sábado, 28 de abril de 2018

This year’s Tribeca Film Festival uses AR and VR to explore music-making and empathy

Visiting the Immersive arcade at the Tribeca Film Festival is always challenging. Every year, there are way more virtual reality and augmented reality experiences to try out (not to mention creators to interview) than I can squeeze into just a couple of hours.

This year, as always, I was only able to check out a handful of projects. They ranged from the serious and political to the playful and colorful — though even the playful projects were still exploring some ideas about creativity and human connection.

Terminal 3, for example, uses augmented reality to put the viewer in the position of an interrogator with airport security: You meet and interview a Muslim traveler, and you get to choose from different questions before ultimately deciding whether or not they should be allowed into the country.

Artist Asad J. Malik told me that as someone who grew in Pakistan, “I’m an expert on [airport] screenings, because I get screened a lot.” For Terminal 3, Malik interviewed real people (one of the options is an interview with Malik himself), though the person you see in front of you doesn’t appear photorealistic. Instead, they’re almost like a digital ghost who might gradually become more lifelike, depending on the questions you ask.

Malik said that he’s not trying to promote a specific political message about Muslims, except to illustrate the enormous variety of personalities, backgrounds and viewpoints among people who may or may not identify themselves as Muslims, but “who the world would identify as Muslims.”

Terminal 3 was created with support from Unity for Humanity and RYOT (a virtual reality-focused studio that, like TechCrunch, is part of Verizon subsidiary Oath). It’s built for Microsoft Hololens — not exactly the most popular platform at Tribeca, but Malik said it was crucial to his approach, because it allows the interview to take place against the background of the real room: “Suddenly this story, this person, it’s in your real space.”

Meanwhile, Lambchild Superstar: Making Music in the Menagerie of the Holy Cow makes no attempt to replicate a real environment. Instead, it takes place in a virtual world of dazzlingly bright colors, populated by animals who can be manipulated to make music — for example, a cow whose tail you can grab and reposition to change the sound made by his farts.

Lambchild Superstar is a collaboration between filmmaker Chris Milk and the band OK Go. OK Go’s Damian Kulash said they initially started out with the question, “What is an OK Go video in VR?” before deciding that was the wrong approach.

Something like the “Upside Down & Inside Out” video (which shows the band flying weightlessly) might seem like a good candidate for 360-degree video, but Kulash said it actually turns out to be “not really about the environment.” Instead, it’s presenting you with an experience in “a very controlled rectangle.”

Lambchild Superstar

So Kulash and Milk decided to explore a different direction, namely allowing users to make create their own music.

“I got into my ridiculous rant about the kind of alchemy of music,” Kulash recalled. “You add one sound to another sound. and you come out the other side with this ball of joy and emotion. It’s just crazy: Where did that thing come from?”

But Milk noted that if you give most people a guitar or a piano, they might get intimidated, because they don’t know how to play it: “There’s a barrier there.” Hence the funny environment and animals; it feels more like playing a game than performing music, but you emerge at the end with a unique song.

And it’s a song that you’ve created with another user, which Kulash said was also a key part of the experience.

“Chris is a zealot about that, and for good reason,” he said. “VR can be an extremely isolating technology … but is there a way we can use that, rather than to isolate, to let you have the closeness of a more human experience? It’s a weird thing that we had to remove all the human iconography to do that.”

This year’s Tribeca Immersive is also unusual for being the first to include a couple of games, like Star Child, a platform adventure game from Playful Corp. Playful’s Paul Bettner said that like the company’s previous game Super Lucky’s Tale, Star Child uses 3D and virtual reality to try to breathe new life into a classic gaming genre, namely the platformers like Abe’s Oddysee.

Today is the final day of the Tribeca Immersive, so New Yorkers have one last chance to experience all these projects. But while you might have a hard time finding some of these projects outside a festival environment, Bettner intends to release Star Child as a mobile game as well. It might sound really tough to squeeze a VR experience onto a smaller screen, but apparently for Bettner’s team, it’s not.

“What I’m finding in VR is if we build the content a certain way, with a focus on doing third person VR, and we focus the entire project on just making it stand out and take advantage of what VR can do, then bringing it to what we call flatscreen platform is a much easier transition than the other way around,” he said.



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viernes, 27 de abril de 2018

Maverick, a social network for young women, launches with $2.7M in funding

While Bumble BFF and Hey! Vina help adult women find new friends, there isn’t a social network dedicated to young women.

But Brooke Chaffin and Catherine Connors are looking to change that with the introduction of Maverick, a social network that connects young girls with female mentors to express their creativity in a safe space.

