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Lessons From Haiti Will Aid Chile - O’Reilly Radar

google chile relief apps

Earlier today Chile experienced a massive earthquake (you can see images of the damage on The BIg Picture). Now, just hours after the event online disaster relief sites are being spun up to aid the survivors. These are all variations on sites that were created to help Haiti survivors.

Google quickly sprang into action reusing many Haiti built-tools:

Crisis Response - This serves as a portal for all of Google’s efforts. From here you can donate to victims, track the news and view the latest maps.

Person Finder: Chile Earthquake - Built on Google’s AppEngine, this app aims to let people enter and retrieve information about people on the ground. It has an API and rich search functonality. News organizations agreed to update Google’s application in an attempt to create a central repository (to avoid the conflicting data issues that happened in the wake of Katrina).

Mapmaker Download - Google’s Mapmaker allows you to map the world from home. It then releases the data under licensing that enables NGOs and relief organizations to use it ( though many find the wording of the license quite confusing their data is actively used).

The Crisis Mappers have also reacted quickly. They have launched chile.ushahidi.com. In Haiti the Ushahidi portal took in tens of thousands of text messages and plotted them on a map for NGOs and relief workers. The Crisis Mappers had teams working around the clock to convert the texts to english. The team is already working to set up shortcodes for the SMS service in Chile. Ushahidi uses Open Street Maps and will be relying on its network of volunteers to build out those maps.

I have written about how these disaster-relief applications were used in Haiti and the people behind them. We are now seeing the emergence of the disastertech platform. As Jesse Robbins says it a pattern of reuse. Each disaster will build upon the previous platforms.

If you want to help Donate, help out online, go to a CrisisCamp (there’s one happening in DC today) or spend some time working on the maps of Chile at Mapmaker or Open Street Map.

Google ditches Google Gears in Google ditches Google Gears in favor of HTML5 developmentfavor of HTML5 development

Google is saying “Hello, HTML5” and goodbye, Google Gears. In a message posted on the Gears API Blog, Gears Team member Ian Fette explained why development has been slow:

“If you’ve wondered why there haven’t been many Gears releases or posts on the Gears blog lately, it’s because we’ve shifted our effort towards bringing all of the Gears capabilities into web standards like HTML5.”

Google has opted to focus on HTML5, which promises to offer many of the same online-to-offline functions for web apps currently available in Gears. It’s not yet easy to convert a Gears app to an HTML5 app, but Gears will be dead in the water once that technology arrives. Google will no longer invest resources into adding new features, and it will not support Safari on OS X Snow Leopard or later. Firefox 3.6 and Internet Explorer will be supported for the time being.

The problem with Gears is that it parallels the innovations that are also available in HTML5. Google has been a strong advocate of HTML5 and adding new features to Gears doesn’t make sense if they can focus on adding to what they believe will become a new web standard. Browsers are increasingly adding native support for offline functions for GMail and other services, so the need for Gears is dwindling. Developers and companies who have invested time in support Google Gears won’t like hearing that work will soon be for naught. The best they can do is join the HTML5 bandwagon and hope Google can cook up a worthy conversion tool.

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Dell Mini 5 prototype impressions

Dell Mini 5 prototype impressions — Engadget


Dell’s puzzled the world for quite some time with its outlandish Mini 5 — at first glance it’s just another Android-based MID, but a quick fiddle with it reveals the full-fledged 3G phone inside. So will it fit in a pocket? Can we carry it around like a normal phone? Is this the future form factor that will bring the ultimate balance between portability and practicality? With such heavy dose of curiosity, we eventually traveled all the way to Shenzhen literally just to grab this prototype. Now, before you read on, do bear in mind that some of its features — especially the OS — may not make it to the final design when it comes out later this year, nor do we know what stage this prototype was at. We good? OK.

Let’s start with the basics: the main specs on our unit include Android 1.6 (which will definitely be obsolete for the final product), five-inch 800 x 480 capacitive touchscreen, Snapdragon QSD8250 chipset (with CPU clocked at 1GHz), Bluetooth, WiFi, GPS and WCDMA radio. Sadly, we have no info on whether the Mini 5 will have other cellular radio options, but it wouldn’t hurt to send Dell a petition regarding this matter. For those who want the dimensions and weight in numbers, it’s about 152mm x 78mm x 10mm at 8 ounces (including the battery, which lasts for almost a day for normal usage on 3G). Memory-wise there’s 405MB RAM and 1.63GB of internal storage — a slight let-down for the latter, so let’s hope the retail unit will be given a more generous dose of silicon. You can add a microSD card next to the battery on the back, but it appears that the mysterious second card slot we saw in the earlier teardown only gave us false hope — we couldn’t find a way to get to it without prying open the housing. Connection to your computer relies on a proprietary port — similar but slightly larger than the iPod’s — to USB cable, which may suggest that we will see some more peripherals made for the Mini 5 and its future siblings.

