Archive for the ‘innovation’ Category

Saul Bass left a footprint in Chelsea

Friday, May 9th, 2008

I was walking in Chelsea last Sunday, and approached one of Verizon’s buildings. I wondered if there where any remnants of Saul Bass‘ classic Ma Bell logo. His design was the last in the evolution of the Bell System’s logo, before the 1984 break up of the company. I was surprised, if not pleased, to see that there was, clinging to the side of the brick, leaving a fading trace of the past. I was not exactly pleased, because the logo’s successor fails to reach the original’s greatness.

The Ma Bell logo was strong, clear, and confident. (Look at the red check of the other logo, off balance, ready to tip over.) Bass designed a bell, for a company named after Alexander Graham Bell. He is credited for inventing the telephone, which rang. The logo was created back into the days of monopolies over start-ups, land lines over wireless, circuits over IP, a few indestructible phones styles over a multiple of unusable bricks, expensive long distance over universal access, clear voices over shouting through static on sidewalks, and 99.99% reliability over dropped signals. What governs the features we value, which are often mutually exclusive, in the evolution of something so pervasive as the phone?

I did a quick search for a little more history on the logo. Michael Bierut over at Design Observer, wrote a nice piece in 2005 about AT&T redesigning its logo, which they still use today. He gives the story behind Bass’ original design and his globe inspired logo for AT&T, after the 1984 break of the Bell System. By coincidence, he ended of the piece to commemorate the destruction of Pennsylvania Station forty-five years ago whose anniversary coincided with his Bass-AT&T posting. He said “graphic design, unlike architecture, leaves no footprint.” Perhaps he was wrong.

The shifts of the city, both graphic and architectural are natural. The images on a building’s facade are not quite removed as a snake’s shedding its skin, but decay and erode. An evaporating logo has a half-life, akin to a sweaty glass’ ring left on a coffee table, waited to the properly cleaned or covered with a stack of magazines.

Follow up on Subscription Content: Barron’s

Tuesday, April 1st, 2008

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Image source: Barron’s Online


One more note on subscription content. Last week I had the fortune of hearing some editors at Barron’s magazine speak, including managing editor, Richard Rescigno.

He noted that Barron’s main selling point is that they provide evaluations of (mostly) equities which they feel are either overvalued or undervalued. Unlike, many of their competitors, their company profiles offer an opinion to respectively sell or buy these stocks. They also publish reports cards to show readers how they are doing. Not surprisingly, their circulation is stable, and at near high levels.

Like the Economist which has been covered here, Barron’s has a subscription based business model, which is supplemented by advertising. They means they they are not as beholden to the companies who advertise on their pages, or the shifts in the media buying landscape. Paying readers get this weekly paper on Saturday. On Monday noon, they also publish their articles on the web for free, as not to take away too much on paying readers who may want to buy or sell when the markets open on Monday morning.

As newspapers and news weeklies continues to see their revenue, stock prices and staffing levels drop, my conclusion would be to aim for in depth reporting that gives an clear opinion and point of view. People will pay you for them.

A little logo goodness for the weekend.

Friday, March 28th, 2008

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Image source: Talent imitates, genius steals

Faris at Talent imitates, genius steals wrote up a great post on the Fed Ex logo, which has been one of my all time favorites for years. I’m sure we’ll familiar with it, but if you have really looked at it, please read his post. You’ll never all at it the same way again.

I am loving the DVNO video from Justice, the French techno duo. Although the retro designs invoke my humorous Gen X sensibilities, what I really love is the look and feel. The color saturation of the logos against the black background hits a sweet spot that feel very fresh today. Even with the fairly high compression of flash video on youtube, DVNO is just beautiful to watch. Part of the reason of its success is that the technology behind the effects are invisible, the video is about the logos rather that digital visual effects (even if they are employed.) So much of digital imagery is still about showing off rendering capabilities. Although the cost of video is decreasing and becoming more democratic, you still can’t discount the power of good eye and the willingness to push back against the grain of the status quo.

Gary Gygax died on Tuesday.

Wednesday, March 5th, 2008

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Images source: Wired.com


I was sad to just find out that Gary Gygax, the creator of Dungeons & Dragons died on Tuesday.

I haven’t played D&D in about twenty years, and when I did I was never particularly very good at it. But it was 80s, and video games still had 8 bit graphics, and I was really into creating characters, lead figures, and dice with more than six sides. Eventually video games would get more advanced, and D&D seemed to be passed its peak. As his obit in the The Time Online noted, his influence can be seen in years to come. The early 3-D first-person shooter games that started appearing in the mid-90s, such as Doom (even if it was more sci-fi than fanasty, the player is still running around a subterranean maze of sorts), Myst, and World of Warcraft come to mind. Magic the Gathering seems to be an obvious extension of D&D as well, although not a video game.

