Domain: slashdot.org
Stories and comments across the archive that link to slashdot.org.
Stories · 37,380
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Move Over Apple - Samsung Files For a Patent On Page Turn
Nate the greatest writes "Remember last year when Apple received a patent on the faux page curl in iBooks? Lots of people laughed at the idea that Apple could patent the page turn, but not Samsung. The gadget maker has just filed for their own page turn patent. The paperwork explains in great detail what the page turn looks like, how the software would work, and what on screen gestures could be used to turn the page." -
Firefox OS Phone on Display at LinuxFest NorthWest (Video)
Jakob Perry organized the first LinuxFest Northwest when he was still a student. He got off to a good start: now LFNW has been running for 14 years, and has retained its flavor as a low-key, friendly conference. Exhibitors from Linux distributions from tiny (CrunchBang) to huge (Red Hat) were on hand for 2013, and enough speakers and topics to fill about 80 different sessions over the two days of the conference. Not all of it's about Linux per se, either: the EFF and FSF were represented, along with a BSD table, and a local astronomy group with a great name. At this year's event I ran into the first Firefox OS phone that I've had a chance to play with in person. Firefox OS integrates Linux by way of the Android kernel, but is otherwise its own beast. Ubuntu and Mozilla contributor Benjamin Kerensa was on hand to talk about what makes it tick, and to give a demo of the all-HTML5 interface. -
An Exploration of BlackBerry 10's Programming API
Nerval's Lobster writes "BlackBerry 10 is completely different from previous BlackBerry operating systems — with good reason. Its core assets come from a company named QNX, which Research In Motion acquired in 2010. Blackberry 10 features include 'live tiles' that dynamically refresh with new information, as well as a revamped keyboard and security upgrades. But what really makes or breaks a phone is the quality (and quantity) of its third-party apps. Jeff Cogswell pokes through the BlackBerry 10 programming API in a quest to see what app developers can do with the platform, and how it compares on that front to Apple iOS and Google Android. His conclusion? Although some of the underlying components are showing their age, BlackBerry has 'spent a lot of time building up a foundation for a good development community.' He also goes over BlackBerry 10's viability for porting apps and building games. But will developers actually work with a platform with such low market-share?" -
Belgian Media Group Demanding Copyright Levy for Internet Access
An anonymous reader writes with this tidbit from PC World about Sabam's latest demand for copyright levies: "Sabam, the Belgian association of authors, composers and publishers, has sued the country's three biggest ISPs, saying that they should be paying copyright levies for offering access to copyright protected materials online. Sabam wants the court to rule that Internet access providers Belgacom, Telenet and Voo should pay 3.4 percent of their turnover in copyright fees, because they profit from offering high speed Internet connections that give users easy access to copyright protected materials, the collecting organization said in a news release Tuesday." Sabam has previously demanded money from truckers for listening to the radio, and wanted to charge libraries royalties for reading to children. -
Belgian Media Group Demanding Copyright Levy for Internet Access
An anonymous reader writes with this tidbit from PC World about Sabam's latest demand for copyright levies: "Sabam, the Belgian association of authors, composers and publishers, has sued the country's three biggest ISPs, saying that they should be paying copyright levies for offering access to copyright protected materials online. Sabam wants the court to rule that Internet access providers Belgacom, Telenet and Voo should pay 3.4 percent of their turnover in copyright fees, because they profit from offering high speed Internet connections that give users easy access to copyright protected materials, the collecting organization said in a news release Tuesday." Sabam has previously demanded money from truckers for listening to the radio, and wanted to charge libraries royalties for reading to children. -
OpenStreetMap Adds Easier Reporting of Map Problems
An anonymous reader writes "OpenStreetMap recently topped one million registered users. Now they are trying to make the barrier to entry for contributing to the project even lower. A new 'notes' feature, announced on the project's blog, allows anonymous users to submit bug reports which will alert mappers in the area to incorrect or incomplete map information. The feature also allows for commenting on notes, potentially enabling two-way communication between a mapper and a bug reporter if more information is needed." -
FSF Certifies Atheros-Based ThinkPenguin 802.11 N USB Adapter
gnujoshua writes "You may recall that last Fall, the LulzBot AO-100 3D printer was awarded the use of the Free Software Foundation's Respects Your Freedom certification mark. Today, the FSF announced certification of the ThinkPenguin TPE-N150USB, Wireless N USB Adapter, which uses the Atheros ARAR9271 chip. The FSF's RYF certification requirements are focused on the software (not the hardware designs) of a product, which in this case was primarily the device firmware and ath9k-htc module in the Linux-libre kernel. (Disclosure: I work for the FSF.) There's also a cool story that is within this story... which is that the firmware for the Atheros AR9271 chipset was released as a result of a small device seller (ThinkPenguin) striking a deal with a large electronic device manufacturer (Qualcomm Atheros) to build a WLAN USB adapter that shipped with 100% free software firmware. This deal was possible largely because two motivated Qualcomm Atheros employees, Adrian Chadd and Luis Rodriguez, made the internal-push to get the firmware released as free software." -
Siri's Creator Challenges Texting-While-Driving Study
waderoush writes "A rash of media reports last week, reporting on a study released by the Texas A&M Transportation Institute, implied that using voice-to-text apps like Siri or Vlingo while driving is no safer than manual texting. But Adam Cheyer, the co-inventor of Siri, says journalists took the wrong message from the study, which didn't test Siri or Vlingo in the recommended hands-free, eyes-free mode. In the study, researchers asked subjects to drive a closed course while they held an iPhone or Android phone in one hand, spoke messages into Siri or Vlingo, proofread the messages visually, and pressed buttons to send the messages. Under these conditions, driver response times were delayed by nearly a factor of two, the researchers found. 'Of course your driving performance is going to be degraded if you're reading screens and pushing buttons,' says Cheyer, who joined Apple in 2010 as part of the Siri acquisition and left the company two years later. To study whether voice-to-text apps are really safer than manual texting, he says, the Texas researchers should have tested Siri and Vlingo in car mode, where a Bluetooth headset or speakers are used to minimize visual and manual interaction. 'The study seems to have misunderstood how Siri was designed to be used,' Cheyer says. 'I don't think that there is any evidence that shows that if Siri and other systems are used properly in eyes-free mode, they are 'just as risky as texting.''" -
BlackBerry CEO: Tablet Market Is Dying
Nerval's Lobster writes "BlackBerry CEO Thorsten Heins believes that tablets will be dead by 2018. 'In five years I don't think there'll be a reason to have a tablet anymore,' he told an interviewer at the Milken Institute conference in Los Angeles, according to Bloomberg. 'Maybe a big screen in your workplace, but not a tablet as such. Tablets themselves are not a good business model.' That may come as a surprise to Apple, Google, Amazon and Samsung, all of which have built significant tablet businesses over the past few years. Research firm Strategy Analytics suggested in a research note earlier this month that the global tablet market hit 40.6 million units shipped in the first quarter of 2013, a significant rise from the 18.7 million shipped in the same quarter last year. So why would Heins offer such a pessimistic prediction when everyone else — from the research firms to the tablet-makers themselves — seems so full-speed-ahead? It's easy to forget sometimes that BlackBerry has its own tablet in the mix: the PlayBook, which was released to quite a bit of fanfare in early 2011 but failed to earn iPad-caliber sales. Despite that usefulness to developers, however, the PlayBook has become a weak contender in the actual tablet market. If Heins is predicting that market's eventual demise, it could be a coded signal that he intends to pull BlackBerry out of the tablet game, focusing instead on smartphones. It wouldn't be the first radical move the company's made in the past year." -
Richard Branson Plans Orbital Spaceships For Virgin Galactic
Velcroman1 writes "Following the historic first rocket-powered flight of its SpaceShipTwo vehicle, Virgin Galactic plans to build a fleet of spaceships and begin ferrying hundreds of tourists into space in 2014. And then? A whole new kind of spacecraft, Sir Richard Branson said. 'We'll be building orbital spaceships after that,' Branson told Fox News Tuesday, 'so that people who want to go for a week or two can.' Assuming the cost is on the same scale, would you pay a few hundred grand for a few weeks in orbit?" -
How Facebook Built Natural Language Into Graph Search
Nerval's Lobster writes "Facebook's Graph Search is an ambitious project: give users the ability to search through the social network's vast webs of data via natural-language queries. But that's much easier said—so to speak—than done. Although human beings think nothing of speaking in 'natural' language, a machine must not only learn all the grammatical building-blocks we take for granted—it needs to compensate for the quirks and errors that inevitably pop up in the course of speech. The Facebook team tasked with building Graph Search also knew that the alternate option, keyword-based search, wasn't a viable one. 'Keywords, which usually consist of nouns or proper nouns, can be nebulous in their intent,' Facebook engineering manager Xiao Li wrote in an April 29 posting on Facebook's blog. 'For example, "friends Facebook" can mean "friends on Facebook," "friends who work at Facebook Inc," or "friends who like Facebook the page."' That left the team with building a natural-language interface. The posting digs deep into the elements of the backend, including everything from 'parse trees' to a lexical analysis system." -
Online Hitchhiker's Guide Thriving
An anonymous reader writes "A company bought the Hitchhikers Guide to the Galaxy website (h2g2.com) back in 2011 after the BBC decided to dispose of it as part of a cost saving measure. Although it still isn't a complete guide to to Life, The Universe and Everything, it has just celebrated its 14th birthday as a constantly expanding, user-generated work." -
SpaceShipTwo Tests Its Rocket Engine and Goes Supersonic
ehartwell writes "It's official. This morning, after WhiteKnightTwo released SpaceShipTwo at an altitude of around 50,000 feet, pilots Mark Stucky and Mike Alsbury ignited the engine for a roughly 16-second blast. After the engine cutoff, the plane coasted back to its landing back at the Mojave airport. Virgin Galactic tweeted that the pilots confirmed 'SpaceShipTwo exceeded the speed of sound on today's flight!' Its predecessor, SpaceShipOne, first went supersonic December 17, 2003." -
Sandia Labs Researcher Develops Fertilizer Without the Explosive Potential
cylonlover writes "Ammonium nitrate is a commonly used fertilizer, but when mixed with a fuel such as diesel, it makes a powerful explosive – as seen in last week's fertilizer plant explosion in Texas. But it's the deliberate use of the compound in improvised explosive devices (IEDs) and acts of terror such as the Oklahoma City bombing that gives rise to even greater cause for concern. This is why Kevin Fleming, an optical engineer at Sandia National Laboratories, developed a fertilizer alternative that isn't detonable and therefore can't be used in a bomb." -
Mitigating Password Re-Use From the Other End
An anonymous reader writes "Jen Andre, software engineer and co-founder of Threat Stack, writes about the problem of password breaches in the wake of the LivingSocial hack. She notes that the problem here is longstanding — it's easy for LivingSocial to force password resets, but impossible to get users to create different passwords for each site they visit. We've tried education, and it's failed. Andre suggests a different approach: building out better auditing infrastructure. 'We, as an industry, need a standard for auditing that allows us to reliably track and record authentication events. Since authentication events are relatively similar across any application, I think this could be accomplished easily with a simple JSON-based common protocol and webhooks. ... [It] could even be a hosted service that learns based on my login behaviors and only alerts me when it thinks a login entry is suspicious— kind of how Gmail will alert if I am logging in from a strange location. Because these audit entries are stored on a third-party box, if a certain web application is compromised, it won't have access to alter its audit log history since it lives somewhere else.'" -
The Coming War Against Personal Photography and Video
Lauren Weinstein writes "Are you ready for the imagery war — the war against personal photography and capturing of video? You'd better be. 'In some cities, like New York, the surveillance-industrial complex has its fangs deeply into government for the big bucks. It's there we heard the Police Commissioner — just hours ago, really — claim that "privacy is off the table." And of course, there's the rise of wearable cameras and microphones by law enforcement, generally bringing praise from people who assume they will reduce police misconduct, but also dangerously ignoring a host of critical questions. Will officers be able to choose when the video is running? How will the video be protected from tampering? How long will it be archived? Can it be demanded by courts? ... All of this and more is the gung-ho, government surveillance side of the equation. But what about the personal photography and video side? What of individual or corporate use of these technologies in public and private spaces? Will the same politicians promoting government surveillance in all its glory take a similar stance toward nongovernmental applications? Writing already on the wall suggests not. Inklings of the battles to come are already visible, if you know where to look." -
EVE Online Getting TV, Comic Book Adaptations
CCP Games, creators of the successful space MMORPG EVE Online, have announced they will be harvesting stories from within the game to create comic books, a TV series, and possibly even films set in the EVE universe. EVE has never set records for the size of its userbase, but it's long been known as a game that generates some of the best emergent gameplay in the industry. From battles involving thousands of players to in-game confidence schemes involving currency worth tens of thousands of real dollars, it's likely you've heard about players' exploits even if you haven't played the game. CCP is now looking to bring the EVE universe to a wider audience, and rather than having a group of writers dictate all of the lore, they're letting the players take part. They've set up a site where users can share their tales and vote on those of others. CCP has partnered with Dark Horse Comics to make a comic book out of the stories, and with a production company to make a live-action TV show. -
EVE Online Getting TV, Comic Book Adaptations
CCP Games, creators of the successful space MMORPG EVE Online, have announced they will be harvesting stories from within the game to create comic books, a TV series, and possibly even films set in the EVE universe. EVE has never set records for the size of its userbase, but it's long been known as a game that generates some of the best emergent gameplay in the industry. From battles involving thousands of players to in-game confidence schemes involving currency worth tens of thousands of real dollars, it's likely you've heard about players' exploits even if you haven't played the game. CCP is now looking to bring the EVE universe to a wider audience, and rather than having a group of writers dictate all of the lore, they're letting the players take part. They've set up a site where users can share their tales and vote on those of others. CCP has partnered with Dark Horse Comics to make a comic book out of the stories, and with a production company to make a live-action TV show. -
EVE Online Getting TV, Comic Book Adaptations
CCP Games, creators of the successful space MMORPG EVE Online, have announced they will be harvesting stories from within the game to create comic books, a TV series, and possibly even films set in the EVE universe. EVE has never set records for the size of its userbase, but it's long been known as a game that generates some of the best emergent gameplay in the industry. From battles involving thousands of players to in-game confidence schemes involving currency worth tens of thousands of real dollars, it's likely you've heard about players' exploits even if you haven't played the game. CCP is now looking to bring the EVE universe to a wider audience, and rather than having a group of writers dictate all of the lore, they're letting the players take part. They've set up a site where users can share their tales and vote on those of others. CCP has partnered with Dark Horse Comics to make a comic book out of the stories, and with a production company to make a live-action TV show. -
Wolfram Alpha Drills Deep Into Facebook Data
Nerval's Lobster writes "Back in January, when Wolfram Alpha launched an updated version of its Personal Analytics for Facebook module, the self-billed 'computational knowledge engine' asked users to contribute their detailed Facebook data for research purposes. The researchers at Wolfram Alpha, having crunched all that information, are now offering some data on how users interact with Facebook. For starters, the median number of 'friends' is 342, with the average number of friends peaking for those in their late teens before declining at a steady rate. Younger people also have a tendency to largely add Facebook friends around their own age — for example, someone who's 20 might have lots of friends in the twenty-something range, and comparatively few in other decades of life—while middle-aged people tend to have friends across the age spectrum. Beyond that, the Wolfram Alpha blog offers up some interesting information about friend counts (and 'friend of friend' counts), how friends' networks tend to 'cluster' around life events such as school and sports teams, and even how peoples' postings tend to evolve as they get older — as people age, for example, they tend to talk less about video games and more about politics. 'It feels like we're starting to be able to train a serious "computational telescope" on the "social universe,"' the blog concluded. 'And it's letting us discover all sorts of phenomena.'" -
Space Junk 'Cleaning' Missions Urgently Needed
Following a conference on space debris, the European Space Agency has warned that the amount of space junk floating around in orbit is a problem that needs to be dealt with 'urgently.' They are calling for a number of test missions to examine different methods of controlling or removing the debris. "Our understanding of the growing space debris problem can be compared with our understanding of the need to address Earth’s changing climate some 20 years ago," said Heiner Klinkrad, head of the agency's Space Debris office. A couple years ago we discussed an idea for de-orbiting space junk by hitting it with a laser to change its momentum. An Australian company has now received funding from NASA and the Australian government to try just that. "We've been developing tracking systems using lasers for some years, so we can actually track very small objects with a laser rangefinder to very high accuracy. ... If you allow that velocity to change over a period of perhaps 24 hours, then you can get actually a 100-meter shift in the location of an object to deflect it from colliding with another space debris object." Other plans are in development as well, and there currently exists an international guideline saying that new hardware must de-orbit and burn up in the atmosphere after 25 years of operation — but compliance is lagging. Meanwhile, collision events are becoming more common (PDF), and experts worry about the safety of the International Space Station and important satellites. "Their direct costs and the costs of losing them will by far exceed the cost of remedial activities." -
New Console Always-Online Requirements and You
An anonymous reader writes "The new Xbox is almost here and the details appear to strongly suggest 'always on' is the way forward. We all know that this is an artificial requirement and certainly there are plenty of people on all sides of the table. To paraphrase the user 'tuffy' who commented on this issue at Ars Technica recently; if you're trying to sell 'always online' as a feature of the future, there needs to be some benefit for me the customer. There is not one. Or, rather, there is no sign yet of any actual clearly compelling reason why any end user would support this limitation to their purchase. So, what's the best way to express this? Spend your money on an Ouya? Contact the Xbox team? These are all valid options but they also lack visibility. What we need is a way that could help actually quantify the levels of discontent in the gamer community. Maybe E3 attendees could turn their backs in protest like some did during Thatcher's funeral procession. Or gamers could sign some useless petition. What do Slashdotters think? Is the upcoming Steam box a reasonable plan? As a gamer, I'm of two minds about the whole thing. I really don't like it but I may roll over eventually and join the herd because I could get used to it. Then again part of me is rankled by this slow erosion of access to me and my data." -
Suspect Arrested In Spamhaus DDoS Attack
New submitter apenzott writes "According to the BBC, a Dutch citizen has been arrested by Spanish police who suspect he was behind the recent Spamhaus DDOS attack, one of the biggest such attacks ever. 'The man arrested is believed to be Sven Kamphuis, the owner and manager of Dutch hosting firm Cyberbunker that has been implicated in the attack.' According to a press release from the Dutch Public Prosecutor (Google translation of Dutch original), the 35-year-old man's computers and other devices have been seized as evidence. The man will be transferred from Spain to the Netherlands shortly. 'Spamhaus is delighted at the news that an individual has been arrested and is grateful to the Dutch police for the resources they have made available and the way they have worked with us,' said a Spamhaus spokesman." -
Ask Slashdot: How Do You Assess the Status of an Open Source Project?
