Pharra
Showing posts with label learning. Show all posts
Showing posts with label learning. Show all posts

Friday, February 08, 2008

The Natural History of the Only Child

Wired has a decent article on why family sizes are shrinking, called "The Natural History of the Only Child."

"exactly why families are shrinking is a mystery. Rising living standards seem to have something to do with it. It's certainly true that as living standards rose in England -- as children died less from diseases, as the country overall became richer -- the size of the English family shrank. When other countries became wealthier, their families shrank, too. These days, affluent countries tend as a rule to have smaller families than poor ones."
I have read and written thoughts about this before, but the key the author found was a good one: It is the biological idea of what it costs to raise a child. As the idea moves from "I have to feed them and have them so they can help me survive" to "I have to feed them and clothe them and send them to college" to "I have to feed them and clothe them and buy them lots of things and send them to college and I want a big screen TV", we have less children, just as animals weigh their ability to "pay" the cost of having offspring.
"It turns out that animals have evolved a balance between offspring and effort. Some can even adjust how many offspring they produce, depending on whether they are under stress or live comfortably. Ruth Mace, an expert on family size at Imperial College London, argues this week in the journal Science that humans are governed by the same kinds of rules. When the standard of living goes up, the cost of living goes up too. It takes a family in Addis Ababa (the urban capitol of Ethiopia) a lot more money to raise an additional child than a family out in the Ethiopian countryside. That may be one reason why the population is exploding in rural Ethiopia, while in Addis Ababa it is actually shrinking."
Of course, some people, such as myself, make the conscious decision that "I can't pay for all of them to go to college, so I will have to raise them to work hard and get good grades", in other words, downgrade what is perceived as necessary to raise a child, and then we have more children.
"If Mace is right, then as long as the world keeps creeping out of poverty, families will continue to shrink. How small they can go is an open question. But perhaps we should stop thinking of families with only children as some odd fluke of neurotic New York life. It's just human biology played out to a logical extreme."

Thursday, February 07, 2008

iPhone: Security really means Lack of Liberty

Two very interesting articles from Wired Magazine:

  1. With iPhone, 'Security' Is Code for 'Control' by Bruce Schneier
  2. iPhone's Security Rivals Windows 95 (No, That's Not Good) by Kim Zetter
The first details why companies are in love with "locking down" their devices so that no competition and worm its way in, and more importantly, how companies confuse "Security" for "Control" as a way of pulling the sheets over consumers, who are hindered, not helped, by such measures.

The second shows just how little real security the iPhone has, while its "lock-down" controls are so tight, updates can brick your modded iPhone.

That just goes to show you where Apple's concerns really lie.

Tuesday, December 11, 2007

Penny Arcade Artist's WWII Veteran Grandfather Speaks

"Gabe" / Mike had his aunt conduct an interview with his grandfather, a World War II navy veteran. Please read it.

At the end I noticed three important things:

  1. Everything he had from the war was lost. He came home with the clothes on his back - his medals, his souvenirs, his diary were all lost. This creates a larger disconnect when you have nothing to hold on to; it's all in the mind, and coming home to the United States was different than Great Britain.
  2. Once home, he married, returned to his job and stayed there his whole career.
  3. He doesn't like WWII "First-Person Shooters" because the only interactivity is killing each other with guns (phrased differently but this is the core).
This made me think of the cyclical nature of the human experience. Prior to The Great World War (One), war was romanticized. Many Europeans wanted to fight. They were in for a rude awakening thanks to modern warfare and outmoded military generals and their tactics.

Here too, we see a new generation, unfamiliar with real war, experiencing it as they can. Instead of books, we now have First-Person Shooters.

I, for one, applaud that the (statistically) ignorant masses, victims of the American Public Education System, are seeing something, learning about the weapons, the uniforms and a bit about the places and battles, however imperfect (the proliferation of sub-machine guns in these games is completely unrealistic).

