Download my travel-time map

I am a bit nervous about doing this, but since several people asked, here goes: You can now download the travel-time map of the Netherlands I made in Processing. I have exported applications for Linux, Mac OS X and Windows. Each download includes the source files, but not the data file. For that, you will need to head to Alper’s site (he’s the guy who pulled the data from 9292 and ANWB). I hope you’ll enjoy playing around with this, or learn something from the way it was put together.

Some notes, in no particular order:

  • Please remember I am not a programmer. The vast majority of this sketch was put together from bits and pieces of code I found in books and online. I have tried to credit all the sources in the code. The full write-up I posted earlier should point you to all the sources too. In short; all the good bits are by other people, the bad code is mine. But who cares, it’s the end-result that counts (at least for me).
  • Related to the previous point is the fact that I cannot figure out under which license (if any) to release this. So the usual CC by-nc-sa license applies, as far as I’m concerned.
  • If this breaks your computer, offends you, makes you cry, or eats your kittens, do not come knocking. This is provided as is, no warranties whatsoever, etc.
  • Why am I nervous? Probably because for me the point of the whole exercise was the process, not the outcome.
  • I can’t think of anything else. Have fun.

Sketching in code — Twitter, Processing, dataviz

Sketching is the defining activity of design writes Buxton and I tend to agree. The genius of his book is that he shows sketching can take on many forms. It is not limited to working with pencils and paper. You can sketch in 3D using wood or clay. You can sketch in time using video, etc. Buxton does not include many examples of sketching in code, though.1 Programming in any language tends to be a hard earned skill, he writes, and once you have achieved sufficient mastery in it, you tend to try and solve all problems with this one tool. Good designers can draw on a broad range of sketching techniques and pick the right one for a given situation. This might include programming, but then it would need to conform to Buxton’s defining characteristics of sketching: quick, inexpensive, disposable, plentiful, offer minimal detail, and suggest and explore rather than confirm.

I have been spending some time broadening my sketching repertoire as a designer. Before I started interaction design I was mostly into visual arts (drawing, painting, comics) so I am quite comfortable sketching in 2D, using storyboards, etc.2 Sketching in code though, has always been a weak spot. I have started to remedy this by looking into Processing.

As an exercise I took some data from Twitter — one data set was the 20 most recent tweets and the other my friends list — and decided to see how quick I could create a few different visualizations of that data. The end results were:

Today's start - timeline

one: a timeline that spatially plots the latest tweets from my friends — showing density at certain points in time; or how ‘noisy’ it is on my Twitter stream,

Neatly centred now

two: an ordering of friends based on the percentage of their tweets that take up my timeline — who’s the loudest of my friends?,

Bugfix – made a mistake in the tick mark labels

three: a graph of my friends list, with number of friends and followers on the axes and their total number of tweets mapped to the size of each point.

The aim was not to come up with groundbreaking solutions, or finished applications.3 The goal was to exercise this idea of sketching in code and use it to get a feel for a ‘complex’ data set, iterating on many different ways to show the data before committing to one solution. In a real-world project I could see myself as a designer do this and then collaborate with a ‘proper’ programmer to develop the final solution (which would most likely be interactive). I would choose different sketching techniques to design the interactive aspects of a data-visualization. For now I am content with Processing sketches that simply output a static image.

Tools & resources used were:

If as a designer you are confronted with a project that involves making a large amount of data understandable, sketching in code can help. You can use it to ‘talk’ to the data, and get a sense of its ‘shape’.

  1. There is one involving Phidgets and Max/MSP, a visual programming solution for physical computing. []
  2. Some examples include a multi-touch project I did for InUse and a recent presentation at TWAB 2008. []
  3. I don’t think any of these visualizations are very profound, they’re interesting at best. []

Pollinator — a casual game prototype made with Mobile Processing

I wrote a game about a bee and flowers today

Last sunday I sat down and coded a prototype of a casual game in Mobile Processing. I got the idea for it the evening before: You’re a bee who needs to collect as much honey as possible in his hive while at the same time keeping a flower-bed blooming by pollinating… Play it and let me know what your high score is in the comments!

Thinking and making

I’ve been looking for an excuse to get some experience with Processing (particularly the variant suitable for developing mobile stuff) for a while. I also felt I needed to get back into the making part of the field I’ve been thinking about so much lately: Game Design. I agree with Saffer, Webb and others – making is an important part of the design practice, it cannot be replaced by lots of thinking. The things learnt from engaging with the actual stuff things are made of (which in the case of digital games is code) aren’t gained in any other way and very valuable.

Get the game

I’ve uploaded the first version of the game here. You can play it in the emulator in your browser or if your phone runs Java midlets, download the file and play it like you’re supposed to: While out and about. The source code is provided as well, if you feel like looking at it.1

Pollinator 0.1

How to play

You’re the yellow oval. The orange triangle in the top left corner is your hive. Green squares are grass, brown squares are seeds, red squares are flowers and pink squares are pollinated flowers. The field is updated in columns from left to right (indicated by the yellow marker in the bottom). A seed will turn into a flower (in rare cases a pollinated flower). A flower will die, a pollinated flower will die and spread seeds to grass around it. Move your bee with the directional keys, use the centre key to grab nectar from a flower. You can cary a maximum of 100 nectar. Drop your nectar off at the hive (again using the centre key) to up your score. When you first grab nectar from a pollinated flower and subsequently from a normal flower, the latter is pollinated. Try to keep the flower-bed in bloom while at the same time racking up a high-score!

