I learned something new about the Titanic today, thanks to Stamps of Distinction blog. The ship was a Royal Mail Ship (RMS) and commissioned to carry over 3,000 mailbags across the Atlantic. And when it sank, five postal workers tried in vain to save sacks of registered mails rather than saving their own lives:
The postal workers rushed to the mail room to begin rescuing the mail. It has been estimated that the workers retrieved up to 200 sacks of registered mail and had carried them to the upper decks on the slim chance that it might get rescued. Even as water began to fill the post office, the men admirably answered the postal workers call of duty to save the mail from destruction. Their admirable efforts might have cost the men their lives; as they tried to get the mail above deck, their chances of getting aboard one of the precious few lifeboats, while slim at best, vanished completely as the chivalrous call for women and children first seized the day.
Every
great civilizations fall. From the Romans to the ancient Mayans, history
is littered with kingdoms and nations who "ruled the world"
for a period of time only to descend into obscurity afterwards.
So, when I read this interesting Newsweek article by Fareed Zakaria,
an excerpt of his book The Post-American World, I couldn't help but think:
Is it America's turn?
Perhaps not: American technology, ideas, and economic powers are still
very strong, but the rest of the world is catching up fast:
American anxiety springs from something much deeper, a sense that
large and disruptive forces are coursing through the world. In almost
every industry, in every aspect of life, it feels like the patterns
of the past are being scrambled. [...] for the first time in living
memory—the United States does not seem to be leading the charge.
Americans see that a new world is coming into being, but fear it is
one being shaped in distant lands and by foreign people.
Look around. The world's tallest building is in Taipei, and will
soon be in Dubai. Its largest publicly traded company is in Beijing.
Its biggest refinery is being constructed in India. Its largest passenger
airplane is built in Europe. The largest investment fund on the planet
is in Abu Dhabi; the biggest movie industry is Bollywood, not Hollywood.
Once quintessentially American icons have been usurped by the natives.
The largest Ferris wheel is in Singapore. The largest casino is in Macao,
which overtook Las Vegas in gambling revenues last year. America no
longer dominates even its favorite sport, shopping. The Mall of America
in Minnesota once boasted that it was the largest shopping mall in the
world. Today it wouldn't make the top ten. In the most recent rankings,
only two of the world's ten richest people are American. These lists
are arbitrary and a bit silly, but consider that only ten years ago,
the United States would have serenely topped almost every one of these
categories.
These factoids reflect a seismic shift in power and attitudes.
It is one that I sense when I travel around the world. In America, we
are still debating the nature and extent of anti-Americanism. One side
says that the problem is real and worrying and that we must woo the
world back. The other says this is the inevitable price of power and
that many of these countries are envious—and vaguely French—so
we can safely ignore their griping. But while we argue over why they
hate us, "they" have moved on, and are now far more interested
in other, more dynamic parts of the globe. The world has shifted from
anti-Americanism to post-Americanism.
http://www.newsweek.com/id/135380/page/1 - via reddit
The following is reprinted from Uncle John's Ahh-Inspiring Bathroom Reader Pong, Atari's most popular game (Image: screenshot of Pong from the Atari Arcade Hits #1, 1972, by Hasbro Interactive [wikipedia])
If you know anything about the pop culture of the 1970s, the name Atari is synonymous with video games. So what happened? Where did Atari go? Here’s the story.