Here’s how it works:

When a new user signs up, they can browse through various challenges set forth by Catalysts, inspiring role models selected specifically by the founders to inspire the younger demographic on the network. These challenges include things like making their own super hero, creating their own dance number or choosing a mantra.

Users, usually between the ages of 10 and 20, can post their response to a challenge via photo or a 30-second video and browse the responses of others. Interestingly, Maverick has done away with ‘likes’ and instead offers points for various types of engagement, like posting a response to a challenge, posting a comment, or giving someone a badge.

For now, there are four badges on the platform (unique, creative, unstoppable, and daring) and the company has plans to add more badges as it grows.

But Maverick isn’t just an app. The company also plans on holding a series of one-day live events across the country, highlighting young women emerging on the platform in categories like STEAM, entrepreneurship, comedy and music.

In fact, the first live event goes down tomorrow in Los Angeles, featuring “Founding Mavericks” or role models such as Chloe & Halle Bailey, Brooklyn and Bailey McKnight, Daunnette Reyome, Laurie Hernandez and Ruby Karp.

For now, Maverick is a free app focused on growing its user base. But the founders see an opportunity to turn Maverick into a utility, not unlike LinkedIn, offering a subscription for premium features. And it makes sense that LinkedIn would serve as inspiration for Chaffin and Connors, as LinkedIn CEO Jeff Weiner is one of Maverick’s investors.

The company has raised $2.7 million in seed funding led by Matt Robinson of Heroic Ventures, with participatino from Susan Lyne and Nisha Dua of BBG Ventures as well as Jeff Weiner.

Here’s what co-founder and Chief Content Officer Catherine Connors had to say:

The research on girls’ social development has shown us the same thing for decades. During early adolescence, the majority of girls stop raising their hands, participating in sports and extra-curricular activities, taking risks, and stepping into leadership roles. In short, they stop believing in themselves. And it’s not because we don’t tell them that they should believe in themselves — it’s that they don’t get enough real opportunity to prove to themselves that they can.

Founders Chaffin and Connors met during their tenure at the Walt Disney Company and kept coming back to the idea of empowering girls through a new social network, and so Maverick was born.

The network is designed with a progression loop not unlike that of a game, where Mavericks can progress toward becoming a Catalyst and inspiring other young women.

The app launches out of beta today.



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miércoles, 25 de abril de 2018

Europe eyes boosting data re-use and funds for AI research

The European Union’s executive body, the EC, has taken a first pass at drawing up a strategy to respond to the myriad socio-economic challenges around artificial intelligence technology — including setting out steps intended to boost investment, support education and training, and draw up an ethical and legal framework for steering AI developments by the end of the year.

It says it’s hoping to be able to announce a “coordinated plan on AI” by the end of 2018, working with the bloc’s 28 Member States to get there.

“The main aim is to maximise the impact of investment at the EU and national levels, encourage cooperation across the EU, exchange best practices, and define the way forward together, so as to ensure the EU’s global competitiveness in this sector,” writes the Commission, noting it will also continue to invest in initiatives it views as “key” for AI (specifically name-checking the development of components, systems and chipsets designed to run AI operations; high-performance computers; projects related to quantum technologies; and ongoing work to map the human brain).

Commenting on the strategy in a statement, the EC VP for the Digital Single Market Andrus Ansip said: Without data, we will not make the most of artificial intelligence, high-performance computing and other technological advances. These technologies can help us to improve healthcare and education, transport networks and make energy savings: this is what the smart use of data is all about.

“Our proposal will free up more public sector data for re-use, including for commercial purposes, driving down the cost of access to data and helping us to create a common data space in the EU that will stimulate our growth.”

Below is a breakdown of what the Commission is proposing in the various areas it’s focusing on.

Regional industry bodies’ response statements to the plan include the usual mix of welcoming platitudes combined with calls for “a cautious approach to regulation” to “allow AI to have the space to grow”, as tech advocacy association, the CCIA, puts it.

While consumer advocacy group, BEUC, criticizes the Commission for postponing what it dubs “hard decisions to later” — calling for it to make a clear commitment to update the bloc’s product safety and liability rules to ensure they are fit for the risks of the AI age.

Target of €20BN+ into AI research by end of 2020

On the investment front the Commission says its target is to increase investments in “AI research and innovation” in the bloc by at least €20BN between now and the end of 2020 — across both public and private sectors.

To support that it says it will increase its investment to €1.5BN for the period 2018-2020 under the Horizon 2020 research and innovation program — and is expecting this to trigger an additional €2.5BN of funding from existing public-private partnerships, such as on big data and robotics.

“[This] will support the development of AI in key sectors, from transport to health; it will connect and strengthen AI research centres across Europe, and encourage testing and experimentation,” it writes.