Software, buttons and keyboard

We won’t bore you with a full list of preinstalled Android apps on our Mini 5, but there are indeed a few that are worth mentioning: the usual bundle including Google Mail, YouTube, Amazon MP3, WebKit browser (with pinch-to-zoom but no Flash support), Google Maps (no pinch-to-zoom, boo!), K-9 Mail (which supports Exchange server) and Quickoffice (a file browser that can also view Word, Excel and PowerPoint documents). For multimedia there’s the standard Android music app, a Gallery app by ArcSoft (pinch-to-zoom supported), and a three-year trial of the forthcoming CyberLink Live for Android that gives you “instant access to your photos, music, and video stored on your home computers.” There’s no social networking integration (like MOTOBLUR and Sense) as such, but you can use the preloaded Meebo IM for chatting on AIM, Facebook, Google Talk, ICQ, Windows Live Messenger, Yahoo, etc. If you want to be discrete about your gigantic phone, you may find the Voice Control app by Nuance handy for voice-dialing — it can be triggered by holding down the button on the bundled handsfree earphones.

Many of the apps support both portrait and landscape modes, although landscape mode only works one way (with the dock connector pointing downwards), which may become a nuisance for those who like to lie on the bed while using their phones. The dialer app — as pictured above — is only available in portrait mode and does look like work in progress, plus we haven’t found a way to initiate or receive video calls, leaving the front-facing 640 x 480 camera pretty useless except for some casual self-portraits. Hopefully the final software build will have these fixed. As for normal phone calls we’ve found voice quality on both ends to be satisfactory.

Going back to the homescreen, we see that Dell’s done some skinning — the top bar houses a button for triggering the apps menu (unlike the traditional pull-up menu on most other Android devices), along with a homescreen switcher button and notifications button. The shortcut icons are contained in shaded grey squares. Only a couple of widgets got our attention: Power Control allows us to quickly change the screen brightness and turn on / off various wireless connections, while the cute TasKiller widgets let us kill apps one by one or all in one go. The widgets for Twitter, Facebook and RSS are useful, but like those on other Android phones, they still lack options for refresh rates. Any chance that we can have enhanced versions, Dell?


The only physical buttons on the Mini 5 all reside on the top edge (when held as pictured above). Starting from the left we have a 3.5mm headphone jack, followed by buttons for volume, power and camera (which has two stages: focus and then capture). On the right of screen there are three touch-sensitive buttons with haptic feedback: back, menu and home. Like other Android phones, the on-screen keyboard can be triggered by holding down the menu button, and as you can see above, the landscape version has a numpad that you may or may not like — frankly, the keyboard offset is pretty annoying since we need to stretch our right thumb across the numpad for handheld typing, plus the keys could’ve been bigger if the numpad wasn’t there. We think those two factors are to be blamed for our constant typos, so a numpad-less option would totally make our day. That said, when the phone’s placed on the desk, we typed better on the landscape keyboard using our index fingers. Similarly, the portrait keyboard performed better with our thumbs while we held the device.

Multimedia experience

Given the MID form factor and that gorgeous five-inch screen, we immediately loaded a few MP4 videos of various resolutions (1080p, 720p and 480p) to see what the Mini 5 could take. Annoyingly, our Mini 5’s default video player could only handle MP4V video codec, so we had to convert our test videos, including the MP4 files that were compiled by iMovie (which encodes in H.264). On the contrary, Carrypad’s heard from Dell at MWC that the final product will support “H.264 and other codecs.” Even then, the device failed to open our 1080p files, but that’s not the end of the world considering 720p is already plentiful for the 800 x 480 screen — we had a 7Mbps 720p video playing smoothly with just the odd stutter. On a similar matter, the preloaded YouTube app performed nicely for us, except for the lack of higher quality playback options to make full use of the large screen.

Moving on to audio: the Mini 5 has a mono speaker on the back that sounds loud and surprisingly clear, but naturally, the bundled earphones sound even better — we’d scale it to somewhere between the levels of the iPod buds and Apple’s in-ear headphones. Fans of stereo Bluetooth headphones will be pleased to know that our Mini 5 supports A2DP and AVRCP, which are particularly useful for devices of such size.


The main camera offers five-megapixel pictures of reasonable quality, along with decent 640 x 480 video capture but with slight rolling shutter effect (aka “jelly motion”). The accompanying camera app has a wealth of settings for both modes: scene, white balance, brightness, contrast, and resolution. Extra settings for photo mode include flash, self-timer, multi-shot, shutter sound, GPS location and flicker adjustment, whereas video mode has options for video format (MPEG-4 and H.263). Both support digital zoom of up to 4x. Once a picture is taken, you get a three-second preview along with options to edit, send, set as wallpaper / contact icon and delete. You get the same options by accessing the photos on the left-hand bar. In edit mode you can rotate, crop, adjust colors, draw, resize and add various goodies (effects, frames, text and clipart). Thankfully, there are undo and redo buttons, too.

