Future of interfaces: AirPods

apple-airpods
Apple AirPods (image © Apple).

I am a regular user of headphones of various kinds, both wired and wireless, closed and open, with noise cancellation, and without. The latest piece of this technology I invested in are the “AirPods” by Apple.

Externally, these things are almost comically similar to the standard “EarPods” they provide with, or as the upgrade option for their mobile devices. The classic white Apple design is there, just the cord has been cut, leaving the connector stems protruding from the user ears, like small antennas (which they probably also indeed are, as well as directional microphone arms).

There are wireless headphone-microphone sets that have slightly better sound quality (even if AirPods are perfectly decent as wireless earbuds), or even more neutral design. What is here interesting in one part is the “seamless” user experience which Apple has invested in – and the “artificial intelligence” Siri assistant which is another key part of the AirPod concept.

The user experience of AirPods is superior to any other headphones I have tested, which is related to the way the small and light AirPods immediatelly connect with the Apple iPhones, detect when they are placed into the ear, or or not, and work hours on one charge – and quickly recharge after a short session inside their stylishly designed, smart battery case. These things “just work”, in the spirit of original Apple philosophy. In order to achieve this, Apple has managed to create a seamless combination of tiny sensors, battery technology, and a dedicated “W1 chip” which manages the wireless functionalities of AirPods.

The integration with Siri assistant is the other key part of AirPod concept, and the one that probably divides user’s views more than any other feature. A double tap to the side of an AirPod activates Siri, which can indeed understand short commands in multiple languages, and respond to them, carrying out even simple conversations with the user. Talking to an invisible assistant is not, however, part of today’s mobile user cultures – even if Spike Jonze’s film “Her” (2013) shows that the idea is certainly floating around today. Still, mobile devices are often used while on the move, in public places, in buses, trains or in airplanes, and it is just not feasible nor socially acceptable that people carry out constant conversations with their invisible assistants in this kind of environments – not yet today, at least.

Regardless of this, Apple AirPods are actually to a certain degree designed to rely on such constant conversations, which both makes them futuristic and ambitious, but also a rather controversial piece of design and engineering. Most notably, there are no physical buttons or other ways for adjusting volume in these headphones: you just double tap to the side of AirPods, and verbally tell Siri to turn the volume up, or down. This mostly works just fine, Siri does the j0b, but a small touch control gesture would be just so much more user friendly.

There is something engaging in testing Siri with the AirPods, nevertheless. I did find myself walking around the neighborhood, talking to the air, and testing what Siri can do. There are already dozens of commands and actions that can be activated with the help of AirPods and Siri (there is no official listing, but examples are given in lists like this one: https://www.cnet.com/how-to/the-complete-list-of-siri-commands/). The abilities of Siri still fall short in many areas, it did not completely understand Finnish I used in my testing, and the integration of third party apps is often limited, which is a real bottleneck, as these apps are what most of us are using our mobile devices for, most of the time. Actually, Google and the assistant they have in Android is better than Siri in many areas relevant for daily life (maps, traffic information, for example), but the user experience of their assistant is not yet as seamless or integrated whole as that of Apple’s Siri is.

All this considered, using AirPods is certainly another step into the general developmental direction where pervasive computing, AI, conversational interfaces and augmented reality are taking us, in good or bad. Well worth checking out, at least – for more in Apple’s own pages, see: http://www.apple.com/airpods/.

Pokémon GO Plus: The challenge of casual pervasive gaming?

Pokémon GO Plus package contents.
Pokémon GO Plus package contents.

Our research projects have explored the directions of pervasive gaming and more general ludification trends in culture and society. One of the success stories of last year was Pokémon GO, the location-based mobile game by Niantic (a Google spin-off) and Pokémon Company. When winter came, the player numbers dropped: at least in Finnish winter is became practically impossible to play a smartphone outdoors game in below-freezing temperatures. Considering that, I have been interested in trying the Pokémon GO Plus accessory – it is a small bluetooth device with one button that you can wear, so that constant handling of smartphone is no longer needed.

Pokémon GO Plus notifications via iPhone in Pebble Time 2 smartwatch.
Pokémon GO Plus notifications via iPhone in Pebble Time 2 smartwatch.

Based on a couple of hours quick testing, this kind of add-on certainly has certain potential. It reduces (an already rather simple) game into its most basic elements: the buzz and colourful led signals when there is a familiar (green) or new (yellow) Pokémon creature nearby, ready for catching. Pressing the button will automatically try to capture the virtual critter: easy ones usually register as “captured” in a few seconds (rainbow-style multi-coloured led signal), more challenging ones might “flee” (red light). When one arrives next to a Pokéstop, there will be a blue light & buzz signal, and with a press of button one can quickly interact with the stop, and get all available items registered into ones inventory. This is actually much more convenient than the usual routine of clicking and swiping at stops, Pokémons and balls. When the “Plus” is active, the game app itself also keeps running in the background, registering walking distances also when the phone is locked. This is how the game should function in the first place, of course. It seems that it is also much easier to capture Pokémons with the “Plus” than without it (how fair this is to other gamers, is a subject of discussion, too).