The EC also says it will support the development of an “AI-on-demand platform” to “provide access to relevant AI resources in the EU for all users”.

And it says it intends to use the European Fund for Strategic Investments to provide companies and start-ups with “additional support” to invest in AI — aiming to, as it puts it, “mobilise more than €500M in total investments by 2020 across a range of key sectors”.

Push to open up public sector data-sets

The Commission is also eyeing a range of ways to open up access to data — as a strategy to stimulate AI developments.

On this it’s proposing legislation to open up more data for re-use, including public sector data — proposing a review of the rules that govern this (aka the PSI Directive) — along with a package of other measures geared towards making data sharing easier; including a new set of recommendations for sharing scientific data; and guidance for the private sector on data sharing collaborations with the private sector; and for business-to-business data sharing (it says it will come out guidance to help companies on this front, and also says it will call for proposals to set up a support center this year, funded via the Connecting Europe Facility).

In a Communication entitled ‘Towards a common European data space’, the Commission writes that its intention is to build on the foundation provided by the incoming GDPR data protection framework — and move towards what it couches as “a seamless digital area with the scale that will enable the development of new products and services based on data”. So full marks for buzzwords. 

The changes it’s proposing to the PSI Directive are intended to reduce market entry barriers (especially for SMEs) by lowering charges for the re-use of public sector info; increase the availability of data by bringing new types of public and publicly funded data into the scope of the Directive (specifically the utilities and transport sectors, and research data).

It also says it wants to “minimize the risk of excessive first-mover advantage” — arguing this benefits large companies — by “requiring a more transparent process for the establishment of public-private arrangements”.

Encouraging the publication of “dynamic data” and APIs is another intention — and another strategy to ramp up business opportunities around data.

It has a factsheet on these plans here, where it also writes: “Data is of utmost importance to the European economy” — citing a study which predicts the total direct economic value of public sector information to  increase from €52BN in 2018 (across all Member States) to €194BN in 2030.

Support for eHealth research and cross-border services

Yet another Communication published by the Commission today deals with health data specifically.

On this type of data the EC says it has three priorities:

  1. Citizens’ secure access to their health data, also across borders –– enabling citizens to access their health data across the EU;
  2. Personalised medicine through shared European data infrastructure — allowing researchers and other professionals to pool resources (data, expertise, computing processing and storage capacities) across the EU;
  3. Citizen empowerment with digital tools for user feedback and person-centred care — using digital tools to empower people to look after their health, stimulate prevention and enable feedback and interaction between users and healthcare providers.

In its eHealth communication the Commission enthuses about the potential for digital solutions to transform healthcare before lamenting: “Market fragmentation and lack of interoperability across health systems stand in the way of an integrated approach to disease prevention, care and cure better geared to people’s needs” — i.e. as a result of Member States retaining control over their own national healthcare systems. 

Hence it’s focusing efforts here on encouraging Member States to “improve the complementarity of their health services cross-border”; putting money into “research and innovation in digital health and care solutions” (via the Horizon 2020 program); and “assist[ing] Member States in pursuing the reforms of their health and care systems”. 

Ethical guidelines for AI development coming this year

On the legal and ethical framework front, the Commission says it intends to publish ethical guidelines on AI development by the end of the year — which it says will be based on the EU’s Charter of Fundamental Rights, “taking into account principles such as data protection and transparency, and building on the work of the European Group on Ethics in Science and New Technologies“.

In the UK the upper house of parliament recently published its own report into the economic, ethical and social implications of artificial intelligence — which urged action to avoid biases being baked into algorithms and recommended a cross-sector AI Code to try to steer AI developments in a positive, societally beneficial direction.

To draw up EU-wide guidelines, the EC says it will “bring together all relevant stakeholders in a European AI Alliance“.

“As with any transformative technology, artificial intelligence may raise new ethical and legal questions, related to liability or potentially biased decision-making. New technologies should not mean new values,” it also writes.

But it’s waiting until mid-2019 before issuing AI-related guidance on the interpretation of the EU’s Product Liability Directive — leaving consumers without legal clarity in the case of defective products for at least another year.

Training schemes and business-education partnerships

In terms of socio-economic prep for AI-fueled transformations coming to the job market the Commission says it’s encouraging Member States to “modernise their education and training systems and support labour market transitions, building on the European Pillar of Social Rights“.

More specifically it says it will support business-education partnerships to attract and keep more AI talent in Europe; set up dedicated training schemes with financial support from the European Social Fund; and support digital skills, competencies in STEM, entrepreneurship and creativity.

“Proposals under the EU’s next multiannual financial framework (2021-2027) will include strengthened support for training in advanced digital skills, including AI-specific expertise,” the Commission also adds.