THE GAMBLER
In the early 1960s, a University of Utah engineering student named Nolan Bushnell lost his tuition money in a poker game. He immediately took a job at a pinball arcade near Salt Lake City to make back the money and support himself while he was at school. In school, Bushnell majored in engineering and, like everyone else who had access to the university’s supercomputers, was a Spacewar! Addict. But he was different. To his fellow students, Spacewar! Was just a game; to Bushnell, it seemed like a way to make money. If he could put a game like Spacewar! Into a pinball arcade, he figured that people would line up to play it. (Photo: Stibbe.net)
FALSE START
Bushnell graduated form college in 1968 and moved to California. He wanted to work for Disney but they turned him down, so he took a day job with an engineering company called Ampex. At night he worked on building his arcade video game. He converted his daughter’s bedroom into a workshop (she had to sleep on the couch) and scrounged free parts from Ampex and from friends at other electronics companies. The monitor for his prototype was a black-and-white TV he got at Goodwill; an old paint thinner can was the coinbox. When he finished building the prototype for the game he called Computer Space, he looked around for a partner to help him manufacture and sell it. On the advice of his dentist, he made a deal with a manufacturer or arcade games, Nutting Associates. Nutting agreed to build and sell the games in exchange for a share of the profits, and in return, Bushnell signed on as an engineer for the firm.
If you’ve never heard of Computer Space, you’re not alone. The game was a dud. It sounded simple - the player’s rocket has to destroy two alien flying saucers powered by the computer - but it came with several pages of difficult-to-understand instructions. The fact that it was the world’s first arcade video game only made things worse. Neither players nor arcade owners knew what to think of the strange machine sitting next to the pinball machines. “People would look at you like you had three heads,” Bushnell remembered. “ ’You mean you’re going to put the TV set in a box with a coin slot and play games on it?’ ” (Photo: Flippers [wikipedia])
NUTTING IN COMMON
Still, Bushnell was convinced that Nutting Associates, not the game, was to blame for the failure. And he was convinced that he could do a better job running his own company. So he and a friend chipped in $250 a piece to start a company called Syzygy (the name given to the configuration of the sun, the earth, and the moon when they ‘re in a straight line in space). That’s what Bushnell wanted to name it … but when he filed with the states of California, they told him the name was already taken.
Bushnell liked to play Go, a Japanese game of strategy similar to chess. He thought some of the words used in the game would make a good name for a business, and company legend has it he asked the clerk at the California Secretary of State’s office to choose between Sente, Hane, and Atari. She picked Atari.
FAKING IT
Bushnell hired an engineer named Al Alcorn to develop games. Meanwhile, Bushnell installed pinball machines in several local businesses, including a bar called Andy Capp’s Tavern. The cash generated by the pinball machines would help fund the company until the video games were ready for market. Alcorn’s first assignment was to build a simple Ping-Pong-style video game. Bushnell told him that Atari had signed a contract to deliver such a game to General Electric and now it needed to get built. According to the official version of events, Bushnell was fibbing - he wanted Alcorn to get used to designing games and wanted to start him out with something simple. Ping-Pong, with one ball and two paddles, was about as simple as a video game can be. In reality, there was no contract with G.E. and Bushnell had no intention of bringing a table tennis game to market. He was convinced that the biggest moneymakers would be complicated games like Computer Space. “He was just going to throw the Ping-Pong game away,” Alcorn remembers. But then Alcorn gave him a reason not to.
OUT OF ORDER
Instead of a simple game, Alcorn’s Ping-Pong had a touch of realism: if you hit the ball with the center of the paddle, the ball bounced straight ahead, but if you hit it with the edge of a paddle, it bounced off at an angle. With Alcorn’s enhancements, video Ping-Pong was a lot more fun to play than Bushnell had expected.
As long as the game was fun, Bushnell decided to test it commercially by installing Pong, as he decided to call it, at Andy Capp’s Tavern. Two weeks later, the owner of Andy Capp’s called to complain that the game was already broken. Alcorn went out to fix it, and as soon as he opened the machine he realized what was wrong - the game was so full of quarters that they had overflowed the coin tray and jammed the machine. (Photo: ProhibitOnions [wikipedia])
That was only half of the story. The bar’s owner also told Alcorn that on some morning when he arrived to open the bar, people were already waiting outside. But they weren’t waiting for beer. They’d come in, play Pong for a while, and then leave without ordering a drink. He’d never seen anything like it. That was their first indication that Pong was going to be a hit.