I embrace the fact that we have yet another generation unfamiliar with war, because that is normal. They will go and face (the 2nd Gulf War) and come home different, like Ralph did, amidst a public who still has no freaking clue what it's all about, what they went through, and what life really means.

Most people, unless their eyes are opened in this manner, are just destined to never understand.

Friday, December 07, 2007

10yo Girl versus Medal of Honor: Heroes 2 Online Players

MoH:H2 is the first 32 player online Wii game.

Capture the Flag, in the map entitled "Sewers", 32 player map (16 people per side)

Kills Deaths Kill Steals* Flag Captures Team Rank
10 3 5 2/3 1st
5 0 0 3/3 1st
5 3 10 3/3 3rd
20 3 5 3/3 1st
1 0 0 3/3 2nd

* Kill Steals are approximate because Medal of Honor: Heroes 2 doesn't track that, but everything else Lupita copied down from the stat board at the end of each match.

These scores are incredible for an adult let alone a 10 year-old girl.

The last match, where she got 1 kill and all 3 flag captures, she said someone shot at her with a sniper rifle and she saw the direction it came from thanks to the heads-up-display, so she chucked a grenade that direction and found cover, and the sniper went "boom."

The 4th match (20 deaths, 3 kills) she got lucky and killed 4 or 5 people with one grenade. I asked her about that round, asking how'd she rack up so many kills, and she said "Well a shotgun and grenades go well together."

Gee, I think every red-blooded man would agree with that.

I asked her how she netted so many flags, and she said "The people on my team were so dumb. They'd run to the other side and then stop to shoot at anyone they met. So I'd just run past them and collect the flag while the enemy was busy shooting at them."

Another trick she'd pull was shooting in one of the two doorways at the spawn point of the enemy side and then ducking for cover; they'd look and see the people she was with, open fire, and then she'd go get the flag, effectively making the people around her targets. But, since they were stupid, this seemed an appropriate use for them.

I remain amazed.

Tuesday, October 30, 2007

The Iraq Affair

Dr. Earl C. Carlson wrote this piece before the media hoopla about the upcoming Iraq war. I found it interesting, so I am posting it here.

Thursday, September 27, 2007

Grits, Jackalopes and Snow Snakes

So Dulce, who just turned 8 on the 15th, calls me at work and asks me "Papa, what are grits?" as I'm holding the phone with one hand and trying to type with the other.

"Uhhhh," I answer, "Grits are small animals that live up north."

"Oh." she says. Emboldened, I continue "They look like little rabbits, with antlers."

"Oh." she says.

I continue "They're related to Jackalopes, who live in Texas, which are part Jack Rabbit, a large kind of rabbit, and part Antelope, because of their antlers."

"Oh." she says.

I say "Do you know what eats grits?"

"No." she says.

"Snow snakes." I tell her.

"Snow snakes?" she asks, puzzled.

"Yes. They live in the snow." I say.

Dulce asks "What color are they?"

"White, of course." I reply.

Dulce asks "Are they easy to see?"

"Oh, no, they burrow under the snow." I reply "but fortunately they don't like to come near people."

"Oh." she says.

I tell her she should go tell her older sister what she learned about Grits, Jackalopes and Snow Snakes, and then call me back.

No sooner do I tell Dove what I just did, then my phone rings. I answer.

Lupita says "Dulce just told me something about grits and snow snakes but she got me all confused, what is she talking about?"

So I retell her everything, and she says "PAAAPAAA! And she actually BELIEVED YOU?"

I cackled "Every word, apparently. You'd better to re-educate your sister before we do irreparable harm."



Kevin: How did grits come up anyway?

David: She didn't say, which made her question seem quite random to me, which is actually what made me feel like giving her an equally random response.

Kevin: Well just sort of an odd question in general, mainly from the fact that grits don't normally come up in conversation hehe

David: Yes, especially since my Latin wife hates them and refuses to cook them. The only time I get to eat grits is when I eat out, mostly. Not that it's some burning hole in my life, it's just something I select as a side when offered.