So nothing very revolutionary on this front as yet, with the opportunity to expand available finance support for skills being put on ice until the bloc’s next major financing framework.

In another factsheet on its proposals the Commission flags some existing skills initiatives, such as the Digital Opportunity traineeship — saying this will provide cross-border traineeships for “up to 6,000 students and recent graduates as of summer 2018”. Although this is more broadly aimed at digital skills gaps.

The AI strategy comes in the same week as a group of EU-based scientists have warned in an open letter that the region is falling behind North American and China on AI research — proposed establishing a European AI research institute, linked to industry, to attract and retain AI talent, also arguing that “the distinction between academic research and industrial labs is vanishing”.

Albeit several of the academics who signed the letter also hold positions with tech giants — including Uber’s chief scientist, Zoubin Ghahramani; Google’s head of machine learning research, Olivier Bousquet; and Amazon’s director of machine learning, Ralf Herbrich.



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lunes, 23 de abril de 2018

From Ferraris to flying taxis: Q&A with Lilium’s new Head of Product Design

Munich-based Lilium, the super ambitious company developing an electric vertical take-off and landing (VTOL) jet and accompanying “air taxi” service, continues to hire top talent to make its vision a reality. The latest new recruitment is car design veteran Frank Stephenson, who has previously worked for Ferrari, Maserati, and Mini, to name but a few.

Considered one of the world’s most renowned and influential car designers in recent times, 58-year-old Stephenson’s portfolio includes iconic designs such as the BMW X5, New MINI, Ferrari F430, Maserati MC12, and McLaren P1. Now he’s embarking on adding the Lilium jet to that list.

Officially starting next month, he’ll be tasked with recruiting an entirely new design team to shape both the interior and exterior of the jet itself, as well as a design language for the company’s wider infrastructure, including landing pads and departure lounges.

In a call with Stephenson yesterday morning, I got to ask him why he’s ditched Ferraris for flying taxis, what his new role will entail more specifically, and to dig a little deeper into how he thinks about design and why good design really matters. A lightly edited transcript of the full Q&A follows.

TC: I don’t know a huge amount about designing cars, let alone designing cars that can fly. Designing a modern-day car involves a heck of a lot of people and designing something like the Lilium jet again involves a whole team of people. As head of design, how does your role fit into the larger machine of building a vehicle or ‘flying car’?

So if you have a Michelin rated-restaurant and you’ve got to feed 100 people, you’re going to have quite a few cooks in there and the waiters and everybody else to run the machine. But the chef, the guy that’s got the Michelin stars… gets all the credit for it. But it’s all the other guys doing the work for him and he’s basically overseeing it and he’s trying to keep everything moving along the right track. That’s kind of what it’s like. I mean, I’m not probably your standard type of design director because I like to get in and cook and mix up the stuff too. I just have never been able to stop getting my hands dirty. I guess in that respect, the design directors come across often as prima donnas almost and sit back and watch the guys work and every now and then say he likes it or he doesn’t like it. But I am more of a hands on type of director.

I like to build small teams. I don’t like huge teams because it takes a lot longer to get things done and the energy sometimes isn’t as strong with a big team as it is with a smaller team. You’ve got to work faster and much more focused and much more efficiently to get the amount of work done. So that sort of builds the steam up in the pressure cooker, but if you love design it’s absolutely the right temperature to be working at. You want to be under pressure to deliver great design. And typically if you think about a design too long, it gets watered down and loses that character, that pureness that you had at the beginning. So smaller teams tend to come up with better ideas I think, or more dramatic ideas, than huge companies with huge design teams.

I don’t set the brief because that comes from marketing, what product segment or what market segment the product should fit. So if they’re telling us to design a two-seater vehicle or a five seater vehicle or whatever then that becomes the target of the design team to deliver in a certain time span. What I do is I meet with the marketing guys, I meet with engineering guys.

The engineering guys will lay out what we call a package, where all the critical components are for the vehicle. With a car it is typically where does the passenger and the driver sit, where are the wheels and where is the engine and how much trunk or boot space are we going to have. Things like that. And then I work around all those components with the aerodynamic engineers, suspension and everything.

What I have to do basically is get the team going with theme ideas and really innovative breakthrough ideas, because that’s what designers do. They don’t repeat stuff, they have to come up with stuff that basically moves the game forward. You’ve got to create within this design team a kind of awesome childlike creativity and emotion feeling. It takes a lot of brainstorming and inspiration. You sort of set the tone of that kind of atmosphere within design to get the designers going and then the mood gains momentum.

