Sunday, March 22, 2009
i wish i wasn't just 'fluff'. it doesn't seem to be valuable in other people's eyes anyway.
i wish i could do more, could help more, do even a simple css without taking hours to complete one small part and still not get it right.
suddenly, i feel even small, even more insignificant than before joining this class.
suddenly, my skills feel useless, undervalued.
and i feel as though i'm pulling the team down.
i wonder if it's just me. i wonder if i'm really the weak link here.
i don't communicate well with people i'm working with.
i don't understand coding, i don't know how long it takes to code smth.
hell, i can't even code a paragraph without introducing a shitload's worth of bugs.
you say that i'm not trying, i'm not prioritising.
but i don't know how. because i just don't know how long it takes to code a damn item!
and when you say there's too many features, i don't understand, because i don't know what you define as a feature.
i don't know what to do anymore. i've done all i can for marketing, i've redone the ui, i really have tried. but it seems like it's just not enough.
i'm sorry guys. i really dont know what to do anymore.
Wednesday, March 11, 2009
Software Engineering (From a designer's point of view)
I do need to apologise to prof Ben for monday's gloomy face. I know how hard it is to present in front of a unresponsive class, but it really wasn't your lecture that was the cause - i have been sick for the past few days (the almost sick but not there kind) and yeah, i had a really bad test on monday :S So yah, that's why the sian diao face.. But your lecture was really good! :D
Anyway, wanted to play cheat and do a combo of the last 2 lectures (my penalty lecture and prof's software engineering lecture), but the post for the last lecture alone drained quite a bit out of me.. merh. Prof, i'll make up the penalty lecture another time! :P
Anyway, i've tried to make this summary as entertaining as possible so i hope all of you out there will enjoy it :P So starting with prof's lecture.. I must say, prof, that you can present damn well. haha! I got several nice takeaways from it, but here's the one i like most:

I'd love to see this process in action though, and see how zihan's team actually managed to pull it off! It would have been amazing (apart from the fact where i won't really be able to tell what the programmers are doing :P)
So prof Ben basically covered 5 principles in the lecture:

Principle #2 - Separation of concerns

- Break it down to liddle bids so you know who's head you can chop (if one part of the lego collapses.)
- Make sure it can talk to one another! Don't get a 2 point adapter for a 3 point plug!
- "High cohesion, low coupling" Let it be a 'standalone' yet an integrated part of the big picture, just like lego bits are all one standalone piece that can be pieced firmly together. And while looking for lego i found this damn cool modular product (sorry, the ID side of me at work :P)



"BUG is a collection of easy-to-use, open source hardware modules, each capable of producing one or more Web services. These modules snap together physically and the services connect together logically to enable users to easily build, program and share innovative devices and applications. With BUG, we don’t define the final products - you do."Super cool product, no? So now you have the LEGO computer! Want an extra gb of ram? snap it in! Want am LCD screen? There you have it! How about a speaker? And the list goes on and on.. But the BEST part is that BUG can be upgraded and scalable. Which means you can probably be using the same product 10 years down the road! (this does mean bad news for the marketing peeps tho - imagine having no one to sell to cos you're still using the same product from 10 years back? >.<) haha. So yes, lesson to take away - make it standalone, make it fit. So if you haven't already realised, the picture above is a skeleton key.
*waits for laughter, receives none* -.-
Anyway, that's basically what generality is about - to solve many problems in one go, like how one skeleton key can open many locks. Erm, the part about cutting, pasting and editing code i roughly understand only, but eh, you non-coders get my key analogy right? okay! so let's leave the coding to the pros! :P haha..