Here are a couple of videos and some photos captured by the five-megapixel camera:

Dell Mini 5 prototype camera photo samples

Comfort


Understandably, most people are concerned about whether this 5-inch tablet would fit inside their pocket. We’re happy to tell you that it snuggled nicely in our jeans’ pockets, which is most likely to do with the device’s sensible thickness and our lack of tight pants. Apart from the slight exposure (as pictured below) and the occasional struggle when walking up stairs, we’ve had no other issues with pocketing our Mini 5. A more popular concern would be whether you’d look like a dork when holding the monstrous phone right next to your face. To be honest, it’s not too bad, except the user would most likely be more concious about the size, simply because you’d have to stretch your fingers a bit to accommodate the unusually large footprint and weight — you can see the size better demoed in the earlier walkthrough video. Just keep that to yourself and you’ll be fine — so far most blokes who’ve seen and touched our Mini 5 have said they want one, so this phone is already quite the masculine symbol. And yes, the phone makes a great tool for chatting up the ladies, too (although they’ve all said it’s too big and heavy after playing with it; perhaps the Mini 3 will strike their fancy?).

Wrap-up

Dell may not be the first to forage into the scene of oversized smartphones (see HTC Advantage and HTC Universal), but it looks like the combination of Android, Snapdragon, 3G affordability and resurrection of the tablet trend may give the Mini 5 a great potential. We found the five-inch form factor to be neither too big nor too small, perfect for browsing the web, watching videos (watch out, Archos 5!), car navigation and reading ebooks on the go. Even the battery life matches most current 3G phones, despite the larger screen and faster CPU. We haven’t seen one yet, but a dock for this phone would be a great addition as it’s just big enough to serve as a digital picture frame, if not a side monitor for your social networking apps or emails. Update: the dock exists!

So, would we get one? Absolutely. Would we buy one? Depends — Dell’s been pretty tight-lipped about pricing, and some of you have even expressed concerns about the possibility of this WCDMA phone heading to AT&T. As mentioned before, the firmware on the actual phone will definitely be different when it comes out at some point this year, so hopefully between now and then Dell can work in some social networking integration, a podcast subscriber, a prettier dialer app, a better keyboard and Google Maps with pinch to zoom. As for hardware, all we ask for is a better camera and larger internal storage. Cheers for now, Michael!

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Watching the birth of Flickr co-founder’s gaming start-up

Watching the birth of Flickr co-founder’s gaming start-up | Geek Gestalt - CNET News

Tiny Speck, a company started by Flickr co-founder Stewart Butterfield and three partners, is unveiling its new game, Glitch, on Tuesday. The company has been under the radar since it was founded last March, and no one has known what was being developed. But CNET’s Daniel Terdiman reports from behind the scenes.

SAN FRANCISCO–Stewart Butterfield and his business partner Cal Henderson stared at the MacBook Pro in front of them.

For nearly a year, they’d been struggling to figure out what to call the game their start-up was building. Any time a team member loaded a working version, they’d sit through a few seconds of a splash screen with nothing on it but a generic title featuring little more than the name and logo of their company.

But now, the group had finally given their baby an official moniker: Glitch. And this was one of the first times the two had sat through the splash screen since plunking down a low-five-figure sum to buy glitch.com.

Butterfield and Henderson, dressed casually, were hovering over the computer in the bright, east-facing front room in a beautiful Victorian vacation rental that they’d been using for a four-day company off-site in mid-January. Everyone else had already left. Energized from an intense four days of brainstorming (and maybe a coffee run to a local hot spot called the Mercury Cafe) they were running a demo of their game. Watching the bland screen load as they had countless times before, Henderson’s eyes lit up.

“I guess we could replace that with the title of the game now, couldn’t we,” Henderson deadpanned. “Yeah,” said Butterfield. “We don’t have to call it ‘The Game Being made by Tiny Speck’ anymore.”

Indeed, on Tuesday, CNET is reporting exclusively, Tiny Speck plans to officially unveil their new game, Glitch, and for the first time, people will be able to see what this start-up has been working on since last March. The game will be in private alpha for now, and is expected to launch publicly in the second half of the year.

If Tiny Speck doesn’t sound familiar, that’s because the company has been under the radar since its founding. But if Butterfield’s name rings a bell, it should. He and his former wife, Caterina Fake, were the co-founders of Flickr, the hugely popular photo-sharing site they eventually sold to Yahoo for a reported $35 million in 2005.

By 2008, Butterfield and the other original pre-acquisition Flickr team members who had joined Yahoo celebrated “Vestfest,” a shindig honoring the full vesting of their windfall from the sale, and he decided to move on. His resignation letter was true to form for the 36-year-old geek with a Cambridge degree in philosophy who grew up in a Canadian hamlet once popular with well-educated Vietnam draft dodgers.

“As you know, tin is in my blood,” the cheeky letter to his boss began. “For generations my family has worked with this most useful of metals. When I joined Yahoo back in ‘21, it was a sheet-tin concern of great momentum, growth, and innovation. I knew it was the place for me….Please accept my resignation….I don’t need no fancy parties or gold watches (I still have the one from ‘61 and ‘76). I will be spending more time with my family, tending to my small but growing alpaca herd and, of course, getting back to working with tin, my first love.”