Chrisq writes: "Our software landscape includes a number of open source components, and we currently assume that these components will follow the same life-cycle as commercial products: they will have a beta or test phase, a supported phase, and finally reach the end of life. In fact, a clear statement that support is ended is unusual. The statement by Apache that Struts 1 has reached end of life is almost unique. What we usually find is:- Projects that appear to be obviously inactive, having had no updates for years
- Projects that are obviously not going to be used in any new deployments because the standard language, library, or platform now has the capability built in
- Projects that are rapidly losing developers to some more-trendy alternative project
- Projects whose status is unclear, with some releases and statements in the forums that they are 'definitely alive,' but which seem to have lost direction or momentum.
- Projects that have had no updates but are highly stable and do what is necessary, but are risky because they may not interoperate with future upgrades to other components.
By the treating Open Source in the same way as commercial software we only start registering risks when there is an official announcement. We have no metric we can use to accurately gauge the state of an open source component — but there are a number of components that we have a 'bad feeling' about. Are there any standard ways of assessing the status of an open source project? Do you use the same stages for open source as commercial components? How do you incorporate these in a software landscape to indicate at-risk components and dependencies?"
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2014: Planetary Resources To Launch Their First Satellites
symbolset writes "Planetary Resources wants to mine asteroids for their sweet, sweet minerals and make a business of it. The sparky little company has been writ up here on Slashdot numerous times. With the backing of such billionaires as Eric Schmidt, Larry Page, James Cameron, and many others, and such luminaries as major NASA project managers, engineers and scientists, you have to think they might have a good shot at it. Recently they picked up a huge engineering, procurement and construction partner: Bechtel. Their operations are already cash-flow positive by selling tech invented to pursue their goals, so they're a legitimate business running lean and intending to make good. Yesterday they announced the plan to launch their first space missions — the Arkyd Series 100 LEO Space Telescopes — as soon as next year. Beginning in 2014 their satellites will be scanning the skies from Low Earth Orbit for lucrative rocks that happen to be heading our way, and incidentally doing for-pay work to keep the lights on. For a reasonable fee they'll sell you the right to retask one of these telescopes to take a picture of anything you want that it can see, for a fair price. The plan is to follow up with harvester craft to go get these asteroids, mulch them, and sell their bits for profit. Some talk has been made of selling what are uncommon terrestrial minerals like gold and platinum, refined on orbit and deorbited at great expense as a business plan, but frankly that's absurd. 'Extraterrestrial Asteroid Bits' ought to go for a higher price on the collector market than gold or platinum ever would, and the temporal preeminence should draw a premium price. 'This 69 mg specimen (769 of 10,000) was one of the first commercially harvested bits of asteroid returned to Earth. Lucite embedded for permanent display, with case. Certificate of authenticity included.'" -
Was Google's Motorola Mobility Acquisition a Mistake?
Nerval's Lobster writes "Even before the Google acquisition, Motorola Mobility was engaged in a major legal battle with Microsoft, insisting that the latter needed to pay around $4 billion per year if it wanted to keep using Motorola's patents related to the H.264 video and 802.11 WiFi standards. (The patents in question affected the Xbox and other major Microsoft products.) Had that lawsuit succeeded as Motorola Mobility originally intended, it would have made Google a boatload of cash—but on April 25, a federal judge in Seattle ruled that Microsoft's royalty payments should total around $1.8 million per year. 'Based on Motorola's original demand of more than $4 billion per year from Microsoft,' patent expert Florian Mueller wrote in an April 26 posting on his FOSS Patents blog, 'it would have taken only about three years' worth of royalties for Microsoft to pay the $12.5 billion purchase price Google paid (in fact, way overpaid) for Motorola Mobility.' This latest courtroom defeat also throws into question the true worth of Motorola Mobility's patents. After all, if the best Google can earn from those patents is a few pennies-per-unit from its rivals' products, that may undermine the whole idea of paying $12.5 billion primarily for Motorola Mobility's intellectual-property portfolio. -
Chinese Court Fines Apple For Copyright Violations
hackingbear writes "The Beijing No. 2 Intermediate People's Court ruled in favor of a group of Chinese authors, and Apple will have to pay them in excess of 730,000 yuan (US$118,000) for infringement. Apple had not gotten permission before selling their books on the Apple App Store, it noted. These cases were the second batch of lawsuits filed against Apple by the Writers' Right Protection Union, which includes prominent members like prolific blogger and novelist Han Han who have become a pop culture star through his creative and cynical writings criticizing the (Chinese) government." -
CenturyLink Providing DoD's Equivalent of Internet2
Nerval's Lobster writes "Network provider CenturyLink has won a $750 million contract from the Department of Defense to network the latter's sites together as part of the military equivalent of Internet2. The contract calls for CenturyLink to connect as many as 150 DoD locations nationwide with a dedicated high-speed fiber-optic network, with speeds ranging from 50 Mbits/s to up to 100 Gbits/sec. Given that the contract also calls for the telco to deploy Ethernet, IP and optical services, it's likely that the 50-Mbits/s threshold is a per-user basis, with site-to-site communications in the gigabit range. It's all part of the U.S. Department of Defense's High Performance Computing Modernization Program (DoD HPCMP), which aims to solve complicated and time-consuming problems with massively-parallel computing and very high-speed networking. The HPCMP program was formed in 1992, with the aim of connecting what had been separate facilities and test labs developed and maintained by the Army, Navy, and Air Force. That network is known as the Defense Research and Engineering Network (DREN) network, which currently uses an OC-48 optical network providing 2.4 Gbit/s between facilities, according to the military." -
3D-Printed Gun May Be Unveiled Soon
colinneagle writes "A 3D-printed gun capable of firing multiple rounds may be unveiled soon. Cody Wilson, the 25-year-old founder and director of nonprofit organization Defense Distributed, recently told Mashable that the end product of Wiki Weapon, the initiative to create an operational 3D-printed gun, may soon be ready to unveil to the public. In a March interview with CNN, Wilson said he hoped to have a printable gun ready by the end of April, so his most recent comments suggest that he may fulfill that promise. While Wilson was sparse with details, he did tell Mashable that the prototype would be a handgun consisting of 12 parts made out of ABS+ thermoplastic, which is known for its durability and is commonly used in industrial settings. The firing pin would be the only steel component of the 3D-printed gun, which will be able to withstand a few shots before melting or breaking. Wilson reportedly anticipates making an official announcement soon." -
Electronic Arts Slashes Workforce
Dawn Kawamoto writes "Electronic Arts has been slashing jobs in recent weeks and according to Kotaku the size of the layoffs has reached as much as 10 percent of its workforce. The game maker says it's making the move to align its workforce closer to mobile and new technologies. For the console dinosaur that's trying to fight extinction by evolving into a bigger mobile player, this process has been a painful transition with a number of employees ending up in the tar pit - as well as its CEO." -
Book Review: The New Digital Age
Nerval's Lobster writes "Eric Schmidt and Jared Cohen begin their new nonfiction book, The New Digital Age, with a rather bold pronouncement: 'The Internet is the largest experiment involving anarchy in history.' Subsequent chapters deal with how that experiment will alter life in decades to come, as more and more people around the world connect to the Internet via cheap mobile phones and other devices." Keep reading to see what Nerval's Lobster has to say about the book. The New Digital Age: Reshaping the Future of People, Nations and Business author Eric Schmidt, Jared Cohen pages 336 publisher Knopf rating 7/10 reviewer Nerval's Lobster ISBN 0307957136 summary A survey of how the coming technological revolutions could look. The authors aren’t shy in suggesting that the Internet will ultimately change lives for the better. In fact, any other position would have been odd: Schmidt is chairman of Google, and Cohen director of Google Ideas. While they quote a number of very opinionated people throughout the book—including Henry Kissinger, who offers the realpolitik version of “Get off my lawn,” and Android designer Andy Rubin—the pair always come back to the same conclusion: that the cloud will grow, that the cloud will store more data, that the cloud will offer more features, that the cloud is good, good, good.
Of course, Schmidt and Cohen extolling the virtues of the cloud is like two corporate board-members of McDonald’s insisting that burgers are delicious and everyone in the world should eat them three times a day. They talk about data permanence and its effect on attempts to safeguard privacy, but they never suggest IT companies find a way to delete data in a permanent way (even though a number of entities are debating “right to be forgotten” legislation). They suggest that future governments could upload all their data to the cloud for safekeeping, but never really delve into the privacy and security concerns that would come with such a move. One wonders how much the pair’s respective tenures at Google, which profits enormously from data permanence and cloud storage, have affected their vision in these pages.
Indeed, the authors remain so wedded to their thesis—that the Internet will reach the majority of the world’s population in coming years, forcing massive but ultimately positive changes—that they end up making contrarian arguments at moments, depending on context. Midway through the book, for example, they suggest that the prevalence of mobile devices and the cloud will reduce the number of “massacres on a genocidal scale,” although “discrimination will likely worsen and become more personal.” Several pages later, however, the authors suggest that connectivity “encourages and enables altruistic behavior,” and that activism will increase when more people realize they can simply click or tap an onscreen button to contribute to a cause.
Smoothing out these colliding positions would have been a simple matter of acknowledging that human beings are complex, and that different groups will engage in wildly different behaviors with the same tools. But Schmidt and Cohen never dip into the human side of things, or explore the effect of technology on psychology; and as a result, the book at times feels disjointed.
They also fail to mention how the coming ubiquity of the Internet will flood the world with more data “noise.” Instead, they imply that all interactions are useful, regardless of the information being shared. “Activists in the future will benefit from the collective knowledge of other activists and people around the world,” they write at one point, without really digging into the main issue that comes with that connectivity: deciding which 1 percent of inbound “knowledge” is actually useful at that moment.
Along those same lines, they tout crowdsourcing as something that can “produce more comprehensive and accurate information, help track down wanted criminals and create demand for accountability,” without mentioning how such a tool can fail in spectacularly messy ways—witness what happened in the wake of the Boston Marathon bombings, in which the hive-mind on Reddit seized on innocent bystanders as suspects.
That’s not to say that Schmidt and Cohen avoid all the negatives that will surely come with the next generation of technology. They devote considerable space to the dank underbelly of the future Internet, from virtual “identity kidnappings” to state-sponsored cyber-attacks. Yet they never plunge into some of the thornier ethical and philosophical conundrums attached to some of those situations. Even the ramifications of drone warfare are largely waved away: “Asymmetric encounters in combat will continue to pose unpredictable challenges for even the most sophisticated technologies.” That’s pretty dry language for collateral damage and death.
The New Digital Age is worth reading as a survey of how the future could look. But it may leave you wishing for a book that explored, in a more thorough manner, the inevitable mess that the coming technological revolutions will leave in their wake.
You can purchase The New Digital Age: Reshaping the Future of People, Nations and Business from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Book Review: The New Digital Age
Nerval's Lobster writes "Eric Schmidt and Jared Cohen begin their new nonfiction book, The New Digital Age, with a rather bold pronouncement: 'The Internet is the largest experiment involving anarchy in history.' Subsequent chapters deal with how that experiment will alter life in decades to come, as more and more people around the world connect to the Internet via cheap mobile phones and other devices." Keep reading to see what Nerval's Lobster has to say about the book. The New Digital Age: Reshaping the Future of People, Nations and Business author Eric Schmidt, Jared Cohen pages 336 publisher Knopf rating 7/10 reviewer Nerval's Lobster ISBN 0307957136 summary A survey of how the coming technological revolutions could look. The authors aren’t shy in suggesting that the Internet will ultimately change lives for the better. In fact, any other position would have been odd: Schmidt is chairman of Google, and Cohen director of Google Ideas. While they quote a number of very opinionated people throughout the book—including Henry Kissinger, who offers the realpolitik version of “Get off my lawn,” and Android designer Andy Rubin—the pair always come back to the same conclusion: that the cloud will grow, that the cloud will store more data, that the cloud will offer more features, that the cloud is good, good, good.
Of course, Schmidt and Cohen extolling the virtues of the cloud is like two corporate board-members of McDonald’s insisting that burgers are delicious and everyone in the world should eat them three times a day. They talk about data permanence and its effect on attempts to safeguard privacy, but they never suggest IT companies find a way to delete data in a permanent way (even though a number of entities are debating “right to be forgotten” legislation). They suggest that future governments could upload all their data to the cloud for safekeeping, but never really delve into the privacy and security concerns that would come with such a move. One wonders how much the pair’s respective tenures at Google, which profits enormously from data permanence and cloud storage, have affected their vision in these pages.
Indeed, the authors remain so wedded to their thesis—that the Internet will reach the majority of the world’s population in coming years, forcing massive but ultimately positive changes—that they end up making contrarian arguments at moments, depending on context. Midway through the book, for example, they suggest that the prevalence of mobile devices and the cloud will reduce the number of “massacres on a genocidal scale,” although “discrimination will likely worsen and become more personal.” Several pages later, however, the authors suggest that connectivity “encourages and enables altruistic behavior,” and that activism will increase when more people realize they can simply click or tap an onscreen button to contribute to a cause.
Smoothing out these colliding positions would have been a simple matter of acknowledging that human beings are complex, and that different groups will engage in wildly different behaviors with the same tools. But Schmidt and Cohen never dip into the human side of things, or explore the effect of technology on psychology; and as a result, the book at times feels disjointed.