So after all that, what is Software Engineering? It's basically the management of complexity to reduce bugs (which i'm infamous for creating :P).
And because of that, prof had 3 of our dearest classmates, Mannie, Justin and Zihan (well one lao da) to present on how they've managed projects :D I can't sum up the richness of their experience, but i can say that the methods really inspired and intrigued me :)
Stuff that i learnt and stuff to ruminate on?
(i'm gonna list it in just small points for my own keepsake)
- From Mannie: Scrum - the naggy technique to chase people for work
- From Justin: Prioritising, the breaking down of tasks to simple achievables, subscribing manhours, cutting features, who does what and when and how?
- From Zihan: Document like crazy! Be super duper organised! (TRAC)
- Why can't programming be a simple language? Or is it because it's just another super defined language? (like hebrew :P)
- Outsourcing - it's not happening? But it's a growing trend? Why?
- Separation of UI from business logic
So that sums up our Monday's lecture! Key thing to remember?
"Think more, code less!"
Random ramblings and thoughts that occurred while writing this blog:
One of my greatest regrets is having khoa as the single programmer in our team. Perhaps if he saw many other brilliant programming styles in action, he would have the chance to be inspired :P Just like how i can't survive alone doing design.. other people's designs are constantly influencing me, pushing me to get better (like mannie's drawings!)
Monday, February 16, 2009
Get Help!
And so, evil prof made us do this little assignment to make sure we thought about the app before we came to class. And made it sound pseudo-graded. >.<
anyways, i commented in point form cos WPF killed me over the weekend.. I'll post more in the future! XD
Home page interface
- Too much happening, there are too many areas of focus on the page
- Two headers – too cluttered, too much information to process
- Objective of the application not very clear
- Badges, profile, stats and invite are not tabs used very often (all the stuff u want to do is in profile) but the layout of the tabs grab attention and the colour draws attention away from the more important details
- Too many colours used :P
- What’s the difference between Call for Help and New project? The colours/style seems to suggest that both are buttons that the person needs to press, when New Project is actually simply the place where the person is browsing at.
- Two fields of entry? So do you write what you need help with or quick help? Shouldn’t quick help need to fill in less details?
- The “hide it from someone specific” feels as though it cannot be clicked, because they tried to reduce the opacity. While it’s very graphically descriptive and can be used elsewhere effectively, this time the effect conveyed the wrong information.
- The entry text boxes should be aligned and with the same format – makes it neater and more visually appealing even though it will take up more space.
Overview interface
- Even though they are at the overview, “New Project” is still highlighted. This confuses the user
- In fact, Overview should be in the same tabs bar with Profile!
- Action buttons are in red and are heavily highlighted. This draws the attention away from the main message – the ‘help signal’ sent out by your friends.
Individual page seems good :)
Overall, the aesthetics are cute and pretty much appealing, but the usability can be refined further. Colour has to be used more carefully, and stuff has to be more structured and organized!
Freedom is necessary for this application (since their goal is for any one who needs any kind of help), but this will mean that they might not target anyone at all.
Quite little incentive to give. Perhaps forming a community of people with the same interests might help peak the interest in the project?
Wednesday, February 4, 2009
Subliminal messages
A long long time ago, subliminal advertising isn't what it is today. Instead of putting coke bottles and Marlboro cigarettes into the movies, subliminal advertising, when it first came out, was actually a lot more dangerous!
Take for example this picture:

For moving pictures, subliminal messaging wa even more powerful. In the past, they used to splice in messages like (eat XXX, it's the best!, or sexually connotative images) into movies. Now these messages flashed across the screen super fast, many many times, over and over. It was so fast that your eyes wouldn't catch it, but your brain can! So you're literally exposed to the message a hundred times over in the course of watching your movie!
I managed to find this youtube video, not that great footage, but explains exactly what i mean!
On a side note though, subliminal advertising (especially in movies) has been banned. Of course, it still is occasionally used (even for political reasons), but it's illegal. So now, we have to subject ourselves to movies where people open up mac books and sip a can of coke and sms on Sony Ericsson phones in the middle of the movie. :P
On a more lighthearted note, i stumbled across yet another super funny ad!
And look!! a good ad by internet explorer! Wonder why we haven't seen it.. Or maybe it's just me? haha..
That's all for now folks! More when i see it! :D
Tuesday, February 3, 2009
Favourite Marketing Campaigns! - Imagine the possibilities!
This is one of the most interesting adverts that i've come across, and it was a HUGE success! Imagine - we've completely forgotten about the importance of a glass of water, and all it took was a little african boy running across all the primetime German news channels for 3 million dollars to be donated (in 6 days!) for drinkable water!
Haha, you got to watch this one.. It's funny, and made it reach on youtube (and even ended up in my marketing class) when it was launched 2 years back! Unforgettable ad (that has nothing to do with the product!). Which is a thought - rather than static ads hosted on your app, what about video ads, which actually can have a much greater impact?
And now for Adidas! Here's how Adidas managed to cut through to the Japanese population, in Tokyo - one of the busiest streets ever!
Okay i really wanted to embed the next video into this post, but i couldn't! And there were no good youtube videos on it either :S So i'll have to post a link! This one's about Oprah giving away 276 BRAND NEW CARS to her audience! This expensive stint provoked many to gain interest in the car (a Pontiac) , and created lots of buzz on the product. However, it's interesting to note that while it generated lots of buzz, it failed to generate lots of bucks. Moral of the story? You don't just need a good marketing strategy, you also need a good app! :P
http://www.cbsnews.com/video/watch/?id=643278n
I wanted to talk about stealth marketing, but i can't find interesting enough videos that might make it more exciting for u guys.. will post it up if i find it! :D
that's all for now!
~Tchuss!
Whoops! Late submission! XP
Hokay! I'm supposed to blog about the presentations! But even without this requirement, i would have blogged/talked about it to my friends, cos the ideas that were brought up were really interesting, and almost every app provoked some thoughts about it! I'll talk a bit about a few apps, so do bear with me!
So we started off with Elven Blood, which i thought was really similar to Battle Stations, another facebook app that i've been playing XP (with less blood, and gore, of course!) Two points about Elven blood that caught my attention:
The comment/idea that Elven Blood captured the market of 1 mil people by reaching out to actual gamers, not casual gamers. (e.g. RPG/fantasy gamers)
- I personally feel that most apps on Facebook have to be generally targeted towards being able to reach out to casual gamer, due to the nature of Facebook. This is probably the reason why Elven Blood chose to keep the gameplay as linear, so i'd be simple for gaming idiots like me to understand! haha.. I can enjoy playing Battle Stations and Elven Blood because it's not hard to learn and it's very old school (so the concept is generally very simple and involves simple gameplay). That being said, i find it hard to believe that RPG/Fantasy gamers (apart from social gamers) would really play this app! Rather, the target market for games like Elven Blood and Battle Stations is likely to be casual gamers and social gamers who enjoy a nice story, aren't willing to pick up on some complex game, but dont' mind spending a few minutes/hours of office/lecture time each day playing the game and completing quests! hahaha! :D It's just a personal opinion tho!
Get the right mix, let the game die, and then do it again, 3 times!
Haha, got to tell you, i laughed when you stated that point! But it's a really good idea! Imagine giving MTV Crib a makeover, and it gets popular, and you simply replicate that game three times, tweaking the storyline as it goes to suit what the crowd wants - u'd satisfy your users needs as the new app improves in standard, and you'd have the same crowd playing your game four times! That's 4 times the profit for just one set work of programming! (of course, the graphic artists will have a hell of a time, but you guys don't care do you.. *sulks*) Good thing to think about eh? It's very very similar to how products in the market work:


Causes was the next app up, and that hit pretty close to home. You see, causes is an app that keeps its hands clear of the $$, but is indirectly involved with real money. So they don't have contact with the money passing through their app. It's a channel, but only a channel. The actual money doesn't go to them. This is provided, of course, that Causes doesn't impose a claim on a percentage of the money raised (which i doubt they do cos no one would use it then). Two questions that i asked myself:
What provokes people to donate?
- This entire concept boggles me. I simply can't understand why people would go online, SEARCH for a cause (or someone might have spammed their friends with the cause) and donate, especially when there are a million and one registered charities out there that are already begging for donations! Of course, they might really be passionate about something, but even so, with tens of organisations asking for donations for similar Causes (SPCA etc), which one would you donate to, and WHY that one? Or would you donate $1 to each? xP And then you have all the 'official' organisations fighting to make their voices heard as well! But then again, half the Causes are non-monetary (e.g. religion/petitions). So it could be that a large bulk of these users support Causes that aren't monetary. After all, the amount of money most Causes raised is really little as opposed to the amounts that come in during our wonderful Ren Ci shows.. haha!
(btw i went to Causes and was AMAZED to find that i've almost 200 friends who have added the app! *faints*)

So why does it hit close to home?
This was the exact same problem that i faced when working on Spree Kingdom. How can i keep the reputation of Spree Kingdom as one that is reliable? Because while the money has nothing to do with me, it is part of my group's responsibility to give users the best spree experience possible. (and it is well known that incidents have happened where spree organisers have run off with the money!) How can we provide our users with a sense of security when it comes to dealing with their money? In the end, Spree Kingdom came up with two ways - Censor the spree organisers and provide user ratings. Censorship of spree organisers are tedious though, but for now (while starting up) necessary. We decided to (for now) only invite spree organisers that have organised over 100 sprees, and censor each one of them. Tedious as this may be, it seems necessary, for now. In the future, perhaps spree-ers themselves can apply to be spree organisers when they have participated in a certain number of sprees and have achieved good user ratings throughout. Imagine applying that same censorship to Causes! *faints!*

Another app presentation that i simply have to talk about is Graffiti Wall! I LOVE IT I LOVE IT I LOVE IT! haha.. But i'd never really use it. Why? Because right now all it caters to is the artistic community. It's Paint, in its simplest form. And it's lovely, but it just isn't mass!
So what about the non-artist?
I found myself continually asking - What if i'm not talented? What if i can't draw? (because 3 years ago, i couldn't even draw stick figures, not that my drawing is that great now too!) All i'd be able to do is to admire these works of art from afar, and wish and wish and not post, simply because i'd be soooo ashamed of my drawing! Or i'd be super annoyed by all the rubbish drawings that other create just to take up spam space on my wall! So what about non-artists, or beginning artists, or people with the eye for composition but just can't draw? Is there any way to make it 'beautiful but not purely artistic' without compromising the level of art that is already there?
Photoshop instead of Paint?
Like Elven Blood, i'd suggest an upgrade! (not a complete replication of the old version XP) The basics are already there, but how about a new app to capture the non-artist crowd? How can that be done? Well, instead of the basic Paint version, how about the basic Photoshop version? xP Now photoshop IS complicated. But the things that allow people to create, from scratch, are the Brushes. Imagine if Play! Graffiti Wall (an upgrade for Graffiti Wall) was created, with the ability to use brushes/play with opacity! Users could create their own brushes and upload it for everyone to use, and non-artistic people and artistic people would be able to create their own art! Granted, it'll make the interface a lot more complicated, and the programming a lot harder, and the whole simplicity of Graffiti Wall would be 'lost', but WOW! You'd reach out to a whole new group of people! And there'd be a whole new world to explore! And for the old school Paint artists who are ever proud to show off their abilities to create from scratch, there'd always be the old Graffiti wall. So two separate target markets, like Giogio Armani (Graffiti Wall) and Armani Exchange (Play! Graffiti Wall) :P
Questions posed to everyone...on ETHICS!
(I shall make it easy for everyone to reply me :P) I don't want to go on and on about each individual app, cos all of them brought up significant points as they went through them. But one last thing (something that has bugged me for months) that i wanted to bring up was the idea of ethics. Don't shy away now, ethics is smth that we all have to deal with someday! How ethical is it to produce a game/app that encourages: - Violence/War/Blood & gore (Elven Blood) - Sex selling/making your friends do stuff (Friends for sale, tho i know SDU must love this xP) - Friendship betrayal, even if it's just for a short while (Whopper sacrifice) - And more! You see, i had a major arguement with a friend over this. We wanted to produce a game very similar to Pet's Society. However, i wanted my pet to be able to reproduce baby pets with your friend's pet, to indicate a closer link to that friend. But my friend got really upset, saying that i would be corrupting the minds of young children in doing so. And if you think about it, it could go to the stage of sex selling! So... what do YOU guys think? What would you do? Keep it clean? How clean is clean? What will be your stand when you create YOUR app?
On a side note, for those who haven't gone to Spree Kingdom yet, here's Shu Shu! She's our new mascot, my baby. haha. <3> So why Shu Shu? Cos erm.. (and this is cheesy) it's y'know, the english translation of mouse. hahaha.. *such originality, i know* So Shu Shu came about cos (almost) everyone uses a computer mouse for online stuff (except programmers, i've no idea why!), and so Shu Shu was born! haha.. She even has a scrolly wheel in the center of her forehead! XP
And so, with love :)