Pokémon GO Plus notifications on iPhone 6 Plus screen.
Pokémon GO Plus notifications on iPhone 6 Plus screen.

The larger question that remains is, what “casual pervasive gaming” will become, in the long run. If this kind of devices show the direction, it might be that a casual, always-on game will be more like a “zero player game”: an automated simulated of gaming, where game server and game client keep on making steady progress in the game, while the human player is free to concentrate on other things. Maybe it is enough just to check the game progress at the end of the day, getting some kind of summary of what the automated, “surrogate player” had experienced, during the day?

Playing Pokémon GO with the “Plus” add-on is not quite there, though. There were moments today when the device was buzzing every few second, asking for its button to be pressed. I quickly collected a nice selection of random, low level Pokémon, but I also ran out of Poke Balls in a minute. Maybe the device is made for “Pokémon GO whales”: those players who use real money to buy an endless suppy of poke-balls, and who are happy to have this semi-automatic collecting practice going on, whole day, in order to grind their way towards higher levels?

The strategic element of choice is mostly missing while using the “Plus”. I have no specific knowledge which Pokémon I am trying to capture, and as the game is configured to use only the basic sort of Poke Ball automatically, any “Great”, or “Ultra” balls, for example, are not used, which means that any more challenging, high-level Pokémon will most likely be missed and flee. At the same time, the occasionall buzz of the device taps evokes the “play frame” of Pokémon GO – which relates to the “playful mindset” that we also have been researching – so it is easier to keep on having a contact with a pervasive gaming reality, while mostly concentrating on mundane, everyday things, like doing grocery shopping. Some of us are better at multitasking, but experiments like Pokémon GO Plus provide us with a better understanding on how to scale both the game-related information, as well as the in-game tasks and functionalities, so that they do not seriously interfere with the other daily activities, but rather support them in the manner we see preferable. At least for me, wearing the “Plus” made those winter walking trips a bit more interesting and motivating again today.

Hydroponic chilies, pt. 2

My experiment with the Ikea hydroponics system has now produced a nice selection of small chili seedlings. The next step is moving them from the nursery box into the cultivation kit. Below are some photos: the idea is to completely bury the stone wool “starter plug” (now penetrated by chili roots) into coarse pumice stone pieces, within perforated cultivation pots. After those are placed into the cultivation kit, one just needs to fix the kit with a mix of fertilizer and water in suitable ratio (half capful into 4 liters of water is Ikea’s own Växer recommendated ratio, I did put in a bit more).  Those pots which are not in use should be covered with provided lids, as this prevents algae growth in the kit. The pumice stone gravel absorbs the liquid, providing chili seedlings with both water, nutritients, and access to air. Let’s see how this goes on from this…

Todellisuutemme tulevaisuus? Nuorten filosofiatapahtuma 2017

[Talked in Finnish about the future of “real” and “virtual” in Helsinki today.] Osallistuin alustajana ja panelistina tänään Nuorten filosofiatapahtumaan. Oma esitykseni (ks. runko alla) pyrki virittelemään pohdintaa ja keskustelua siitä, mihin tulevaisuudessa voi mahdollisesti johtaa ne käynnissä olevat kehityskulut, missä “vaikuttavat mutta ei-materiaaliset” todellisuutta rakentavat kehykset ja kerrokset tulevat keskellemme, ja ohjaavat osaa ihmisistä ajattelemaan, aistimaan, tietämään ja toimimaan – mutta suuri osa väestöä toisaalta ei jaa samaa todellisuutta.

Aineettomien ideoiden vaikutus on perustava kaikkien meidän arkisessa elämässä, ja todellisuuden sosiaalinen rakentuminen muovaa jatkuvasti sitä keitä olemme ja miten ymmärrämme maailmamme. Tässä tilaisuudessa pohdinnan kohteena oli erityisesti uudenlaiset, potentiaalisesti keskenään ristiriitaiset, mutta samoihin tiloihin ja tilanteisiin levittäytyvät pelien, informaation ja sosiaalisen vuorovaikutuksen todellisuuskerrokset. Kuinka tasa-arvon, vallan, yksityisyyden, rahan/arvon, työn/vapaa-ajan ja maailman muuttamisen tai “eskapismin” kaltaiset kysymykset muotoillaan kenties uudelleen, kun nämä kehityskulut ottavat tulevina vuosina seuraavat askeleensa. Kuinka niihin on syytä varautua, millaista peli-, informaatio- ja medialukutaitoa täytyy vaalia ja kehittää että pahimmat uhkakuvat eivät toteutuisi? Kiitokset kaikille keskustelukumppaneille, paikalla oli poikkeuksellisen fiksua, kriittisesti ja laajakaarisesti ajattelevaa väkeä!