Thursday, August 23, 2007

The Extra Degree

At 33 degrees, water falling from the sky on a Saturday is a rainy day. At 32 degrees, children are building snowmen, riding sleighs and promising their parents that they're warm enough to stay outside five minutes longer. A beautifully uncomplicated metaphor that ideally should feed our every endeavor; you can reach exponential rewards in life by applying one extra degree.

From the book "212 - The Extra Degree" Author S.L. Parker.

I love this because it is so stupid. The extra degree gives exponential rewards in, as the example illustrates, very rare and specific circumstances. There are degrees 34 through, say, the surface of the sun (10000°F/5000°C, and even hotter above and below the surface). None of those lead to frozen water, although a great many of them lead to a molten surface on Mercury.

Thursday, August 16, 2007

I found Mr. Drake.

My American History teacher from 8th grade, and, unfortunately, the best history teacher I ever had. I wish I'd had some more years with him; thankfully, between him and my Uncle George, who used to sit me down to watered down stories of "The Great World War II in the Pacific," when I was 4-5, I came out with a love of history.

It really puts a different slant on how you look at things, when you study history, or anthropology, as my lovely Latin lady does. Human beings tend to believe their moment is more important than others, yet the famous quotation ... gah, I can't source it, but it went something like "Kids these days have no respect for their elders." It was said by a Roman Senator some 2,000 years ago.

But I digress. Finding Mr. Drake got me thinking about a lot of things at once.

Thursday, July 26, 2007

Chore Wars: The Minions of Jose Francisco

Reading Penny-Arcade, I found a nifty Web game that lets you turn your family into Role-Playing Game (RPG) characters and household chores into "adventures" worth experience, gold and the occasional battle with a monster. "Chore Wars," it is called.

Since the default settings are private, I can't link you to our party, so I have enclosed a ZIP file that has the three main pages:

  1. Party - Shows our party, "The Minions of Jose Francisco." Celeste is Maria Alejandra. Mia is Maria, which is the nickname Jose Francisco calls her. Esteban is himself. Lord Soong is me, named after one of my more famous villains.
  2. Adventures - Shows all the possible adventures to undertake.
  3. Week - Shows what has happened this week.
I strongly recommend that any family group give it a try.

To make the rewards real I'm doing this:
Every paycheck allotting $50 to reward money. I'll take a look at what the kids have done and dole out the money based on how much experience they have earned.

Game Gold/Money will be useful for:
  • Trading game gold for US dollars, probably 100:1. So spending 100 gold gets you one real United States dollar.
  • Buying a day off, etc.
  • Spending the money in the pen & paper RPG portion of the game.
You will notice that I spend a lot of attention to items everyone can get. I'm a Dungeons & Dragons player and for years I've been waiting to introduce the kids to RPGs. Well every weekend they'll get to go on an adventure, just two hours long, and the items and stats (strength, dexterity, etcetera) they have will dictate what they can do. This should encourage them to look at the different chores and try to do them so they can get items not available otherwise.

Of course, my house is so disciplined that the girls have to do all these things anyway - this is my way of trying to make it fun. So far the girls love it, but they are both scared of the computer, the Web browser, and the interface.

I digress...
One thing I love about my brother, Esteban, living with us is that he is very self-disciplined, grew up in a loving but strict household, and has had no children until now. That means that, as any new parent is, he's loving, but very hard. This is actually good for the girls because he's pushing them in school so much, and while it's hard work, and they tend to lose privileges with their Nintendo Wii, they are learning and their academic abilities are increasing. He is re-teaching them their entire grade (before summer vacation) in Spanish over the course of the summer, so while he's paired down the amount of work, it is still a lot to do; but Dulce and Maria are doing it and I'm so proud of them.

And what I love for Esteban is that he gets a chance to have kids too. They look up to him, they talk about him with me, and this morning when Jose Francisco stirred awake he said "TIO?" loudly before orienting himself. Tio means "Uncle."

PS
Mom, please correct my grammar.