Stewart Butterfield’s odd resignation letter from Yahoo was meant as little more than a way to enliven the day of the company’s HR team.
(Credit: Stewart Butterfield)

Today, Butterfield explains that the letter was little more than a way to enliven the mundane lives of Yahoo’s human resources department, and contained no metaphors. Still, reading the letter now, it’s obvious that “tin” refers to Web-based entrepreneurship.

Indeed, despite his Master’s in philosophy and an original plan to get a Ph.D., Butterfield was lured away from a life of academia by the excitement of the late-1990s dot-com boom. He consulted for a while, and then helped start, and quickly sold, a small company along the lines of Classmates.com called GradFinder.

True Flickr devotees will remember that before that service blossomed, the team behind it had first been operating as a start-up known as Ludicorp, which was working on an online social game called Game Neverending. Wikipedia defines it as an “atypical role-playing game primarily based on social interaction and object manipulation. [It] was lighthearted and humorous; indeed there was no way to win, nor even any definition of success.” Despite developing a passionate audience, they abandoned the game after it became obvious that Flickr was more viable commercially. Now, years later, Butterfield had reassembled a cadre of the earliest members to do what they didn’t last time: build a game and a real business around it.

Their rationale? That the lessons they learned about how to build a passionate, actively-involved community while making Flickr a world-famous company, along with their ideas about how to construct a compelling social game, position them uniquely at the potentially highly-lucrative intersection of World of Warcraft and Facebook.


Glitch is a social online game that takes place inside the imagination of 11 ancient giants. It has a series of very artistic aesthetics, as this screenshot demonstrates.
(Credit: Tiny Speck)

I’d written about Flickr since 2004, so when I ran into Butterfield last March at a soul food restaurant in San Francisco during the 2009 Game Developers Conference, I told him I’d heard about his new start-up and made him an offer I was sure he’d refuse: In return for determining when I could publish, but no other editorial control, he’d give me regular, exclusive access for a behind-the-scenes story about the new company.

Butterfield and his partners had built one of the flagship Web 2.0 companies and had become household names among the geek set. Who wouldn’t want the very rare opportunity to see behind the curtain as he and his crew tried to do it again? I know I did.

But companies almost never let the press see the sausage works, so I expected a polite no. Instead, after about a month of intermittent e-mail exchanges discussing the idea, a message popped up on my screen that began simply: “Hi Daniel - let’s do it!”

Tiny Speck off and running
In an early back story that Butterfield, Henderson, and fellow co-founders Eric Costello and Serguei Mourachov came up with for their new game, an 11-year-old Japanese girl loved drawing in different styles. But she was never satisfied with her work and would crumple up her compositions and toss them out the window. There, said Butterfield, they would “get sucked up into this wind and each one comes to life (like) tiny specks on motes of dust.”

In March 2009, the four founders filed articles of incorporation in Delaware for their new company, Tiny Speck. The state of Delaware thought they were called Tiny Spec, and their checks read “Tiny Specks,” but no matter. They were off and running.

From their home offices in San Francisco, Vancouver, and New York, Butterfield made the trains run on time; Henderson handled the front and back ends of their fledgling system; Costello built the client; and Mourachov–”the Russian mad scientist guy”–built the game server. (Click here for more on the founders).

Their pitch to venture capitalists was simple: they would do for massively multiplayer online games [MMOs] what Nintendo’s Wii did for video game consoles–bring a niche product to the masses. And make a lot of money doing it.

Certainly, they also had what countless entrepreneurs would kill for: a reputation for rewarding investors’ faith in them. The team quickly scooped up $1.5 million in seed funding from the A-list VC shop Accel Partners.

Glitch, at its most basic, is a 2D Flash, Web-based, social MMO with a heavy puzzle-solving component. Or, as the team likes to call it, a “collaborative sim.” Its back story centers on a great but very dark future, and a group of scientists who discover a path back in time to create the optimistic future everyone wants.

“The whole world was spun out of the imagination of 11 great giants,” Butterfield, who often speaks in a soft, hard-to-hear voice, said. “So you have to go back into the past, into the world of the giants’ imaginations and grow…the number of things in the world, grow it in terms of physical dimensions, to make sure the future actually happens. So all the game play takes place in the past inside the world of the giants’ imagination.”

Images: Stewart Butterfield’s new gaming start-up

Practically speaking, Glitch is a social game (see sidebar for more detail about the game) about learning how to find and nurture resources, identify and build community, and proselytize to those around you. It’s not about epic, bloody battles. “Rather than you and me fighting each other with swords,” Butterfield explained, “it could be you and me having rival religious factions battling each other for converts.”

Along the way, players level up by completing quests, gaining skills, growing all manner of things, and making their way through a sometimes Mario-esque world of different artistic styles, each of which can be thought of as being inside an individual giant’s memories.

Even though Glitch is going into private alpha Tuesday, Tiny Speck already has thousands of people in a testing queue, and the company will likely be inviting about 100 people at a time into the game over the next few months. If you’re not already on that list, and you want to play, sign up–but be patient.