JUST A COINCIDENCE
But did Nolan Bushnell really come up with the idea for Pong … or did he lift it from another video game company? Video game history buffs still debate the issue today. Here’s what we do know: In the late 1960s, a defense industry engineer named Ralph Baer invented a video game system that could be played at home on a regular television. The system featured 12 different games, including Table Tennis. (Photo: Ralph H. Baer Consultants)
Magnavox licensed Baer’s system in 1971 and prepared to market it as Odyssey, the world’s first home video game system. The company planned to sell the system through its own network of dealers and distributors. In May 1972, the company quietly began demonstrating the product around the country … and on May 24 it demonstrated it at a trade show in Burlingame, California. “In later litigation,” Steven Kent writes in The Ultimate History of Video Games, “it was revealed that Bushnell not only attended the Burlingame show but also played the tennis game on Odyssey.”
UNANSWERED QUESTIONS
Did Bushnell have a revelation when he played the Odyssey game? Did it convince him that simple games like Pong would be more popular than complicated games like Computer Space? Or was it just as he claimed - that he instructed Alcorn to invent a ping-pong game, perhaps inspired by he Magnavox Odyssey, only because it was the simplest one he could think of? We’ll probably never know for sure. As far as the law was concerned, the only thing that really mattered was that, unlike Willy Higginbotham (Tennis for Two) and Steve Russell (Spacewar!), Ralph Baer actually had patented his idea for playing video games on a TV screen and had even won a second patent for video Ping-Pong. His patents predated the founding of Atari by a couple of years. Bushnell never applied for a patent for Pong, and didn’t have a case for proving he’d invented it. And even if he did, he didn’t have a chance fighting a big corporation like Magnavox in court.
SMART MOVE
So why did Atari become synonymous with video games instead of Magnavox? It was skillful maneuvering by Bushnell. Since he couldn’t win in court, Bushnell paid a flat fee of $700,000 for a license to use Baer’s patents. That meant that Atari bought the rights free and clear and would never have to pay a penny in royalties to Magnavox. And because Magnavox was now the undisputed patent holder, they had to sue Atari’s competitors in court whenever competing game systems infringed the patents. Atari didn’t even have to chip in for the legal fees.
Magnavox Odyssey, signed by Ralph Baer. (Photo: Wgungfu [wikipedia])
Magnavox had Odyssey on the market while Atari was still years away from manufacturing a home version of Pong. But Magnavox wouldn’t capitalize on their exclusive market. Their first mistake was selling the product exclusively through their own network of dealers, when it would have been smarter to sell them in huge chain stores like Sears and Kmart. Their second mistake was implying in their advertising that Odyssey would only work with Magnavox TVs. That wasn’t true, but the company was hoping to increase TV sales. All they ended up doing was hurting sales of Odyssey.
In 1975 they discontinued the 12-game system and introduced a table tennis-only home video game to compete against the home version of Pong. Then in 1977 they introduced Odyssey2 to compete against Atari’s 2600 system. Yet in spite of all the effort - and in spite of the fact that they, not Atari, owned the basic video game patents - Magnavox was never more than a me-too product with a marginal market share. Magnavox finally halted production in 1983.
KING PONG
From the moment it was introduced in 1972, Atari’s arcade game, Pong, was a money maker. Placed in a busy location, a single Pong game could earn more than $300 a week, compared to $50 a week for a typical pinball machine. Atari sold more than 8,000 of the machines at a time when even the most popular pinball machines rarely sold more than 2,500 units. Atari would have sold a lot more machines, too, if competing game manufacturers hadn’t flooded the market with knockoffs. But there was no way that Atari could fight off all the imitators. Instead, Atari founder Nolan Bushnell managed to stay one step ahead of the competition by inventing one new arcade game after another . (One of these games, Breakout, in which you use a paddle and a ball to knock out holes in a brick wall, was created by an Atari programmer named Steve Jobs and his friend Steve Wozniak, an engineer at Hewlett-Packard. Do their names sound familiar? They should - a few years later, they founded Apple Computer.)