Tuesday, July 24, 2007

Single Player Games are Dying

While the post "Are single-player games doomed?" contradicts my post "Best of All, No Multiplayer", I think there are some important points and the overall the assertion that humans are social animals is undeniable.

"The entire video game industry’s history thus far has been an aberration. It has been a mutant monster only made possible by unconnected computers. People always play games together. All of you learned to play games with each other. When you were kids, you played tag, tea parties, cops and robbers, what have you. The single-player game is a strange mutant monster which has only existed for 21 years and is about to go away because it is unnatural and abnormal." - Ralph Koster

In short, I agree on the aspects of human nature, and that women are a smaller percentage of the typical gamer personality type, as evidenced anecdotally by my daughters. Games will become more social because people are social.

Monday, July 23, 2007

The Fate of AAC Direct / All American Computers

A fellow AAC Direct client found my blog and got in contact with me, so I have learned more about what happened to the fabled, ill-fated AAC Direct / All American Computers (AAC), owned and operated by Kyle Felstein.

The Downfall
In the closing months of AAC, when you purchased a computer, the money you paid wasn't spent on your parts, but the computer that had been built before it. AAC was using each new order to pay for the one before it - they were behind, but it was manageable for a time.

The hardware resellers, however, were not amused; their payments had to wait until the next computer was ordered at AAC. Because of this, they were reticent to send out new equipment to a buyer (AAC) who didn't pay them on time; this delay, in turn, prolonged the build of each computer, which made things worse for both AAC and the resellers expecting payment.

Some venture capitalists became a glimmer of hope; however, negotiations not only fell through, but because the LiquidXS the potential investors had ordered was two months overdue, they threatened to sue AAC for the bill.

The carpet was pulled out from under them rather rapidly after that.

The Fallout
I am not certain, nor was the customer, who had ordered a LiquidXS prior to my PureXS, but apparently Kyle's assets were liable for AAC's debt. This would include his car, his house, bad things. We speculated on that based on what rumors we've found on teh interwebs and a few forums.

A week or so prior to folding their store doors closed; gleaned from a local computer store mentioned in the comments of this blog.

Apparently my PureXS may have been one of the last complete computers built there, if not the last. I can't find anyone who had a full, successful build after mine, in which case I have a bit of a collector's item.

There was at least two computers that went out immediately after mine, and both were shipped incomplete - if debt collectors are after Kyle's personal assets, I'm sure everything in the building was seized. Since Kyle didn't have the parts needed to complete the order, he had the option of leaving it with the store to be seized or shipping it as it was to the customer.

Things went bad quickly after that; Kyle never had a chance to e-mail the customer what happened, so imagine his surprise. This created a bit of a stink online - as the customers couldn't reach anyone at AAC or find any way to contact Kyle.

My Initial Reluctance to Post My Findings
The initial reports came in badly worded English, slathered in vitriolic phrases. All I knew for sure (I checked) was that AAC was indeed dead; I wasn't about to publish what could have been slander without knowing what happened - it has taken this long for the picture to become clear.

The poor unlucky souls whose orders were after mine - they spent money and got an incomplete system back - at best. If I had known AAC was going under I would have gotten a Dell XPS; I wanted the support. Having the complete PureXS in my house, I have no regrets; I've seen Dell XPS's up close to compare the quality and performance and I can deal with one last computer I support, despite having four children.

To the people who were burned for hundreds or thousands of dollars, there is no amount of anger at the service rendered that is unjustified. I would tender to my fellow AAC clientele that it appears AAC tried to hold back the end; their last bid failed, and everyone suffered in the end.

[All My Blogs about AAC Direct / All American Computers]

Monday, July 09, 2007

Open-Sourcing / Crowdsourcing Journalism: Why that's a stupid idea

Referring to the article, "Open-Source Journalism: It's a Lot Tougher Than You Think". I joined Assignment Zero, and read the laments of Open-Source Journalism.

I'm an INTJ, so it is in my nature to identify problems in a system.