CFP: GamiFIN conference 2017, ext-dl: 31 January, 2017

CFP GamiFIN Conference 2017
Pori, Finland

http://gamifinconference.com
9th to 10th May 2017

Submissions due on:
EXTENDED DEADLINE 31th January, 2017

Selected contributions will be published in special issue of International journal of Serious Games

+ Open-access online conference proceedings (CEUR-WS)

* GamiFIN 2017 is proud and delighted to announce our confirmed keynote speakers, we do have a great combination of excellence around gamification: Dr. Sylvester Arnab, Reader in Game Science, Coventry University (UK), Dr. Sebastian Deterding, a senior research fellow at the Digital Creativity Labs, University of York (UK) and Dr. Juho Hamari, a Professor of Gamification at UCPori and a leading researcher at the Game Research Lab University of Tampere. Exciting lectures ahead concentrating on e.g. the current state of the art in the field of academic research on gamification, why gamification needs theory and how to transform ordinary tasks into extraordinary experiences. Be sure not to miss these key-talks next May in Pori, Finland!

We are pleased to invite you to GamiFIN conference, on 9th to 10th of May 2017 in Pori, Finland. GamiFIN is a meeting place where researchers, industry and experts present results from their latest work regarding gamification, technology, media and digital culture for the future society.

GamiFIN is a concept made up by University Consortium of Pori. GamiFIN brings together people not only from different fields of academia but also from different sectors such as companies and other institutions. GamiFIN is a great opportunity to present your novel and ground-breaking research results, benefit from the interaction with industry and practitioners and to get new ideas how to utilize gamificational approaches in research as well as in industrial level.

The GamiFIN conference features e.g. the following major themes:

  • Gamification, ludification, playfulness
  • Industry and gamification
  • Gamification of public events such as concerts, sports events etc.
  • Wellbeing and gamification
  • Sustainability, ecological solutions
  • Customer services gamification
  • Funification
  • Gamification of mathematics
  • Gamification of data collection
  • Gamification of research

CONFERENCE PUBLICATIONS

The authors of the selection of the best papers will be invited to publish their work as an article in a special issue of the International Journal of Serious Games.

All the papers accepted to the conference, will be sent for consideration in open-access CEUR Workshop Proceedings. CEUR-WS.org is a recognized ISSN publication series with ISSN 1613-0073. After acceptance, the proceedings will be published as a GamiFIN Conference 2017 volume. (In the Finnish classification of publication forums, CEUR-WS-proceedings are classified as Jufo 1)

SUBMISSION GUIDELINES 

There are two different tracks you can submit your proposals to:

1) academic and 2) industrial

In the academic track, the papers should contain 4 -6 pages, including the list of references. Papers are expected to contribute the field of gamification, based on the different themes of the conference. The contribution has to be original, novel, well written and scientifically ensure the validity of the presented results.

The industrial track serves the participating companies by offering demo sessions where current and on going work can be presented. Contributions concerning development, business cases, marketing, strategy, case studies, best practices and lessons learned etc. are welcomed. In industrial track, please submit 1-page position paper. All academic submissions will be peer-reviewed double blinded. The industrial submissions should include a short biography of the author / presenter, and description of their organization.

Extended deadline for submissions is 31th of January, 2017.

New chili season, 2017

In January, it is again time to sow the seeds for 2017 chili crops. This time, I have a theme: colour ‘yellow’. Well, almost all my chilies this season are yellow, but not quite, as you can notice from below.

Another new concept this year for me is hydroponics. The idea of hydroponic gardening is to use no soil, but rather just expose plants to water, nutrients and sunlight. The plants’ roots will be circulated by a mineral solution, and there is some supportive, non-organic material used to keep the plants growing up in firm position.

I will most likely not develop a full hydroponic system when these chilies move to our greenhouse, but I will try it out in the germinating and seedling growing phases. To make things as easy (and as cost-effective) as possible, I got the entire system from IKEA. They have also some videos about the hydroponic indoor gardening and the techniques and materials they had chosen in their website at: http://www.ikea.com/gb/en/products/indoor-gardening/.

IKEA shopping
IKEA shopping…

The germination process is handled with a simple tray with holes, some plugs made of stone wool (a fibrous mineral material), a water box below, and protective plastic cover with some air ventilation holes.

IKEA nursery box
IKEA nursery box.

As not all seeds germinate, it is a good idea to put 2-3 seeds per plug.

Chili seeds on stone wool plugs
Chili seeds on stone wool plugs.