I’m very advanced in the way I think — I have to be because of the way design is geared, you do a lot of computer work — but I typically make sure that we all start pen on paper sketching, because that is really the only way to get a design or a spark out of your mind. If you go through a computer it loses the human… So I pretty much try to keep the design team on paper as long as possible.

The moment we come up with great ideas, we work with engineers. Typically I try to get engineers and designers working together in the same studio or very tightly together so there’s no loss of traction, and to make sure that what we’re doing can be made. We typically create scale models out of clay. We maybe do two, maybe three, different designs, and as those designs evolve one will get chosen as the favourite theme. That goes to full-scale. And then when this clay model is finally approved by engineering, and approved by finance, and approved by marketing, and approved by design, we will recommend that to the CEO and he’ll have a look at it if he hasn’t followed throughout the process, and then that product will become the model for prototyping and we’ll take moulds off of it and create the real panels for the car and then it goes into production. Pretty much that’s it in a nutshell.

As a design director I have to control everything from the look to the colour to the ergonomics to the feasibility of it. And then with Lilium the requirements will probably branch out over into what the Lilium port will look like that you access to get into your jet. So the whole kind of environment from an aesthetic or emotional point of view.

TC: Give me more of a sense of the relationship between design and engineering (or form and function)… Aren’t you somewhat constrained in your imagination by the science of flying?

No, that’s what a bad designer would tell you, ‘I’m constrained, that’s why the vehicle doesn’t look as good as it should’. But the fact is he’s getting paid the big bucks to make that thing look good and if he can’t make it look good he’s just not good enough. So there’s no excuse in my book for bad design or anything that looks bad. Absolutely no excuse. Anything can be made beautiful and should be made desirable, obviously.

We have to have constraints because safety and engineering require that. If we don’t have constraints then designers aren’t designers they’re just artists and they’re not doing the job. You can make a pretty picture but if it doesn’t work at the end of the day then you haven’t really designed anything, you’ve just drawn a pretty picture.

So in terms of constraints, yeah, but that is what makes the game so fun for a designer, that you’re working within rules and legislation and restrictions which make it a challenge. That’s why you get good-looking cars and other cars that don’t look as good. Like I said, if there is a beautiful small car, why aren’t all small cars beautiful? It’s a taste thing obviously. Some people like some designs, a lot of people like other designs. But good design is absolutely not subjective. There’s good design and bad design, and there are a lot of bad designs out there — not to knock them or criticise — but there are principles for good design that designers typically learn when they’re being educated. If you don’t apply those laws of good design then you’re not going to have a good design.

Inspiration for good design comes from a lot of different sources, but if you’re looking at inspiration from trendy sources like fashion or other types of design that are in one day and out the next then you’re not gonna have a timeless design or an iconic design. Iconic designs are typically timeless designs, they last forever. Anything that was designed iconically 40 years ago will still look great 40 years in the future. The design is so good that it just lasts and lasts and lasts. It is hard to achieve that, but if you use the right type of mental design approach then it’s achievable.

I think designing cars is not harder or easier than designing an aircraft, it’s just making the absolutely best product you can make that works well. Typically if you design something that works very, very well it looks fantastic. If you design something that doesn’t work very well then the design doesn’t matter at the end of the day. One of the interesting things is people always say that form follows function. I’ve never heard anything more ridiculous in my life because for me form equals function. If the product works well, it looks great. There’s nothing in the world that works fantastically well and looks awful, that combination doesn’t exist. Especially in nature. You look at all these beautiful animals and organisms in nature that work incredibly well, and therein lies the beauty of nature. Horses and cheetahs and all these amazing animals, nobody sat down and designed this amazing looking animal. Evolution caused it to be absolutely fantastic at what it does, and through being fantastic at what it does, the result is the look, and that look is awesome. That same principle is how I feel about design. If you work very good with the engineers and you create optimised solutions, it’s very easy to make them look good, it’s almost inherent in that way.

TC: Regards the Lilium jet… what is the main challenge in your mind of designing what is a new type of transportation?

My challenge — simply put — is to make the person who gets into the jet not want to get out of it. You know. Although he’s reached his destination he’ll want to do it again and again and again. The reason behind that is because all the new generations coming along after the old farts like us are basically looking for experiences. They’re not so much geared towards buying materialistic things. They love experiences. And that’s what Lilium is going to be offering, an experience and a service. And I see that as the future. For me it’s an amazing opportunity to be able to take something from scratch and develop it into a reality .

It’s always been a sort of science fiction, when you see The Jetsons, the cartoons and things… it’s like, one day, but not in my lifetime. Well, here’s news for the world, it’s coming before they know it and it’s going to be here very, very soon. And these things have to look as amazing as the technology that they’re bringing with them.

