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General SXSW '08

SXSW 2008 Notes Table of Contents

Tuesday 3.11.08

Monday 3.10.08

Sunday 3.9.08

Saturday 3.8.08

Friday 3.7.08

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SXSW '08

SXSW2008 notes – FM 2.0: The Future of Internet Radio

Tuesday, 11 March 2008 - 5:00PM

Abstract:
With the recent rate hikes impacting Internet radio, only the big guys benefit. Or do they? Will Internet radio look and sound like FM in the next five years? If so, how can the little guys survive? And, considering the challenges and costs, why would they even want to? This session will explore the positive and negative aspects of entering and staying in the Internet radio space, discuss how to make independent Internet radio work financially, and provide expert opinion on the future of Internet radio.

David Hyman (Moderator) - CEO, MOG Inc
Nancy Miller - Sr Editor, Wired Magazine
Anil Dewan - Dir of New Media, KCRW Radio
Tom Conrad - CTO, Pandora
Anu Kirk - Dir of Product Mgmt/Rhapsody, Rhapsody America LLC

Conrad: They are focused upon the move from broadcast to unicast of stations that understand what you want to listen to.

Kirk: There are many value addeds: album art, bilocation, artist info, xml data…

Conrad: There are three ways to look at matching music to a person’s taste…
Quantatative metadata - metadata about the beats and data of the songs
Qualitative data - genre, editorial voice
Social or collaborative systems reveal linkages
Pandora has moved away from solely rely on the music genome and now a combo of all three.

Kirk: It turns out that many people like a tastemaker/DJ - like KCRW.

Dewan: How do we use tech to do radio better? Create interactions. We are Old World meets New Wolrd while keeping curation and building this up with technology.

Conrad: There is nowhere to go to find out about what is most popular. The focus is not pushing but leaving the site a blank slate for the user. We think of ourselves of radio. Although terrestrial radio may have screwed up, there are may things that worked about it: simplicity, community, serendipity and repetition is not all bad. People like what they have heard before.

Kirk: What is different between that and a CD changer?

Dewan: Each DJ does not have playlists. they create it from scratch.

Kirk: DJs vs. robots both come out to 80% in the long run. [Me: I think this is a specious example, the ease with which I can switch up a station on demand with Pandora precludes the sameness of DJ vs. robots. It is harder to switch to another good DJ whereas on Pandora I can pull from dozens of stations.]

When will the reality of ubiquitous broadband give us streaming radio?
3G providers are scared that one or two users can drown a cell tower with streaming radio.

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SXSW '08

SXSW2008 notes – Considerations for Scalable Web Ventures

Tuesday, 11 March 2008 - 3:30PM

Abstract:
The all-knowledgable webmaster is long gone, replaced by groups of specialists. When they work well together awesome things happen. When they don’t the results are ugly, insecure, inaccessible and slow, assuming they launch at all. What’s the magic that great teams have in common, and what can we learn from them?

Paul Hammond - Flickr
Simon Willison
George Oates - Lead Designer, Flickr
Matt Biddulph - CTO, Dopplr
Dave Shea - mezzoblue.com

Django framework came out of needing to create site quickly. Reminds me of “Speaking of Faith”

There are more than 2.3 billion photos on flickr now.

Designers find themselves to spend more time defending decisions because it is more difficult to layout empirically.

Developers may know what is possible more. Working prototypes may bridge the gap.

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SXSW '08 Tuesday

Future of Internet Radio

Tuesday, March 11th 5:00 pm – 6:00 pm

David Hyman CEO, MOG Inc
Nancy Miller Sr Editor, Wired Magazine
Anil Dewan Dir of New Media, KCRW Radio
Tom Conrad CTO, Pandora
Anu Kirk Dir of Product Mgmt/Rhapsody, Rhapsody America LLC

What is going to be the new personalized music experience compared to mainstream radio experience?
-things are moving towards a much more personalized type of radio as wireless networks get more prevalent
-Internet Radio isn’t really radio – more a mode of delivering content to people – that image (radio) can be destructive.
-Infinite number of stations
-interactivity
-metadata (album cover, label)
-future holds community (similar tastes)
-location

How will P2P and internet radio join together in the future?