In the minds of giants
Beginning last May, I met with Butterfield and Henderson every month or two, usually at the 29-year-old British-born Henderson’s Hayes Valley loft here in San Francisco. Though he often walks around in T-shirts and shorts and eats Lucky Charms straight out of the box, there’s no doubting he’s accomplished. Henderson, who literally wrote the book on building scalable Web sites, is best known in geek circles for having designed and built the Flickr APIs, which influenced many developments on the Web, including OAuth.


During my first visit to his light-filled loft, located on the same block as Second Life publisher Linden Lab’s first office (complete with a six-foot-tall plastic Ferris wheel, a shelf full of Make magazines, multiple computers, and the obligatory copies of Halo and World of Warcraft), the two partners weren’t sure what to call this open-ended fantasia.

Among their considered, but rejected, ideas had been: Paper Moon, based on the Japanese cut-out collage motif of the 11-year-old girl and her crumpled paper, but another game company beat them to the name while Tiny Speck pondered; One Billion Daydreams, which was about the universe inside the mental wanderings of a billion people; and Inside the Minds of Giants.

Each illustrator used a different style, meaning that players can peer inside the different aesthetic of each of the giants.
(Credit: Tiny Speck)

During an October meeting with Butterfield and Henderson, they told me they’d settled on the latter. But moments into our January meeting in the Victorian vacation rental, Butterfield started things off by saying, over the sounds of traffic from the thoroughfare just outside the window of the front-room salon, “Yeah, so the name of the game is Glitch.”

“We were going to call the game Billion Year Itch,” continued Butterfield. “And then someone said ‘Glitch’ and [that] stuck. We just had really positive reaction from everyone we told it to.”

On Glitch.com, Tiny Speck spells it out a little more: “It’s called Glitch because in the far-distant and totally-perfect future, the world starts becoming less and less probable, things fall apart, the center cannot hold, and there occurs what comes to be called the ‘glitch’–a grave danger of disemprobablization.”

Tiny Speck’s business plan, too, has morphed since its founding. In the beginning, Butterfield wanted to pursue a subscription-only model, but over time, he saw that a free-to-play game would probably attract a bigger audience. Money, then, would come from a combination of virtual item sales, subscriptions offering premium services, and the sale of mini games that unlock new, otherwise inaccessible skills, both for the Web and iPhones and Android devices.

With all those potential sources of revenue, Butterfield believes that Glitch can eventually earn between $30 and $40 per user per year, a range that, if large numbers of people sign up, could mean very significant profit margins.

Even if that’s not possible, Tiny Speck’s costs are fairly low. It has just eight full-time staffers, including the founders. Though the company will soon open offices in Vancouver and San Francisco, Butterfield said there’s enough in the bank to get to launch, hopefully sometime in the second half of this year.

Still, Butterfield expects to secure a $3 million to $5 million A-round of funding in the next few months in hopes of not being distracted by fund-raising while in full production mode.

Ripping out the game mechanic
From its earliest days, the game had a core game mechanic–essentially a system of rules–in which players would initially choose one of five character classes–a dandy, a monk, a mastermind, a huckster, and a gumpteur–and then choose both a primary and secondary talent from among panache, flow, brains, gumption, and wile. A dandy would have panache and flow, while a monk would have flow and brains.

But when I visited with the Tiny Speck team in late October of last year at the tail end of a four-day offsite (see stop-motion video below of the Tiny Speck team’s first design charrette–meeting–in Vancouver on April 29, 2009) in the Victorian vacation rental, Butterfield casually dropped a bomb: They were tossing that game mechanic onto the trash heap.

With the house full of engineers and all four of the founders, it was hard to hear as loud voices echoed through narrow halls and rooms with high ceilings. The team had been staying in the house for four days and working non-stop, morning to night, and it had the air of a geek slumber party. The password for the temporary Wi-Fi network they’d set up was “stewartisanass” because, co-founder Eric Costello said with a smile, “Stewart was being an ass the day we set it up.”

According to the 39-year-old Costello, who lives and works in the Astoria neighborhood of Queens, N.Y., though the Tiny Speck team had bought into the original mechanic since the beginning, none had been totally happy with it.

“It seemed good enough,” Costello, an early blogger and one of the first Ajax scripters, said, “but it was really foreign. Part of the motivation (had been) to make the upfront decision for a player about what type of character they’re going to be. But (we decided) to let that come out of how they play the game and the choices they make while they play the game instead of something they choose before they’re ever in the world and know anything about it.”

From that point on, Tiny Speck began building a new core mechanic centered around skill trees in which players begin the game by choosing from certain low-level talents, such as animal kinship, green thumb, and the like. Then, as they build up skill points, they can spend them on new skills, which in turn open up “a bigger possibility space,” Butterfield said.

Happy Place
From the get-go, the Tiny Speck team set out to craft their game using a series of five three-month development cycles, each of which would comprise two months of hard-core work, followed by a month of “cleaning up after ourselves,” essentially testing and optimization, and each of which had a set of specific goals and milestones.

Each cycle had a name, and when I first started visiting with Butterfield and Henderson, they had just finished the first, which they called Happy Place. The goals for that three-month period? To get done “the minimum amount of stuff we needed to get done (for the game) to be fun.”