The optimal temperature for most chili varieties’ germination is around 27-29 Celsius degrees, so I use an electric warming mat below the nursery to keep the temperature even. There is also a LED light with plants’ wavelengths in the IKEA system, the cultivation insert set for seedling phase is intended to be combined with the pumice stone (volcanic rock from Iceland), which allows roots support and access to hydroponic growing solution, while also allowing airflow to the plant roots.

IKEA cultivation insert set for hydroponics
IKEA cultivation insert set for hydroponics.

This time, the chili varieties I chose for growing are: Pequin Firecracker (c. annuum), a hybrid Tepin x Lemon Drop (c. annuum x baccatum), 7 Pot Brain Strain Yellow (c. chinense), Lemon Drop (c. baccatum), Goat’s Weed (c. annuum), Peito de Moca (c. chinense), Bhut Jolokia (which is now classified as a c. chinense x frutescens hybrid from India?), Aji Cristal (c. baccatum), Aji Fantasy (a commercial Finnish c. baccatum hybrid of Lemon Drop x PI 441551), a non-specified ‘Thai’ chili variety (c. annuum), Habanero Hot Lemon (c. chinense), Fatalii (c. chinense), and my old favourite, yellow Madame Jeanette (c. chinense, a habanero chili from Suriname). Old familiar ones, and new acquaintances. Happy new chili season, all fellow chili-heads!

Chili growing is a multi-form hobby
Chili growing is a multi-form hobby.

PS. Here is also a cheerful video by IKEA about the joys of hydroponics:

Retrospect, 2016, 2006, 1996, and beyond

I am not particularly good in remembering things, which makes annually returning cycles of breaks and opportunities for reflection challenging, yet also very useful.

Year 2016 was exceptionally burdersome year for many reasons, but among much sadness and strain, there were also many happy things, and quiet progress that is important, but that will most likely surface only later. If I’d have to name one thing, I would say that 2016 was the “Year of Pokémon GO”, as both in personal life as well as professionally, that single location based, social experience coloured much of the latter part of the year in particular.

Randomly sampling the past, in ten year intervals, in 2006, I notice from my records that I was making several public talks about ludic literacy. For example, in one publication I sketched six dimensions of skill sets that each build on top of each other: 1) fundamental ludic understanding (“this is play, game has rules”), 2) functional gaming skills (“this game works this way”), 3) strategic and meta levels of game skills (“this way of playing is interesting / makes sense for me”), 4) social ludic skills (“this is what makes playing fun for other, this is why these people want to play”), 5) creative and productive game play skills (“this game can be extended, or reimagined in these ways”), and 6) literacy related to media in general (“this game is produced to make money this way, its marketing and business strategies rely on this kinds of principles”. (I seem to have worked on a longer article on the topic, but the last draft of that was marked “version 0.5”, so I guess other worked ran over that one.)

In 1996, I was working on the manuscript of Koneihminen article anthology (The Man-Machine), which was a wide-ranging exploration into the multiple cultural roles that technology holds in our lives – as a living environment, as an integral element that extends as well as shapes, and limits our individual and social subjectivy and agency, as well as an evolving and chancing source of various aesthetic experiences. It is interesting to read about the reflections of technological ambivalence, and critiques of 1990s techno-romanticism today, when two decades have changed the landscape of technology into something considerably more pervasive, but also into something more banal. It is certainly true that in 1990s we were considerably more naive regarding the pace of cultural change, and what was really important and what not so, but looking around at turn of 2016/2017, much of both the utopian and dystopian elements of technological imagination are now reality. The more philosophical dimensions of technologically informed subjectivity would clearly benefit from a revisit, or two.

In 1986, I was early in my studies of comparative literature in the University of Tampere. Sadly, it seems that I do not have any digital notes saved from the time before 1991, due to the multiple changes in those years, one of the most important technical ones being the move from Commodore 64 to some early 286 PC that caused me losing my records. Only some backups coming from my Unix account from early 1990s has survived. The C64 floppy disks still just might be somewhere, but I have neither hardware or software to access them, any more. Digital amnesia? But I still remember for example typing rather long essays and seminar works on C64 “Sanatar” word processing software (AmerSoft, 1984) – and then using the same home computer at nights to play AD&D adventure “Pool of Radiance” (SSI, 1988), slowly, sometimes with painful failure rate, but endlessly fascinated. Long Finnish summer nights were filled with light and bird song, also in 3 or 4 am, when I remember holding a break in my upstairs student apartment, stepping outside of the Forgotten Realms for a while.

Remembering is good for us. I link below the slides that I prepared for “Personal gaming histories” course this fall – no commentary this time, but maybe the pictures also tell some stories. Times, they are a-changing.

(PS – these exercises remind us, how our lives do not equal to “life stories”, consistent, logical, progressive wholes. They just present us these constant challenges for sense making, always more or less retrospective.)