They also fail to mention how the coming ubiquity of the Internet will flood the world with more data “noise.” Instead, they imply that all interactions are useful, regardless of the information being shared. “Activists in the future will benefit from the collective knowledge of other activists and people around the world,” they write at one point, without really digging into the main issue that comes with that connectivity: deciding which 1 percent of inbound “knowledge” is actually useful at that moment.
Along those same lines, they tout crowdsourcing as something that can “produce more comprehensive and accurate information, help track down wanted criminals and create demand for accountability,” without mentioning how such a tool can fail in spectacularly messy ways—witness what happened in the wake of the Boston Marathon bombings, in which the hive-mind on Reddit seized on innocent bystanders as suspects.
That’s not to say that Schmidt and Cohen avoid all the negatives that will surely come with the next generation of technology. They devote considerable space to the dank underbelly of the future Internet, from virtual “identity kidnappings” to state-sponsored cyber-attacks. Yet they never plunge into some of the thornier ethical and philosophical conundrums attached to some of those situations. Even the ramifications of drone warfare are largely waved away: “Asymmetric encounters in combat will continue to pose unpredictable challenges for even the most sophisticated technologies.” That’s pretty dry language for collateral damage and death.
The New Digital Age is worth reading as a survey of how the future could look. But it may leave you wishing for a book that explored, in a more thorough manner, the inevitable mess that the coming technological revolutions will leave in their wake.
You can purchase The New Digital Age: Reshaping the Future of People, Nations and Business from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Book Review: The New Digital Age
Nerval's Lobster writes "Eric Schmidt and Jared Cohen begin their new nonfiction book, The New Digital Age, with a rather bold pronouncement: 'The Internet is the largest experiment involving anarchy in history.' Subsequent chapters deal with how that experiment will alter life in decades to come, as more and more people around the world connect to the Internet via cheap mobile phones and other devices." Keep reading to see what Nerval's Lobster has to say about the book. The New Digital Age: Reshaping the Future of People, Nations and Business author Eric Schmidt, Jared Cohen pages 336 publisher Knopf rating 7/10 reviewer Nerval's Lobster ISBN 0307957136 summary A survey of how the coming technological revolutions could look. The authors aren’t shy in suggesting that the Internet will ultimately change lives for the better. In fact, any other position would have been odd: Schmidt is chairman of Google, and Cohen director of Google Ideas. While they quote a number of very opinionated people throughout the book—including Henry Kissinger, who offers the realpolitik version of “Get off my lawn,” and Android designer Andy Rubin—the pair always come back to the same conclusion: that the cloud will grow, that the cloud will store more data, that the cloud will offer more features, that the cloud is good, good, good.
Of course, Schmidt and Cohen extolling the virtues of the cloud is like two corporate board-members of McDonald’s insisting that burgers are delicious and everyone in the world should eat them three times a day. They talk about data permanence and its effect on attempts to safeguard privacy, but they never suggest IT companies find a way to delete data in a permanent way (even though a number of entities are debating “right to be forgotten” legislation). They suggest that future governments could upload all their data to the cloud for safekeeping, but never really delve into the privacy and security concerns that would come with such a move. One wonders how much the pair’s respective tenures at Google, which profits enormously from data permanence and cloud storage, have affected their vision in these pages.
Indeed, the authors remain so wedded to their thesis—that the Internet will reach the majority of the world’s population in coming years, forcing massive but ultimately positive changes—that they end up making contrarian arguments at moments, depending on context. Midway through the book, for example, they suggest that the prevalence of mobile devices and the cloud will reduce the number of “massacres on a genocidal scale,” although “discrimination will likely worsen and become more personal.” Several pages later, however, the authors suggest that connectivity “encourages and enables altruistic behavior,” and that activism will increase when more people realize they can simply click or tap an onscreen button to contribute to a cause.
Smoothing out these colliding positions would have been a simple matter of acknowledging that human beings are complex, and that different groups will engage in wildly different behaviors with the same tools. But Schmidt and Cohen never dip into the human side of things, or explore the effect of technology on psychology; and as a result, the book at times feels disjointed.
They also fail to mention how the coming ubiquity of the Internet will flood the world with more data “noise.” Instead, they imply that all interactions are useful, regardless of the information being shared. “Activists in the future will benefit from the collective knowledge of other activists and people around the world,” they write at one point, without really digging into the main issue that comes with that connectivity: deciding which 1 percent of inbound “knowledge” is actually useful at that moment.
Along those same lines, they tout crowdsourcing as something that can “produce more comprehensive and accurate information, help track down wanted criminals and create demand for accountability,” without mentioning how such a tool can fail in spectacularly messy ways—witness what happened in the wake of the Boston Marathon bombings, in which the hive-mind on Reddit seized on innocent bystanders as suspects.
That’s not to say that Schmidt and Cohen avoid all the negatives that will surely come with the next generation of technology. They devote considerable space to the dank underbelly of the future Internet, from virtual “identity kidnappings” to state-sponsored cyber-attacks. Yet they never plunge into some of the thornier ethical and philosophical conundrums attached to some of those situations. Even the ramifications of drone warfare are largely waved away: “Asymmetric encounters in combat will continue to pose unpredictable challenges for even the most sophisticated technologies.” That’s pretty dry language for collateral damage and death.
The New Digital Age is worth reading as a survey of how the future could look. But it may leave you wishing for a book that explored, in a more thorough manner, the inevitable mess that the coming technological revolutions will leave in their wake.
You can purchase The New Digital Age: Reshaping the Future of People, Nations and Business from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Book Review: The New Digital Age
Nerval's Lobster writes "Eric Schmidt and Jared Cohen begin their new nonfiction book, The New Digital Age, with a rather bold pronouncement: 'The Internet is the largest experiment involving anarchy in history.' Subsequent chapters deal with how that experiment will alter life in decades to come, as more and more people around the world connect to the Internet via cheap mobile phones and other devices." Keep reading to see what Nerval's Lobster has to say about the book. The New Digital Age: Reshaping the Future of People, Nations and Business author Eric Schmidt, Jared Cohen pages 336 publisher Knopf rating 7/10 reviewer Nerval's Lobster ISBN 0307957136 summary A survey of how the coming technological revolutions could look. The authors aren’t shy in suggesting that the Internet will ultimately change lives for the better. In fact, any other position would have been odd: Schmidt is chairman of Google, and Cohen director of Google Ideas. While they quote a number of very opinionated people throughout the book—including Henry Kissinger, who offers the realpolitik version of “Get off my lawn,” and Android designer Andy Rubin—the pair always come back to the same conclusion: that the cloud will grow, that the cloud will store more data, that the cloud will offer more features, that the cloud is good, good, good.
Of course, Schmidt and Cohen extolling the virtues of the cloud is like two corporate board-members of McDonald’s insisting that burgers are delicious and everyone in the world should eat them three times a day. They talk about data permanence and its effect on attempts to safeguard privacy, but they never suggest IT companies find a way to delete data in a permanent way (even though a number of entities are debating “right to be forgotten” legislation). They suggest that future governments could upload all their data to the cloud for safekeeping, but never really delve into the privacy and security concerns that would come with such a move. One wonders how much the pair’s respective tenures at Google, which profits enormously from data permanence and cloud storage, have affected their vision in these pages.
Indeed, the authors remain so wedded to their thesis—that the Internet will reach the majority of the world’s population in coming years, forcing massive but ultimately positive changes—that they end up making contrarian arguments at moments, depending on context. Midway through the book, for example, they suggest that the prevalence of mobile devices and the cloud will reduce the number of “massacres on a genocidal scale,” although “discrimination will likely worsen and become more personal.” Several pages later, however, the authors suggest that connectivity “encourages and enables altruistic behavior,” and that activism will increase when more people realize they can simply click or tap an onscreen button to contribute to a cause.
Smoothing out these colliding positions would have been a simple matter of acknowledging that human beings are complex, and that different groups will engage in wildly different behaviors with the same tools. But Schmidt and Cohen never dip into the human side of things, or explore the effect of technology on psychology; and as a result, the book at times feels disjointed.
They also fail to mention how the coming ubiquity of the Internet will flood the world with more data “noise.” Instead, they imply that all interactions are useful, regardless of the information being shared. “Activists in the future will benefit from the collective knowledge of other activists and people around the world,” they write at one point, without really digging into the main issue that comes with that connectivity: deciding which 1 percent of inbound “knowledge” is actually useful at that moment.
Along those same lines, they tout crowdsourcing as something that can “produce more comprehensive and accurate information, help track down wanted criminals and create demand for accountability,” without mentioning how such a tool can fail in spectacularly messy ways—witness what happened in the wake of the Boston Marathon bombings, in which the hive-mind on Reddit seized on innocent bystanders as suspects.
That’s not to say that Schmidt and Cohen avoid all the negatives that will surely come with the next generation of technology. They devote considerable space to the dank underbelly of the future Internet, from virtual “identity kidnappings” to state-sponsored cyber-attacks. Yet they never plunge into some of the thornier ethical and philosophical conundrums attached to some of those situations. Even the ramifications of drone warfare are largely waved away: “Asymmetric encounters in combat will continue to pose unpredictable challenges for even the most sophisticated technologies.” That’s pretty dry language for collateral damage and death.
The New Digital Age is worth reading as a survey of how the future could look. But it may leave you wishing for a book that explored, in a more thorough manner, the inevitable mess that the coming technological revolutions will leave in their wake.
You can purchase The New Digital Age: Reshaping the Future of People, Nations and Business from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Two Changes To Quirky Could Change The World
"Quirky.com has generated a lot of buzz," writes frequent contributor Bennett Haselton, "but it's hard to see how it could ever be more than a novelty unless they change two key features of their process. Fortunately, they already have all the infrastructure in place for bringing inventions to fruition, so that with these two changes, Quirky really could deliver on their early promise to change the way products get invented." Read on for Bennett's thoughts — which seem more sensible than quirky.You've probably read about Quirky in one of many articles that read like valentines to the company and the concept. I do think the vision is brilliant — regular people who have smart ideas, but no experience with patents or marketing, partner with an invention company that manufacturers the product and splits the profits with them. But the hype seems oddly out of proportion to what Quirky actually makes — if you received a catalog in the mail with pictures of these products, would you remember the catalog a week later?
OK, I know, the hype is based not on the products, but on the process — regular people getting a shot at inventor stardom. Certainly the fairy tale has come true for some of the community inventors (who, not surprisingly, are spotlighted by Quirky quite a bit). But if you look at the overall numbers, the "About Quirky" page claims a community of "399,000 inventors" and "325 products developed," a pair of statistics that may reveal more than they intended — and indeed the odds are even worse than that, since only 74 of those products are being sold in their store and making the inventors any money, and only about half of those have made the inventor $10,000 or more. (For reasons explained here, some products selected by Quirky never actually get manufactured.) If you're tempted to think that it's a meritocracy and those 74 products really are the best ones anyone has ever submitted -- do you really think the Glide knife cleaner (12 units sold so far) is more useful than the nearly 400,000 other ideas people have sent in?
So if the products themselves are not changing the world, and from the "community inventor's" point of view it's a lottery that most of them have no chance of winning, then what is the big deal about Quirky?
Not surprisingly, there is an undercurrent of frustration that keeps bubbling to the surface on the Quirky message boards — frustration with the high odds against winning, and the lack of transparency about what products do make it. But I think the frustration can be traced back to two key problems with Quirky's process — both of which could be fixed (one of them quite easily), and which could take the arbitrariness and lack of transparency out of the selection process, and result in more inventions getting selected, all while making Quirky more money.
First, in the existing system, a user submitting a new idea probably doesn't realize that less than 1 in 1000 submissions goes on to be selected by Quirky as one of that week's "winners," and only about 1 in 10,000 ideas has ever gone on to make the inventor more than $10,000. On this page you can see a scrolling list of the most recent submissions; I wrote a script to poll that feed and count up the new submissions as they appeared, and the total averages about 1,500 per week. Of these, only two get selected by Quirky at their weekly staff meeting, and, as noted above, most of the selected winners do not end up in their store anyway.
Quirky also charges $10 for each idea submission, which comes to $15,000 per week, or about $150 per employee — hardly enough for each of them to live on, but not trivial. According to the text I copied from an old version of Quirky's FAQ: "We ask for $10 when submitting an idea for three simple reasons: to make sure you are serious about your submission, to be sure that you're an actual human, and most importantly: to assure that the quality of submissions remains high." Notably missing from that list was "To make Quirky some extra money." But from my experience when running a paid service that offered the first month at a reduced rate, asking for $1 and asking for $10 achieved about the same goal of filtering out the people who weren't serious.
Now, however, Quirky's FAQ answers that question by saying:
Well, you've got to ante up to give your idea the fair shot it deserves. Best case scenario? Your $10 investment takes your idea from a tiny sketch to a professionally manufactured product found on shelves worldwide, earning you a heckuva lot more. Worst case? That 10 bucks gets you extensive community feedback on who liked and didn't like your idea, which serves as focused consumer market research. You then have the option to resubmit your idea, or you can use the feedback you received to make it on your own.
That's not a trivial change, because that statement is actually wrong — the $10 doesn't "get you" any "community feedback". Which brings me to the next problem with Quirky's current system.
When I gave Quirky a test drive by submitting an idea for a standalone smartphone-battery recharger (something I wished for in my article about the usefulness of spare batteries), after I submitted the idea and my payment, I was left on a page without any information about what to do next. How, I wondered, was I supposed to get "votes" for my idea without spamming the message boards or other users? The FAQ didn't — and still doesn't — answer this question, odd for something that would be one of the first things on every submitter's mind. But it referred me to the forums, where I found a post by quirky user Matthew Fleming, whose invention was actually picked up by Quirky, summarizing advice from himself and other Quirky experts on how to get votes (and, presumably, how he himself did it):
"(1) Posting your idea is the designated Pimping Zone. [dead link]
(2) Getting your Facebook friends or Twitter followers to check out your idea.
(3) Promoting to all other people off site (including Google Adwords, Facebook Ads, Reddit, emailing, texting & calling your friends, finding relevant forums elsewhere online).
(4) Putting links to your idea in your profile, then being active in other areas of the site, such as helping other people's. People may check out your profile and look at your ideas.
(5) When adding a link to your submission in # 1 or 4, make sure your link is clickable typing in the html code (OR you can use this handy link generator to generate the HTML code to then paste directly into your post).
(6) Promote in other Quirky hangouts, like:
Quirky Inventors on Facebook
As Seen On Facebook [dead link]
Quirky Products on Facebook"My heart sank like a rock when I read those words. Here I had really believed that — despite the considerable odds against any given submission making it into the production stage — Quirky at least had a system in place for identifying the best ones. But it turned out that those who had played the game successfully were basically admitting that the only way to win was to act as an unpaid Quirky promoter to your friends. And more to the point, it meant that the winners would not be the best inventions, but rather just the inventions that met the minimum requirement of not being embarrasingly stupid, whose inventors were the best at playing the promotion game.
So it is in fact misleading to say that the $10 entry fee "gets you" any community feedback. The only way to get community feedback is to try bringing up your idea in forum threads (which risks pissing people off if you violate some rules that are never clearly explained), to post it in designated areas where idea flooding is encouraged (which are clogged to the point of uselessness from everybody else doing the same thing), or to recruit new people under you in the Quirky pyramid.
I didn't do any of those things, so my idea got a grand total of 8 views and 3 votes, before expiring at the end of the 30-day vote-gathering window. Far from being surprised that I got so few views, on the contrary I don't even have any idea where those 8 views came from, since I didn't rope in any of my friends to sign up and vote for me.
If Quirky wants to essentially limit the winners to people who agree to promote Quirky to their friends, that's their right, but then they shouldn't claim that their system actually identifies the best new ideas, or even what "the community" thinks are the best new ideas.