The problem with Crowdsourcing or Open-Sourcing Journalism (I use the terms interchangeably here, and some do not - one is member based, you're a member before the story starts, the other can imply wikis) is this:

  • The article states that Crowdsourcing can be a way of watchdogging local politicians and interests that the media at large is reticent to investigate. I see two problems with this.
    1. There is the issue of "people not getting paid" for what they do. A select few will doggedly pursue the hobby, others will dabble in it and most will try and give up. I work in an Elections Office, I've seen a number of parties try to deal with "volunteers" who did volunteer, are in the same party, but obviously don't care to do real work. Hence why we pay our Poll-Workers - it's not much, but it takes "volunteer" out of the equation. The human mind just works differently when it's paid. The article mentions this problem, but obviously can't go into great detail.
    2. Foremost, lets assume Crowdsouring worked. Lets assume 30% of USA cities had some kind of cohesive group that "watchdogged" their local government (good) and special interests (also good). This would continue to be good anytime there was a scandal, nepotism or something juicy, but how well would it work the 20th time some city said some developer was stonewalling them? In other words: There's a reason the current news that floats to the top is the current news that floats to the top. Humans don't want news they have to do anything about - they want news they can see and digest and feel secure in.
To expand upon this insight, first given to me by my friend Dove, take child abductions: Horrible! Horrendous! We feel for the parents! We hate the child murderers and rapists! But we don't have to do anything. We probably feel we keep our kids safe. We don't feel negligent (and if we should, have excuses built up already).

Now take this: On the local news - Colorado Rock Company is building a plant not to EPA specifications and stonewalling everyone. Their pollution will affect where you live and studies have shown it causes cancer, but it's inconclusive enough to sue anyone. People don't like that kind of news, but paradoxically, it's the kind of news that matters to them most.

So Crowdsourcing is a wonderful ideal - but will enough people write about it for it to become valid? Wikiality's Magic 8-Ball says "Yes." Will people care, once it becomes mainstream? Human Nature says "Not likely."

An Example of How Invention and Products Should Work

...by way of an example of the antithesis. I've long held that patents should last 5-10 years, depending on whether the product is of digital or physical medium, respectively. The best way to keep inventing is to keep having pressure to invent - this is why we saw so much research coming out of World War II. It took us 30 years to piece it all together and perfect the work started there (and perfecting that work extends to modern times).

But in the world of big business, lobbyists have helped set up laws that stifle competition, that server the business interest, not other businesses or the people. That's rather stupid.

Take this article, for example:

[Source: If You're So Concerned About Piracy, Don't 'Invent' A Cheap, Easily Imitated Product - Techdirt]

Certainly anybody with patents, copyrights or other intellectual property has every right to enforce them, or at least try to. But a point we've made is that it often makes more sense for a business not to waste resources trying to enforce its IP rights and shut down its competition, and instead to focus on continual improvement and innovation. The WSJ's got a piece detailing a small company's fight to keep companies from selling cheap imitations of its product -- "a plastic cage that looks like a Wiffle ball and prevents bras from getting tangled in the spin cycle" called the BraBaby. The company of ten employees' boss apparently spends countless hours online and in Asia tacking down makers of the knockoff products, and from the sound of things, he's having little success, despite his patents and trademarks. So, with all that effort in mind, what's the point? If your invention is a cheap piece of plastic that's easy to copy, clearly you're going to have a problem dealing with imitators and knockoffs should it become successful. If you're a small company making such a product, trying to clamp down on those imitations is, as the article makes clear, going to be a long and difficult practice that stands little chance of success, so your resources would be better devoted to improving your product and staying ahead of your rivals. Contrast the approach of the company behind the BraBaby to that a maker of a similar product, the BraBall. That company holds a patent for its product that predates the BraBaby, but an exec says it doesn't plan to sue, instead, it's "competing on quality." If the only way you can succeed in the market is by keeping your competitors out of it, whatever advantage you have is fleeting. To remain successful, you need to continually have the best product, not the only product. And how does chasing the makers of knockoff goods to the far ends of the earth help you make a better product?

