identity experimentation, in a way that adults do not often have the time to do with such zeal.

In her thoughts for 2007 boyd sees a fading of enthusiasm amongst teens for the major social networking services. She cites anecdotal evidence that on one hand, new teen users are growing wary of the negative coverage of stranger danger on these sites, and on the other, those who currently use these services are being turned off by the influx of PR and marketing which is getting in the way of the main reason they use these services – to communicate to their friends in their own space. The mass scale intrusion of marketing and more recently spam into some of these services is a growing problem and threatens to make some environments as unfriendly as the ‘mall’ where if you aren’t a potential shopper then you are not welcome.

So, what of Second Life?

Second Life is, as Nina Simon writes is really a social site with the look of a MMORPG. It certainly isn’t a game, as many commentators point out, Linden Labs has set it up with only the most basic of rules. People go to Second Life to, in the words of Simon, “buy items online, view/listen to concerts online, meet up with people you already know (through work, family, friends) all over the world”.

If this user intentionality is correct then I’m very interested in applying Stutzman and boyd’s predictions to Second Life. How will it survive – especially if the churn rates are as high as Shirky believes?

Some questions.

– What of persona interoperability? Using Second Life as a platform does require significant investment from the user which will inevitability take them away from maintenance of their personas on other services. Gary Hayes is positive about this, but also suggest that as open source WordPress equivalents for setting up ‘multi-user virtual environments’ become available, Second Life will have a lot of challengers. His post on MTV’s Virtual Laguna Beach is an interesting look at what is likely to fragment that user base of all environments pretty quickly.

– This, then, leads into the next issue – what of the increased presence of real world companies? Will certain user groups be turned off by the presence of the real world in their Second Life alter-reality?

– What of intentionality? A lot of work has gone in from educators using Second Life as a platform for engaging particular niche audiences with learning – using Second Life as a classroom etc. But how many of these Second Life students continue to be users/citizens after class? Does it matter?

Categories
AV Related Interactive Media Web 2.0

Time based video annotation online

Mojiti and BubblePly offer time based video annotation for content posted on the main online video sharing sites. With these you can add your own subtitles or speech bubbles or other commentary to videos while they play for sharing and commenting by other viewers (who have to view the annotated video’ through either BubblePly or Mojiti).

The source file on YouTube etc stays untouched and what these two services are doing is hosting the annotations and then overlaying them as the source video plays embedded in their site.

This is a nifty idea and something that Mike Jones first suggested would be cool – in relation to some art and academic projects – about a year ago around our lunch table. Well, now it is here.

I’d assume that for most this will be a gimmick (see the sample movies on BubblePly) or useful for niche audiences (see the subtitling samples on Mojiti) but there are some really interesting possibilities for artists and others to play around with this technology too.

I remember a presentation by some academic researchers at University of Queensland who were experimenting with SMIL to build automated narrative generators and video search tools. I am not 100% sure of the project but it could have been related to the work of the Harmony Project.

Categories
Digital storytelling Interactive Media Social networking Web metrics

Shirky (and boyd) on problems of reality in Second Life

Typical – the day I go on internet-free holidays is the day Clay Shirky posts on Second Life.

Shirky’s examination of Second Life bores through the hype generated by ever increasing media coverage (yes, even in Australia) of Second Life. He asks, pertinently, what is the churn rate of users – that is, how many people try and then never log back on? Comparing churn rates is the secret metric that is never discussed enough by those on the outside of social sites like Second Life (or MySpace or Last.fm or whatever). Those on the inside, that is the investors and business owners work hard to talk about users, sign ups and those sort of ever-increasing figures, whilst churn lies buried and undiscussed.

Someone who tries a social service once and bails isn’t really a user any more than someone who gets a sample spoon of ice cream and walks out is a customer.

So here’s my question — how many return users are there? We know from the startup screen that the advertised churn of Second Life is over 60% (as I write this, it’s 690,800 recent users to 1,901,173 signups, or 63%.) That’s not stellar but it’s not terrible either. However, their definition of “recently logged in” includes everyone in the last 60 days, even though the industry standard for reporting unique users is 30 days, so we don’t actually know what the apples to apples churn rate is.

At a guess, Second Life churn measured in the ordinary way is in excess of 85%, with a surge of new users being driven in by the amount of press the service is getting. The wider the Recently Logged In reporting window is, the bigger the bulge of recently-arrived-but-never-to-return users that gets counted in the overall numbers.

I suspect Second Life is largely a “Try Me” virus, where reports of a strange and wonderful new thing draw the masses to log in and try it, but whose ability to retain anything but a fraction of those users is limited. The pattern of a Try Me virus is a rapid spread of first time users, most of whom drop out quickly, with most of the dropouts becoming immune to later use. Pointcast was a Try Me virus, as was LambdaMOO, the experiment that Second Life most closely resembles.