THE ATARI 2600
In 1975 Atari entered the home video game market by creating a home version of Pong. Selling its games through Sears Roebuck and Co., Atari sold 150,000 games that first season alone. Bushnell was ready to introduce more home versions of arcade games, and he’d decided to do it by copying an idea from a competing video game system, Channel F. The idea: game cartridges. It was a simple concept: a universal game system in which interchangeable game cartridges plugged into a game player, or “console.” There was just one problem: inventing a video game cartridge system from scratch and manufacturing it in great enough volume to beat out his competitors was going to cost a fortune. The only way that he could come up with the money was by selling Atari to Warner Communications (today part of AOL Time Warner) for $28 million in 1976. Bushnell stayed on as Atari’s chairman and continued to work on the cartridge system. Atari 2600. Photo: joho345 [wikipedia]
Introduced in mid-1977, the Atari Video Computer System (VCS) - later renamed the Atari 2600 - struggled for more than a year. Atari’s competitors didn’t do much better, and for a while it seemed that the entire video game industry might be on its last legs - the victim of the public’s burnout from playing too much Pong.
ALIEN RESURRECTION
Then in early 1979, Atari executives hit on the idea of licensing Space Invaders, an arcade game manufactured by Taito, a Japanese company. The game was so popular in Japan that it actually caused a coin shortage, forcing the national mint to triple its output of 100-yen coins.
Space Invaders on the Atari 2600. Image: Kudla.org
Just as it had in Japan, Space Invaders became the most popular arcade game in the United States, and the most popular Atari game cartridge. Atari followed up with other blockbuster cartridges like Defender, Missile Command, and Asteroids; by 1980 it commanded a 75% share of the burgeoning home video game market. Thanks in large part to soaring sales of the VCS system, Atari’s annual sales grew from $75 million in 1977 to more than $2 billion in 1980, making Atari the fastest growing company in U.S. history. But it wouldn’t stay that way for long.
THE BEGINNING OF THE END
Within months of bringing VCS to market, Bushnell was already pushing Warner to begin work on a next-generation successor to the system, but Warner rejected the idea out of hand. They had invested more than $100 million in the VCS and weren’t about to turn around and build a new product to compete with it. Warner’s determination to rest on their laurels was one of the things that led to Bushnell’s break with the company. By the time Space Invaders revived the fortunes of the VCS, Noland Bushnell was no longer part of the company. Warner Communications had forced him out following a power struggle in November 1978.
If Bushnell had been the only person to leave the company, Atari’s problems probably wouldn’t have gotten so bad. But he wasn’t - Warner also managed to alienate nearly all of Atari’s best programmers. While Atari made millions of dollars, Warner paid the programmers less than $30,000 a year, didn’t share the profits the games generated, and wouldn’t even allow them to see sales figures. The programmers didn’t receive any public credit for their work, either. Outside of the company, few people even know who had designed classic games like Asteroids and Missile Command; Warner was afraid that if it made the names public, the programmers would be hired away by other video game companies.
BREAKOUT
So Atari’s top programmers quit and formed their own video game company, called Activision, then turned around and began selling VCS-compatible games that competed directly against Atari’s own titles. Activision dealt a huge blow to Atari, and not just because Activision’s games were better. Atari’s entire marketing strategy was based around pricing the VCS console as cheaply as possible - $199 - then reaping huge profits from sales of its high-priced game cartridges. Now the best games were being made by Activision. Atari sued Activision several times to try to block it from making games for the VCS but lost every time, and Activision kept cranking out hit after hit. By 1982 Activision was selling $150 million worth of cartridges a year and had replaced Atari as the fastest growing company in the United States.