Three categories of community
-quantitative metadata driven
-qualitative similar bands
-social and community influence

Should traditional radio have an option of taste driven interactive but keep DJ making choices for those who like it?

It is just the platform – “how do we do radio better?” It isn’t about the technology – give the user what they want ignoring how it is delivered. Maybe the challenge is making it easier to find those stations (traditional) that fit your preferences.

Why did we leave traditional radio? Because there was more diversity online. Where is that diversity online? Even satellite radio is lacking some of that diversity.

Pandora is all about getting you want you want – there is nothing about popularity it is a blank slate about coming to your site. We aren’t telling you who is popular, you get what you want and enjoy. Pandora is radio, but there is a lot of good about traditional radio. One button for music another button to change music. Repetition is an important part of it – helps you get what you like. There are many values to radio and it is just how important those values are to your listening experience.

What do the people want in radio? People are falling out of love with music because they can’t get what they used to like when they determined their music preferences. Pandora can get you back into things – but “new is scary.”

There is a certain amount of effort that people are willing to put in when finding and listening to music. Fortunately the possibilities with the internet make that limitless.

The panelists got to a point where they are going at each other a bit trying to figure out “which is better.” Their product is better because of X. The conversation seems to be each of the groups sayin, “some people use our product because of X. Some people like our model.”

Pandora is less than 1% of all internet radio stations. They view their competitors as Clear Channel, Satellite, stuff. They are bigger than any terrestrial radio station.

When will the reality of ubiquitous broadband get internet radio off the ground?
-Pandora is available on some mobile phones Sprint & ATT

RIAA licensing issues:
Ultimately internet radio will survive, but is still up in the air on the royalties officially.
Traditional radio is the music business trying like mad trying to get their music on the air (breaking the law).

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SXSW '08 Tuesday

Considerations for Scalable Web Ventures

Tuesday, March 11th 3:30 pm – 4:30 pm

Chris Lea Media Temple
Joe Stump Lead Architect, Digg.com Inc
Cal Henderson Badass MC, Flickr
Matt Mullenweg Founding Dev, Automattic/WordPress
Kevin Rose Founder, Diggnation/Digg Inc

Who do you ask about this stuff?
When should you worry about scaling?
-it depends on the app
-it doesn’t really matter for some… just need to worry about a large traffic spike like getting dugg or slashdotted.
-flickr didn’t worry about it early on – they were more concerned about putting together a great app vs. spending the time to concentrate on scaling.

It is good to at the very least take some time to think about how be something could get and have a general idea in place vs. waiting till it is too late. Livejournal has good information on what they have done. Wikipedia’s approach is also available and open.

Netscaler: NOT needed
LVS works – commodity hardware plus OSS works well – Pounce load ballencer

Flickr serves 32k photos per second.

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SXSW '08

SXSW2008 notes – Keynote: Jane McGonigal – Alternate Realities

Tuesday, 11 March 2008 - 2:00PM

Abstract:
Is it a game or is it real life? When you get right down to it, is there really a difference? Learn about the growing popularity of ARGs from one of the most innovative minds in this industry. Jane McGonigal explains what it is like to be a puppet-master of this exciting new genre.

Jane McGonigal - Creative Dir, Avant Game

[Her slides can be found here.] [Her blog for Avant Game.]

ARG - alternate reality game
Goal: Make the real world more like games. We need the real-world to have better design.

Game designer’s perspective on the future of happiness

Positive psychology - a look at our brains not as something that malfunctions. It looks at the well-functioning brain - what makes us happy and satisfied.

[References: Laynard and Gilbert.] What they are discovering resonates with game design.

[Reference (opposing POV): Wilson, Against Happiness.]

This is not about warm, fuzzy happy, but capturing the best human experience.

Is what we are doing as persons who work with interaction also in the happiness business? We need to start thinking that our primary goal is optimizing happiness.

Her 2013 projection:

  • Quality of life becomes the primary impact for measuring services.
  • Positive psychology is a principle influence in this.
  • Communities form around these visions of a life worth living.
  • Value will be defined aas a measuralbe increase in happiness or well-being - the new capital.

