General Guidelines for Cloud Tech
These are my brief (and very rough) notes from 5 minutes ago summarizing some guidelines I feel are critical for application & service development:
The cloud is everywhere.
Applications grab eyes.
Mobile/desktop/cloud - Don’t draw partitions.
Seek integrations across platforms.
Scale services by UI. Eg editing photos on a mobile is not appropriate but capturing images and uploading them to a workspace is.
Build communities.
Provide ubiquitous workspaces.
Communicate, Collaborate, Create, Share
Tim O’Reilly on Open Source & Cloud Computing
From O’Reilly Radar:
The “internet operating system” that I’m hoping to see evolve over the next few years will require developers to move away from thinking of their applications as endpoints, and more as re-usable components. For example, why does every application have to try to recreate its own social network? Shouldn’t social networking be a system service?
This isn’t just a “moral” appeal, but strategic advice. The first provider to build a reasonably open, re-usable system service in any particular area is going to get the biggest uptake. Right now, there’s a lot of focus on low level platform subsystems like storage and computation, but I continue to believe that many of the key subsystems in this evolving OS will be data subsystems, like identity, location, payment, product catalogs, music, etc. And eventually, these subsystems will need to be reasonably open and interoperable, so that a developer can build a data-intensive application without having to own all the data his application requires. This is what John Musser calls the programmable web.
Parting Notes on ETech
Saturday March 08th 2008, 12:41 am
Filed under:
ape dynamics,
cool tech,
ghost in the machine,
interface,
mobile nets,
neotropes,
remix culture,
robot wars,
slag,
smart objects,
soft serv,
virtual life
This was a great conference and the most consistent collection of speakers and topics I’ve ever experienced. Very fun and inspiring. Lots of hip 30-somethings trying to dream up tomorrow and make it real. It was a a very balanced, yet cutting-edge talk aimed at an eager (and surprisingly mixed-gender)crowd. I noticed that most folks were using Mac laptops - this part of the edge seems to prefer Apple - and it was fascinating to watch many who were blogging the talks while pulling up references dropped by the speakers, tweeting out to Twitter, and snapping/downloading/posting photos in real-time. As speakers dropped references I was pulling them up on my laptop and dropping links into my blog notes.
In the lobby a team was showing off a data viz video mapping real-time communications connecting NYC to the rest of the world. Andrea noticed that a surprising number were with an Italian city called Perugia. Maybe next year they could map the live feed of all web traffic from ETech. Imagine the bitstreams rising off such a gathering of digiterati.
Maybe it was just the Sudafed coursing through our virus-ridden veins (thank you Portland) but ETech was a total intellectual turn-on, from ambient objects, Asian mobile media, green policy and sustainability, hardware hacking & drone building, Austrian post-Situationists, neuroengineering, and the digital salvation of Democracy itself.
I hope I can go back next year!
Heading to San Diego for ETech2008
Hacking brains & iPhones, building DIY aerial drones, ambient data streaming, data viz and crowd movements, ARGs, Vegas, and the Self awakened to it’s own tech. Oh baby!
With the help of my special lady friend (who got work to sport for the hotel, pass, and air) and the help of my employer (I’m doing some booth shifts on the floor in exchange for a pass - I get to rep Adobe AIR), I’m leaving tomorrow morning for sunny San Diego and a week at the O’Reilly Emerging Technology Conference! I’m psyched. I’ve wanted to go for the last few years but couldn’t afford it. All this time, I should have just told my corporate overlords they needed to send me on the company ticket!
I’ll be sending photos to the urbeingrecorded portal via tumblr, and I’ll likely post some keen bits here. Otherwise I’ll be fast hacking my iPhone to control a robotic crowd-sourcing drone I will use to track the culinary habits of tech luminaries and international political dissidents whose footpaths I’ll be datastreaming to various dynamic art installations and ambient devices.
From their site:
How does technology help you perceive things that you never noticed before? How does it help you be found, or draw attention to issues, objects, ideas, and projects that are important, no matter their size or location?
At the 2008 version of ETech, the O’Reilly Emerging Technology Conference, we’ll take a wide-eyed look at the brand new tech that’s tweaking how we are seen as individuals, how we choose to channel and divert our energy and attention, and what influences our perspective on the world around us:
Body Hacking. Genomics Hacking. Brain Hacking. Sex Hacking. Food Hacking. iPhone Hacking.
DIY Aerial Drones. DIY Talking Things. DIY Spectrum. DIY Apocalypse Survival.
Emerging Tech of India, Cuba, and Africa. International Political Dissidents.
Visualize Data and Crowds. Ambient Data Streaming.
Good Policy. Energy Policy. Defense Policy. Genetic Policy. Corruption.
Alternate Reality Games. Emotions of Games. Sensor Games.
ETech 2008 will cover all of these topics and more. We put on stage the speakers and the ideas that help our attendees prepare for and create the future, whatever it might be. Great speakers are going to pull us forward with them to see what technology can do… and sometimes shouldn’t do. From robotics and gaming to defense and geolocation, we’ll explore promising technologies that are just that–still promises–and renew our sense of wonder at the way technology is influencing and altering our everyday lives.
w00t!
Another Rant On Immersive Worlds (and the Value of Mining Social Nets)
From a recent internal email thread (slightly modified and redacted):
I’ve done a reasonable amount of work developing 3D spaces and evaluating the opportunities in immersive worlds. Along the way I’ve learned a lot about virtual worlds and the people who frequent them, least of which is the unfortunate reality that nobody seems to be able to make any real money on the open-ended, user-generated content model.