THE ATARI GLUT
Activision’s spectacular success encouraged other Atari programmers to defect and form their own video game companies, and it also prompted dozens of other companies - even Quaker Oats - to begin making games for the VCS. Many of these games were terrible, and most of the companies that made them soon went out of business. But that only made things worse for Atari, because when the bad companies went out of business, their game cartridges were dumped on the market for as little as $9.99 apiece. If people wanted good games, they bought them from Activision. If they wanted cheap games, they pulled them out of the discount bin. Not many people bought Atari’s games, and when the cheap games proved disappointing, consumer blamed Atari.
Meanwhile, just as Bushnell had feared, over the next few years, new game systems like Mattel’s Intellivision and Coleco’s ColecoVision came on the market and began chiseling away at Atari’s market share. With state-of-the-art hardware and computer chips, these game systems had higher-resolution graphics and offered animation and sound that were nearly as good as arcade video games … and vastly superior to the VCS. Adding insult to injury, both ColecoVision and Intellivision offered adapters that would let buyers play the entire library of VCS games, which meant that if consumers wanted to jump ship to Atari’s competitors, they could take their old games with them. (Photo: Fritz Saalfeld [Wikipedia])
EATEN BY PAC-MAN
But what really finished Atari off was Pac-Man. In April 1982, Atari released the home version of Pac-Man in what was probably the most anticipated video game release in history. At the time, there were about 10 million VCS systems on the market, but Atari manufactured 12 million cartridges, assuming that new consumers would buy the VCS just to play Pac-Man. Big mistake - Atari’s Pac-Man didn’t live up to its hype. It was a flickering piece of junk that didn’t look or sound anything like the arcade version. It wasn’t worth the wait. Atari ended up selling only 7 million cartridges, and many of these were returned by outraged customers demanding refunds.
ATARI PHONE HOME
Then Atari followed its big bomb with an even bigger bomb: E.T., The Extra-Terrestrial. Atari guaranteed Steve Spielberg a $25 million royalty for the game, then rushed it out in only six weeks so that it would be in stores in time for Christmas (video games typically took at least six months to develop). Then they manufacture five million cartridge without knowing if consumers would take any interest in the game.
They didn’t. The slap-dash E.T. was probably the worst product Atari had ever made, worse even than Pac-Man. Nearly all of the cartridges were returned by consumers and retailers. Atari ended up dumping millions of Pac-Man and E.T. game cartridges in a New Mexico landfill and then having them crushed with steamrollers and buried under tons of cement.
TOO LITTLE, TOO LATE
That same year Atari finally got around to doing what Noland Bushnell had wanted to do since 1978: they released a new game system, the Atari 5200. But in the face of stiff competition from ColecoVision, which came out with Donkey Kong (the 5200 didn’t) and had better graphics and animation, it bombed. Staggering from the failures of Pac-Man, E.T., and the 5200, Atari went on to lose more than $536 million in 1983.
THE LAST BIG MISTAKE
In 1983 Atari had what in retrospect might have been a chance to revive its sagging fortunes … but it blew that opportunity, too. Nintendo, creators of Donkey Kong, decided to bring its popular Famicom (short for Family Computer) game system to the United States. The Famicom was Nintendo’s first attempt to enter the American home video game market, and rather than go it alone, the company wanted help. It offered Atari a license not just to sell the Famicom in every country in the world except Nintendo’s home market of Japan, but also to sell it under the Atari brand name. Consumers would never know that the game was a Nintendo. In return, Nintendo would receive a royalty for each unit sold and would have unrestricted rights to create games for the system. Atari and Nintendo negotiated for three days, but nothing ever came of it. Nintendo decided to go it alone - and it was good choice.
The article above is reprinted with permission from Uncle John's Ahh-Inspiring Bathroom Reader. Where else but in a Bathroom Reader could you learn how the banana peel changed history, how to predict the future by rolling the dice, how the Jivaro tribes shrunk heads, and the science behind love at first sight? Get ready to be thoroughly entertained while occupied on the throne. Uncle John rules the world of information and humor. It's simply Ahh-Inspiring! Since 1988, the Bathroom Reader Institute had published a series of popular books containing irresistible bits of trivia and obscure yet fascinating facts. If you like Neatorama, you'll love the Bathroom Reader Institute's books - go ahead and check 'em out!