Happiness is not a warm puppy or warm fuzziness. The concept is changing and includes:

  1. satisfying work to do
  2. being good at something
  3. time spent with people we like
  4. being part of something bigger

These points match precisely with the goals of games. Multiplayer games are the “ultimate happiness engine”.

Signals of the change: “I am not good at life” is an excerpt of graffiti she sees on the way to work each day. Being good at things in life is tough for some people. In a game mileu, one can walk into a huge collaborative environment where there are supportive humans and game-based rewards.

  • Games come with better instructions.
  • They come with better feedback to help us grow.
  • Better community - even in competition there is collaboration that comes from a mutual buy-in to the virtual ruleset.

We are seeing global mass exodus towards virtual worlds.
[Reference : Castranova] It makes sense that people spend more time in game worlds because they are given better opportunities to succeed. This makes it a rational decision. The average MMO player spends 16 hours/week in the game. Yes, this can be exploited by entrpeneurs, but we are talking about taking what the game worlds have and making it in the real world. for many gamers the perceived quality of life is better in-game - virtuality is beating reality. What would the world be like if people felt good at real life?

Bad news
Games in 2008 - it is like we invented the written word and just made books - only books - and missed all the other media.

Some cool ARG examples:

  • Chore Wars - get experience for home work
  • zyked - treat exercise like an MMO
  • serios - Virtual currency for getting things done in a company. Reveals relationships that are usually difficult to see.
  • Citizen Logistics - What if life were like a game to help others. It knows where you are via GPS.

In order to imagine the future, it is good to look back twice as far as you want to look forward.
Example: soap kills germs article from 1931 - why not “Games kill alienation/depression/boredom”

Alternate reality comes from science fiction. It is not “alternative” or an escape. It is an another way of experiencing existence.
Example game: World Without Oil (WWO)

How are ARG amplifying happiness skills? Here are some gamespeak measures of these skills:

  • mobbability - collaborate and coordinate massively large
  • cooperation radar - knowing people’s strengths
  • influency - the ability to adapt your persuasive strategies in different environments and with different communities
  • ping quotient - your ability to reach out to people on a network and you are responsive; easily engaged
  • multi-capitalism - knowing what capital is important to a given culture or group; bartering skills
  • protovation - rapid, fearless innovation that damns failure to being a learning moment that is fun.
  • open authorship - comfort with giving content away and knowing it will be changed. making something that is enhanced by others and not broken.
  • signal/noise management - ability to handle so much noise and pick the salient signal.
  • longbroading - abilirty to tink at a high level see everything
  • emergisight - see patterns emerging and forsee their implications

These amplify our tendency toward the optimum human experience. How can interactive systems encourage these 10 superpowers?

Fertile ARG environs:

Lost Ring:

  • ARG for the 2008 Olympic Games in Bejing (http://www.thelostring.com/)
  • Goal: You can discover a lost sport that has not been played for thousands of years

Takeaway:

  1. Soon enough, we will all be in the happiness business.
  2. Game designers have a huge head start. Look at games.
  3. ARs signal the desire, need and opportunity for all of us to redesign reality for a real quality of life.

Some of the questions:

  • The military messes with this. They use gaming as a layer of abstraction that desensitizes soldiers to reality/human life.
  • There is a problem in that some people opt out of reality. That is all the more reason to make reality options that emulate happiness goals found in games.

Other examples she has been involved in:

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SXSW '08 Tuesday

Tuesday Keynote: Jane McGonigal – Alternate Reality Gaming

Tuesday, March 11th 2:00 pm – 3:00 pm

Jane McGonigal Creative Dir, Avant Game
http://www.avantgame.blogspot.com/

Make the real world more like games vs. taking video games to the next level (better graphics etc.)

There is much going on in the area of happiness research – positive psychology. This newer field answers the question, what makes us function well? What makes us happy compared to the core of game design. This field has come up with many new metrics for measuring happiness.