I make this post so I have something to refer to when I bring this up again.

Friday, July 06, 2007

Why Japanese Hate First-Person Shooters and Westerners Hate Dating Sims

A friend of mine came up with a good answer to an earlier post:

This brings up a great question... why do Japanese people dislike First Person Shooters, and conversely, why do most North Americans hate (dating) Simulation Games? I'm struggling to think of what aspect of Japanese games makes them uncomfortable with FPS (too in their face?), or Westerners and dating sims (too lamer/loser?). I have no idea.

My friend's response:
Ooooh! Good question!

Mind if I speculate?

Personally I believe (from the experience of knowing a few Eastern gamers that have floated through the Gamer's Club I'm part of) that Americans, actually western gamers in general, love immersion. The good ol' "two hands on the control, giving everything to the game" type of attention. We, myself included, like to see ourselves as part of the game world, rather than as spectators or advisers from outside the screen.

FPS games and "American-style RPGs" cater to this need more easily than the more distant and social-oriented Dating Sims (Look at Japanese Dating culture and you figure this one out), 3rd Person Action Games, and RTSs.

Eastern Gamers typically make and play games that are less direct when engaging the "self" of our imaginations, though (as we all know) they are definitely NOT less difficult. More social situations from a 3rd person standpoint, more planned decision making, less split-second confrontation (unless we are talking about startle scenes in a horror game). They like our RTSs for example, but never really got the hang of HALO. (Not that I did either...but that's another topic.) The most recent Japanese fellow that has joined the club loves Warhammer 40k: Dark Crusade, Age Of Empires3, Empire Earth, and Titan Quest. However when it came time to play Team Fortress Classic, Unreal Tournament 2004, Battlefield 2, or Call of Duty he was clueless. It took some time, but now he ranks fairly consistently in the upper mid tier of the club in FPSs and seems to get a real kick out of playing them.

Now that I've described what I've observed, here's my theory:

I think the real answer is more closely tied to the social generalizations of our cultures than some would like.

In short, we are just playing to our stereotypes because those are the ones we are used to, comfortable with, and in a way (deep within our unconscious) wish to perpetuate.

We all have the ability to branch out and enjoy other things, it's just that the games that most closely reinforce how we and others view ourselves are the ones we are more drawn to play. :P

Funny thing to me is that our game tastes evolved this way, it wasn't until the advent of proper FPS and console RPG games that our tastes divided. Granted...between Galaga and Centipede there wasn't nearly as much variety. :P

I think he's pretty much hit the nail on the head. The core issue is how our given cultures are used to identifying with the world around us.

I also find it insightful that gamers, as people normally do in other situations, can broaden their horizons. I have had that experience with many of the strange games I've played on my (black not pink) Nintendo DS, and when I've tried out dating sims, which usually makes me want to undress Maria Alejandra.

Tuesday, July 03, 2007

First Person Shooters hated in Japan, just as Japanese (Dating) Simulation Games do poorly in the West. Why?

Do you think that [Nintendo hired Western developers] because first-person shooters are kind of a Western thing? Because as I understand it, Japanese gamers are not as enamored of first-person shooters as Westerners are.

Yeah, first-person shooters or first-person adventure games don't do well at all in Japan.

Do the Metroid Prime [FPS] games do well over there?

Not necessarily. It has nothing to do with the I.P. or the franchise, it's just that this style of game isn't popular. It sells well, as far as the genre is concerned, but it's like how traditional Japanese simulation games aren't that popular over here. So it would only make sense to have a Western developer work on a first-person game.

[source]

This brings up a great question... why do Japanese people dislike First Person Shooters, and conversely, why do most North Americans hate (dating) Simulation Games? I'm struggling to think of what aspect of Japanese games makes them uncomfortable with FPS (too in their face?), or Westerners and dating sims (too lamer/loser?). I have no idea.

Monday, June 25, 2007

N'Gai Croal on Manhunt 2

This pretty much sums up Manhunt 2 for me. Italics and emphasis are my alterations.