The next cycle was to be called Bay of Pigs, and the objectives were to complete the addition of an in-game currency, auctions and stores, groups, object making, and a system for death. Following that was Water World, with mini-games, politics and elections, property taxes, and all things related to water; Macademia, which would augur a private beta; and finally, the “nice and ominous” Jonestown in time for the public launch.

Another big goal, of course, was to staff up. While a core team of four partners was, as Henderson called it, the “absolute minimum needed for developing,” it was clear to the founders that they’d need to grow in order to meet their objectives.

Throughout my series of meetings with the team, Butterfield always made it clear that slow and deliberate growth was key. In June of last year, Tiny Speck was still just the four founders plus a small group of contract illustrators–”we don’t have an accountant,” he said, “instead we have several envelopes stuffed with stuff so when we get an accountant, they’ll be busy for months.”

But when I stopped by Henderson’s place in August, they were romancing their eventual first new hire, then Digg creative director Daniel Burka. It was a secret that Burka was considering leaving Digg for Tiny Speck, though to hear the three of them talking that day, it seemed like a done deal. As Butterfield and Henderson talked to me about the status of the project, they were also filling in Burka on what was going on, and to me, it felt more like an orientation than an interview. If it was an interview, Burka was definitely the one with the upper hand. By October, Burka was on board as the director of design.

Now, Tiny Speck is up to eight full-time people and 12 contractors, including Vicki Wong–who goes by the name Meomi and who designed the mascot for this month’s Winter Olympics in Vancouver. Next up, said Butterfield, a vice president of operations and four other staffers.

An article of faith
When Flickr was in its earliest days and still independent, the start-up came up with a clever bit of psychological judo as a slogan. “Use Flickr, because why not use Flickr,” it went. Last spring, at my first Tiny Speck meeting, Butterfield remembered that and said they might try that again this time around. After all, he said, “it’s a very effective slogan. It’s very difficult to argue with.”

Now, though he chuckled and agreed with himself that it’s hard to argue with that reasoning, he said Tiny Speck won’t be borrowing that language. Instead, they’re going with a much more succinct and to-the-point tag line: A game of giant imagination.

As anyone who’s ever tried to start a company knows, it takes a lot of ambition, talent, luck and, yes, imagination, to make it work. But Butterfield and Henderson have never had any doubts that they will once again build a popular and financial success from the ground up.

“I’m just taking it as an article of faith that we’ll make money,” Butterfield said.

“If you have a good idea and it’s well executed,” Henderson added, “then you’ll make money.”

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Symbian Operating System, Now Open Source and Free

Symbian Operating System, Now Open Source and Free | Gadget Lab | Wired.com

symbian

The source code for the ten-year old Symbian platform will be completely open source and available for free starting Thursday. The transition from proprietary code to open source is the largest in software history, claims the Symbian Foundation.

“The dominant operating system provider out there is Symbian,” says Lee Williams, executive director of the Symbian Foundation, “and now we are offering developers the ability to do so much more.”

Symbian, which powers most of Nokia’s phones, has been shipped in more than 330 million devices worldwide. But in the last few years, Symbian has seen more than its fair share of changes. In 2008, Nokia, one of Symbian’s largest customers, acquired a major share in the company. Nokia then created the Symbian Foundation to distribute the platform as an open source project, and began the process of opening up the source code that year.

Meanwhile, the operating system has seen new rivals crop up. Google’s Android, which is based on a Linux kernel, has become a favorite among handset makers such as Motorola and HTC. And it’s based on an open source foundation too.

Symbian’s move to open source has been completed four months ahead of schedule and it offers mobile developers new ways to innovate, says Williams. Any individual or organization can now take, use and modify the Symbian code for any device, from mobile phone to a tablet.

Similar as it may sound to Android’s promise, there are major differences, says Williams.

“About a third of the Android code base is open and nothing more,” says Williams. “And what is open is a collection of middleware. Everything else is closed or proprietary.”

Symbian is also ahead of Android in that it will publish its platform roadmap and planned features up to 2011, he says. And anyone can influence that roadmap or contribute to new features.

“Open source is also about open governance,” says Williams. “It’s about letting someone other than one control point guide the feature set and the asset base.”

But will that be enough for Symbian to steal away customers lured by a snazzier and younger rival?

The source code for the ten-year old Symbian platform will be completely open source and available for free starting Thursday. The transition from proprietary code to open source is the largest in software history, claims the Symbian Foundation.

“The dominant operating system provider out there is Symbian,” says Lee Williams, executive director of the Symbian Foundation, “and now we are offering developers the ability to do so much more.”

Symbian, which powers most of Nokia’s phones, has been shipped in more than 330 million devices worldwide. But in the last few years, Symbian has seen more than its fair share of changes. In 2008, Nokia, one of Symbian’s largest customers, acquired a major share in the company. Nokia then created the Symbian Foundation to distribute the platform as an open source project, and began the process of opening up the source code that year.