Are developers (or game developers) in the happiness business? By the year 2013, quality of life will become a metric for evaluation of all brands. Communities will begin to form around different visions of a life worth living. Value will be defined a a measure of the quality of life. Happiness is no longer defined with the image of a warm puppy.

What makes us happy?

  1. satisfy a work to do item
  2. experience of being good at something
  3. spending time with people we like
  4. chance to be part of something bigger
    *nothing gives you these more than games*
    *multiplayer games are the ultimate happiness engine*

Signals:
“I’m not good at life” we can do things in games that we can’t do in the real world.
-better instructions in games vs. real world
-better feedback in games
-better community in games

Problem: global mass exodus towards game worlds. There is a perception that quality of life in games or the virtual world is beating reality.

ARG games:
ChoreWars – points for doing chores in real life
Zyked – exercise
Serios – pay for certain tasks at work ($ for a meeting etc.)
Citizen Logistics – game to help other people
World Without Oil – what would the world be like?

“To imagine the future, always look back at least as far into the past.”
Soap kills germs 1931 ad. Why not think the same way about games? Games kill alienation/anxiety/depression

How ARG’s amplify human happiness:
-Mobbability – ability to collaborate on a large scale
-Influency – ability to adapt persuasion based on a person or personality
-Cooperation Radar – track strengths in certain people and see their individual values
-Ping Quotient – ability to reach out and network
-Multi Capitalism – different capital gets you different returns
-Protovation – rapid fearless innovation – the more you fail, the more you learn
-Open Authorship – able to give things away and modify in a positive way
-Signal Noise Management – know which info is relevant
-Longbroading – zoom out and see the big picture
-Emergensight – spot patterns as they pop up
*all of these optomise the quality of life*

Where to go next? Twitter is a good interface. The Nike iPod needs a game interface. How about the sniff network for dogs? Trackstick GPS tracker, SFQ.com

Thelostring.com – olympic ARG to find a new sport never played before.

-soon we’ll be in the happiness business
-games are good for improving our quality of life
-AR signals the need for all of us to redesign reality

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SXSW '08

SXSW2008 notes – Core Conversation: Next Generation Education: Bringing the New Web to Campus

Tuesday, 11 March 2008 - 11:30AM

Abstract:
Universities have played an historic role in developing innovative uses of technology. Most of the advances in the new social web have emerged elsewhere. This conversation will focus on work by various universities to explore how social media and UX techniques are being used on campus.

Three take-aways will be:
* How to rethink social media and UX for the academic setting
* How to get universities to open up to these new ideas
* See what great things are being done at other universities

Samuel Felder - Sr Designer, University of Southern California

We are here because we also view our inspiration and competition coming from outside our sister institutions - from the private sector.

The tension is where to put the web group - in the central IT group or in Marketing/Communications.

Moderator: sharing group formed - sharing patterns, snippets and centralized ideas. Calendaring, for example, moved to agile web apps - a web services model. This focused upon using small solutions/tool and not huge purchased solutions. This freed development.

Other universities have a stronger branding institution-wide - templates.

Check out the University of Chicago’s new redesign as it is a result of user testing. the entire process started about 2.5 year ago. This is for the entire university.

It seems many places have differing web groups vying for tech and/or branding leadership. How many get a mandate from on high?

Biggest backlash comes from people who are told that the mian pages are not primarily for them. This can be alleviated by creating role-based sub-pages (e.g., researchers, alumni, etc.).

The idea is to build something that is easy enough and useful enough that people who do not need to use central services *want* to use central services.

RSS is a wonderful element from which to build all kinds of interfaces.

Check out the MIT admissions site: 8-12 students blogging about what it is like to be at MIT.

??http://web.lesley.edu/default.asp

University of Kansas and the gators have good branding policies.

Cool idea: Building a pretty output for a Subversion repository to handle those things that are, basically, versioned documents (e.g., the catalog). USC is working on this.

Identity management with Shibboleth for single sign-on for Internet2.

The role of the web council is key.

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SXSW '08 Tuesday

Core Conversation: Next Generation Education: Bringing the New Web to Campus

Tuesday, March 11th 11:30 am – 12:30 pm

Samuel Felder Sr Designer, University of Southern California

How is your team put together?
Departments do what they want essentially. Set up as for hire group in IT. Set up web council and when creating central content, create an API or pattern library for designs (yahoo). Opened course catalog for people to use as they chose.