Meanwhile, the products that do make it into production, seem to bear out the prediction above — they're good, but not great, and many of them look like they made it as a result of a combination of luck and playing the promotion game. The $13 "Pluck" egg yolk separator looks cool, but do you really need it when the grocery store sells an egg separator for $1.59? Well, I don't cook much, so maybe I'm more qualified to evaluate electronics accessories. I actually did just order one of Quirky's "Cordies" for holding cord extensions on your desktop (if it works out, I can let you know in a follow-up to my much-beloved article about low-tech hacks!), but there are gizmos on Amazon that do the same thing. The Pivot Power Strip also looks cool, but it seems simpler to me just to use power strip liberators, which are cheaper per-plug, can be divided across multiple rooms, and light up to show when the power is running.
And the truth is that of all the gadgets I saw in the Quirky store, there's nothing I would choose over having a portable charger for spare cell phone batteries. I may be biased, but what would you rather have — effectively unlimited phone battery life, or an egg yolk separator that happens to look like an egg?
What's frustrating about all of this is that there are two simple changes that Quirky could make to their selection system, which would immediately make the "promotion game" obsolete, and almost by definition would select the inventions that the greatest number of people would actually buy. The first change is the same basic system that I've advocated for reforming the White House "We The People" website, for halting cheating on news aggregator sites, for detecting abusive content on Facebook, and multiple other problems: random-sample voting. In other words, when you submit a new idea to Quirky, the idea would also be presented to, say, 20 other users selected at random. Each user votes on whether they would buy the product if it went into production. (Quirky could simply require that, as a condition of keeping your account active, you have to vote when they ask you to.) The ideas that get the most "yes" votes out of those 20 randomly selected users, are judged to be the most marketable. (Well, 20 is a small enough sample that some would get high ratings just as a statistical fluke, but an invention that cleared the first hurdle could then be sent to a voting panel of 100 users.)
Of course, users who have expertise in particular fields, could weigh in at any time to point out that an invention would be impractical, illegal, in violation of someone else's patent, or redundant given another product already on the market. But to answer the basic question of how many people would buy a product if it cleared all those other hurdles, asking a random sample of users is a rather more valid research method than "texting & calling your friends".
Unusually for one of my "random-sample-voting" lobbying efforts, someone has already made essentially the same point on the Quirky message boards — community inventor Clinton Fleenor wrote a post making essentially the same argument. I would quibble with him in a couple of points (there's no reason to bring in "a million+ impartial, non-submitting voters" per day, since a smaller sample size is good enough), but he got the key point exactly right:
"What happens if the system is distributing the submissions to voters one at a time instead of allowing voters to self-select?
Answer: No submissions are buried."(Clinton's posts since that date have expressed an increasing disgust with the process, most recently calling Quirky "glaze-eyed lazy asses" — and this was from someone who actually won at their game. You can imagine how the people feel who don't win.)
In fact, you could even use the random sampling method to ask people not just whether they would buy a product, but to give them the option to pre-order it, Kickstarter-style, with the money to be returned if the product doesn't get enough pre-orders to justify production. Which leads to the second change that could revolutionize how Quirky works: Rather than picking two "winning" products every week, put every product into production that receives enough votes and/or pre-orders to indicate that it would be profitable.
For example, suppose you have an idea that can be made and sold for $10 per unit, but only if the product sells 10,000 units or more. Assume there are 100,000 Quirky users who can be polled to ask if they are potential buyers. Quirky takes your idea and presents it to 100 randomly selected users, and asks them to pre-order it for $10 if they're interested. If 20 of those 100 users do in fact pre-order, then Quirky presents the idea to all of their 100,000 product-buying user base. Assuming that the original sample of 100 was representative of the population of 100,000, then they would expect that 20,000 users would also pre-order. Now you've exceeded the minimum required order of 10,000 and the product can go into production. On the other hand, suppose only 5 people pre-order out of that sample of 100. Then Quirky could expect that out of their total population of 100,000, only about 5,000 would pre-order the product — not enough to justify production, so they never push the pre-order to the rest of their customers, and the original 5 who placed their pre-order would get their money back.
More realistically, suppose Quirky makes most of their sales through retail and not to their own users, but they also know that sales to their own users are a good predictor of retail sales — for example, that they sell 3 times as many of a product through retailers as they do to their own built-in user base. Then if a product has to sell 10,000 units to be profitable, they put it into production if they determine, via random sampling, that they would sell at least 2,500 units to their own users, and count on roughly 7,500 more orders from retail shoppers.
This system has several desirable features:
- If an idea doesn't appeal to a high enough percentage of the user base (as determined by asking the random sample that are asked to pre-order), then the vast majority of users never get bothered with the pre-order request, since it dies after not making it past the hurdle of the initial 100.
- On the other hand, if there are enough potential buyers among the user population, then barring any statistical flukes, the initial sample of 100 randomly selected users will reveal that. Thus almost all of the time, any idea that does get pushed to the entire user population, will get enough pre-orders at that point to go into production.
- The system can't be "gamed" by promotional shenanigans like "texting & calling your friends".
- It's scalable — any product that receives enough pre-orders to guarantee the desired profit, can go into production, no matter how many such products clear that threshold in any given week.
(If Quirky's patent lawyers are in danger of getting overwhelmed from all the ideas that clear the pre-order hurdle every week, the idea is still scalable for any invention where there's enough profit to pay for the lawyers. Suppose it takes $2,000 worth of lawyer-time to clear all the patents and other paperwork to market an invention. Then any invention that gets enough pre-orders to pay for the production cost, plus $2,000 for the lawyer, can still go to manufacturing. That process can be repeated as many times per week if you want, as long as there are lawyers who want the work.)
Kickstarter doesn't use random-sample-voting to identify the best ideas on their site, but they do use pre-orders to solve the scalability problem -- if enough people make a pre-order pledge on Kickstarter to meet the project's minimum funding requirements, the project goes ahead (and if the fundraising goal is not met, everyone who pledged gets their money back). Kickstarter doesn't pick "winners"; if you meet your funding requirement, you "win," and there's no limit on how many projects can be successfully funded in a given week. So I wasn't surprised to see that Kickstarter has funded over 39,000 projects successfully compared to Quirky's 326. (Yes, that's apples and oranges, since many Kickstarter projects are easier to complete than putting a Quirky invention into production — but still, given the buzz that both companies are receiving these days, would you have guessed that one of them has funded over 100 times more projects successfully than the other one?)
So those are my suggestions to Quirky: Use random-sample voting to get an initial reading for the merits of an idea (very easy), and then use Kickstarter-style pre-orders to secure funding for any marketable invention, not just a limited number of weekly "winners" (a much bigger overhaul, but a good long-term goal). If they appropriate my suggestions, I promise not to organize any protest demonstrations outside their headquarters demanding credit. In fact, given how unfair their current system is to the inventors ponying up $10 each to play their lottery, we should probably stage a protest outside their office if they don't take these ideas.
-
Two Changes To Quirky Could Change The World
"Quirky.com has generated a lot of buzz," writes frequent contributor Bennett Haselton, "but it's hard to see how it could ever be more than a novelty unless they change two key features of their process. Fortunately, they already have all the infrastructure in place for bringing inventions to fruition, so that with these two changes, Quirky really could deliver on their early promise to change the way products get invented." Read on for Bennett's thoughts — which seem more sensible than quirky.You've probably read about Quirky in one of many articles that read like valentines to the company and the concept. I do think the vision is brilliant — regular people who have smart ideas, but no experience with patents or marketing, partner with an invention company that manufacturers the product and splits the profits with them. But the hype seems oddly out of proportion to what Quirky actually makes — if you received a catalog in the mail with pictures of these products, would you remember the catalog a week later?
OK, I know, the hype is based not on the products, but on the process — regular people getting a shot at inventor stardom. Certainly the fairy tale has come true for some of the community inventors (who, not surprisingly, are spotlighted by Quirky quite a bit). But if you look at the overall numbers, the "About Quirky" page claims a community of "399,000 inventors" and "325 products developed," a pair of statistics that may reveal more than they intended — and indeed the odds are even worse than that, since only 74 of those products are being sold in their store and making the inventors any money, and only about half of those have made the inventor $10,000 or more. (For reasons explained here, some products selected by Quirky never actually get manufactured.) If you're tempted to think that it's a meritocracy and those 74 products really are the best ones anyone has ever submitted -- do you really think the Glide knife cleaner (12 units sold so far) is more useful than the nearly 400,000 other ideas people have sent in?
So if the products themselves are not changing the world, and from the "community inventor's" point of view it's a lottery that most of them have no chance of winning, then what is the big deal about Quirky?
Not surprisingly, there is an undercurrent of frustration that keeps bubbling to the surface on the Quirky message boards — frustration with the high odds against winning, and the lack of transparency about what products do make it. But I think the frustration can be traced back to two key problems with Quirky's process — both of which could be fixed (one of them quite easily), and which could take the arbitrariness and lack of transparency out of the selection process, and result in more inventions getting selected, all while making Quirky more money.
First, in the existing system, a user submitting a new idea probably doesn't realize that less than 1 in 1000 submissions goes on to be selected by Quirky as one of that week's "winners," and only about 1 in 10,000 ideas has ever gone on to make the inventor more than $10,000. On this page you can see a scrolling list of the most recent submissions; I wrote a script to poll that feed and count up the new submissions as they appeared, and the total averages about 1,500 per week. Of these, only two get selected by Quirky at their weekly staff meeting, and, as noted above, most of the selected winners do not end up in their store anyway.
Quirky also charges $10 for each idea submission, which comes to $15,000 per week, or about $150 per employee — hardly enough for each of them to live on, but not trivial. According to the text I copied from an old version of Quirky's FAQ: "We ask for $10 when submitting an idea for three simple reasons: to make sure you are serious about your submission, to be sure that you're an actual human, and most importantly: to assure that the quality of submissions remains high." Notably missing from that list was "To make Quirky some extra money." But from my experience when running a paid service that offered the first month at a reduced rate, asking for $1 and asking for $10 achieved about the same goal of filtering out the people who weren't serious.
Now, however, Quirky's FAQ answers that question by saying:
Well, you've got to ante up to give your idea the fair shot it deserves. Best case scenario? Your $10 investment takes your idea from a tiny sketch to a professionally manufactured product found on shelves worldwide, earning you a heckuva lot more. Worst case? That 10 bucks gets you extensive community feedback on who liked and didn't like your idea, which serves as focused consumer market research. You then have the option to resubmit your idea, or you can use the feedback you received to make it on your own.
That's not a trivial change, because that statement is actually wrong — the $10 doesn't "get you" any "community feedback". Which brings me to the next problem with Quirky's current system.
When I gave Quirky a test drive by submitting an idea for a standalone smartphone-battery recharger (something I wished for in my article about the usefulness of spare batteries), after I submitted the idea and my payment, I was left on a page without any information about what to do next. How, I wondered, was I supposed to get "votes" for my idea without spamming the message boards or other users? The FAQ didn't — and still doesn't — answer this question, odd for something that would be one of the first things on every submitter's mind. But it referred me to the forums, where I found a post by quirky user Matthew Fleming, whose invention was actually picked up by Quirky, summarizing advice from himself and other Quirky experts on how to get votes (and, presumably, how he himself did it):
"(1) Posting your idea is the designated Pimping Zone. [dead link]
(2) Getting your Facebook friends or Twitter followers to check out your idea.
(3) Promoting to all other people off site (including Google Adwords, Facebook Ads, Reddit, emailing, texting & calling your friends, finding relevant forums elsewhere online).
(4) Putting links to your idea in your profile, then being active in other areas of the site, such as helping other people's. People may check out your profile and look at your ideas.
(5) When adding a link to your submission in # 1 or 4, make sure your link is clickable typing in the html code (OR you can use this handy link generator to generate the HTML code to then paste directly into your post).
(6) Promote in other Quirky hangouts, like:
Quirky Inventors on Facebook
As Seen On Facebook [dead link]
Quirky Products on Facebook"My heart sank like a rock when I read those words. Here I had really believed that — despite the considerable odds against any given submission making it into the production stage — Quirky at least had a system in place for identifying the best ones. But it turned out that those who had played the game successfully were basically admitting that the only way to win was to act as an unpaid Quirky promoter to your friends. And more to the point, it meant that the winners would not be the best inventions, but rather just the inventions that met the minimum requirement of not being embarrasingly stupid, whose inventors were the best at playing the promotion game.
So it is in fact misleading to say that the $10 entry fee "gets you" any community feedback. The only way to get community feedback is to try bringing up your idea in forum threads (which risks pissing people off if you violate some rules that are never clearly explained), to post it in designated areas where idea flooding is encouraged (which are clogged to the point of uselessness from everybody else doing the same thing), or to recruit new people under you in the Quirky pyramid.
I didn't do any of those things, so my idea got a grand total of 8 views and 3 votes, before expiring at the end of the 30-day vote-gathering window. Far from being surprised that I got so few views, on the contrary I don't even have any idea where those 8 views came from, since I didn't rope in any of my friends to sign up and vote for me.
If Quirky wants to essentially limit the winners to people who agree to promote Quirky to their friends, that's their right, but then they shouldn't claim that their system actually identifies the best new ideas, or even what "the community" thinks are the best new ideas.
Meanwhile, the products that do make it into production, seem to bear out the prediction above — they're good, but not great, and many of them look like they made it as a result of a combination of luck and playing the promotion game. The $13 "Pluck" egg yolk separator looks cool, but do you really need it when the grocery store sells an egg separator for $1.59? Well, I don't cook much, so maybe I'm more qualified to evaluate electronics accessories. I actually did just order one of Quirky's "Cordies" for holding cord extensions on your desktop (if it works out, I can let you know in a follow-up to my much-beloved article about low-tech hacks!), but there are gizmos on Amazon that do the same thing. The Pivot Power Strip also looks cool, but it seems simpler to me just to use power strip liberators, which are cheaper per-plug, can be divided across multiple rooms, and light up to show when the power is running.
And the truth is that of all the gadgets I saw in the Quirky store, there's nothing I would choose over having a portable charger for spare cell phone batteries. I may be biased, but what would you rather have — effectively unlimited phone battery life, or an egg yolk separator that happens to look like an egg?
What's frustrating about all of this is that there are two simple changes that Quirky could make to their selection system, which would immediately make the "promotion game" obsolete, and almost by definition would select the inventions that the greatest number of people would actually buy. The first change is the same basic system that I've advocated for reforming the White House "We The People" website, for halting cheating on news aggregator sites, for detecting abusive content on Facebook, and multiple other problems: random-sample voting. In other words, when you submit a new idea to Quirky, the idea would also be presented to, say, 20 other users selected at random. Each user votes on whether they would buy the product if it went into production. (Quirky could simply require that, as a condition of keeping your account active, you have to vote when they ask you to.) The ideas that get the most "yes" votes out of those 20 randomly selected users, are judged to be the most marketable. (Well, 20 is a small enough sample that some would get high ratings just as a statistical fluke, but an invention that cleared the first hurdle could then be sent to a voting panel of 100 users.)
Of course, users who have expertise in particular fields, could weigh in at any time to point out that an invention would be impractical, illegal, in violation of someone else's patent, or redundant given another product already on the market. But to answer the basic question of how many people would buy a product if it cleared all those other hurdles, asking a random sample of users is a rather more valid research method than "texting & calling your friends".
Unusually for one of my "random-sample-voting" lobbying efforts, someone has already made essentially the same point on the Quirky message boards — community inventor Clinton Fleenor wrote a post making essentially the same argument. I would quibble with him in a couple of points (there's no reason to bring in "a million+ impartial, non-submitting voters" per day, since a smaller sample size is good enough), but he got the key point exactly right:
"What happens if the system is distributing the submissions to voters one at a time instead of allowing voters to self-select?
Answer: No submissions are buried."(Clinton's posts since that date have expressed an increasing disgust with the process, most recently calling Quirky "glaze-eyed lazy asses" — and this was from someone who actually won at their game. You can imagine how the people feel who don't win.)
In fact, you could even use the random sampling method to ask people not just whether they would buy a product, but to give them the option to pre-order it, Kickstarter-style, with the money to be returned if the product doesn't get enough pre-orders to justify production. Which leads to the second change that could revolutionize how Quirky works: Rather than picking two "winning" products every week, put every product into production that receives enough votes and/or pre-orders to indicate that it would be profitable.
