A branding exercise · 24 days ago

Being a somewhat consistent person, my personal and work laptops are the same, Apple’s MacBook Air. Add to that, Laura has the same laptop. As you can imagine, this leads to occasional confusion. Now, I can tell my two laptops apart, as one has a slight chip in the lid where you go to open it, but that means I’m now reduced to fondling them all before I can work out which is which, and leaving the issue in that state is just going to lead to me getting a worse reputation for technology love than I already do.

Previously, I solved this with the application of a macslap, wonderful vinyl cuts for adorning the top of your MacBook, but that is now sadly a defunct endevour. And although there’s a thousand copies of the original macslaps out there, I decided I wanted something more personal, and given I’m trying to hire people, something that would cause geeks to enquire.

Thankfully, I’m a fully paid up member of Cambridge’s Makespace, so I have access to the appropriate tools for making my own vinyl cuts, so I took the Bromium logo artwork and made my Bromium laptop stand out amongst the stack of identikit Macs that surround it at the office, at home, and just about any conference I go to:

Making a custom vinyl was surprisingly easy (if a little fiddly if your company brand guidelines insist on the ® symbol), so I do recommend it. I’ve already had people ask me where to get copies, both inside Bromium and out, so I take that as somewhat of a success.

I did learn one thing though that I’ll need to note for my next startup design – you can’t size the Bromium hexagon such that it covers the Apple light on the lid, and at the same time have the “Br” part stay within the glowing section. Logo designers take note!

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Radiolab · 25 days ago

Like a lot of commuters, I listen to podcasts on my way to and from the office, and I’m always on the look out for something new and interesting. I though I’d share a new one, Radiolab, to which I was introduced by my good friend Dan.

I often feel I don’t know enough about the world – I listen to some of my friends talk and realise that although I know a lot about technology, there’s lots of other things out there that I know nothing about. Radiolab helps fill that gap, at least on a general science front, covering three related topics in each hour long show.

Some particular good episodes I can recommend include: speed, which covers topics from human reaction times to slowing down light to 15 mph; and colors, which talks about how different animals perceive colour, and why Homer’s Iliad doesn’t talk about blue.

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Simulating that which can't easily be simulated in driving games · 220 days ago

In which I explain why motorcycling video games are, and always will be, rubbish.

I’d never been particularly interested in cars, until a friend of mine showed me how fun driving simulation games can be when you remove all the driver assists. Modern driving games, such as Forza Motorsport or Gran Turismo have wonderfully accurate physics simulations in them, and so become suitably challenging when you expose the underlying car. At that point I saw the joy of the challenge of driving well. It’s a skill that I find rewarding on a motorbike, that hitherto I’d not seen in cars. I’m still not interested in cars as objects in themselves, but I am now interested in them as a tool to enable me to drive.

Add to the game’s physics modelling a force feedback wheel and simple pedal inputs, you suddenly have a very interesting simulator. The inputs are like those of a real car; indeed, the inputs on the Microsoft Force Feedback Wheel I started with match those of the Smart Roadster I regularly drive pretty much exactly. One of the things I find very fascinating about these wheels is not that they provide feedback of say, the road texture, but rather how they convey a sense of weight of the car.

I’ve never really thought deeply about the steering wheel as a output device before, only of an input, but I guess that’s because on real roads I drive at a suitably sedate pace, such that the G-forces on my body in cornering tell me what I need to know about my cornering. In driving a video game simulation of driving, they can’t provide that feedback so readily in my living room. Instead they convey it through the steering wheel, and it works remarkably well. You can feel as you throw your car around a tight corner it stringing at the limits of grip (if it’s a nimble car like a Lotus) or it giving up an wallowing off the road in disgust (if it’s a Mustang). I’m not sure if they’re modelling a real feedback loop I’ve just never noticed before, or a synthetic feedback loop that happens to convey the right sensations, but either way it works remarkably well.

What’s interesting here is they’ve found an alternative output mechanism to make up for something they couldn’t otherwise recreate.

This works for other outputs too. Typically if you get a set of pedals for such games, there’s no feedback via the pedals – they’re just input devices. For some of the pedals at your feet they take care of the feedback loop visually – you can see who quickly your car is accelerating on the screen when you press the rightmost pedal. It should be the same for the reverse process, breaking, but it isn’t. Yes, you can see your car slowing, but if you press a break too hard it’ll lock up, and normally you get feedback on a real car by feeling when the break starts to bite between your foot and G-force changes, and with dumb pedals you can’t feel that, and the result is you often lock the breaks more than you would otherwise.