Hooray!
I'm excited to announce that we have a brand new contest in collaboration
with the good folks at Tokyoflash (who has the most "geektastic"
watches on the planet!)
The new game is a treasure hunt of sorts, and you can win a Free
Tokyoflash watch! During the first week of every month, we'll
ask three questions about Tokyoflash watches on three consecutive days.
The answers to these questions will make a URL on Neatorama.
For example, let's say that the questions are:
1. What color is the "O" in Neatorama's logo?
2. How many posts are on Neatorama's homepage?
3. What's the first insulting word on Neatorama's article 10
Insulting Words You Should Know? (If you haven't read it, go check
it out!)
Then the URL would be: http://www.neatorama.com/black-30-frenchify (go
on, cut and paste this URL in your browser). On that "answer"
page, you can enter your name and the prize Tokyoflash watch you'd like
for a chance to win (winner will be picked at random from the list).
Got that? OK! Let's give it a go - here's the first question:
What color are the hour LEDs on the Tokyoflash
Kyokusen design?
Go to Tokyoflash.com to find
out the answer. We'll continue this game tomorrow!
Divine Caroline blog has a neat post by Midori Nakamura on the world's most unusual plants (and yes, the "shapeless penis" plant made the list!)
This one is Hydnora africana:
Hydnora africana, an unusual flesh-colored, parasitic flower that attacks the nearby roots of shrubby in arid deserts of South Africa. The putrid-smelling blossom attracts herds of carrion beetles.
http://www.divinecaroline.com/article/22167/37205 - via Miss Cellania (Photo: Martin Heigan [Flickr])
We posted about Flickr user Joe D's "refacing" of Lincoln in the US $5 bill as a character from Tron - and now, look what happened: everyone's doing Tron money!
Here's a "Tronified" (Tronized?) Sir Wilfrid Laurier, Canada's 7th Prime Minister as depicted in their $5 bill, from Flickr user What to do?
A lot of people didn't like the 2003 Hulk movie starring Eric Bana and directed by Ang Lee, but the "do-over" 2008 film The Incredible Hulk by Lous Leterrier promises to be better. At least the trailer looks like a lot of fun:
... the new trailer kicks all sorts of ass, and looks like it may easily wipe our collective memory clean of the overly-dramatic Ang Lee Hulk. Leterrier seems to infuse the picture with the sort of kinetic energy he displayed so well in The Transporter films and Unleashed/Danny the Dog, and Norton seems to fit into the role much more comfortably than in the previous trailer. I also dig the fact that they're mining the lonely wanderer theme from the TV series, while at the same time not shying away from kicking ass.
You can check out the new The Incredible Hulk trailer at Always Watching or in high-def at Apple's website.
Hex was an adorable kitten born in Florida about two months ago. She was born about six weeks ago with two extra legs hanging from her stomach - they were part of a Siamese twin that never fully developed.
The vet said that Hex would surely die if she didn't get a surgery to remove the limbs. In a short amount of time, Hex's owners raised almost $5000 for the surgery, which unfortunately was unsuccessful. Hex died on the first of May.
http://www.hexfoundation.org/Home_Page.html | CBS4 Article | Video clip of Hex, taken a few weeks ago (embedded YouTube)
Photo (Veterinary Specialists of South Florida / CBS)
Like
most men, Steve Almond liked
to gaze at scantily clad, nubile women - but all changed with the birth
of his daughter Josephine. That's when Steve realized that there were
two people inside of him fighting for control - he called one the Dude
Self and the other, the Dad Self:
Here’s where things become complicated. Because despite being
a dad and having all these noble dad concerns about my daughter and
all the daughters of the world, I still gaze at media sluts on occasion.