What I need to do is not just make it an incredible aesthetic joy to be in, but when you get inside of one of these things you don’t want to get out of it. It’s going to be the experiences that you have when you’re inside this transportation device. If you could just take that situation of being inside of a capsule, what would you want to occur there? You want to relax, you want to socialize, you want to work, you want to be entertained. All that is now incredibly possible.

I mean all the advances … where everything coming now is digital and so real that you can actually imagine something on the inside being the new wave of entertainment. So basically you’re in your private space, you get to turn it into a virtual world where you’re being transported from A to B or wherever your destination is. And within that space in time you’re in the ideal atmosphere. You’re not really sitting in a plane and just going along for the ride, which is what you do pretty much in a taxi. All the new materials that are coming about at the moment in terms of seats, flooring, lighting, buttons, displays, image projection, sounds, and temperature control. You know all the things that we try to shoot into new cars as a next step for luxury, those are just going to become everyday things that are making the whole ride an incredible experience.

Regretfully they’ll be a lot shorter in duration because of the nature of the jet being you know very high-speed and all that. But it’s kind of like if you can imagine somebody who loves roller coasters they’re always at the end thinking ‘oh my gosh that was too quick, I want to do this thing again’. That is the kind of positive feeling you should have when you get out of the vehicle.

TC: I saw this documentary a while back that made the point that the world we live in is predominately designed by humans and therefore design can make or break our everyday experiences. As a designer, is it really difficult for you living in a world where, let’s face it, a lot of design is awful?

Some designers take it as a job. Other people just live it. And design is all about making the world a better place not a prettier place. That’s [just] a consequence of making it a better place, but making it a better place is what the end goal should be. It’s a shame that there aren’t more designers in the world thinking about making the world a better place.

TC: How did you get this job ? Did they come to you? Were you just like, ‘I’ve done cars, I want to do something new’?

It was fate, that thing when two separate paths suddenly collide. I think it was more like that. I’d left McLaren in November 2017, not because I was frustrated or anything like that but because I thought there was something bigger than just designing products that nobody really needs, they just desired and want. What was I doing, I was just clogging up the road networks even more and not making the world a better place, probably a more exciting place, but not socially better. And so I left with my ideas of starting my own design studio, which I’ve been sort of kicking off, in terms of how to improve the world, and then I heard about Lilium and Lilium contacted me.

It was just a match made in heaven. It met all my principles of working for an exciting and incredibly innovative company from the very beginning. To be able to establish a design department for them with a design DNA, a design language, the design team, the studio. Doing something for the future of humanity. Staying with transportation, but making it even better than it ever was. Making something science fiction reality.

TC: Are there any particular designers or designs that you can point to and say that designer or product has stood the test of time?

That’s really, really tough. I can tell you specific products for their aesthetic value but I think I have to go deeper than that because you know everybody admires different designers for different reasons. If you could put two guys together that would be da Vinci and Einstein. I mean da Vinci was probably the guy because he not only could paint and draw and all that but he was also an incredible engineer and he figured out how to make these things work and he wanted things to look great too. So if I could say one person for me it would be da Vinci more than anybody else just because the guy could paint, the guy could engineer. Anything he ever touched was absolutely amazing. He was doing flying machines way back too. I like his natural approach. I like people who are really in tune with nature because for me that’s the best inspiration we have. He came up with things that never existed before for the benefit of humanity. Pretty much. If he would have been that kind of guy today he would be the absolutely most awesome human being on earth. I’ve got tons of books on his works and him, and everything like that, just because he’s so inspiring to me.



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viernes, 20 de abril de 2018

Nintendo Labo review

I’m here to tell you first-hand: Nintendo Labo is no joke. I’m a grown-up human person, who has spent many hours of his life building things: office furniture, websites, a model of the Batmobile from the 1989 Tim Burton movie. In the fourth grade, I attempted to build Mission Santa Barbara out of sugar cubes. It didn’t go great, but the point (I’m told) is that I tried.

We’re talking multiple decades of building things. Following instructions, backtracking, trying again. I’m sure there are all sorts of valuable lessons I learned along the way; self-discipline, patience, teamwork, why sugar is not a structurally sound building material. But event with all of that building under my wisened belt, Nintendo Labo is no walk in the park.

It’s literal child’s play. It says right there, on the box, “6+.” I’ve been six-plus for — let’s just say… a while now. And yet, it took me around two hours this morning to build a cardboard piano. Now I’ve got a table full of scraps, a small paper cut on my ring finger and a surprise sense of accomplishment. Oh, and the piano is pretty cool, too.