Monday, January 19, 2009
GUI - Less is more!
So the past few nights have been filled with 6 and 7am mornings sitting up wondering whether adding a certain feature is too much, and weighing the cost of eliminating that feature against the take of the users using the app.
On hindsight, perhaps this group has too many jack-of-all-trades, with the exception of Khoa! And while that's great for brainstorming, it doesn't help much in the design stage.. :S Or maybe the app's too girly, and we should scrap it and do smth else? (4 guys and a non-so-girly-girl doesn't seem to make for a great app design huh.)
Mainly because i don't want it to turn out like Microsoft/Creative - All programming and absolutely no usability.
Which brings me to today's lecture. To be really honest, i wasn't very impressed with Microsoft/XBox's demo. Microsoft has superior User Experience, but ZERO User Interaction design! It was very flashy, which is nice, but not very easy to use. And i thought i read somewhere that lots of flash is RAM intensive..? Its scrolling interface has soooo many items per level that you practically have to memorise what the Xbox offers in order to breeze through the interface. Xbox has cool concepts and ideas tho.. The avatar creation really caught my attention and made me realise that. But yeah, usability wise, sometimes less is more!
Something that i need to remind myself as i work on this app!
Silverlight was cooool! Lots and lots of potential, and lots of effort spent on really useless things. Like when to refill a glass of water, or having 2 mice running at the same time. That being said, if the same technology was applied to touchscreen, that'd be a whole different ballgame altogether! I really liked the Multitouch surface stuff tho! Not new technology (they've been developing multitouch for years! Remember the movie Minority Report? The technology was being developed even then! Since my mentor pointed it out to me about 2 years back, gestural interfaces has been something that's greatly caught my attention. Lot's and lot's of potential! (Imagine, though, how tired your hands will get from waving them around just to get an operation done :P)
If you guys dont' remember Minority Report, here's the espanol version :P
So, the 2 mice thingy reminded me of yet another video, one that i talked about at Fong Seng last week. Imagine Abel playing an instrument/composing music using smth like this, with a (touchscreen) Silverlight interface!
Something to think about for the WPF app huh?? haha..
Alright! That's all for today! Btw, an apology and a HUGE THANK YOU to Khoa for being so computer illiterate, and for trying to explain stuff to me in PURE ENGLISH, not computing language! :P I'll try to get better yeah - Look! I now can link Youtube videos to my blog! :P
p.s: i tried to pick up a little bit of interface design while interning at Creative (lol, what an oxymoron), from one of the most interesting interaction designers i've ever met. Yigs was my mentor, and a damn good one too! I've much much more to learn on this interface design journey tho. Hopefully, i'll get to pick up much much more!