For example, suppose you have an idea that can be made and sold for $10 per unit, but only if the product sells 10,000 units or more. Assume there are 100,000 Quirky users who can be polled to ask if they are potential buyers. Quirky takes your idea and presents it to 100 randomly selected users, and asks them to pre-order it for $10 if they're interested. If 20 of those 100 users do in fact pre-order, then Quirky presents the idea to all of their 100,000 product-buying user base. Assuming that the original sample of 100 was representative of the population of 100,000, then they would expect that 20,000 users would also pre-order. Now you've exceeded the minimum required order of 10,000 and the product can go into production. On the other hand, suppose only 5 people pre-order out of that sample of 100. Then Quirky could expect that out of their total population of 100,000, only about 5,000 would pre-order the product — not enough to justify production, so they never push the pre-order to the rest of their customers, and the original 5 who placed their pre-order would get their money back.
More realistically, suppose Quirky makes most of their sales through retail and not to their own users, but they also know that sales to their own users are a good predictor of retail sales — for example, that they sell 3 times as many of a product through retailers as they do to their own built-in user base. Then if a product has to sell 10,000 units to be profitable, they put it into production if they determine, via random sampling, that they would sell at least 2,500 units to their own users, and count on roughly 7,500 more orders from retail shoppers.
This system has several desirable features:
- If an idea doesn't appeal to a high enough percentage of the user base (as determined by asking the random sample that are asked to pre-order), then the vast majority of users never get bothered with the pre-order request, since it dies after not making it past the hurdle of the initial 100.
- On the other hand, if there are enough potential buyers among the user population, then barring any statistical flukes, the initial sample of 100 randomly selected users will reveal that. Thus almost all of the time, any idea that does get pushed to the entire user population, will get enough pre-orders at that point to go into production.
- The system can't be "gamed" by promotional shenanigans like "texting & calling your friends".
- It's scalable — any product that receives enough pre-orders to guarantee the desired profit, can go into production, no matter how many such products clear that threshold in any given week.
(If Quirky's patent lawyers are in danger of getting overwhelmed from all the ideas that clear the pre-order hurdle every week, the idea is still scalable for any invention where there's enough profit to pay for the lawyers. Suppose it takes $2,000 worth of lawyer-time to clear all the patents and other paperwork to market an invention. Then any invention that gets enough pre-orders to pay for the production cost, plus $2,000 for the lawyer, can still go to manufacturing. That process can be repeated as many times per week if you want, as long as there are lawyers who want the work.)
Kickstarter doesn't use random-sample-voting to identify the best ideas on their site, but they do use pre-orders to solve the scalability problem -- if enough people make a pre-order pledge on Kickstarter to meet the project's minimum funding requirements, the project goes ahead (and if the fundraising goal is not met, everyone who pledged gets their money back). Kickstarter doesn't pick "winners"; if you meet your funding requirement, you "win," and there's no limit on how many projects can be successfully funded in a given week. So I wasn't surprised to see that Kickstarter has funded over 39,000 projects successfully compared to Quirky's 326. (Yes, that's apples and oranges, since many Kickstarter projects are easier to complete than putting a Quirky invention into production — but still, given the buzz that both companies are receiving these days, would you have guessed that one of them has funded over 100 times more projects successfully than the other one?)
So those are my suggestions to Quirky: Use random-sample voting to get an initial reading for the merits of an idea (very easy), and then use Kickstarter-style pre-orders to secure funding for any marketable invention, not just a limited number of weekly "winners" (a much bigger overhaul, but a good long-term goal). If they appropriate my suggestions, I promise not to organize any protest demonstrations outside their headquarters demanding credit. In fact, given how unfair their current system is to the inventors ponying up $10 each to play their lottery, we should probably stage a protest outside their office if they don't take these ideas.
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Two Changes To Quirky Could Change The World
"Quirky.com has generated a lot of buzz," writes frequent contributor Bennett Haselton, "but it's hard to see how it could ever be more than a novelty unless they change two key features of their process. Fortunately, they already have all the infrastructure in place for bringing inventions to fruition, so that with these two changes, Quirky really could deliver on their early promise to change the way products get invented." Read on for Bennett's thoughts — which seem more sensible than quirky.You've probably read about Quirky in one of many articles that read like valentines to the company and the concept. I do think the vision is brilliant — regular people who have smart ideas, but no experience with patents or marketing, partner with an invention company that manufacturers the product and splits the profits with them. But the hype seems oddly out of proportion to what Quirky actually makes — if you received a catalog in the mail with pictures of these products, would you remember the catalog a week later?
OK, I know, the hype is based not on the products, but on the process — regular people getting a shot at inventor stardom. Certainly the fairy tale has come true for some of the community inventors (who, not surprisingly, are spotlighted by Quirky quite a bit). But if you look at the overall numbers, the "About Quirky" page claims a community of "399,000 inventors" and "325 products developed," a pair of statistics that may reveal more than they intended — and indeed the odds are even worse than that, since only 74 of those products are being sold in their store and making the inventors any money, and only about half of those have made the inventor $10,000 or more. (For reasons explained here, some products selected by Quirky never actually get manufactured.) If you're tempted to think that it's a meritocracy and those 74 products really are the best ones anyone has ever submitted -- do you really think the Glide knife cleaner (12 units sold so far) is more useful than the nearly 400,000 other ideas people have sent in?
So if the products themselves are not changing the world, and from the "community inventor's" point of view it's a lottery that most of them have no chance of winning, then what is the big deal about Quirky?
Not surprisingly, there is an undercurrent of frustration that keeps bubbling to the surface on the Quirky message boards — frustration with the high odds against winning, and the lack of transparency about what products do make it. But I think the frustration can be traced back to two key problems with Quirky's process — both of which could be fixed (one of them quite easily), and which could take the arbitrariness and lack of transparency out of the selection process, and result in more inventions getting selected, all while making Quirky more money.
First, in the existing system, a user submitting a new idea probably doesn't realize that less than 1 in 1000 submissions goes on to be selected by Quirky as one of that week's "winners," and only about 1 in 10,000 ideas has ever gone on to make the inventor more than $10,000. On this page you can see a scrolling list of the most recent submissions; I wrote a script to poll that feed and count up the new submissions as they appeared, and the total averages about 1,500 per week. Of these, only two get selected by Quirky at their weekly staff meeting, and, as noted above, most of the selected winners do not end up in their store anyway.
Quirky also charges $10 for each idea submission, which comes to $15,000 per week, or about $150 per employee — hardly enough for each of them to live on, but not trivial. According to the text I copied from an old version of Quirky's FAQ: "We ask for $10 when submitting an idea for three simple reasons: to make sure you are serious about your submission, to be sure that you're an actual human, and most importantly: to assure that the quality of submissions remains high." Notably missing from that list was "To make Quirky some extra money." But from my experience when running a paid service that offered the first month at a reduced rate, asking for $1 and asking for $10 achieved about the same goal of filtering out the people who weren't serious.
Now, however, Quirky's FAQ answers that question by saying:
Well, you've got to ante up to give your idea the fair shot it deserves. Best case scenario? Your $10 investment takes your idea from a tiny sketch to a professionally manufactured product found on shelves worldwide, earning you a heckuva lot more. Worst case? That 10 bucks gets you extensive community feedback on who liked and didn't like your idea, which serves as focused consumer market research. You then have the option to resubmit your idea, or you can use the feedback you received to make it on your own.
That's not a trivial change, because that statement is actually wrong — the $10 doesn't "get you" any "community feedback". Which brings me to the next problem with Quirky's current system.
When I gave Quirky a test drive by submitting an idea for a standalone smartphone-battery recharger (something I wished for in my article about the usefulness of spare batteries), after I submitted the idea and my payment, I was left on a page without any information about what to do next. How, I wondered, was I supposed to get "votes" for my idea without spamming the message boards or other users? The FAQ didn't — and still doesn't — answer this question, odd for something that would be one of the first things on every submitter's mind. But it referred me to the forums, where I found a post by quirky user Matthew Fleming, whose invention was actually picked up by Quirky, summarizing advice from himself and other Quirky experts on how to get votes (and, presumably, how he himself did it):
"(1) Posting your idea is the designated Pimping Zone. [dead link]
(2) Getting your Facebook friends or Twitter followers to check out your idea.
(3) Promoting to all other people off site (including Google Adwords, Facebook Ads, Reddit, emailing, texting & calling your friends, finding relevant forums elsewhere online).
(4) Putting links to your idea in your profile, then being active in other areas of the site, such as helping other people's. People may check out your profile and look at your ideas.
(5) When adding a link to your submission in # 1 or 4, make sure your link is clickable typing in the html code (OR you can use this handy link generator to generate the HTML code to then paste directly into your post).
(6) Promote in other Quirky hangouts, like:
Quirky Inventors on Facebook
As Seen On Facebook [dead link]
Quirky Products on Facebook"My heart sank like a rock when I read those words. Here I had really believed that — despite the considerable odds against any given submission making it into the production stage — Quirky at least had a system in place for identifying the best ones. But it turned out that those who had played the game successfully were basically admitting that the only way to win was to act as an unpaid Quirky promoter to your friends. And more to the point, it meant that the winners would not be the best inventions, but rather just the inventions that met the minimum requirement of not being embarrasingly stupid, whose inventors were the best at playing the promotion game.
So it is in fact misleading to say that the $10 entry fee "gets you" any community feedback. The only way to get community feedback is to try bringing up your idea in forum threads (which risks pissing people off if you violate some rules that are never clearly explained), to post it in designated areas where idea flooding is encouraged (which are clogged to the point of uselessness from everybody else doing the same thing), or to recruit new people under you in the Quirky pyramid.
I didn't do any of those things, so my idea got a grand total of 8 views and 3 votes, before expiring at the end of the 30-day vote-gathering window. Far from being surprised that I got so few views, on the contrary I don't even have any idea where those 8 views came from, since I didn't rope in any of my friends to sign up and vote for me.
If Quirky wants to essentially limit the winners to people who agree to promote Quirky to their friends, that's their right, but then they shouldn't claim that their system actually identifies the best new ideas, or even what "the community" thinks are the best new ideas.
Meanwhile, the products that do make it into production, seem to bear out the prediction above — they're good, but not great, and many of them look like they made it as a result of a combination of luck and playing the promotion game. The $13 "Pluck" egg yolk separator looks cool, but do you really need it when the grocery store sells an egg separator for $1.59? Well, I don't cook much, so maybe I'm more qualified to evaluate electronics accessories. I actually did just order one of Quirky's "Cordies" for holding cord extensions on your desktop (if it works out, I can let you know in a follow-up to my much-beloved article about low-tech hacks!), but there are gizmos on Amazon that do the same thing. The Pivot Power Strip also looks cool, but it seems simpler to me just to use power strip liberators, which are cheaper per-plug, can be divided across multiple rooms, and light up to show when the power is running.
And the truth is that of all the gadgets I saw in the Quirky store, there's nothing I would choose over having a portable charger for spare cell phone batteries. I may be biased, but what would you rather have — effectively unlimited phone battery life, or an egg yolk separator that happens to look like an egg?
What's frustrating about all of this is that there are two simple changes that Quirky could make to their selection system, which would immediately make the "promotion game" obsolete, and almost by definition would select the inventions that the greatest number of people would actually buy. The first change is the same basic system that I've advocated for reforming the White House "We The People" website, for halting cheating on news aggregator sites, for detecting abusive content on Facebook, and multiple other problems: random-sample voting. In other words, when you submit a new idea to Quirky, the idea would also be presented to, say, 20 other users selected at random. Each user votes on whether they would buy the product if it went into production. (Quirky could simply require that, as a condition of keeping your account active, you have to vote when they ask you to.) The ideas that get the most "yes" votes out of those 20 randomly selected users, are judged to be the most marketable. (Well, 20 is a small enough sample that some would get high ratings just as a statistical fluke, but an invention that cleared the first hurdle could then be sent to a voting panel of 100 users.)
Of course, users who have expertise in particular fields, could weigh in at any time to point out that an invention would be impractical, illegal, in violation of someone else's patent, or redundant given another product already on the market. But to answer the basic question of how many people would buy a product if it cleared all those other hurdles, asking a random sample of users is a rather more valid research method than "texting & calling your friends".
Unusually for one of my "random-sample-voting" lobbying efforts, someone has already made essentially the same point on the Quirky message boards — community inventor Clinton Fleenor wrote a post making essentially the same argument. I would quibble with him in a couple of points (there's no reason to bring in "a million+ impartial, non-submitting voters" per day, since a smaller sample size is good enough), but he got the key point exactly right:
"What happens if the system is distributing the submissions to voters one at a time instead of allowing voters to self-select?
Answer: No submissions are buried."(Clinton's posts since that date have expressed an increasing disgust with the process, most recently calling Quirky "glaze-eyed lazy asses" — and this was from someone who actually won at their game. You can imagine how the people feel who don't win.)
In fact, you could even use the random sampling method to ask people not just whether they would buy a product, but to give them the option to pre-order it, Kickstarter-style, with the money to be returned if the product doesn't get enough pre-orders to justify production. Which leads to the second change that could revolutionize how Quirky works: Rather than picking two "winning" products every week, put every product into production that receives enough votes and/or pre-orders to indicate that it would be profitable.
For example, suppose you have an idea that can be made and sold for $10 per unit, but only if the product sells 10,000 units or more. Assume there are 100,000 Quirky users who can be polled to ask if they are potential buyers. Quirky takes your idea and presents it to 100 randomly selected users, and asks them to pre-order it for $10 if they're interested. If 20 of those 100 users do in fact pre-order, then Quirky presents the idea to all of their 100,000 product-buying user base. Assuming that the original sample of 100 was representative of the population of 100,000, then they would expect that 20,000 users would also pre-order. Now you've exceeded the minimum required order of 10,000 and the product can go into production. On the other hand, suppose only 5 people pre-order out of that sample of 100. Then Quirky could expect that out of their total population of 100,000, only about 5,000 would pre-order the product — not enough to justify production, so they never push the pre-order to the rest of their customers, and the original 5 who placed their pre-order would get their money back.
More realistically, suppose Quirky makes most of their sales through retail and not to their own users, but they also know that sales to their own users are a good predictor of retail sales — for example, that they sell 3 times as many of a product through retailers as they do to their own built-in user base. Then if a product has to sell 10,000 units to be profitable, they put it into production if they determine, via random sampling, that they would sell at least 2,500 units to their own users, and count on roughly 7,500 more orders from retail shoppers.
This system has several desirable features:
- If an idea doesn't appeal to a high enough percentage of the user base (as determined by asking the random sample that are asked to pre-order), then the vast majority of users never get bothered with the pre-order request, since it dies after not making it past the hurdle of the initial 100.
- On the other hand, if there are enough potential buyers among the user population, then barring any statistical flukes, the initial sample of 100 randomly selected users will reveal that. Thus almost all of the time, any idea that does get pushed to the entire user population, will get enough pre-orders at that point to go into production.
- The system can't be "gamed" by promotional shenanigans like "texting & calling your friends".
- It's scalable — any product that receives enough pre-orders to guarantee the desired profit, can go into production, no matter how many such products clear that threshold in any given week.
(If Quirky's patent lawyers are in danger of getting overwhelmed from all the ideas that clear the pre-order hurdle every week, the idea is still scalable for any invention where there's enough profit to pay for the lawyers. Suppose it takes $2,000 worth of lawyer-time to clear all the patents and other paperwork to market an invention. Then any invention that gets enough pre-orders to pay for the production cost, plus $2,000 for the lawyer, can still go to manufacturing. That process can be repeated as many times per week if you want, as long as there are lawyers who want the work.)
Kickstarter doesn't use random-sample-voting to identify the best ideas on their site, but they do use pre-orders to solve the scalability problem -- if enough people make a pre-order pledge on Kickstarter to meet the project's minimum funding requirements, the project goes ahead (and if the fundraising goal is not met, everyone who pledged gets their money back). Kickstarter doesn't pick "winners"; if you meet your funding requirement, you "win," and there's no limit on how many projects can be successfully funded in a given week. So I wasn't surprised to see that Kickstarter has funded over 39,000 projects successfully compared to Quirky's 326. (Yes, that's apples and oranges, since many Kickstarter projects are easier to complete than putting a Quirky invention into production — but still, given the buzz that both companies are receiving these days, would you have guessed that one of them has funded over 100 times more projects successfully than the other one?)