Croal writes:

The thing is, while I can quibble with the BBFC and the IFCO's descriptions of the game, for the most part, I can't really disagree with them.

Yes, there is a "bleakness and callousness of tone," though it's certainly not "unremitting," as evidenced by that one darkly comic sequence during our joint play session that prompted us to first drop our jaws to the floor before laughing out loud. (Since you were wielding the Wiimote and nunchuk during that scene, I'll give you the honor of describing it to our dear readers.)

Yes, the overall game context "constantly encourages visceral killing with exceptionally little alleviation or distancing," though as you point out, the protagonist is sufficiently horrified by his first kill that he drops to his knees and vomits.

Yes, there indeed "is sustained and cumulative casual sadism in the way in which these killings are committed, and encouraged."

Yes, the game does have an "unrelenting focus on stalking and brutal slaying," and there is a "sheer lack of alternative pleasures on offer to the gamer."

And yes, the game does include "acts of gross violence or cruelty including mutilation and torture."

My response to all of that is, so what? What does that have to do with adults like you, or me, or the aforementioned magazine editor making our own decisions as whether or not we want to play this game? What does that have to do with the countless number of adults in the U.K. or Ireland for whom the BBFC and the IFCO have decided to play nanny, wag their respective index fingers, and say, "We know better than you, and we in our infinite wisdom have decided that you can't play this game"? Unless they have good reason to believe that this game is an imminent threat to the public order, or that it will in and of itself incite adults to violence, their decision seems to me to be based on taste, and I will never believe in substituting anyone else's tastes for my own.

I am not a believer in censorship, although that doesn't mean all things appeal to me.

Friday, June 15, 2007

Where the PS3 and XBOX 360 Failed

Dove cued me into an excellent revelation:

The real failure of the XBOX 360 and the PS3 are the same: Sony and Microsoft both made the console that their fanbase said they wanted. They assumed that people would answer "within reason" or "within how much they would be willing to pay for what they say they want."

Of course, people don't do that. The first rule of usability is "don't listen to users." (Instead, watch what they do.)

Nintendo came along and said "Well, our research says they'll spend $250. What can we cram into that?"

The PSP is what everyone said they wanted - a GameBoy Advance that plays 3d games. Then the NDS comes out with less power and trumps it - because it lets you do something new, to interact in a new way. The Wii is essentially the same. It's called "Blue Ocean" strategy in business leet speak.

GP2X versus PSP
This is something I see come up a lot, for some reason. GP2X versus PSP? Not truly comparable, because the GP2X is such a niche device. If you want a handheld that does non-3d emulation, you get a GP2X. You are already "not normal" for even wanting emulation, let alone open source.

If you could only get one, as always, the question boils down to "What kind of games do you want to play, and how much are you willing to pay for them?"

Thursday, June 14, 2007

Learning from Milton Friedman

While I have very mixed feelings about Michael Roberts, father of MP3.com and Linspire, he educated me about Milton Friedman, the Nobel Prize winning economist. Michael wrote:

I flew up to San Francisco and visited him [Milton] and his wife Rose in their San Francisco apartment. They offered me a cold glass of water and we talked about my Internet and business experience. Then I asked Milton the question I had come up with. "How do you make the world a better place?"

His answer was, "If you want to improve the world you have to create more capital. While creating non-profits makes people feel better, the only way to fundamentally improve living conditions is to create more business." I left the meeting puzzling over that answer. It was a bit more abstract than I was hoping for. Later he sent me some photocopied pages from several books with a nice note.

Over the years I've had time to think about his response. I've come to the conclude it was the most succinct and accurate response possible. Capital is gasoline for the great engine of economic development which creates jobs, grows wealth and responds to consumers needs and desires.

Nothing is free, a friend is fond of telling me. I shall ponder this further. I'm not even sure if I agree with Milton (nor that I'm qualified to disagree) but that one quote makes me want to research further... Milton Friedman's entire series titled "Free to Choose" is now available via streaming video.