I appreciate that fact that Gygax didn’t particularly like video games, and never designed one. As he was quoted in an interview in 2005, that Dungeons & Dragons “offers camaraderie, imagination, socialisation… Computer games can be so isolating. They’re not anything like sitting in a group and laughing, telling stories. You can’t share a bag of Cheetos online.” And even though I’m still not a huge gamer, there are still residues of my D&D days such as a love of graph paper and my DVD box-set of the Dungeon & Dragons animated series voiced by Willie Aames ( Tommy from “Eight is Enough” and Don Most (Ralph Malph from Happy Days.)

D&D seems to continually appear in random places over time. The last episode of Freaks and Geeks, Discos and Dragons, which is amazing and some of the best television ever produced. The opening lines to In the Garage by Weezer, “I’ve got a Dungeon Master’s guide, I’ve got a twelve-sided die,” is brilliant. However Gygax’s influence, as alluded to before, moves beyond that of kitschy, vaguely ironic pop culture references.

More recently, I went to a panel on gaming for the book, The Game Design Reader: A Rules of Play Anthology by Katie Salen and Eric Zimmerman. One of the speakers included in the anthology was Gary Alan Fine, a sociologist, now at Northwestern. In the 80s, he did an great ethnographic study of role playing gamers, including ones who played Dungeons & Dragons, which he documented in his still in print book, Shared Fanasty. The book contains knowing insight into the players of these games and their social structures, during that period, and still has relevance today as new (or perhaps not so new) social structures and conventions are being created in today’s MMRPGs.

Players of D&D in the 70s and 80s went on to advance the world in computer science and gaming, which clearly influenced the development of these technologies and environments for better or worse. We are only recently moving beyond these motifs and initial sources of inspiration in our increasing digital and interactive world. However, it is still important to mark the influential role that Gary Gygax played in the development gaming and virtual worlds, even if he lived in relative obscurity to the world at large.

Rebuilding monuments

Friday, February 29th, 2008

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On February 10th, just a few blocks from my hotel, an arsonist burned Namdaemun or “South Gate,” in central Seoul. It was one of the oldest original structures dating back 600 years, and had survived the Korea War as well as the various occupations of foreign countries. The Cultural Heritage Administration is stated that it will spend over US$20 million to rebuild the gate over the next three years.

In Seoul, people don’t navigate via street addresses.  Instead, people use landmarks to describe locations. For example, people often give taxi directions in terms of going down a main road and turning at the movie theater.  Namdaemun, then, was an important fixture for more than historic reasons. It also held a function, being used to explain the location of surrounding destinations such as the street markets, malls and office buildings that surround it.

Central Seoul has many palaces, walls and gates which are have reconstructed over many years, and now Namdaemun will join them. The historic sites have been built and rebuilt. Just north of Namdaemun, is Gwanghwamun, another gate dating back to the same period. The structure had gone through several reconstructions. It is also currently being disassembled and moved 15 meters and also rotated to realign it with the Gyeongbok Palace, its original position.

The idea of building and rebuilding cultural historic monuments is fascinating. We think of these structures to be permanent, however like all architecture and cities, they get built, altered, torn down, and rebuilt.

Who gets to be a micro-elite?

Thursday, January 3rd, 2008

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Images source: Peer to Patent

A month ago, I heard Beth Novack from the New York Law School give a talk at the Symposium on Reputation Economies in Cyberspace. She is working on an interesting project called the Peer to Patent project, which is trying to incorporate peer review into the patent review process. She pointed to a (then) recent blog post by Adam Oram, on O’Reilly Radar:

“The idea of micro-elites actually came to me when looking at the Peer to Patent project. There are currently 1611 signed-up contributors searching for prior art on patent applications. But you don’t want 1611 people examining each patent. You want the 20 people who understand the subject deeply and intimately. A different 20 people on each patent adds up to 1611 (and hopefully the project will continue, and grow to a hundred or a thousands times that number).”

The concept of the micro-elite is interesting because it has characteristics of both a zero-sum and a non-zero-sum game. In that, anyone can in theory become a micro-elite, by picking a sub-genre (or perhaps sub-sub-genre) and broadening your knowledge base. Picking something obscure helps achieve micro-elite status. The problem appears if you want to become a micro-elite on a popular subject. Then, being one of the select few becomes more much difficult. Oram also mentions that this project also requires someone to have to go out and persuade the 20 experts to help out. However, what happens when you have too many equally skilled people who want to be involved? The term micro-elites by definition set a finite number of participants. The idea of crowd sourcing, if you will, the patent review process is a very interesting one. Peer to Patent is just starting out. I’ll be curious to see how it scales, how the collaborative efforts can grow, and if there is competition for participation in general or for specific cases occurs.

Passages: getting close to interactive fiction

Friday, December 21st, 2007

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Aleks sent me this link to the game “Passages” a couple of weeks ago, which also got picked up on the blogosphere. It’s definitely worth spending ten minutes playing the game. I’ll try not to spoil it too much, but some may want to play it first and then read the post.

Passages is getting closer to what I would call interactive fiction. Although Passages is a game, it has a narrative associated with it. The game play leads the reader/player through the process discovery, and insights from the author. The success of the game hinges upon having a point of view, which most games as interactive fiction lack.

