Disrupting Communication

Google_Wave_logoOne of the earliest forms of on-line communication is electronic mail. It was one of the first applications of the Internet back in the 1970s. Since then we have seen gradual improvements such as attachments and better email applications. This is a good example of sustainable innovation. However, the basic method of exchanging information has not changed. It’s still a message sent from one person to another person or a group of persons. They can reply, starting a tread of communication where the message gets bigger all the time and more confusing to read. Many people have probably thought that there must be a better way. This is exactly what Google is doing. Recently announced Google Wave will have us rethink how we communicate electronically. Google is trying to disrupt on-line communication.

Google Wave is at first impression a little strange and might take some getting used to. The reason is that we tend to think of online communication in a message-oriented way. I would imagine that those that would start directly to use waves without ever using email would see no other way. They would never understand why anybody would use email, as we know it. See the Google blog on how the project started.

Wave combines messages and chat with collaboration. Number of people can participate in the conversation and add to the wave by inserting text or images in real-time. A wave can even be played back, to see how it evolved. See the developer’s preview.

There are two key observations I want to make. First is social communication. Although email can be used by groups to communicate there is something awkward about it. Message is more like a person-to-person or person-to-many type of communication. Messages do not make central communication. Waves might be the way to create social communication in one central place. Many-to-many communication. Second is real-time communication. Like for Twitter there is some value in the real-time. Of course chat is real-time, but it usually lacks the content making it difficult to collaborate on meaningful ideas. Waves might be the way to have discussions on meaningful content in real-time.

E-mail succeeded because of its simplicity. It was the simplest thing that works. And it is actually a relatively simple protocol mostly designed to just send messages, ignoring complications such as security issues, trustworthiness and so on. It is yet another example of how simple usually works best, at least to begin with, when it needs to get the mass adoption. Then more requirements are made.

E-mail is old technology and has many drawbacks. It was invented back in time when computer systems were limited and network connections were not so reliable. And it was a time when security was not so much of an issue. Now we live in a completely different world and people are using the Internet in new and profound ways. We now expect real-time communications and data to be readily available at any time. It was time that e-mail got reinvented.

I guess I’m not ready to put email on my Technology Death List just yet but it’s clear that electronic communication will change. But if email gets on the list, let’s hope spam goes with it.

Animated cartoons, from the old to the new: evolution for the past 100 years

Papers in my New Technology class are about how technology evolves. Some papers examine technology in historic context providing insights into how the technology has changed over the years. Each new invention will bring new types of applications. A good example of this is the art of animated films. The story of the animated cartoon is more than 100 years old and provides many examples of how new technology shapes the industry.

In this paper Eva Rún Michelsen explores the evolution of the technology for making animated films.

Abstract of the paper: This paper is a research project about animated cartoons and their history for the past 100 years. It covers several techniques used in cartoon animation, early creators, early devices and current trends. The focus is on American and European animated cartoons and covers some of the early contributors of cartoon animation like James Stuart Blackton as well as today’s creators like John Lasseter. Examples of famous cartoon characters, short films and full length cartoon animated films are presented but the paper does not cover all animated films on the market today.

Animated cartoons, from the old to the new: evolution  for the past 100 years (PDF file)

Second IGI Meetup

igimeetup22
Low-res picture of Jónas presenting

Wednesday the 3rd of June was the second meetup evening of the Icelandic Gaming Industry (IGI). It was a relaxed and informal gathering of over twenty people. The theme of the evening was social networks and casual games. Basically, the trends is that people like to socialize and connect, and games are perfect way to bring people together.

Finnur Magnússon of Sauma Technologies talked about how new types of games are emerging when social networks and casual games are combined. Simple and fun games, easy to learn are played on networks such as Facebook. These games are popular and benefit from the social network since people invite their friends to play, and people like to compare and compete, and this keeps them playing. Finnur’s slides are here: Social Networks And Casual Gaming

This point was also made by Jónas Antonsson, CEO of Gogogic. When the users of Gogogic’s Symbol 6 iPhone game were asked to list their feature requests, the number one feature suggested was to be able to compare scores with other players. Another example of the strength of the social aspect. Jónas also talked about how games are moving from being products to being services. Instead of releasing a version of a game, it is launched as a service that continues to evolve. New features are added when ready.

Jónas also introduced the new Gogogic game being developed, Viking of Thule and showed the trailer.

The key observation I made from this evening is how strong the social need is in gaming. This confirms my belief that social community games are getting more important. Also, we will move to a global social network, where person’s identity, or indenties, will be stored in one place (Facebook Connect, OpenID and similar sites) and then different gaming sites can use that identity. And as we move from products to services games become live.