On the Fanatec wheel set up I have today, they’ve solved that by simulating the ABS shudder via the force feedback in the wheel. So if I press the break too hard, the wheel starts to have a subtle shudder, and this tells me I’ve pressed too far. Over time this enables me to learn how far in the break pedal needs to be pressed before I lock up. Again, one output is made to substitute for another output that they couldn’t recreate.

However, not all senses are so easily catered for.

When approaching a corner you (or at least I) rely on the rate of change of depth to tell you how much speed you’re carrying, and more importantly, how much speed you need to lose. Most games (and gamers) don’t yet support 3D televisions, so you have to make do by default with a sort of rate of change of scaling on the screen – how much bigger the corner appears as you approach it – but that doesn’t work nearly so well. In an attempt at being a simulation purist I’ve tried relying only on this, and it does doesn’t work. You get a lot less information than you need, or at least than you’re used to driving in the real world, so the simulation falls down.

In Forza Motorsport there is a stop gap solution. As part of trying to make the game easier for people, Forza will enable you to turn on the racing line, showing you where you should be driving, and that line changes colour between green and red, depending on whether you should be speeding up or slowing down. It also has the option only to show the red bits, aka breaking line.

The breaking line is then something that helps make up for the lack of depth perception, but isn’t quite perfect. For one, it tells you where you should be racing, which is more than I want to know; I’d like to learn the lines on my own terms thank you very much. But also it doesn’t tell you when you should be breaking for your current line, only the ideal line. But, it’s close enough that you can use it as a reasonable indicator as to when to start breaking (unless the car in front of you obscures it, but then if you’re that close to the car in front you’ll find out you’re in the breaking zone soon enough as your bonnet goes into the rear of their car).

At first, using the breaking line felt like cheating, having the game tell me when I should be breaking. And ideally I’d not use it. But the fact is that unless you use this, you’re missing out on an important sense in driving that you’d not otherwise get from the simulated experience. Ideally they’d make some slightly purer visual feedback just to overcome this limitation decoupling it from showing the racing line.

Thanks to all these alternative input methods, be they on screen or via the force feedback motors, you get pretty close to driving a car, and it’ll enable you to safely and cheaply enjoy driving perfomant vehicles in your own living room.

All of which leads me to why motorbike based games generally are about as fun as something that’s not much fun. I love motorcycling, but games that try to recreate it without fail leave me cold. And it has to do with this using other outputs to make up for things your video game console can’t do – on a car that gap is sufficiently narrow you can make it up mostly, but with a motorbike that gap is a gaping chasm.

In a car you start with an unfair advantage – you’re usually sat down when you play driving games, and most cars expect you to be the same. Your typically isolated from the elements in both situations. Both the car and your living room typical remain on the same plane. On a bike, you have none of these similarities. A high amount of riding a bike is how you place your body, not just what you do with your hands and feet. And that movement is in reaction to the environment of the bike. The way you lean your bike and place your body is relative to the speed and corner radius, but there is no “right answer” – they’re four variables that you constantly tweak, almost subconsciously at times, through the corner. Neither input nor output on games console or PC gets close to recreating this.

So you’re not simulating motorcycling – you’re simulating a very bad car that you need to slow down on the corners for and will mostly fall off of. For the bike games that do let you adjust the angle of lean – you have no haptic feedback mechanism to convey to you how much you should lean by and what effect that lean is having in your dynamics. So motorcycling, which should be this raw, exciting, thrilling experience, feels limp by comparison to simulated driving, where we can provide the sort of feedback you expect.

Kevin Schwantz, former motorcycling world champion and now car racer once said that car racing is 80% car, 20% driver, and motorcycling is 80% rider, 20% motorbike. This feels like the right analogy for why car games work and bike games don’t – convey the 20% of senses required to engage with a car is far more achievable (and still have it be fun) than the 80% required for motorcycling.

But it’s okay, as we can get very close with cars, which is hugely fun for those days I can’t get out on the bike, and means I don’t need to save up for a Lamborghini.

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We got healthy and safety sign off for this... · 255 days ago

No artistic merit here – just testing :)

Testing IPhone 5 On Long Board from Michael Dales on Vimeo.

Testing taking video on the iPhone and uploading to vimeo via iMovie (the iPhone version of iMovie). To think this was a chore on a “real” computer with a “real” camera until not long ago. Here I am taking, processing, and uploading an HD film with my phone. It’s not the first time I’ve mentioned this, but it still amazes me.

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Meanwhile, over on app.net… · 270 days ago

Yesterday I finally signed up for app.net, which if you’ve not seen it is a sort of paid for version of Twitter. You can find me over there as http://alpha.app.net/mwd. It has a bit of a silly name, in that it’s a boring name, but I plan as an experiment to head over there, and wind down using Twitter for anything other than reaching those on Twitter and not on app.net. I shall consume from Twitter, but only post new things to app.net for now.