Labo is one of the most fascinating products to come across my desk in recent memory. It’s unique, bizarre and as frustrating as it is fun. In other words, it’s uniquely Nintendo — not so much out-of-the-box thinking as it is the actual box. It’s a product that’s built entirely around the premise of making kids sit still, follow instructions and fold the heck out of some cardboard. And, strangely, it totally works.

Hook, line and sinker

I wouldn’t have been my first choice to review Labo, but I was uniquely qualified, if only for the half a day I spent getting walked through the construction kit with a room full of brightly dressed and infectiously enthusiastic Nintendo employees. That experience served as the foundation for our hands on, as we were broken up into small teams and walked through a pair of increasingly complex projects.

We started with the race cars, the box’s introductory project, which is really as much about getting you used to the strange world of Labo. But even that small starter is a glimpse of the cleverness contained throughout, as the cardboard-wrapped Joy-Cons use their own haptic feedback to propel forward, as you control its speed via the touchscreen. Because there are a pair of Joy-Cons for every Switch, you can use them to race against one another.

The second hands-on project felt like a considerable step up. Nintendo puts the fishing rod’s build time at one-and-a-half to two-and-a-half hours, versus the cars’ 20 minutes total. In other words, find a comfortable spot, maybe put on some music and make sure you’re hydrated. When it’s done, however, you get a working reel with a string and a rod that vibrates when you catch a fish on screen. Pretty neat.

Having accomplished those in a well-supervised room full of Nintendo employees a few weeks back, I naturally took on the most complex project of the bunch.

Keys to the kingdom

The piano should take two-and-a-half to three-and-a-half hours, by Nintendo’s estimates. I built the thing in about two hours — an accomplishment of sorts for a grown-up person who was supposed to be working. Even so, it reflects just how large of a time sink these projects are. That’s certainly good news for parents looking for the ideal project for a rainy day. It’s a clever little play that leverages a video game system to get them to do something other than play video games. Neat trick, Nintendo.

The primary set is a big, flat and heavy box with 28 cardboard sheets, comprising six different projects. There’s a plastic bag inside, too, containing a random assortment of knick knacks — rubber bands, reflective stickers, washers — all of which will come in handy down the road. There’s no real instruction booklet, because the Switch is going to do all of the heavy lifting there.

The screen walks you through the process of building, one patient step a time. The touchscreen instructions are superior to paper in a number of ways, including a number of animated videos showing off the motions of properly working components, and the ability to pivot the camera angles to get a full 360-degree view of the build. You can rewind if you need to back up, or fast-forward when things get repetitive — like they did with the piano’s 13 keys.

Cardbored?

Don’t go too fast, though. The kit tosses some curve balls at you — as in the case of some tabs that are folded inward, to double as springs. That, however, is the one constant. Folding. So, so much folding. Honestly, it gets pretty tedious on the longer projects. The instructions actually make light of this fact, from time to time, with little quips about the repetition. It also recommends stepping away before a particularly grueling section — probably the right move for both your sanity and health.

Once you get into the rhythm, however, it’s strangely meditative. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold.

Congratulations, you’ve completely 1/6 steps.

I’d say it’s not the destination, it’s the journey, but honestly, it’s really about the destination here. The most satisfying part in all of this was how seemingly abstract shapes lock into place and create a fully formed object. These little kits are truly remarkable feats of engineering in their own right, and in the case of the piano, it’s incredible satisfying to see the object completed — and actually get to play the keys, recognizing the role each individual piece plays in the whole creation.

There are so many smart touches here, from the incorporation of the Joy-Cons, to the use of reflective tape, which triggers the Switch’s built in cameras. It’s that functionality that makes the piano keys play notes through the Switch itself. It also triggers the arms and legs on the robot through a set of pulleys.

It’s equally relieving the moment you realize you did everything right. Though I still had a few instances where I found myself having to backtrack multiple steps, because I’d missed a fold or turned something the wrong way. Also, as the instructions note, folding is at the heart of the project. A bad or incomplete fold can lead to heartbreak at the end. So fold, children. Fold like your lives depend on it.

Building stories

Companies that make coding toys will usually tell you the same thing: it ultimately doesn’t matter that they’re not built in some universal programming language, so long as they teach the fundamentals. The jury is still out on all that, as far as I’m concerned, but I think there’s a lot to be said for a product that’s capable of fostering curiosity and love in some bigger idea. That, I think, is the biggest appeal of Labo. It encourages kids to step outside the console for a minute and build something with their hands.

Does building a Labo piano or fishing rod make you any more qualified to create the real thing? Not really, but it does help foster a genuine interest in the way things work. A maker friend of mine recently related a story to me about how she got into the culture. Her parents came home one day and she had disassembled and reassembled a computer, in order to install a component. From then on, she told me, they came to her for computer help.