Meanwhile, the operating system has seen new rivals crop up. Google’s Android, which is based on a Linux kernel, has become a favorite among handset makers such as Motorola and HTC. And it’s based on an open source foundation too.

Symbian’s move to open source has been completed four months ahead of schedule and it offers mobile developers new ways to innovate, says Williams. Any individual or organization can now take, use and modify the Symbian code for any device, from mobile phone to a tablet.

Similar as it may sound to Android’s promise, there are major differences, says Williams.

“About a third of the Android code base is open and nothing more,” says Williams. “And what is open is a collection of middleware. Everything else is closed or proprietary.”

Symbian is also ahead of Android in that it will publish its platform roadmap and planned features up to 2011, he says. And anyone can influence that roadmap or contribute to new features.

“Open source is also about open governance,” says Williams. “It’s about letting someone other than one control point guide the feature set and the asset base.”

But will that be enough for Symbian to steal away customers lured by a snazzier and younger rival?

source >>

Intel Details Upcoming Mobile and Six-Core Processors

Intel Details Upcoming Mobile and Six-Core Processors - HotHardware


With the International Solid-State Circuits Conference less than a week away, Intel has released additional details on its hexa-core desktop, next generation mobile and dual-core Westmere processors. Much of the dual-core data was revealed last month when the CPU manufacturer launched Clarkdale (our review is here if you want additional information on the CPU and its integrated graphics core). When Intel set its internal goals for what its calling Westmere 6C, the company aimed to boost both core and cache count by 50 percent without increasing the processor’s thermal envelope. Towards this end, the new Westmere chips will incorporate additional technologies to reduce the CPU’s power consumption at idle.

Westmere 6C (codename Gulftown) is a native six-core chip as shown above. Intel has crammed 1.17 billion transistors into a die that’s approximately 240mm sq. The new chip carries 12MB up L3 (up from Nehalem’s 8MB) and a TDP of 130W at 3.33GHz. In addition to the addition of hardware AES encryption instruction decode support, Intel has made a number of improvements to Gulftown’s power consumption. Up until now, Intel’s efforts to reduce CPU power consumption focused on what it calls the “Core”; the “Uncore” hardware couldn’t be powered down or controlled to the same degree. Starting with Westmere, both sections of the CPU can be fine-tuned to minimize power consumption without adversely affecting processor performance. As part of its bid to increase CPU complexity and performance without driving up system-level power consumption, Westmere will also support low-voltage DDR3, which uses an operating voltage of 1.35v (down from 1.5v standard). According to Intel, using the lower voltage memory reduces memory power consumption by about 20 percent overall.

Mobile


The big mobile-specific tech that Intel has debuted with Arrandale (32nm Westmere 2C) is a Turbo Boost for graphics mode. While Intel’s standard Turbo mode is available as well, the chip can also cut CPU frequency and ramp the IGP higher to improve graphics performance. Intel refers to this as “HD Graphics with dynamic frequency.” How much of a boost this mode can deliver depends on which processor you’ve got. Intel’s spec sheets for the Core i3 processor list a 500MHz standard frequency with a 667MHz maximum dynamic frequency while the Core i5 mobile parts top out at 766MHz. That’s 1.33x and 1.53x above stock, respectively.


There are two ways to take Intel’s Dynamic Frequency technology. On the one hand, it’s true that Intel’s integrated GPUs have historically been terrible choices for gaming; what the parts have lacked in hardware functionality, they’ve made up for in terrible driver support. Arrandale’s integrated IGP is more advanced than any of its desktop predecessors, but the “new” features Intel baked into the on-die GPU, such as hierarchical Z support, are technologies ATI and NVIDIA launched nearly nine years ago. Trailing your competition is one thing, trailing your competition by a decade is something else entirely.

On the other hand, however, Intel’s new IGP is indisputably the fastest, most gaming-friendly part the company has ever built. A 33 percent (or 53 percent) higher clockspeed isn’t going to turn Arrandale’s IGP into a discrete part from ATI or NVIDIA, but it should provide noticable performance improvements provided that the processor speed tradeoff doesn’t obscure them. The ability to trade CPU cycles for GPU horsepower gives even a modest system additional flexibility; it’s easy to see how this sort of capability could end up integrated into Intel’s Atom product line in the not-too-distant future.

And Now For Something Completely Different

In addition to its x86 CPU briefings, Intel will present a number of paper’s at the ISSCC. Chief among these are the company’s ongoing research into so-called “digital intelligence,” high-speed point-to-point interconnects, and reconfigurable computing. Intel will also give more details on a 48-core single-chip processor it unveiled last December. One of the features the company will discuss is the chip’s use of so-called circuit switching rather than packet switching when passing messages. By mapping out the route from core to core before actually sending a message, Intel claims it can vastly accelerate the speed at which information is passed within the chip structure.
source >

The Apple iPad: It’s just ahead of its time

 | Molly Rants - CNET News


It’s hard to argue the fact that this week’s Apple iPad launch disappointed the tech crowd, and not just because of that inexplicable name. Despite its lovely design, beefier core apps, and new e-book features and store, the iPad is hampered by a well-documented string of missing features: a camera, 16:9 support, Flash support (seriously?), multitasking, SD card slot, HDMI or high-res video output support, USB ports, GPS, and so on. Plus, it’s exclusive to the AT&T network (again: seriously?) in this iteration, the pricing scheme is overly complex, and while I’m not sure it’s genuinely overpriced, it’s nevertheless expensive, and you can’t imagine the price going much lower without crashing into the 64GB iPod Touch and making the iPad look a lot like a sucker’s buy.