A lot of developers are doing this, I suspect partly as a reaction to how Twitter has taken to treating developers of late as it tries to make money. Lots of what we take for granted on Twitter came from the third party app community: hashtags, the noun/verb “tweet”, retweeting, for example. And now Twitter in an effort to become sustainable is making those same developers unwelcome. Third party clients are now definitely on the endangered species list.

But that’s business for you, and Twitter certainly needs to somehow show a return for all its investment. My friend John Naughton summarised all this recently in an article that concludes:

“This new disenchantment with Twitter seems daft to me … as for the API restrictions, well, Twitter isn’t a charity. Those billions of tweets have to be processed, stored, retransmitted – and that costs money. Twitter has already had more than $1bn of venture capital funding. Like Facebook, it has to make money, somehow. Otherwise it will disappear. Even on the internet there’s no such thing as a free lunch.”

I agree with John’s reasoning, but not his conclusion that it’s daft. The reason why is this: in an effort to make money, Twitter is changing the product. I think it’s similarly daft to me (sorry John :), to assume that just because I liked product A, when it’s changed into product B, I should like it just as much. I don’t disagree that Twitter needs to find a revenue stream, or object that it should make changes to make that happen. I don’t agree however that I should like the new Twitter just because I liked the old Twitter. (John’s article also talks about free speech fears, but there I agree with his conclusions, so I’ve skipped over those).

So what is it about new Twitter that I don’t like? I don’t want adverts in my stream of tweets. I’d rather pay a small amount than see adverts. I don’t want expanded tweets – Twitter’s benefit to me is that tweets are short messages I can choose to follow through or not. I don’t want to use the web client – I use a third part client because I like that particular way of consuming twitter.

I’m sure a lot of people will be happy with Twitter in it’s new form, and that’s awesome. They get something they don’t have to pay for, and Twitter can make money. But thankfully market forces seem to be at work here. There’s a set of people who’d rather pay a little for a basic Twitter like service free from adverts and expanded tweets and will let third party developers in to play, and that’s what app.net seems to be offering. I’ve no idea if it’ll work out long term, but then you can say the same for Twitter :)

Ultimately thought the value of any social platform is whether there are enough people over there for you to engage with, and as ever the incumbents have the advantage here – just look at Google Plus vs Facebook. So it’ll be interesting to see if there are enough people who liked old Twitter enough to pay for it, or they’re happy to use the new, noisier Twitter for free.

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Flying the flag · 289 days ago

This weekend I hoisted the flag for the Bromium OS X team:

arrrrr

The pirate flag was the flag of the original Mac team at Apple – and if it was good enough for them, it’s good enough for the Bromium Mac development effort.

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Car rental desks - the nth level of hell · 304 days ago

Upsell is such a terrible word really. It basically means you, the customer, have not bought enough already, and how can they, the seller, make you buy more stuff that you didn’t want when you started.

The worse example I’ve hit of this was yesterday, at the Avis counter at San Francisco Airport. I had a car booked. The type of car was already selected. The price was nicely printed on the bit of paper I had printed out to give to the person at the rentals desk. I’ve just spent 11 hours in a single seat in a dark metal tube (they make you close the windows on International flights so luckier people than me might sleep). I’ve just spent 2.5 hours in a queue with over a thousand other people at immigration due to some computer failure. Can I just have the car I asked for and you agreed to provide?

No.

The woman at the Avis desk was going to first try and upsell me on every little variable in the transaction. I’m sure she’s normally a nice person and is made into this upselling demon by company policy and a desire to keep her job, but boy did I want to shout at her to just stop it and give me the car I had asked for (I didn’t, I just politely smiled and said no thank you a lot).

Did I want a bigger car? No thank you (polite smile). But it’s a really small car you have. No thank you (polite smile). How about a nicer small car then? No thank you (polite smile). And you’ll definitely want the many levels of insurance we have beyond the basics (this one wasn’t even asked as a question if memory serves me correctly). No thank you (well, I took the break down cover, as I was too tired to fend off every upsell by this point). Did I want to buy all the petrols? No thank you (polite smile). It’s really much cheaper (if you use a full tank, which I won’t as I’m only going to drive 80 odd miles). No thank you (polite smile).

Arghhh. Please, just give me the thing I’d already specified and you’d agreed to give me for the price you originally said you would.