You’ll get 10 nectar from a flower (in bloom or not). Pollinating a flower costs 5 nectar. If you try to take nectar more than once from the same flower, you’ll loose 10 nectar.2

Improvements

Stuff not in here that I might put into a next version (whenever I get around to it):

  • Animation — I need to get my feet wet with some scripted animation. Thing is I’ve always sucked at this. For now it’s all tile-based stuff.
  • Better feedback — For instance show the points you earn near the bee and the hive. I think that’ll make the game a lot easier to understand and therefore more fun.
  • Menus, pause, game over — It’s a prototype, so you get dumped into the action right away. (The game starts on the first key you press.) And there’s no actual game over message, the field just turns green and you’re left to wonder what to do.
  • Balance — I’m not sure if the game like it stands is balanced right, I will need to play it a lot to figure that out. Also there’s probably a dominant strategy that’ll let you rack up points easily.

The aim was to create a relatively casual game experience that will almost allow you to zone out while playing. I think it is far too twitchy now, so perhaps I really should sit down and do a second version sometime soon.

Mobile Processing

I enjoy working with Mobile Processing. I like the way it allows you to program in a very naive way but if you like structure things in a more sophisticated fashion. It really does allow you to sketch in code, which is exactly what I need. The emphasis on just code also prevents me from fiddling around with animations, graphics and so on (like I would in Flash for instance.) Perhaps the only thing that would be nice is an editor that is a bit more full-featured.3 Perhaps I should grab an external editor next time?

Feedback

If you played the game and liked it (or thought it was too hard, boring or whatever) I’d love to get your feedback in the comments. Anyone else out there prototyping games in Processing? Or using it to teach game design? I’d be very interested to hear about it.

  1. Not that it’s particularly good, I’m an amateur coder at best. []
  2. I’m not sure this is the right kind of negative reinforcement. []
  3. The automatic code formatting refused to work for me, requiring me to spend a bit too much effort on formatting by hand. []

Gift outcompetes exchange in design too

I just finished Eric Steven Raymond’s Homesteading the Noosphere. It’s a terrific read for anyone looking for a thorough look at the inner workings of the open source software development community. Like others, whenever reading this kind of stuff sooner or later apophenia hits and I try to tie bits to my own discipline, which isn’t programming but design.

In one of the last chapters of the essay (titled Gift Outcompetes Exchange). Raymond offers some tantalising insights into the relationships between doing complex creative work, motivation, and reward. While reading it I recognised a lot of ideas that I’ve long felt are important but could never really articulate. Now I finally have some great quotes, and (over 10 year old) research to back it up!

Psychologist Theresa Amabile of Brandeis University, cautiously summarizing the results of a 1984 study of motivation and reward, observed “It may be that commissioned work will, in general, be less creative than work that is done out of pure interest.”. Amabile goes on to observe that “The more complex the activity, the more it’s hurt by extrinsic reward.” Interestingly, the studies suggest that flat salaries don’t demotivate, but piecework rates and bonuses do.

Thus, it may be economically smart to give performance bonuses to people who flip burgers or dug ditches, but it’s probably smarter to decouple salary from performance in a programming shop and let people choose their own projects (both trends that the open-source world takes to their logical conclusions). Indeed, these results suggest that the only time it is a good idea to reward performance in programming is when the programmer is so motivated that he or she would have worked without the reward!

Other researchers in the field are willing to point a finger straight at the issues of autonomy and creative control that so preoccupy hackers. “To the extent one’s experience of being self-determined is limited,” said Richard Ryan, associate psychology professor at the University of Rochester, “one’s creativity will be reduced as well.”

So a team of designers working in the mode Raymond describes would choose their own projects and not be rewarded for their performance on projects (which is usually measured in efficiency and client satisfaction). In stead, to really keep them motivated, they’d be given a large amount of autonomy (and wouldn’t be instructed on which problems to solve and how to go about it). Of course, this only works with skilled workers, but I don’t think that’s the reason these philosophies haven’t been applied to design work on the scale they have been in programming. I think a lot of resistance for actually allowing designers work like this in a commercial setting are related to a fear of giving up control. Later on Raymond finishes the chapter with:

Indeed, it seems the prescription for highest software productivity is almost a Zen paradox; if you want the most efficient production, you must give up trying to make programmers produce. Handle their subsistence, give them their heads, and forget about deadlines. To a conventional manager this sounds crazily indulgent and doomed—but it is exactly the recipe with which the open-source culture is now clobbering its competition.

When will the first examples appear of design done in this way? When will the first projects pop up that outcompete the cathedral style designs process (or are they already among us)? Are there any designers out there actually working in this way? I’d love to hear from you.

Update: I changed the link to Flickr into one pointing to a post by Tom Coates on how Flickr was built.