What I’ve come to realize is that there are really two people
inside me: the Dude Self and the Dad Self. The Dude Self has an evolutionary
mandate. Namely, to get his DNA into all available fertile females.
This is how I explain the compulsion toward media sluts, who, after
all, sow the fantasy that women exist only for the carnal pleasure of
men.
But then there’s the Dad Self. The Dad Self has to worry
about the survival of his wife and offspring. It might be said that
his genetic material is heavily mortgaged. He regards women differently,
especially if he has a daughter. Now he must think about the kind of
world in which he’d like her to grow up, and especially how he’d
like other males to treat her, which is to say not as a sexual chew
toy, but with kindness and respect.
It’s here that my old Dude Self and my brand-new Dad Self
come to blows. Because as much as I want to check out Paris and Lindsay,
I know I’m harming my daughter by doing so. For one thing, I’m
sending her a very clear message: Daddy loves sluts. Be a slut and Daddy
will love you. And if you don’t believe that a 1-year-old picks
up on messages, you’ve never seen my daughter in action. She is
intensely focused on everything in her environment, especially whatever
I happen to be looking at.
Steve wrote an interesting article at BestLife on "Bimbo-Proofing
the Nursery," i.e. his plan to make sure his daughter doesn't turn
out like Lindsay Lohan: http://www.bestlifeonline.com/cms/publish/family-fatherhood/Bimbo-Proof_the_Nursery.shtml
- via Locust & Honey
If this were a real landing page for the Tokyoflash Treasure Hunt game on Neatorama, you'll be able to enter your name in the comment below for a chance to win a Free Tokyoflash watch.
So remember to check the website often for the real Tokyoflash Treasure Hunt game!
The Interior of Bedlam, from A Rake's Progress by William Hogarth (1763)
In the 18th century, watching and taunting "lunatics" in an asylum was a popular form of entertainment.
The cost of admission at the Hospital of St. Mary in London, the oldest psychiatric hospital in the world (later renamed Bethlem Hospital), was one penny. The asylum was so chaotic that it became the basis of the word "bedlam."
Well, compare that to how Nokia treats its users' suggestions:
Nokia researchers didn't quite know what to expect when, in March,
2007, they posted a mobile phone application called Sports Tracker on
a company Web site that is open to the public. The program, still a
work in progress, was designed to let runners and cyclists take advantage
of the global positioning capability included in some Nokia models.
Users can record workout data such as speed and distance, and can plot
routes.
The response to Sports Tracker was overwhelming. Eventually more
than 1 million people downloaded the program and used it for sports
the developers never dreamed of, such as paragliding, hot-air ballooning,
and motorcycle riding. More importantly, the users avidly provided criticism
that Nokia (NOK) then used to make improvements. Based on reader feedback,
for example, developers added the capability to create online groups
where users can share favorite routes and even photos they took along
the way. "People were misusing the application in creative ways,"
says Jussi Kaasinen, a member of the team at Nokia Research Center in
Helsinki that developed Sports Tracker.
You've heard of user-generated content? Sports Tracker is an example
of how Nokia has begun experimenting with user-generated innovation.
That's the premise behind Nokia Beta Labs, a Web site where the Finnish
handset maker lets users test the latest smartphone software. Instead
of people recording silly Web cam videos for YouTube or inventing frivolous
advocacy groups on Facebook, they can help make the mobile Internet
more useful.
The photo above is Sam from Accra, India Ghana, who sketched his dream phone
in open studios set up by Nokia's design team where users can submit their
best ideas.
Inspired by the illustrations of the 19th century German Zoologist Ernst Haeckel [wiki], Australian artist Timothy Horn created this 9 ft wide "jellyfish" lamp, titled Medusa, out of cast silicone and fiber optics.
Link: Timothy's Website | Medusa installation at the Hosfelt Gallery in New York