So those are my suggestions to Quirky: Use random-sample voting to get an initial reading for the merits of an idea (very easy), and then use Kickstarter-style pre-orders to secure funding for any marketable invention, not just a limited number of weekly "winners" (a much bigger overhaul, but a good long-term goal). If they appropriate my suggestions, I promise not to organize any protest demonstrations outside their headquarters demanding credit. In fact, given how unfair their current system is to the inventors ponying up $10 each to play their lottery, we should probably stage a protest outside their office if they don't take these ideas.
-
Two Changes To Quirky Could Change The World
"Quirky.com has generated a lot of buzz," writes frequent contributor Bennett Haselton, "but it's hard to see how it could ever be more than a novelty unless they change two key features of their process. Fortunately, they already have all the infrastructure in place for bringing inventions to fruition, so that with these two changes, Quirky really could deliver on their early promise to change the way products get invented." Read on for Bennett's thoughts — which seem more sensible than quirky.You've probably read about Quirky in one of many articles that read like valentines to the company and the concept. I do think the vision is brilliant — regular people who have smart ideas, but no experience with patents or marketing, partner with an invention company that manufacturers the product and splits the profits with them. But the hype seems oddly out of proportion to what Quirky actually makes — if you received a catalog in the mail with pictures of these products, would you remember the catalog a week later?
OK, I know, the hype is based not on the products, but on the process — regular people getting a shot at inventor stardom. Certainly the fairy tale has come true for some of the community inventors (who, not surprisingly, are spotlighted by Quirky quite a bit). But if you look at the overall numbers, the "About Quirky" page claims a community of "399,000 inventors" and "325 products developed," a pair of statistics that may reveal more than they intended — and indeed the odds are even worse than that, since only 74 of those products are being sold in their store and making the inventors any money, and only about half of those have made the inventor $10,000 or more. (For reasons explained here, some products selected by Quirky never actually get manufactured.) If you're tempted to think that it's a meritocracy and those 74 products really are the best ones anyone has ever submitted -- do you really think the Glide knife cleaner (12 units sold so far) is more useful than the nearly 400,000 other ideas people have sent in?
So if the products themselves are not changing the world, and from the "community inventor's" point of view it's a lottery that most of them have no chance of winning, then what is the big deal about Quirky?
Not surprisingly, there is an undercurrent of frustration that keeps bubbling to the surface on the Quirky message boards — frustration with the high odds against winning, and the lack of transparency about what products do make it. But I think the frustration can be traced back to two key problems with Quirky's process — both of which could be fixed (one of them quite easily), and which could take the arbitrariness and lack of transparency out of the selection process, and result in more inventions getting selected, all while making Quirky more money.
First, in the existing system, a user submitting a new idea probably doesn't realize that less than 1 in 1000 submissions goes on to be selected by Quirky as one of that week's "winners," and only about 1 in 10,000 ideas has ever gone on to make the inventor more than $10,000. On this page you can see a scrolling list of the most recent submissions; I wrote a script to poll that feed and count up the new submissions as they appeared, and the total averages about 1,500 per week. Of these, only two get selected by Quirky at their weekly staff meeting, and, as noted above, most of the selected winners do not end up in their store anyway.
Quirky also charges $10 for each idea submission, which comes to $15,000 per week, or about $150 per employee — hardly enough for each of them to live on, but not trivial. According to the text I copied from an old version of Quirky's FAQ: "We ask for $10 when submitting an idea for three simple reasons: to make sure you are serious about your submission, to be sure that you're an actual human, and most importantly: to assure that the quality of submissions remains high." Notably missing from that list was "To make Quirky some extra money." But from my experience when running a paid service that offered the first month at a reduced rate, asking for $1 and asking for $10 achieved about the same goal of filtering out the people who weren't serious.
Now, however, Quirky's FAQ answers that question by saying:
Well, you've got to ante up to give your idea the fair shot it deserves. Best case scenario? Your $10 investment takes your idea from a tiny sketch to a professionally manufactured product found on shelves worldwide, earning you a heckuva lot more. Worst case? That 10 bucks gets you extensive community feedback on who liked and didn't like your idea, which serves as focused consumer market research. You then have the option to resubmit your idea, or you can use the feedback you received to make it on your own.
That's not a trivial change, because that statement is actually wrong — the $10 doesn't "get you" any "community feedback". Which brings me to the next problem with Quirky's current system.
When I gave Quirky a test drive by submitting an idea for a standalone smartphone-battery recharger (something I wished for in my article about the usefulness of spare batteries), after I submitted the idea and my payment, I was left on a page without any information about what to do next. How, I wondered, was I supposed to get "votes" for my idea without spamming the message boards or other users? The FAQ didn't — and still doesn't — answer this question, odd for something that would be one of the first things on every submitter's mind. But it referred me to the forums, where I found a post by quirky user Matthew Fleming, whose invention was actually picked up by Quirky, summarizing advice from himself and other Quirky experts on how to get votes (and, presumably, how he himself did it):
"(1) Posting your idea is the designated Pimping Zone. [dead link]
(2) Getting your Facebook friends or Twitter followers to check out your idea.
(3) Promoting to all other people off site (including Google Adwords, Facebook Ads, Reddit, emailing, texting & calling your friends, finding relevant forums elsewhere online).
(4) Putting links to your idea in your profile, then being active in other areas of the site, such as helping other people's. People may check out your profile and look at your ideas.
(5) When adding a link to your submission in # 1 or 4, make sure your link is clickable typing in the html code (OR you can use this handy link generator to generate the HTML code to then paste directly into your post).
(6) Promote in other Quirky hangouts, like:
Quirky Inventors on Facebook
As Seen On Facebook [dead link]
Quirky Products on Facebook"My heart sank like a rock when I read those words. Here I had really believed that — despite the considerable odds against any given submission making it into the production stage — Quirky at least had a system in place for identifying the best ones. But it turned out that those who had played the game successfully were basically admitting that the only way to win was to act as an unpaid Quirky promoter to your friends. And more to the point, it meant that the winners would not be the best inventions, but rather just the inventions that met the minimum requirement of not being embarrasingly stupid, whose inventors were the best at playing the promotion game.
So it is in fact misleading to say that the $10 entry fee "gets you" any community feedback. The only way to get community feedback is to try bringing up your idea in forum threads (which risks pissing people off if you violate some rules that are never clearly explained), to post it in designated areas where idea flooding is encouraged (which are clogged to the point of uselessness from everybody else doing the same thing), or to recruit new people under you in the Quirky pyramid.
I didn't do any of those things, so my idea got a grand total of 8 views and 3 votes, before expiring at the end of the 30-day vote-gathering window. Far from being surprised that I got so few views, on the contrary I don't even have any idea where those 8 views came from, since I didn't rope in any of my friends to sign up and vote for me.
If Quirky wants to essentially limit the winners to people who agree to promote Quirky to their friends, that's their right, but then they shouldn't claim that their system actually identifies the best new ideas, or even what "the community" thinks are the best new ideas.
Meanwhile, the products that do make it into production, seem to bear out the prediction above — they're good, but not great, and many of them look like they made it as a result of a combination of luck and playing the promotion game. The $13 "Pluck" egg yolk separator looks cool, but do you really need it when the grocery store sells an egg separator for $1.59? Well, I don't cook much, so maybe I'm more qualified to evaluate electronics accessories. I actually did just order one of Quirky's "Cordies" for holding cord extensions on your desktop (if it works out, I can let you know in a follow-up to my much-beloved article about low-tech hacks!), but there are gizmos on Amazon that do the same thing. The Pivot Power Strip also looks cool, but it seems simpler to me just to use power strip liberators, which are cheaper per-plug, can be divided across multiple rooms, and light up to show when the power is running.
And the truth is that of all the gadgets I saw in the Quirky store, there's nothing I would choose over having a portable charger for spare cell phone batteries. I may be biased, but what would you rather have — effectively unlimited phone battery life, or an egg yolk separator that happens to look like an egg?
What's frustrating about all of this is that there are two simple changes that Quirky could make to their selection system, which would immediately make the "promotion game" obsolete, and almost by definition would select the inventions that the greatest number of people would actually buy. The first change is the same basic system that I've advocated for reforming the White House "We The People" website, for halting cheating on news aggregator sites, for detecting abusive content on Facebook, and multiple other problems: random-sample voting. In other words, when you submit a new idea to Quirky, the idea would also be presented to, say, 20 other users selected at random. Each user votes on whether they would buy the product if it went into production. (Quirky could simply require that, as a condition of keeping your account active, you have to vote when they ask you to.) The ideas that get the most "yes" votes out of those 20 randomly selected users, are judged to be the most marketable. (Well, 20 is a small enough sample that some would get high ratings just as a statistical fluke, but an invention that cleared the first hurdle could then be sent to a voting panel of 100 users.)
Of course, users who have expertise in particular fields, could weigh in at any time to point out that an invention would be impractical, illegal, in violation of someone else's patent, or redundant given another product already on the market. But to answer the basic question of how many people would buy a product if it cleared all those other hurdles, asking a random sample of users is a rather more valid research method than "texting & calling your friends".
Unusually for one of my "random-sample-voting" lobbying efforts, someone has already made essentially the same point on the Quirky message boards — community inventor Clinton Fleenor wrote a post making essentially the same argument. I would quibble with him in a couple of points (there's no reason to bring in "a million+ impartial, non-submitting voters" per day, since a smaller sample size is good enough), but he got the key point exactly right:
"What happens if the system is distributing the submissions to voters one at a time instead of allowing voters to self-select?
Answer: No submissions are buried."(Clinton's posts since that date have expressed an increasing disgust with the process, most recently calling Quirky "glaze-eyed lazy asses" — and this was from someone who actually won at their game. You can imagine how the people feel who don't win.)
In fact, you could even use the random sampling method to ask people not just whether they would buy a product, but to give them the option to pre-order it, Kickstarter-style, with the money to be returned if the product doesn't get enough pre-orders to justify production. Which leads to the second change that could revolutionize how Quirky works: Rather than picking two "winning" products every week, put every product into production that receives enough votes and/or pre-orders to indicate that it would be profitable.
For example, suppose you have an idea that can be made and sold for $10 per unit, but only if the product sells 10,000 units or more. Assume there are 100,000 Quirky users who can be polled to ask if they are potential buyers. Quirky takes your idea and presents it to 100 randomly selected users, and asks them to pre-order it for $10 if they're interested. If 20 of those 100 users do in fact pre-order, then Quirky presents the idea to all of their 100,000 product-buying user base. Assuming that the original sample of 100 was representative of the population of 100,000, then they would expect that 20,000 users would also pre-order. Now you've exceeded the minimum required order of 10,000 and the product can go into production. On the other hand, suppose only 5 people pre-order out of that sample of 100. Then Quirky could expect that out of their total population of 100,000, only about 5,000 would pre-order the product — not enough to justify production, so they never push the pre-order to the rest of their customers, and the original 5 who placed their pre-order would get their money back.
More realistically, suppose Quirky makes most of their sales through retail and not to their own users, but they also know that sales to their own users are a good predictor of retail sales — for example, that they sell 3 times as many of a product through retailers as they do to their own built-in user base. Then if a product has to sell 10,000 units to be profitable, they put it into production if they determine, via random sampling, that they would sell at least 2,500 units to their own users, and count on roughly 7,500 more orders from retail shoppers.
This system has several desirable features:
- If an idea doesn't appeal to a high enough percentage of the user base (as determined by asking the random sample that are asked to pre-order), then the vast majority of users never get bothered with the pre-order request, since it dies after not making it past the hurdle of the initial 100.
- On the other hand, if there are enough potential buyers among the user population, then barring any statistical flukes, the initial sample of 100 randomly selected users will reveal that. Thus almost all of the time, any idea that does get pushed to the entire user population, will get enough pre-orders at that point to go into production.
- The system can't be "gamed" by promotional shenanigans like "texting & calling your friends".
- It's scalable — any product that receives enough pre-orders to guarantee the desired profit, can go into production, no matter how many such products clear that threshold in any given week.
(If Quirky's patent lawyers are in danger of getting overwhelmed from all the ideas that clear the pre-order hurdle every week, the idea is still scalable for any invention where there's enough profit to pay for the lawyers. Suppose it takes $2,000 worth of lawyer-time to clear all the patents and other paperwork to market an invention. Then any invention that gets enough pre-orders to pay for the production cost, plus $2,000 for the lawyer, can still go to manufacturing. That process can be repeated as many times per week if you want, as long as there are lawyers who want the work.)
Kickstarter doesn't use random-sample-voting to identify the best ideas on their site, but they do use pre-orders to solve the scalability problem -- if enough people make a pre-order pledge on Kickstarter to meet the project's minimum funding requirements, the project goes ahead (and if the fundraising goal is not met, everyone who pledged gets their money back). Kickstarter doesn't pick "winners"; if you meet your funding requirement, you "win," and there's no limit on how many projects can be successfully funded in a given week. So I wasn't surprised to see that Kickstarter has funded over 39,000 projects successfully compared to Quirky's 326. (Yes, that's apples and oranges, since many Kickstarter projects are easier to complete than putting a Quirky invention into production — but still, given the buzz that both companies are receiving these days, would you have guessed that one of them has funded over 100 times more projects successfully than the other one?)
So those are my suggestions to Quirky: Use random-sample voting to get an initial reading for the merits of an idea (very easy), and then use Kickstarter-style pre-orders to secure funding for any marketable invention, not just a limited number of weekly "winners" (a much bigger overhaul, but a good long-term goal). If they appropriate my suggestions, I promise not to organize any protest demonstrations outside their headquarters demanding credit. In fact, given how unfair their current system is to the inventors ponying up $10 each to play their lottery, we should probably stage a protest outside their office if they don't take these ideas.
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Two Changes To Quirky Could Change The World
"Quirky.com has generated a lot of buzz," writes frequent contributor Bennett Haselton, "but it's hard to see how it could ever be more than a novelty unless they change two key features of their process. Fortunately, they already have all the infrastructure in place for bringing inventions to fruition, so that with these two changes, Quirky really could deliver on their early promise to change the way products get invented." Read on for Bennett's thoughts — which seem more sensible than quirky.You've probably read about Quirky in one of many articles that read like valentines to the company and the concept. I do think the vision is brilliant — regular people who have smart ideas, but no experience with patents or marketing, partner with an invention company that manufacturers the product and splits the profits with them. But the hype seems oddly out of proportion to what Quirky actually makes — if you received a catalog in the mail with pictures of these products, would you remember the catalog a week later?
OK, I know, the hype is based not on the products, but on the process — regular people getting a shot at inventor stardom. Certainly the fairy tale has come true for some of the community inventors (who, not surprisingly, are spotlighted by Quirky quite a bit). But if you look at the overall numbers, the "About Quirky" page claims a community of "399,000 inventors" and "325 products developed," a pair of statistics that may reveal more than they intended — and indeed the odds are even worse than that, since only 74 of those products are being sold in their store and making the inventors any money, and only about half of those have made the inventor $10,000 or more. (For reasons explained here, some products selected by Quirky never actually get manufactured.) If you're tempted to think that it's a meritocracy and those 74 products really are the best ones anyone has ever submitted -- do you really think the Glide knife cleaner (12 units sold so far) is more useful than the nearly 400,000 other ideas people have sent in?
So if the products themselves are not changing the world, and from the "community inventor's" point of view it's a lottery that most of them have no chance of winning, then what is the big deal about Quirky?
Not surprisingly, there is an undercurrent of frustration that keeps bubbling to the surface on the Quirky message boards — frustration with the high odds against winning, and the lack of transparency about what products do make it. But I think the frustration can be traced back to two key problems with Quirky's process — both of which could be fixed (one of them quite easily), and which could take the arbitrariness and lack of transparency out of the selection process, and result in more inventions getting selected, all while making Quirky more money.