Tuesday, June 12, 2007

Game Reviews: Continuing to provide us what we don't want

I'm glad that someone is writing about how games are reviewed, because the current model is utter crap. Examples otherwise are far and few between.

First of all, game reviews start out with the fictional setting of the game and its story, when gamers really want to know first and foremost "What kind of game is it?" If it's a 3d game, what kind of 3d game is it? 1st person? 3rd person? What do you do? Drive cars? Wander a haunted, indoor environment?

Also important but often omitted: Does the game have cooperative play? Versus play? If there is a multiplayer component, what is it like? How does it operate?

Many NDS games to date have woefully pitiful explanations as to what the multiplayer mode is or does.

After the mechanics of the game are settled upon the fictional setting can be told.

Monday, June 11, 2007

Wii Online: Stupid for Techno-geeks, Perfect for the Average Person

Using the Wii's Virtual Console, Shopping Center, and Opera Internet Browser.

I noticed a strange phenomenon this weekend: people like simplified, easy to use, easy to understand controls better than more complex controls that give them increased capability.

Written like that, it makes sense, but we techno-geeks rarely think about it.

My 10yo daughter has fallen in love with the Internet not on a computer and a mouse (which she has been exposed to), but on her Wii. I observed how she surfed to find out why.

  1. She pointed at links and clicked a big, round A button on the Wii Remote to go to pages. She pulled the trigger and dragged the direction she wanted to pan on the page. She pressed the + and - buttons to zoom. This was all intuitive to her - only the zoom took the first 5 minutes to understand (she was using an option on screen). She found the trigger's function accidentally and moved on.
  2. She had trouble aiming at hyperlinks, so she changed how she was sitting, just like she does when she's playing the Wii in a competitive game. Eventually she reclined again, having found a position the Wii Remote liked (it disliked hitting things at an oblique angle, and she was far to the side of the TV). She didn't seem to realize why things had changed (she had centered herself when she sat up and then relaxed again), and it didn't bother her.
  3. She was able to add favorites (bookmarks) easily, by clicking on a star at the bottom of the screen while viewing a page. The favorite gets a screenshot of the Web page you are on and the title (usually concatenated). I saw her add favorites and then go to another she'd made a Favorite for few minutes before - essentially task switching between pages by keeping favorites she didn't plan on keeping forever. (Dad's note: She did not bother arranging or deleting favorites, though I tried these features out - just two of the three buttons in your Favorites view: add, move & delete.)
  4. She zoomed in to read different parts of pages. If a website formatted badly for a Wii, she still looked at it, but spent less time on such sites before moving on (~1 minute as opposed to 3-4).
  5. She didn't mind that it takes more time to do all of this than with a mouse and keyboard, because for her a mouse and keyboard involves these things:
    1. Turning on the computer, and signing in.
    2. She's not accustomed to the keyboard and isn't a touch typist (although she's used typing tutor programs).
    3. The computer browser is confusing.
    4. She has to go to the computer room, sit down, and plan on spending a while there.
    5. She stated that using the Wii Remote and just turning on her Wii and getting online was much easier than all of the above, which she enumerated in simpler terms.
I found some of her assertions amusing - as human interface engineering teaches you "Don't listen to what your users say, watch what they do." Why? Because users lie, even though they don't think they are. Maria spent more time on the Wii than she might have at a computer, but it didn't bother her because it was more in tune with her usual life.

Maria used the Wii's online Opera Browser to research Virtual Console games - to find out what was good and worth her money. She paid me and her mother $20 for us to buy her "Wii Points" online, with which she could buy old emulated games the Wii runs.

She found that the only thing worth downloading, she bought first: Bomberman '93. Every other good game was either single player (vast majority), or two player, both of which I can emulate for free on my computer. I don't have 4 or 5 joysticks, so Bomberman '93 on the Wii for $6 made economic sense: extra USB gamepads for the PC run $15 a piece at least.

I was proud of her research (she wrote her findings down, whereas I would have used Firefox's tabs) and the fact that she got it all done - on the Wii.