He also problematises the whole idea of 3D environments which danah boyd picks up in inimtable fashion (meatspace! so 90s!).

I have to admit that i get really annoyed when techno-futurists fetishize Stephenson-esque visions of virtuality. Why is it that every 5 years or so we re-instate this fantasy as the utopian end-all be-all of technology? (Remember VRML? That was fun.)

There is no doubt that immersive games are on the rise and i don’t think that trend is going to stop. I think that WoW is a strong indicator of one kind of play that will become part of the cultural landscape. But there’s a huge difference between enjoying WoW and wanting to live virtually. There ARE people who want to go virtual and i wouldn’t be surprised if there are many opportunities for sustainable virtual environments. People who feel socially ostracized in meatspace are good candidates for wanting to go virtual. But again, that’s not everyone.

If you look at the rise of social tech amongst young people, it’s not about divorcing the physical to live digitally. MySpace has more to do with offline structures of sociality than it has to do with virtuality. People are modeling their offline social network; the digital is complementing (and complicating) the physical. In an environment where anyone _could_ socialize with anyone, they don’t. They socialize with the people who validate them in meatspace. The mobile is another example of this. People don’t call up anyone in the world (like is fantasized by some wrt Skype); they call up the people that they are closest with. The mobile supports pre-existing social networks, not purely virtual ones.

Quite a few very experienced people have made a strong case for museums in Second Life and with a flythrough demo it is easy to get seduced. But I do wonder about the churn factor that Shirky focuses on, and I agree with boyd about the actual use of social technologies.

My team here at the Powerhouse Museum has been toying with the idea of a Second Life trial too – we’ve had quite a bit of experience with 3D environments and reconstructions in the past. But a museum is unlikely to have the resources of a Dell or IBM to do a media friendly product launch type event quickly enough in SL to make a significant splash – these things in the museum sector take months (if not years) to develop properly and by the time they are done (maybe) the hype will have moved on.

Categories
Interactive Media Web 2.0

Comparing WIki software

WikiMatrix is a very eat way of comparing the difference features of the ever growing multitude of wiki solutions on offer. You can compare technical features, server requirements, license terms and much more.

One of the biggest problems for those implementing wikis in their organisations is the unfamiliarity of the language used to write wiki posts – especially for non-technical users. Thus, WikiMatrix’s ability to compare the synatx used for common functions such as hyperlinking and text formatting is a really nice comparison feature. After all, at the end of the day with social software there is not much point implementing a technically sophisticated, open source and technically flexible solution if your users have no idea how to do the simplest data entry on the resulting site.

At the Powerhouse Museum we have been experimenting a bit with wiki software and are possibly going to be trialling a solution for our intranet – but the sticking point has been the data entry language more than anything else.

We will be watching the Horowhenua Library Trust’s Kete project with interest to see how their community takes up their wiki-styled solution.

Have you implemented a successful wiki solution? Tell us in the comments as we’d love to hear from you.

Categories
Interactive Media Web 2.0

NZ National Digital Forum 2006 – Wellington, Te Papa (updated)

(updated 29/12/06 with streaming media of all presentations)

Jim Spadaccini from Ideum has blogged extensively about the NDF and the presentations so I’m just going to add a few comments of my own rather than recap the whole event.

Day one

Jim started proceedings with the opening keynote address that gave a broad overview of how museums are adapting and implementing the core ideas of web 2.0. It was a dynamic presentation and offered a lot of food for thought for the audience and there was an audible gasp when he posed the problem of “if you don’t then they will” – referring to the plethora of ‘intelligent design’/Creationism web 2.0-enabled sites. Jim focussed on the easy to do things – museum blogging and its continuing rise – as well as what smaller organisations without web or IT teams can do, namely colonise existing sites and services. Although this can be problematic, Jim made a strong case for doing so when appropriate, especially for organisations targetting youth audiences. He used the example of the LA Museum of Contemporary Art’s MySpace page which taps into the existing audience for their night-time musical activities which are barely visible on their main website. It is not surprising that amongst their featured ‘friends’ are Z-Trip and Crystal Method. The lure to these existing social networks and online communities is that they represent, on the whole, a demographic that is otherwise absent from many museum websites. Further, the more particular communities such as MySpace with their walled garden approach monpolise the times and attention of this demographic, the less opportunity there is for other sites.