First, in the existing system, a user submitting a new idea probably doesn't realize that less than 1 in 1000 submissions goes on to be selected by Quirky as one of that week's "winners," and only about 1 in 10,000 ideas has ever gone on to make the inventor more than $10,000. On this page you can see a scrolling list of the most recent submissions; I wrote a script to poll that feed and count up the new submissions as they appeared, and the total averages about 1,500 per week. Of these, only two get selected by Quirky at their weekly staff meeting, and, as noted above, most of the selected winners do not end up in their store anyway.
Quirky also charges $10 for each idea submission, which comes to $15,000 per week, or about $150 per employee — hardly enough for each of them to live on, but not trivial. According to the text I copied from an old version of Quirky's FAQ: "We ask for $10 when submitting an idea for three simple reasons: to make sure you are serious about your submission, to be sure that you're an actual human, and most importantly: to assure that the quality of submissions remains high." Notably missing from that list was "To make Quirky some extra money." But from my experience when running a paid service that offered the first month at a reduced rate, asking for $1 and asking for $10 achieved about the same goal of filtering out the people who weren't serious.
Now, however, Quirky's FAQ answers that question by saying:
Well, you've got to ante up to give your idea the fair shot it deserves. Best case scenario? Your $10 investment takes your idea from a tiny sketch to a professionally manufactured product found on shelves worldwide, earning you a heckuva lot more. Worst case? That 10 bucks gets you extensive community feedback on who liked and didn't like your idea, which serves as focused consumer market research. You then have the option to resubmit your idea, or you can use the feedback you received to make it on your own.
That's not a trivial change, because that statement is actually wrong — the $10 doesn't "get you" any "community feedback". Which brings me to the next problem with Quirky's current system.
When I gave Quirky a test drive by submitting an idea for a standalone smartphone-battery recharger (something I wished for in my article about the usefulness of spare batteries), after I submitted the idea and my payment, I was left on a page without any information about what to do next. How, I wondered, was I supposed to get "votes" for my idea without spamming the message boards or other users? The FAQ didn't — and still doesn't — answer this question, odd for something that would be one of the first things on every submitter's mind. But it referred me to the forums, where I found a post by quirky user Matthew Fleming, whose invention was actually picked up by Quirky, summarizing advice from himself and other Quirky experts on how to get votes (and, presumably, how he himself did it):
"(1) Posting your idea is the designated Pimping Zone. [dead link]
(2) Getting your Facebook friends or Twitter followers to check out your idea.
(3) Promoting to all other people off site (including Google Adwords, Facebook Ads, Reddit, emailing, texting & calling your friends, finding relevant forums elsewhere online).
(4) Putting links to your idea in your profile, then being active in other areas of the site, such as helping other people's. People may check out your profile and look at your ideas.
(5) When adding a link to your submission in # 1 or 4, make sure your link is clickable typing in the html code (OR you can use this handy link generator to generate the HTML code to then paste directly into your post).
(6) Promote in other Quirky hangouts, like:
Quirky Inventors on Facebook
As Seen On Facebook [dead link]
Quirky Products on Facebook"My heart sank like a rock when I read those words. Here I had really believed that — despite the considerable odds against any given submission making it into the production stage — Quirky at least had a system in place for identifying the best ones. But it turned out that those who had played the game successfully were basically admitting that the only way to win was to act as an unpaid Quirky promoter to your friends. And more to the point, it meant that the winners would not be the best inventions, but rather just the inventions that met the minimum requirement of not being embarrasingly stupid, whose inventors were the best at playing the promotion game.
So it is in fact misleading to say that the $10 entry fee "gets you" any community feedback. The only way to get community feedback is to try bringing up your idea in forum threads (which risks pissing people off if you violate some rules that are never clearly explained), to post it in designated areas where idea flooding is encouraged (which are clogged to the point of uselessness from everybody else doing the same thing), or to recruit new people under you in the Quirky pyramid.
I didn't do any of those things, so my idea got a grand total of 8 views and 3 votes, before expiring at the end of the 30-day vote-gathering window. Far from being surprised that I got so few views, on the contrary I don't even have any idea where those 8 views came from, since I didn't rope in any of my friends to sign up and vote for me.
If Quirky wants to essentially limit the winners to people who agree to promote Quirky to their friends, that's their right, but then they shouldn't claim that their system actually identifies the best new ideas, or even what "the community" thinks are the best new ideas.
Meanwhile, the products that do make it into production, seem to bear out the prediction above — they're good, but not great, and many of them look like they made it as a result of a combination of luck and playing the promotion game. The $13 "Pluck" egg yolk separator looks cool, but do you really need it when the grocery store sells an egg separator for $1.59? Well, I don't cook much, so maybe I'm more qualified to evaluate electronics accessories. I actually did just order one of Quirky's "Cordies" for holding cord extensions on your desktop (if it works out, I can let you know in a follow-up to my much-beloved article about low-tech hacks!), but there are gizmos on Amazon that do the same thing. The Pivot Power Strip also looks cool, but it seems simpler to me just to use power strip liberators, which are cheaper per-plug, can be divided across multiple rooms, and light up to show when the power is running.
And the truth is that of all the gadgets I saw in the Quirky store, there's nothing I would choose over having a portable charger for spare cell phone batteries. I may be biased, but what would you rather have — effectively unlimited phone battery life, or an egg yolk separator that happens to look like an egg?
What's frustrating about all of this is that there are two simple changes that Quirky could make to their selection system, which would immediately make the "promotion game" obsolete, and almost by definition would select the inventions that the greatest number of people would actually buy. The first change is the same basic system that I've advocated for reforming the White House "We The People" website, for halting cheating on news aggregator sites, for detecting abusive content on Facebook, and multiple other problems: random-sample voting. In other words, when you submit a new idea to Quirky, the idea would also be presented to, say, 20 other users selected at random. Each user votes on whether they would buy the product if it went into production. (Quirky could simply require that, as a condition of keeping your account active, you have to vote when they ask you to.) The ideas that get the most "yes" votes out of those 20 randomly selected users, are judged to be the most marketable. (Well, 20 is a small enough sample that some would get high ratings just as a statistical fluke, but an invention that cleared the first hurdle could then be sent to a voting panel of 100 users.)
Of course, users who have expertise in particular fields, could weigh in at any time to point out that an invention would be impractical, illegal, in violation of someone else's patent, or redundant given another product already on the market. But to answer the basic question of how many people would buy a product if it cleared all those other hurdles, asking a random sample of users is a rather more valid research method than "texting & calling your friends".
Unusually for one of my "random-sample-voting" lobbying efforts, someone has already made essentially the same point on the Quirky message boards — community inventor Clinton Fleenor wrote a post making essentially the same argument. I would quibble with him in a couple of points (there's no reason to bring in "a million+ impartial, non-submitting voters" per day, since a smaller sample size is good enough), but he got the key point exactly right:
"What happens if the system is distributing the submissions to voters one at a time instead of allowing voters to self-select?
Answer: No submissions are buried."(Clinton's posts since that date have expressed an increasing disgust with the process, most recently calling Quirky "glaze-eyed lazy asses" — and this was from someone who actually won at their game. You can imagine how the people feel who don't win.)
In fact, you could even use the random sampling method to ask people not just whether they would buy a product, but to give them the option to pre-order it, Kickstarter-style, with the money to be returned if the product doesn't get enough pre-orders to justify production. Which leads to the second change that could revolutionize how Quirky works: Rather than picking two "winning" products every week, put every product into production that receives enough votes and/or pre-orders to indicate that it would be profitable.
For example, suppose you have an idea that can be made and sold for $10 per unit, but only if the product sells 10,000 units or more. Assume there are 100,000 Quirky users who can be polled to ask if they are potential buyers. Quirky takes your idea and presents it to 100 randomly selected users, and asks them to pre-order it for $10 if they're interested. If 20 of those 100 users do in fact pre-order, then Quirky presents the idea to all of their 100,000 product-buying user base. Assuming that the original sample of 100 was representative of the population of 100,000, then they would expect that 20,000 users would also pre-order. Now you've exceeded the minimum required order of 10,000 and the product can go into production. On the other hand, suppose only 5 people pre-order out of that sample of 100. Then Quirky could expect that out of their total population of 100,000, only about 5,000 would pre-order the product — not enough to justify production, so they never push the pre-order to the rest of their customers, and the original 5 who placed their pre-order would get their money back.
More realistically, suppose Quirky makes most of their sales through retail and not to their own users, but they also know that sales to their own users are a good predictor of retail sales — for example, that they sell 3 times as many of a product through retailers as they do to their own built-in user base. Then if a product has to sell 10,000 units to be profitable, they put it into production if they determine, via random sampling, that they would sell at least 2,500 units to their own users, and count on roughly 7,500 more orders from retail shoppers.
This system has several desirable features:
- If an idea doesn't appeal to a high enough percentage of the user base (as determined by asking the random sample that are asked to pre-order), then the vast majority of users never get bothered with the pre-order request, since it dies after not making it past the hurdle of the initial 100.
- On the other hand, if there are enough potential buyers among the user population, then barring any statistical flukes, the initial sample of 100 randomly selected users will reveal that. Thus almost all of the time, any idea that does get pushed to the entire user population, will get enough pre-orders at that point to go into production.
- The system can't be "gamed" by promotional shenanigans like "texting & calling your friends".
- It's scalable — any product that receives enough pre-orders to guarantee the desired profit, can go into production, no matter how many such products clear that threshold in any given week.
(If Quirky's patent lawyers are in danger of getting overwhelmed from all the ideas that clear the pre-order hurdle every week, the idea is still scalable for any invention where there's enough profit to pay for the lawyers. Suppose it takes $2,000 worth of lawyer-time to clear all the patents and other paperwork to market an invention. Then any invention that gets enough pre-orders to pay for the production cost, plus $2,000 for the lawyer, can still go to manufacturing. That process can be repeated as many times per week if you want, as long as there are lawyers who want the work.)
Kickstarter doesn't use random-sample-voting to identify the best ideas on their site, but they do use pre-orders to solve the scalability problem -- if enough people make a pre-order pledge on Kickstarter to meet the project's minimum funding requirements, the project goes ahead (and if the fundraising goal is not met, everyone who pledged gets their money back). Kickstarter doesn't pick "winners"; if you meet your funding requirement, you "win," and there's no limit on how many projects can be successfully funded in a given week. So I wasn't surprised to see that Kickstarter has funded over 39,000 projects successfully compared to Quirky's 326. (Yes, that's apples and oranges, since many Kickstarter projects are easier to complete than putting a Quirky invention into production — but still, given the buzz that both companies are receiving these days, would you have guessed that one of them has funded over 100 times more projects successfully than the other one?)
So those are my suggestions to Quirky: Use random-sample voting to get an initial reading for the merits of an idea (very easy), and then use Kickstarter-style pre-orders to secure funding for any marketable invention, not just a limited number of weekly "winners" (a much bigger overhaul, but a good long-term goal). If they appropriate my suggestions, I promise not to organize any protest demonstrations outside their headquarters demanding credit. In fact, given how unfair their current system is to the inventors ponying up $10 each to play their lottery, we should probably stage a protest outside their office if they don't take these ideas.
-
Two Changes To Quirky Could Change The World
"Quirky.com has generated a lot of buzz," writes frequent contributor Bennett Haselton, "but it's hard to see how it could ever be more than a novelty unless they change two key features of their process. Fortunately, they already have all the infrastructure in place for bringing inventions to fruition, so that with these two changes, Quirky really could deliver on their early promise to change the way products get invented." Read on for Bennett's thoughts — which seem more sensible than quirky.You've probably read about Quirky in one of many articles that read like valentines to the company and the concept. I do think the vision is brilliant — regular people who have smart ideas, but no experience with patents or marketing, partner with an invention company that manufacturers the product and splits the profits with them. But the hype seems oddly out of proportion to what Quirky actually makes — if you received a catalog in the mail with pictures of these products, would you remember the catalog a week later?
OK, I know, the hype is based not on the products, but on the process — regular people getting a shot at inventor stardom. Certainly the fairy tale has come true for some of the community inventors (who, not surprisingly, are spotlighted by Quirky quite a bit). But if you look at the overall numbers, the "About Quirky" page claims a community of "399,000 inventors" and "325 products developed," a pair of statistics that may reveal more than they intended — and indeed the odds are even worse than that, since only 74 of those products are being sold in their store and making the inventors any money, and only about half of those have made the inventor $10,000 or more. (For reasons explained here, some products selected by Quirky never actually get manufactured.) If you're tempted to think that it's a meritocracy and those 74 products really are the best ones anyone has ever submitted -- do you really think the Glide knife cleaner (12 units sold so far) is more useful than the nearly 400,000 other ideas people have sent in?
So if the products themselves are not changing the world, and from the "community inventor's" point of view it's a lottery that most of them have no chance of winning, then what is the big deal about Quirky?
Not surprisingly, there is an undercurrent of frustration that keeps bubbling to the surface on the Quirky message boards — frustration with the high odds against winning, and the lack of transparency about what products do make it. But I think the frustration can be traced back to two key problems with Quirky's process — both of which could be fixed (one of them quite easily), and which could take the arbitrariness and lack of transparency out of the selection process, and result in more inventions getting selected, all while making Quirky more money.
First, in the existing system, a user submitting a new idea probably doesn't realize that less than 1 in 1000 submissions goes on to be selected by Quirky as one of that week's "winners," and only about 1 in 10,000 ideas has ever gone on to make the inventor more than $10,000. On this page you can see a scrolling list of the most recent submissions; I wrote a script to poll that feed and count up the new submissions as they appeared, and the total averages about 1,500 per week. Of these, only two get selected by Quirky at their weekly staff meeting, and, as noted above, most of the selected winners do not end up in their store anyway.
Quirky also charges $10 for each idea submission, which comes to $15,000 per week, or about $150 per employee — hardly enough for each of them to live on, but not trivial. According to the text I copied from an old version of Quirky's FAQ: "We ask for $10 when submitting an idea for three simple reasons: to make sure you are serious about your submission, to be sure that you're an actual human, and most importantly: to assure that the quality of submissions remains high." Notably missing from that list was "To make Quirky some extra money." But from my experience when running a paid service that offered the first month at a reduced rate, asking for $1 and asking for $10 achieved about the same goal of filtering out the people who weren't serious.
Now, however, Quirky's FAQ answers that question by saying:
Well, you've got to ante up to give your idea the fair shot it deserves. Best case scenario? Your $10 investment takes your idea from a tiny sketch to a professionally manufactured product found on shelves worldwide, earning you a heckuva lot more. Worst case? That 10 bucks gets you extensive community feedback on who liked and didn't like your idea, which serves as focused consumer market research. You then have the option to resubmit your idea, or you can use the feedback you received to make it on your own.
That's not a trivial change, because that statement is actually wrong — the $10 doesn't "get you" any "community feedback". Which brings me to the next problem with Quirky's current system.
When I gave Quirky a test drive by submitting an idea for a standalone smartphone-battery recharger (something I wished for in my article about the usefulness of spare batteries), after I submitted the idea and my payment, I was left on a page without any information about what to do next. How, I wondered, was I supposed to get "votes" for my idea without spamming the message boards or other users? The FAQ didn't — and still doesn't — answer this question, odd for something that would be one of the first things on every submitter's mind. But it referred me to the forums, where I found a post by quirky user Matthew Fleming, whose invention was actually picked up by Quirky, summarizing advice from himself and other Quirky experts on how to get votes (and, presumably, how he himself did it):
"(1) Posting your idea is the designated Pimping Zone. [dead link]
(2) Getting your Facebook friends or Twitter followers to check out your idea.
(3) Promoting to all other people off site (including Google Adwords, Facebook Ads, Reddit, emailing, texting & calling your friends, finding relevant forums elsewhere online).
(4) Putting links to your idea in your profile, then being active in other areas of the site, such as helping other people's. People may check out your profile and look at your ideas.
(5) When adding a link to your submission in # 1 or 4, make sure your link is clickable typing in the html code (OR you can use this handy link generator to generate the HTML code to then paste directly into your post).
