Not Signed-In
Which clippings match 'Skype' keyword pg.1 of 2
04 OCTOBER 2015

Connbox: prototyping a physical product for video presence with Google Creative Lab, 2011

"At the beginning of 2011 we started a wide-ranging conversation with Google Creative Lab, discussing near-future experiences of Google and its products. They had already in mind another brief before approaching us, to create a physical product encapsulating Google voice/video chat services. This brief became known as 'Connection Box' or 'Connbox' for short…

There were interaction & product design challenges in making a simpler, self-contained video chat appliance, amplified by the problem of taking the things we take for granted on the desktop or touchscreen: things like the standard UI, windowing, inputs and outputs, that all had to be re-imagined as physical controls.

This is not a simple translation between a software and hardware behaviour, it’s more than just turning software controls into physical switches or levers.

It involves choosing what to discard, what to keep and what to emphasise.

Should the product allow ‘ringing’ or ‘knocking’ to kickstart a conversation, or should it rely on other audio or visual cues? How do we encourage always-on, ambient, background presence with the possibility of spontaneous conversations and ad-hoc, playful exchanges? Existing ‘video calling’ UI is not set up to encourage this, so what is the new model of the interaction?

To do this we explored in abstract some of the product behaviours around communicating through video and audio. "

(Matt Jones, 26 February 2013, Berg Ltd)






2011 • Apple FaceTime • Berg Ltd • communications interaction interface • computer-mediated interaction • connbox • design prototypedesigning for interaction • development log • Durrell Bishop • experiential proof • form and functionfuture interfacesGolan Levin • Google Creative Lab • Google Hangouts • Google Plus • hardware prototyping • interaction designinteraction styleslive video • Luckybite • material exploration • near-future scenariosOpenFrameworks • physical product • portalproduct design • prototyping brief • research and developmentSkypesoftware prototypingtechnology affordances • teleconference • video calling • video chat • video conferencing • video phone • video presence • video-based communication • videoconferencing


Simon Perkins

The Virtual Choir

American composer Eric Whitacre has made several pieces using Youtube to invite participants to sing his works. This TED talk demonstrates how he can also achieve this with a live audience and remote singers.



Mik Parsons
11 MARCH 2014

7th grade student: Welcome to My PLE!

"Seventh grade life science student gives a tour of her personal learning environment. Design based research project was conducted for Networked Student dissertation."

(Wendy Drexler, 2009)



2009 • 7th grade • autonomy • box jellyfish • connectivism • design based research project • e-learning 2.0e-pedagogyeducational technologyelearning • Evernote • FacebookGlogster EDUGoogle Docs • iGoogle • learner responsibility • learning teachnology • leopard gecko • life science • Netvibes • networked student • PageFlakes • paperless • peer-reviewed • personal learning centres • Personal Learning EnvironmentPLE • Pocket Tanks • reflective bloggingscience education • seventh grade • Skype • structured enquiry • studentSymbalooEDUteaching science • Wendy Drexler


Simon Perkins

Drive: The surprising truth about what motivates us

"Daniel Pink provides concrete examples of how intrinsic motivation functions both at home and in the workplace."

(Royal Society for the encouragement of Arts, Manufactures and Commerce, 8 April 2010)



Andrew Parkanimated presentationApache Software Foundation (ASF)Apple • Atlassian • autonomy • carrot and stick • cognitive skillscollaboration • Daniel Pink • empowermentengagementfreegift culture • gift economy • ideologyLinux • Madurai • managementmasteryMITmoneymotivationparticipationperformancepunishmentpurposerewardRSA AnimateSkypesocial constructionismUKvolunteervolunteerismWikipedia


Simon Perkins
01 FEBRUARY 2010

Proof the Splinternet is real

"Splinters Since I published the post about the Splinternet Tuesday, a lot of discussion has been flying about. See the comments on that post, the post on Advertising Age, and my interview with Kai Ryssdal on Marketplace.

First, let's be clear. It's the Internet applications that are splintering, not the Internet itself. The most splintered of these applications is the Web, but there are others (tried running Skype on your iPhone lately?).

Second, it's wonderful that standards like HTML5 are coming along, but that won't change some things. Apple will still decide what apps can run on its iPad. Facebook will still require a login and much of its content won't be visible to Google. And the iPhone screen will still be a lot smaller than most Web pages expect. This creates dilemmas for site and application developers –– new decisions to be made. HTML5 will not miraculously cure that.

To clarify what I mean, let's invent the "Splinternet Index". This is purely notional (you can't accurately measure most of these things), but ask yourself the following questions:

1. What proportion of all Web page views on all connected devices yield an experience that isn't even close to what its creators intended?

2. In absolute numbers, how many Web page views yield a page that doesn't render the way its creators intended?

3. What proportion of content owners time (this includes content sites, marketers, anyone delivering interactive content) is spent deciding which platforms to support and customizing content for those platforms?

4. What proportion of content owners' delivery of content goes to platforms for which standard analytics tools don't exist yet?

5. What proportion of content owners' interactive budgets is spent on delivery to platforms where content is controlled by the platform owner (e.g. iPhone/iPad apps, Facebook applications, Xbox content)?

6. What proportion of "interesting" Web content (content that the majority of people might reasonably be seeking) is hidden behind a login and inaccessible to search engines?

I contend that all of these numbers are the highest they have been since 1995. I also believe that they will be higher two years from now than they are now, regardless of what standards may become accepted. That is why the Splinternet is here to stay."
(Josh Bernoff,



appsdesigndesign for the screenFacebookfutureGoogle IncInternetiPadiPhoneSkype • splinter • splinternet • Splinternet Index • webweb designXbox


Shaun Belcher

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