Sometimes, as with a photographic collection from the Maxwell Museum, Ideum has found technical solutions in existing services. The project with the Maxwell uses Flickr and their open API to store and present images in a way that would have been well beyond the project budget for such a small museum. Ideum has built a Flickr mashup to complete the project. Interestingly, even before the project launches, but because they have started seeding the photographic collection images to Flickr, other Flickr users have already been discovering the collection and interacting with it, commenting and recommending. In so doing, Ideum has managed not only to solve the issue of a limited project budget, but also reached out to a large community of users through the solution (Flickr) that otherwise would have been unlikely to have come across the finished site at Maxwell.

Jim cautioned that out of every hundred 2.0 startups perhaps as few as 2 will survive – and if you make the wrong choice then your data will disappear when they do.

I’ve had the good fortune to spend some considerable time with Jim whilst in NZ, over the fine cakes, hot chocolates and coffee of Wellington – discussing the world of museums and technology. We are conducting a joint survey on museum blogging (more on that shortly) but most interestingly he has been pushing the idea of museum widgets. Jim is a strong advocate of museum widgets and Ideum has been a pioneer in the museum world. Widgets are micro-applications that can run on desktops and on web pages, and simply provide a browser-less interface to data. These can be very simple – Ideum’s solar image of the day widget draws in an image from NASA; or an RSS feed – or they can be far more complicated including micro-games. Ideum’s current work with widgets has seen over 100,000 downloads and substantial referring traffic from important catalogue sites such as Apple’s widget gallery. Whilst some widgets are little more than gimmicks, others provide extremely useful or interesting services. The Rijiksmuseum in Amsterdam has had an ‘image of the day’ widget on their site for a long time now and it is one of the most popular widgets on the scene. Any museum or collection could and probably should be emulating them – if only for exposure.

Day two

Day two opened with Toby Travis from the V&A. It has also been great to meet Toby – one off two developers at the V&A. Their online work often seems buried on their site and tends to surface only around promotional activities. There have been some fascinating projects around user-generated content at the V&A and many have had developed communities beyond the expectations of the museum. So much so that later in the year they will be launching a MyGallery-style site which will allow users to aggregate their own and others’ user-generated content from the V&A site into a Flickr-style interface. I’ll be very interested to see how much this is used. Jim covers Toby’s talk in detail in his blog posts.

Also on day two, Joanna Ransom from the Horowhenua Library Trust presented on their Kete project. This is really amazing stuff – an open source community cultural wiki built from the community upwards. It was very inspiring and I think there is a lot to be said for this approach. That it has been done on the smell of an oily rag, and done so well is a testament to the trust they have from their community. The site launches publically in March 2007 and when completed will seriously challenge similar projects set up by infinitely larger organisations and companies. This is perhaps on of the first broadsides in Community 2.0.

My presentation

My presentation on emerging technologies and the Powerhouse Museum’s collection database, along with all the others is streamable from the NDF.

Apologies for the lack of photos – I had intended to finish my presentation with a pic of the audience taken form the stage but foolishly left my camera on the table!

Thank you to Te Papa and the NDF team for making this event possible. It really was a marvellous gathering, full of interesting people (about 400!) from the NZ museums, libraries, archives and galleries sector, and with high calibre presentations from all involved. New Zealand is very forward thinking and proactive holding this event annually.

Categories
Interactive Media Web 2.0

Quick Embed Code to Add Comments To Any Site

Via Techcunch comes this nifty bit of code which will come in handy for many small organisations.

JS-Kit is an entirely free little javascript embed that allows you to add threaded comments to any web page in one line.

JS-Kit works by running Lev’s javascript code, which along with the website’s referral, fetches the appropriate comment data from his server. The comments are fully customizable by CSS and multiple comment instances can be displayed on the same referring URL by changing the “path” attribute of the comment. That way you could have a photo page with unique comment threads for each picture. However, while JS-Kit allows for a lot of customization, it still lacks some of the more advanced administrative features of fully integrated comments, such as those of our WordPress blog.

Lev Walkin is a Cisco Security Engineer out of Santa Clara, and originally came up with the idea as a way to help he wife, a web designer, easily add comments to her sites.

Categories
Imaging Interactive Media

Colour tools for web designers

So you are looking for some new colours for your latest design?

The first place you want to look is the Color Scheme Generator which will give you a palette of complimentary colours, as well as testing them for various colour-blind effects. Think of the Color Scheme Generator as doing for colours what Typetester does for fonts.

ColorBlender is perhaps even more useful although it is a matter of personal taste. Blender does much the same as Color Scheme Generator and can also output a colour table for Photoshop, as well as Pantone matching and more. The slider interface is very nifty and smooth.

Adobe has just launched Kuler, a way of sharing colour palettes for importing in to Photoshop, Illustrator, InDesign. With this you can quickly see, download and share palettes that are known to work well together.

Then there is ColorWhore, a simple site for sharing hex codes for colours, which is a bit superfluous after the others but still a simple and nice visual way of comparing colour bands.