The main challenge of interactive fiction is related to the idea that author has a point of view, which she is trying to convey to the reader. This leads to tree and branch narratives, where the choices seem contrived or obvious in the attempts to lead the “reader” down a particular path. Interactive narratives are getting closer. They still offer incomplete experiences because the reader/player always tried to do something not built into the game engine, which breaks the illusion. Games like Bioshock are definitely moving towards more cinematic gaming experiences, which takes game art direction to new heights. However, improving interactive narratives is not solely based on more complex decision trees, artful imagery or polygon renderings.

Passages is very simple game, stripped down to 8 bit graphics. Its compelling narrative and commentary on life, relationships, and work life it above other works. It’s a simple reminder that games as the fiction of the future will still need to have a perspective and something compelling to say. Otherwise, it will be remain delegated to the realm of genre fiction.

Linking as a gesture of kindness.

Tuesday, December 11th, 2007

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Image source: flickr

David Weinberger gave a description of a link in a panel last year at the Hyperlinked Society Conference. A link is a conscious act of generosity. These acts is moral, and they form the architecture of the web. He goes on to explain that the syntax of a link (i.e. the href HTML tag) has no meaning within itself, it is merely an instruction which points to another location. The meaning of the link, which can be agreement or disagreement, is found in the text surrounding the link.

While these links have no meaning, they do have value, which is the reason by creating a link performing generosity. Google ranks pages by the number of links other sites point to a page. Appearing early in a search result clearly has value over a later listing. You can only have a reputation if other people can find you. A page and her owner’s reputation then relies on the generosity of others linking to her page. If an author disagrees with the contents of page and wishes to dispute it, linking to the page adds to its value and reputation. The author is then left to not link. However, this practice which the status quo forces people to use still leaves the reader at a disadvantage.

There have been suggestions to create a newer kind of syntax and link taxonomy which would add to the current binary options of link or no link. The simplest system would be to have three choices, positive link, negative link and no link. This system would actually be very easy to for users. All you need to do is add a tag to the link.

Flipping forward one year, I was struck when Jonathan Zittrain pointed out in his talk last Saturday, the use robot.txt files for telling search engines not to spider a file or directory started in the early age of the web as an adhoc measure by individual which became an internet standard. Today, it is much harder to get a standard adopted, but the story of robot.txt reminds us that it is possible to create grassroots change in internet standards. Endorsement links allude to aspects of the Semantic Web, but frankly, I’m not sure if it will every come. Contextual syntax might evolve over time with gradual implementations.

The idea of rated links get even more interesting when you consider how search engines might use links that interpret reputation and authority. Of course, gaming the system would occur, but that happens now and should not deter the implementation of a link taxonomy. It might also encourage search engines to become open to annotating listings, as Frank Pasquale has suggested. Generally, search results are given by relevance or time of creation. New categories could be ranked in terms by agreement, disagreement or even controversy. The end result would be better ways for author to link, for readers to under the context of the link, and for searcher to usage links in the aggregate.

Printing for the ages

Thursday, December 6th, 2007

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After many years, I finally made it to a dorkbot meeting, a tech meetup before there were meetups. One of the three presenters was Ted Johnson, a great tech guy and overall hacker. He showed a handful of projects, but my favorite is his Instant Digital Camera. Hacking together a Gameboy camera, screen and calculator printer, he captures digital images (which was pretty decent resolution) and translates it into analogue numeric printing, which is reminiscent of ASCII art.

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The best thing about this project is how Johnson takes printing back in the opposite direction. The abstract rendering of forms by smudged numbers is a reminder how digital color printing’s “perfection” can look really soulless at times. At work, I always prfer the old HP black and white laser printer over the color printer. The HP produces crisp black type, which you can physically feel to the touch. The color pages come out slick and shiny, as if they were still on a screen.

However, I’m skeptical of this nostalgia. Growing up in the transition from print to digital text, my infatuation with the physicality of text may merely be a reflection of age. The physicality of printed text gives the illusion of permanence that digital text lacks. This psychological relationship we have towards that illusion is powerful, which is reflected in the tendency to downgrade online academic journals and ebook over their print countrparts. As the march toward digital text continues for reasons of both efficiency and sustainability, the question remains on what we will lose in the process.

Verizon set to open their wireless network in 2008.

Tuesday, November 27th, 2007

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Things just got really interesting in the mobile / wireless world. Verizon announced that they will over two categories of service by the end of 2008. One will continue to be its bundled handset service, and the other will be open to any device. This change brings Verizon Wireless in-line with the open networks that are available in Europe and Asia. The move will force T-Mobile, Sprint, and AT&T to consider offering similar services. (T-Mobile is already experimenting with allows users to make WiFi calls.) This announcement also may affect the upcoming 700MHz spectrum auction, as the FCC did not require open networks. I’m hoping that it will spur more innovation in the mobile space. Changes could happen quickly, we’ll have to wait and find out. I’m trying to stay optimistic.

Update: Techcrunch and GigaOM weigh in on the issue. A lot can happen in a year, and GigaOM is correct to be skeptical.