(6) Promote in other Quirky hangouts, like:
Quirky Inventors on Facebook
As Seen On Facebook [dead link]
Quirky Products on Facebook"My heart sank like a rock when I read those words. Here I had really believed that — despite the considerable odds against any given submission making it into the production stage — Quirky at least had a system in place for identifying the best ones. But it turned out that those who had played the game successfully were basically admitting that the only way to win was to act as an unpaid Quirky promoter to your friends. And more to the point, it meant that the winners would not be the best inventions, but rather just the inventions that met the minimum requirement of not being embarrasingly stupid, whose inventors were the best at playing the promotion game.
So it is in fact misleading to say that the $10 entry fee "gets you" any community feedback. The only way to get community feedback is to try bringing up your idea in forum threads (which risks pissing people off if you violate some rules that are never clearly explained), to post it in designated areas where idea flooding is encouraged (which are clogged to the point of uselessness from everybody else doing the same thing), or to recruit new people under you in the Quirky pyramid.
I didn't do any of those things, so my idea got a grand total of 8 views and 3 votes, before expiring at the end of the 30-day vote-gathering window. Far from being surprised that I got so few views, on the contrary I don't even have any idea where those 8 views came from, since I didn't rope in any of my friends to sign up and vote for me.
If Quirky wants to essentially limit the winners to people who agree to promote Quirky to their friends, that's their right, but then they shouldn't claim that their system actually identifies the best new ideas, or even what "the community" thinks are the best new ideas.
Meanwhile, the products that do make it into production, seem to bear out the prediction above — they're good, but not great, and many of them look like they made it as a result of a combination of luck and playing the promotion game. The $13 "Pluck" egg yolk separator looks cool, but do you really need it when the grocery store sells an egg separator for $1.59? Well, I don't cook much, so maybe I'm more qualified to evaluate electronics accessories. I actually did just order one of Quirky's "Cordies" for holding cord extensions on your desktop (if it works out, I can let you know in a follow-up to my much-beloved article about low-tech hacks!), but there are gizmos on Amazon that do the same thing. The Pivot Power Strip also looks cool, but it seems simpler to me just to use power strip liberators, which are cheaper per-plug, can be divided across multiple rooms, and light up to show when the power is running.
And the truth is that of all the gadgets I saw in the Quirky store, there's nothing I would choose over having a portable charger for spare cell phone batteries. I may be biased, but what would you rather have — effectively unlimited phone battery life, or an egg yolk separator that happens to look like an egg?
What's frustrating about all of this is that there are two simple changes that Quirky could make to their selection system, which would immediately make the "promotion game" obsolete, and almost by definition would select the inventions that the greatest number of people would actually buy. The first change is the same basic system that I've advocated for reforming the White House "We The People" website, for halting cheating on news aggregator sites, for detecting abusive content on Facebook, and multiple other problems: random-sample voting. In other words, when you submit a new idea to Quirky, the idea would also be presented to, say, 20 other users selected at random. Each user votes on whether they would buy the product if it went into production. (Quirky could simply require that, as a condition of keeping your account active, you have to vote when they ask you to.) The ideas that get the most "yes" votes out of those 20 randomly selected users, are judged to be the most marketable. (Well, 20 is a small enough sample that some would get high ratings just as a statistical fluke, but an invention that cleared the first hurdle could then be sent to a voting panel of 100 users.)
Of course, users who have expertise in particular fields, could weigh in at any time to point out that an invention would be impractical, illegal, in violation of someone else's patent, or redundant given another product already on the market. But to answer the basic question of how many people would buy a product if it cleared all those other hurdles, asking a random sample of users is a rather more valid research method than "texting & calling your friends".
Unusually for one of my "random-sample-voting" lobbying efforts, someone has already made essentially the same point on the Quirky message boards — community inventor Clinton Fleenor wrote a post making essentially the same argument. I would quibble with him in a couple of points (there's no reason to bring in "a million+ impartial, non-submitting voters" per day, since a smaller sample size is good enough), but he got the key point exactly right:
"What happens if the system is distributing the submissions to voters one at a time instead of allowing voters to self-select?
Answer: No submissions are buried."(Clinton's posts since that date have expressed an increasing disgust with the process, most recently calling Quirky "glaze-eyed lazy asses" — and this was from someone who actually won at their game. You can imagine how the people feel who don't win.)
In fact, you could even use the random sampling method to ask people not just whether they would buy a product, but to give them the option to pre-order it, Kickstarter-style, with the money to be returned if the product doesn't get enough pre-orders to justify production. Which leads to the second change that could revolutionize how Quirky works: Rather than picking two "winning" products every week, put every product into production that receives enough votes and/or pre-orders to indicate that it would be profitable.
For example, suppose you have an idea that can be made and sold for $10 per unit, but only if the product sells 10,000 units or more. Assume there are 100,000 Quirky users who can be polled to ask if they are potential buyers. Quirky takes your idea and presents it to 100 randomly selected users, and asks them to pre-order it for $10 if they're interested. If 20 of those 100 users do in fact pre-order, then Quirky presents the idea to all of their 100,000 product-buying user base. Assuming that the original sample of 100 was representative of the population of 100,000, then they would expect that 20,000 users would also pre-order. Now you've exceeded the minimum required order of 10,000 and the product can go into production. On the other hand, suppose only 5 people pre-order out of that sample of 100. Then Quirky could expect that out of their total population of 100,000, only about 5,000 would pre-order the product — not enough to justify production, so they never push the pre-order to the rest of their customers, and the original 5 who placed their pre-order would get their money back.
More realistically, suppose Quirky makes most of their sales through retail and not to their own users, but they also know that sales to their own users are a good predictor of retail sales — for example, that they sell 3 times as many of a product through retailers as they do to their own built-in user base. Then if a product has to sell 10,000 units to be profitable, they put it into production if they determine, via random sampling, that they would sell at least 2,500 units to their own users, and count on roughly 7,500 more orders from retail shoppers.
This system has several desirable features:
- If an idea doesn't appeal to a high enough percentage of the user base (as determined by asking the random sample that are asked to pre-order), then the vast majority of users never get bothered with the pre-order request, since it dies after not making it past the hurdle of the initial 100.
- On the other hand, if there are enough potential buyers among the user population, then barring any statistical flukes, the initial sample of 100 randomly selected users will reveal that. Thus almost all of the time, any idea that does get pushed to the entire user population, will get enough pre-orders at that point to go into production.
- The system can't be "gamed" by promotional shenanigans like "texting & calling your friends".
- It's scalable — any product that receives enough pre-orders to guarantee the desired profit, can go into production, no matter how many such products clear that threshold in any given week.
(If Quirky's patent lawyers are in danger of getting overwhelmed from all the ideas that clear the pre-order hurdle every week, the idea is still scalable for any invention where there's enough profit to pay for the lawyers. Suppose it takes $2,000 worth of lawyer-time to clear all the patents and other paperwork to market an invention. Then any invention that gets enough pre-orders to pay for the production cost, plus $2,000 for the lawyer, can still go to manufacturing. That process can be repeated as many times per week if you want, as long as there are lawyers who want the work.)
Kickstarter doesn't use random-sample-voting to identify the best ideas on their site, but they do use pre-orders to solve the scalability problem -- if enough people make a pre-order pledge on Kickstarter to meet the project's minimum funding requirements, the project goes ahead (and if the fundraising goal is not met, everyone who pledged gets their money back). Kickstarter doesn't pick "winners"; if you meet your funding requirement, you "win," and there's no limit on how many projects can be successfully funded in a given week. So I wasn't surprised to see that Kickstarter has funded over 39,000 projects successfully compared to Quirky's 326. (Yes, that's apples and oranges, since many Kickstarter projects are easier to complete than putting a Quirky invention into production — but still, given the buzz that both companies are receiving these days, would you have guessed that one of them has funded over 100 times more projects successfully than the other one?)
So those are my suggestions to Quirky: Use random-sample voting to get an initial reading for the merits of an idea (very easy), and then use Kickstarter-style pre-orders to secure funding for any marketable invention, not just a limited number of weekly "winners" (a much bigger overhaul, but a good long-term goal). If they appropriate my suggestions, I promise not to organize any protest demonstrations outside their headquarters demanding credit. In fact, given how unfair their current system is to the inventors ponying up $10 each to play their lottery, we should probably stage a protest outside their office if they don't take these ideas.
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Recovering Data From Broken Hard Drives and SSDs (Video)
Russell Chozick owns a small company in Austin. TX, called Flashback Data that recovers data from messed-up hard drives. And SSDs and Flash memory, too. How badly damaged does a drive have to be to defeat Russell and his crew? Apparently, smashed to bits. Not long aqo we did a video about a company that destroys data on hard drives, and we've had at least one Ask Slashdot where the question was, "What's the Best Way To Destroy Hard Drives?" In today's video, Russell is talking about the opposite of destruction -- except that he destroys data upon request, too. Obviously, checking the wrong box on a customer order form could cause big problems at Flashback Data, couldn't it? Let's hope they never do that -- and let's hope we all back up all of our data so we never need to use a data recovery service. You do back up all your data, don't you? -
Recovering Data From Broken Hard Drives and SSDs (Video)
Russell Chozick owns a small company in Austin. TX, called Flashback Data that recovers data from messed-up hard drives. And SSDs and Flash memory, too. How badly damaged does a drive have to be to defeat Russell and his crew? Apparently, smashed to bits. Not long aqo we did a video about a company that destroys data on hard drives, and we've had at least one Ask Slashdot where the question was, "What's the Best Way To Destroy Hard Drives?" In today's video, Russell is talking about the opposite of destruction -- except that he destroys data upon request, too. Obviously, checking the wrong box on a customer order form could cause big problems at Flashback Data, couldn't it? Let's hope they never do that -- and let's hope we all back up all of our data so we never need to use a data recovery service. You do back up all your data, don't you? -
An Open Letter To Google Chairman Eric Schmidt On Drones
savuporo writes "A DC Area Drone User Group has posted an open letter in response to recent comments by Eric Schmidt about banning drones from private use. The closing section reads: 'Personally owned flying robots today have the power to change the balance of power between individuals and large bureaucracies in much the same way the Internet did in the past. And just as the military researchers who developed GPS for guiding munitions could never have imagined their technology would be used in the future to help people conduct health surveys in the world's poorest countries or help people find dates in the world's richest, there is a whole world of socially positive and banal applications for drones that are yet to be discovered. We should embrace this chance that technology provides instead of strangling these opportunities in their infancy. Our hope is that you and the rest of Google's leadership will embrace this pro-technology agenda in the future rather than seeking to stifle it. We would welcome the opportunity to speak further with you about this topic.'" -
Aereo Ruling Could Impact Pandora
itwbennett writes "Aereo's court battles are far from over, to be sure, but the ruling earlier this month that the TV streaming service doesn't violate copyright laws must have the folks at music streaming service Pandora shaking their heads, wondering why they're still paying royalties that currently consume more than half their revenues. The implications of Aereo's business model are far-reaching and may ultimately 'be resolved by Congress, just as it did when cable first came on the scene, by passing legislation to redefine a public performance,' writes broadcast industry attorney David Oxenford." -
Ask Slashdot: Do You Move Legal Data With Torrents?
An anonymous reader writes "We've recently seen a number of interesting projects come from bittorrent.com, including Sync and SoShare. I sometimes use torrents to move several GB of data, especially when pushing large bundles to multiple destinations. It's mostly a hodgepodge of open source tools, though. Apart from anecdotes and info from bittorrent.com, details are thin on the ground (e.g. the Blizzard Downloader). I have two questions for the Slashdot community. 1) Do you use BitTorrent to move data? If so, how? i.e. What kind of data and what's the implementation? 2) If you've looked at torrent clients/tools, what's missing in the open source ecosystem that would make it more useful for moving around large blobs of data?" -
ZTE Joins Long List of Android Device-Makers Licensing Microsoft Patents
An anonymous reader writes "In its continuing march toward locking up deals with every major Android and Chrome device maker, Microsoft announced on Tuesday a patent-licensing agreement with Chinese manufacturer ZTE. This follows a similar deal last week with the parent company of Foxconn. Microsoft's Deputy General Counsel Horacio Gutierrez said, 'Much of the current litigation in the so called 'smartphone patent wars' could be avoided if companies were willing to recognize the value of others’ creations in a way that is fair. At Microsoft, experience has taught us that respect for intellectual property rights is a two-way street, and we have always been prepared to respect the rights of others just as we seek respect for our rights. This is why we have paid others more than $4 billion over the last decade to secure intellectual property rights for the products we provide our customers.'" -
What's Actually Wrong With DRM In HTML5?
kxra writes "The Free Culture Foundation has posted a thorough response to the most common and misinformed defenses of the W3C's Extended Media Extensions (EME) proposal to inject DRM into HTML5. They join the EFF and FSF in a call to send a strong message to the W3C that DRM in HTML5 undermines the W3C's self-stated mission to make the benefits of the Web 'available to all people, whatever their hardware, software, network infrastructure, native language, culture, geographical location, or physical or mental ability.' The FCF counters the three most common myths by unpacking some quotes which explain that 1.) DRM is not about protecting copyright. That is a straw man. DRM is about limiting the functionality of devices and selling features back in the form of services. 2.) DRM in HTML5 doesn't obsolete proprietary, platform-specific browser plug-ins; it encourages them. 3.) the Web doesn't need big media; big media needs the Web." Also: the FSF has announced that a coalition of 27 web freedom organizations have sent a joint letter to the W3C opposing DRM support in HTML5. -
What's Actually Wrong With DRM In HTML5?
kxra writes "The Free Culture Foundation has posted a thorough response to the most common and misinformed defenses of the W3C's Extended Media Extensions (EME) proposal to inject DRM into HTML5. They join the EFF and FSF in a call to send a strong message to the W3C that DRM in HTML5 undermines the W3C's self-stated mission to make the benefits of the Web 'available to all people, whatever their hardware, software, network infrastructure, native language, culture, geographical location, or physical or mental ability.' The FCF counters the three most common myths by unpacking some quotes which explain that 1.) DRM is not about protecting copyright. That is a straw man. DRM is about limiting the functionality of devices and selling features back in the form of services. 2.) DRM in HTML5 doesn't obsolete proprietary, platform-specific browser plug-ins; it encourages them. 3.) the Web doesn't need big media; big media needs the Web." Also: the FSF has announced that a coalition of 27 web freedom organizations have sent a joint letter to the W3C opposing DRM support in HTML5. -
Netflix: 'Arrested Development' Won't Crash Our Service
Nerval's Lobster writes "No, the latest season of 'Arrested Development' won't fatally crash Netflix, despite comedian David Cross's tongue-in-cheek comment that the series will melt down the company's servers on its first weekend of streaming availability. 'No one piece of content can have that kind of impact given the size of what we are serving up at any given time,' a spokesperson wrote in an email to Slashdot. Although 'Arrested Development' struggled to survive during its three seasons on Fox (from 2003 to 2006), the series has built a significant cult following in the years following its cancellation. Netflix commissioned a fourth season as part of a broader plan to augment its streaming service with exclusive content, and will release all 13 new episodes at once on May 26. Like Facebook, Google, and other Internet giants, Netflix has invested quite a bit in physical infrastructure and engineers. It stores its data on Amazon's Simple Storage Service (S3), which offers a significant degree of durability and scalability; it also relies on Amazon's Elastic MapReduce (EMR) distribution of Apache Hadoop, along with tools within the Hadoop ecosystem such as Hive and Pig. That sort of backend can allow the company to handle much more than 13 seasons' worth of Bluths binged over one weekend — but that doesn't mean its streaming service is immune from the occasional high-profile failure." -
BitTorrent Opens Up Its Sync Alpha To the Public For Windows, Mac, and Linux
An anonymous reader writes "BitTorrent on Tuesday announced it has released its file synchronization tool Sync into open alpha. You can download the latest version now for Windows, Mac, and Linux over at labs.bittorrent.com. The company first announced its Sync software back in January, explaining at the time that it uses peer-to-peer technology to synchronize personal files across multiple computers and devices."