While Second Life enjoys the occassional publicity bumps on the backs of Boing Boing and Wired et al, they have yet to really nail down their business model short of “get bought by Google”. As others have noted, the connection between their virtual economy and that of the real world are tenuous at best and criminal at worst (see the shady operations of some of it’s private banks…). IBM and others respond to the hype and dump millions into corporate islands, only to realize that people aren’t particularly interested. The tools offered to users suffer from poor UI and steep learning curves, leading to small cliques of content creators sucking up Linden dollars from downstreamers who wish their avatar was more interesting. As we learned with Atmosphere, letting the users take responsibility for all the content leads to very limited and insular creativity with a lot of folks simply standing around in fancy outfits. Spending any substantial time in SL or the other user-content worlds leaves me with the sad aftertaste that millions and millions of polygons are being wasted on a fancy chat client.
Now clearly, virtual worlds are extremely compelling. We want cyberspace and the metaverse, and companies like SL ride this sci-fi future dream as far as they can hoping that if enough people believe it, then it will come true. A common side-effect of the hype machine is that people jump on the panacea bandwagon and start to think that the 3D world can replace everything we do on the desktop or IRL. As others have noted, running trainingseminars in full-featured flat apps like Connect is much better than trying to do it in 3D. Likewise with watching video or surfing the web or writing spreadsheets. To find value in virtual worlds is to determine what they do better than flatware. Blizzard knows that one of the best things 3D worlds do is provide an immersive environment in which to unroll a compelling narrative. SL ditched the narrative and assumes that the users want to create their own world from a blank palette. A simple glance at the numbers shows who has the better game plan for virtual worlds right now.
Content creation in 3D worlds is fraught with peril due to it’s complexity. Modelling in 3D will always be a professional endeavor, as it should be. It’s fricken hard. Scripting actions is also challenging but a little more accesible. Skinning jpegs for fashionable avatar textures? Maybe your average photoshopper can do this if they wish but don’t we already make a lot of money off the professional gaming companies that integrated PS into their workflows a long time ago?
The real point of interest for me in spaces like SL is not the creation of virtual design content, but the creation and management of social content. The most compelling thing in any social network, flat or 3d, is the ability to find your friends/connections, to share and retrieve information, to discover affinity groups based on your interests, and to have access to simple agents that help better integrate the online self with the real-world self.
To my mind, the current value proposition lies in creating extensible flash widgets that crawl through social nets and help users manage the data and enhance their productivity. How can I find the knowledge experts that can help me use Photoshop for pre-press? As a knowledge expert, how can I let others know I’m here to help? How can a user manage and personalize their Suite workflows and integrate them with their online data? What’s the easiest way to meet a LinkedIn contact in a Connect session to show off a portfolio of Flash content? How can I derive a color space from an image that will then lead me to an online resource for similar images? How can I capture real world media inspiration from my mobile and make sure it easily and reliably gets into my Suite workspace? How can a Second Life avatar show more personal attributes, interests, connections, profiles, etc to others in the virtual world? If an SL buddy texts a friend from within the 3D world, can the friend receive the text and respond with their cellphone?
I think we need to regard virtual worlds not as islands of discrete opportunities but as extensions of the real world and of the datasphere. I see little value in creating tools to enable SL/There/etc content creation or in buying advertising space in-world. To me, the most exciting virtual space right now is the social information and collaboration space - and it’s moving into the mobile form-factor a lot more quickly than into 3D worlds. The best value, IMHO, is working on the interstitial technologies that integrate all of these diverse spaces and workflows.
In the meantime, I’ll continue dreaming about the metaverse until it arrives.
the mind reels
So here is the entire install pathway for your new plugin, as uncovered by your intrepid adventurer who has yet not been able to successfully download and install his $300 software.
1) insert CD and run “installer”
2) enter Serial # and email
3) installer queries hardware (—, in this case) for Authentification id
4) install then goes to the web and sends this data to the host, or some subsidiary handler
5) server then sends an email to your entered addy with a link to download the file
6) from email go to server and download the file
7) drag app pkg into applications folder
8) Launch
9) in app UI, enter activation code and wait for server handshake
10) run your new $300 application happy in the knowledge that your software provider no longer thinks you’re a dirty rotten criminal.
Note the many potential points of failure and multiple questionably-secure web connections. And I still don’t have any usable software. Now they can bear the cost of my tech support phone call, and emails, and blogging, etc…
Again, I really like their stuff but this is just ridiculous. Professionals pay for software. Kids and criminals pirate. And kids often end up becoming professionals who buy your software because they pirated it when they were in school.
terrible installer experience
I deal with installers and activation requirements often at work so this sort of thing really bugs me. I ordered a hard copy of the —- plugin. I received the cd and began the installation only to find that my CD is just an empty installer shell that goes to a web server to download the file. So here I am with no internet access on my workstation completely unable to fetch and download the plugin that I paid $300 for to have a 700MB cd that doesn’t even have the full installer on it!
update:
Found a workaround that claims to allow me to download the installer file from a web-enabled machine, then manually move it to my music workstation for install. However, the installer shell asks for Serial & Authentification info (which I have - legally), but has no way of cross-checking the info to verify that it’s an acceptable combo, is entered correctly, etc… it simply passes this text onto a web server.
And promptly returns an error saying the page is not available. No feedback about my installation. No suggestion that I entered the serial wrong or that my email doesn’t match the one they have for me. Nothing but the eternal winds of suckage. And I haven’t even made it to Activation yet…
I’ve used — for 4 years now and I love the system, but this stuff really undermines my faith in their product. You should always always always do whatever you can to guarantee a successful and easy installation.
This does not keep your software from being pirated. It only pisses off the honest people that are trying to pay you for your product.
Again I implore you and every other software shop: make installation easy and reliable.