Every maker has a story like that — a first step that often involves tearing down a computer or clock or toaster, piece by piece. Labo potentially affords the ability to explore that path without destroying some antique clock in the process. (Though, if it’s successful with your kids, I’d keep a close eye on your piano, if you have one at home.) Parental guidance is also recommended for the more complex projects, making for a great opportunity to bond with kids through creation with a side of frustration. And when you’re done, you’ve got a lovely object that looks like it stepped out of the panels of Calvin & Hobbes.

If your kids don’t have the passion to build — they’ll also learn that lesson pretty quickly. Many kids simply won’t have the patience to sit still and fold for hours on end. It’s also worth pointing out that the objects, when finished, are fragile. They are cardboard, after all. Water is their mortal enemy, and rowdy kids are a close second — pieces can easily rip or tear, even accidentally during the building process. Thankfully, the company has started selling pieces individually.

Of course, $70 isn’t an insignificant amount to pay to find all of that out. And by just about any measure, it’s a pretty steep premium for what amounts to a cardboard box full of cardboard. And, of course, that doesn’t factor in the price of the Switch itself.

But what the kit does afford is continual discovery. From there, kids can graduate to the massive Robot Kit (saving that one for a rainy weekend), which runs $80 and features a complex pulley system and a fun little game where you’re a mech trampling some poor, defenseless city. Even more compelling (and significantly less expensive), however, is Toy-Con Garage.

Built into the variety pack, the portal lets kids remix and hack creations, offering a breaking down of the technologies involved. If there’s a gateway to the wonderful world of making in this box, it’s this. The pre-determined kits are as much a lesson in following instructions as they are building. Toy-Con Garage, on the other hand, opens the door to true creativity.

Labo is the most bizarre, creative and uniquely Nintendo product since the Switch itself. It’s not for every kid — that much is certain. And the $70 fee will make it cost prohibitive for many parents. But those who take to it will do so like ducks to water — and hopefully won’t get that cardboard wet in the process.



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martes, 17 de abril de 2018

Taiwanese startup Kdan Mobile raises $5M Series A for its cloud-based content creation tools

Kdan Mobile founder and CEO Kenny Su

Kdan Mobile, a Taiwanese startup that makes cloud-based software for content creators, announced a $5 million Series A today, raised from investors including W.I. Harper Group, Darwin Venture Management and Accord Ventures. Founded in 2009, the Tainan City startup says its products have been downloaded more 120 million times, with about 40% of its customers located in the United States.

Its Series A takes Kdan Mobile’s total funding so far to $6.5 million. The capital will be used for product development, including blockchain-based encryption for documents and real-time collaboration features, to appeal to enterprise and education users. The company also plans to spend more on user acquisition in the U.S. and China, two of its growth markets.

Kdan Mobile’s products include Creativity 365, a software suite with a mobile animation creator and video editor, and Document 365, launched last year to attract enterprise users. The company also recently began offering new subscription plans for businesses and educational organizations and claims that its cloud platform, called Kdan Cloud, now counts over 3.5 million members.

Founder and chief executive officer Kenny Su says Kdan Mobile is seeking new partners that will allow it to establish a bigger presence in markets like Japan. One of its Series A investors, Accord Ventures, is based in Tokyo, and Kdan Mobile may start marketing to the country’s animation industry, Su tells TechCrunch. The company already has partnerships with Taiwanese mobile services provider GMobi, Jot Stylus maker Adonit and Ningbo, China-based design sharing platform LKKER.

Su says one of the ways Kdan’s products differentiate from cloud-based software by Google, Microsoft, Adobe and other major competitors is its focus on artists, designers and other creative professionals. Kdan’s products were also created to allow users to start projects on mobile devices before moving onto desktop apps. As many users of Google Docs, Office 365 or Adobe Creative Cloud have discovered, accessing them on mobile devices feels much more awkward than on desktop. Kdan Mobile, however, was founded just as smartphones and tablets usage was becoming widespread, and its products were created specifically for mobile.

“We are trying to fill the gap, helping users create content on mobile and then allowing them to finish it in a desktop environment, not only with our own tools, but also by exporting to other places including Adobe,” says Su.

Part of Kdan Mobile’s Series A financing will also be used to figure out how to the company can increase the use of artificial intelligence in its products. Kdan Mobile already uses machine learning algorithms to improve its software by analyzing what users upload and recommend on its content sharing platform.

In a press statement, W.I. Harper Group managing director Y.K. Chu said “We are stunned by Kdan’s leading development technology and global vision. We are glad to be part of their development plan and expect to grow with them.”



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