The API’s were created for the class schedule and events calendar. Push events into facebook etc. Also provide a way to pull events into dept sites.

Who has guidelines for navigation and look?
IT – programming services – – Communications – design and branding
or
mishmash where you do what you want
U of Kansas has a good branding policy/docs/site

U of Chicago redesign used a consulting firm for interviews with stakeholders to determine the best direction to go and determine the internal dev priorities. The homepage is just the traffic cop where interest and information is mainly on the 2nd levels. When putting together the new site, don’t talk about the look, just talk about the users.

Use of Flickr API for asset management

Harvard: Empower students to create content or watch the trends an follow up with them. They know the newest things out there and are using them. Their knowledge can be harnessed to use and maintain those resources. Sponsor dev contests and hack days to build on resources.

Student blogging:
MIT has a great student blog that gives a view into what goes on at a university – REAL experiences.

-Google Analytics is a great tool that many many universities are using for stats.

How do you do ID management for perspective students who aren’t yet in the system? OpenID is a good option since many of the email providers they are using support OpenID with a single sign-on

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SXSW '08

SXSW2008 notes – Life After the iPhone

Tuesday, 11 March 2008 - 10:00AM

Abstract:
The iPhone may be the most disruptive technology of this decade. The countless ubiquitous computing tools available to User Experience professionals mean convenience and usability headaches. With boundaries blurring between web and mobile, how will the UX discipline change? This panel explores challenges for designing Rich Internet Applications for multiple devices.

Kyle Outlaw Sr Information Architect, Avenue A | Razorfish
Kate Ryan (Moderator) - Sr Content Strategist, Ten Digital
Scott Jenson - Google
Karen Kaushansky - Sr UX Engineer, Tellme
Loic Maestracci - Dir of Mktg, Groove Mobile

The iPhone represents about 200+ patent filings and 150 million in development.

Kaushansky:
Goal is “voice in” direct to data out.
“mobile” is not a descriptive enough word for the multiplle contexts the user could be using the device within.

Jensen:
His job thus far has ben to make Google work on crap browsers.
The iPhone, with its full browser support, has changed the playing field.

Outlaw:
site: designblog?
The iPHone will be extremely disruptive within the tech and UX.
Sees his business becoming part agency - part lab
smartpox.com - app that creates 2D bar codes to be read by phones
FoodNinja - app to find restaurants developed for the iPhone.

iPhone loves and dislikes:
- Pro: Scrolling really worked with a finger - not as an afterthought.
- Con: The iPhone does not yet do the simple task of being a phone or SMS.
- Pro: Audacity of the design: no menus or scrollbars. Sim that is configured for unlimited data.
- Con: Apple is perpetuating the myth that this is the web.
- Pro: visual voicemail
- Con: Why does it take 5 clicks to make a phone call
- Pro: Simplicity
- Con: perhaps the combo of software and hardware will be its undoing

Jensen: There is always a tendency with any new tech to try to do the same things we did yesterday with it. With the iPhone the innovation will come from left field.

Outlaw: iPhone stripped the device down to its four core features and did them in a satisfying way.

Possible contenders:
the Sidekick - nice keyboard
PSP Slim
Skype (with 3 in the UK)

Jensen: SMS app is poor, but this is a product of Apple designers saying no until it hurt perhaps.

Open Access:
Examples: Google Android or the iPhone SDK
Carriers control the distribution channel and this slows down development

Outlaw: Going into these areas where standards are thin, developers will need newer ways - Agile.

Jensen: Currently, the iPhone is considered a consumer of information, but as battery life and bandwidth improve they will become producers of information.

Outlaw: Phone will cease to be a specialization and succumb to the collision of phone/web/pc. The channels will mix (VOIP calls from a website).

Killer app predictions:
- Luggage search application )
- Using the phone to mediate my data in the cloud
- Infinite battery and bandwidth

http://lifeaftertheiphone.ning.com/