In the end, the woman behind the counter gave me a car, charged me some random amount over what I expected, which by this point I was too tired to quibble with as all I wanted to do was collapse in my hotel as my body clock told me it was way past my bedtime, and she did so with bad grace as I clearly wasn’t going to be a nice customer and spend an order of magnitude more than I originally wanted.

It really gives you a bad start to your trip when given you’re at your lowest ebb and people just try to take you for a ride (when really you want to drive yourself, thank you very much). Otherwise everyone I’ve met over has, as ever, been rather kind and pleasant. Even the man at immigration, usually a steely faced bunch, apologised to me for the delay.

Rant over. At least till I return the car I guess…

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Can you dig it? · 340 days ago

After a year and a half, the original M&L minecraft server has seen most of us burnout a little (amazed that it took that long), so Laura and I thought we’d mix things up, and run a second server that has monsters on, and is running the Tekkit mod, which includes all manner of engineering/magical based goodies. For an idea of what to expect, you could watch this informative documentary series on building a jaffa cake factory.

To join in the fun you need 2.75 things:

0: You’ll need to grab the Tekkit Launcher – because Tekkit has so many mods involved, they’ve made a nice launcher app to take care of it all for you. Go here and grab the launcher for your preferred platform (Xbox alas not an option). Fire it up, and select the “Tekkit” option in the big button thing in the top left, then sign in. It’ll pull a bunch of mods for you, then present you with the familiar Minecraft login screen.

1: You’ll need to be on the white list. If you were on the white list before, then you’re set. If not, drop me a missive, and I’ll forward it to the review commity.

1.5: (optional) Given how big a change Tekkit is from regular minecraft, we’re using an alternative skin, as to us it’s really a different game. We recommend this one, which is Tekkit friendly. If your machine is up to it the 128×128 version is nice. Installing it is also a bit of a pain – once you’ve launched tekkit once (no need to connect to the server) you should find you have a directory like this (on the Mac):

~/Library/Application\ Support/techniclauncher/tekkit/texturepacks

That’s where you should drop the zip file. It’ll no doubt lock up the UI for half a minute whilst it loads too, so you need to be a little patient.

1.75: (optional) If you’re on the Mac you’ll probably want to remap how tekkit uses the left control key, as it maps it to zoom and boost, but if you’re on a laptop that’s your right click modifier too.

Finally, all that done, head over to the usual server, but use port 2556 and join in the fun.

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Come join me at Bromium · 358 days ago

On Monday I start full time on building the OS X version of Bromium – but I can’t do it alone, so why not come join me?

We’re looking for two people to help form the first wave of the OS X team, ideally based in the Cambridge office. A quick list of reasons to come join us:

  • We’re in a position to do something genuinely game changing with how users trust their computers
  • You’ll be joining a newly formed OS X team, so a great time to get involved and have an impact on what we do and how we do it
  • We’re building something that touches all parts of the system, from the kernel to the browser and all in between – it’ll be fun and interesting, that’s for sure
  • The rest of the Bromium team are just amazing (read my post from last week on why I joined), so it’ll be a great thing to be a part of
  • I’ve already ensured there’s going to be amazing coffee for the Cambridge office :)

Bromium have been working on the Windows version for almost a year now, so we have some big boots to fill, but I’m really excited to be kicking the project up a gear next week. But something of this scale needs more than one person, so if you want to be a part of something big, get in touch via the job ad of if you want to know more, just drop me an email, twitter DM, etc.

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Satellite Eyes · 362 days ago

In a break from my usual very minimal desktop, I’ve been having fun the last few days running Tom Taylor’s Satellite Eyes, a little app that sets your desktop background to a map of your current location.

Here’s me at home:

And out working in Massaro’s in Cambridge city center:

Although I generally don’t like a noisy desktop image, I’ve been very much enjoying the context that Satellite Eyes gives you. It’s a nice way to remind yourself that there’s a world around you – the zoom level is set so that you can see bits of your area you probably haven’t given much thought to on your daily commute.

It’s also a nice reminder that OS X has location services built in, just not many thing use it. It’s not GPS, so it’s only roughly accurate, but in both those images it’s near enough (to within 50 meters) that it’s not an issue. There’s a lot of things that I think the desktop could do if developers took advantage of this – we could optimise our UIs based on the user’s location (showing personal stuff at home, and work stuff at the office, as a simple example). I even wrote a small library to help with that sort of thing a while ago.

The one thing that throws me about having a map on my desktop is that I can’t start scrolling it or dragging it around – I’m so used to the affordances of Google Maps in a browser. Of course, you can scroll it – you just need to do so with your legs…

Satellite Eyes is free, so if you’re on a Mac then go download it and have a look around your neighbourhood.

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