OK, but all that said, I think we all need to take a deep breath and remember: it’s not that the iPad is a failure. It’s just a product ahead of its time. No one should actually buy this iPad–between its inevitable first-generation bugs, fulfillment problems, and buyer’s remorse over added features and price drops, it’s heartbreak waiting to happen. Try to think of the iPad as, like, a proof of concept. A concept car, even. A work in progress, really.

Now, I know tablet PCs are nothing new, and I know Microsoft’s been trying to get the idea off the ground for a decade now. But this is the concept design for the e-reader/media device we’ll all own in three to five years–when every publication is available as a feature-rich, interactive reading experience, when Apple (or someone else) has introduced the Newsstand app store with some actual newspaper and magazine content partners, and when prices are in the $100 to $200 range and 3G wireless is not a $130 add-on (SERIOUSLY?), and the idea of consuming just 250MB of data a month on a true multimedia device is recognized as the belly-busting joke that it is.

Right now, the iPad is a product in search of a market. It’s kind of poorly implemented, feature-wise; it’s been poorly articulated, market-wise; and it’s hard to imagine why on earth you’d ever need such a thing at such a price. But I think there will be a market for a touch-screen, all-in-one device that’s more than a Kindle and less than a laptop, and it’s easy to imagine getting all my media on one slick Internet-connected device that also works as one heck of a pretty digital picture frame.

Here’s what Apple needs to do: stop trying to convince me that an iPad is better than a Netbook. That’s not the point. I have plenty of things in my life that can bring me a calendar, music, photos, and touch-screen painting. I don’t need more of that (no matter how pretty you make it). Don’t try to put the iPad between a laptop and a smart phone–that positioning doesn’t make any sense to anyone, and no one needs that.

Start pitching this thing as the actual replacement for paper. Get some serious content deals with periodicals and papers, and maybe even offer a combined subscription service that lets you choose 8 or 10 papers and magazines for a flat fee. Get the bookstore up to Amazon stock levels, put an e-ink/LCD hybrid display in the next version, and get serious about what this really is: a multimedia reader. (Also, get your product line and pricing in order and stop trying to act like a 3G chip really costs an extra $130.) See you in three to five years!
Source >>

The Nexus : Whats Inside ?

Nexus One 4

Amazon adds media streaming to content delivery service

Amazon adds media streaming to content delivery service | Cloud Computing - InfoWorld

Google & Audi take Google services in a car to the next level in the new Audi A8


Nowadays, it seems like everything is connected to the Internet: mobile phones, laptops, netbooks, portable game consoles, personal navigation devices. Think of how applications such as Google Maps for mobile have changed the way you find locally relevant businesses or addresses, or real-time traffic along your route. We can even get online from 35,000 feet while on an airplane, or while traveling at 300 km/h on a train. Google has worked with the automotive industry to bring services like Local Search into cars in the past - now we’re teaming up with Audi to bring an entirely new type of technology into the car: Google Earth.

With their newly unveiled Audi A8, Audi is the first car manufacturer to bring Google Earth directly into the vehicle and to combine that with a set of useful Google services. We’ve worked closely with them to create a compelling in-car experience integrated with the Audi navigation system. You’ll be able to enjoy 3D satellite imagery, terrain information and a wealth of additional geo information relevant to your current location: layers like Wikipedia to learn more about your surroundings or Panoramio images to get another view.

To help you figure out where you want to go and how to get there, we’ve also brought Google Maps and Local Search into the A8, and linking it to your desk. You can send business listings directly from Google Maps to your car: search for an address at your desk, send it to the car, and by the time you go to the parking lot your car will know where to go. While in the car, you can use Google Local Search in the same rich quality as at your desk. Imagine you get hungry on the way or want to find a cinema – simply perform a live Google search on your car navigation system and immediately get up-to-date, rich and relevant results.

Ghirardelli Square, San Francisco - Send popular destinations directly from your desk into your car

Google Earth has come a long way from when it received “oohs” and “aahs” during its demonstration for Googlers and the public in 2005: it has now been downloaded over 500 million times on the desktop, is available in 41 languages, and has a mobile version for iPhone. As Germans, with a natural born passion for cars, we’re very excited about this newest milestone and we hope that drivers will have that same “ooh” and “aah” reaction when exploring Google Earth from the Audi A8.

Cabo da Roca, Portugal - Pushing your car navigation display to the next level

Our mission to organize the world’s information and make it universally accessible and useful is paid into by the efforts of Google’s automotive team - they always are trying to find new ways to make relevant information accessible and useful - now also in your car.

Herzlich willkommen, Audi!