The Knight Foundation launches $750,000 initiative for immersive technology for the arts

The John S. and James L. Knight Foundation is looking for pitches on how to enhance and augment traditional creative arts through immersive technologies.

Through a partnership with Microsoft the foundation is offering a share of a $750,00 pool of cash and the option of technical support from Microsoft, including mentoring in mixed-reality technologies and access to the company’s suite of mixed reality technologies.

“We’ve seen how immersive technologies can reach new audiences and engage existing audiences in new ways,” said Chris Barr, director for arts and technology innovation at Knight Foundation, in a statement. “But arts institutions need more knowledge to move beyond just experimenting with these technologies to becoming proficient in leveraging their full potential.”

Specifically, the foundation is looking for projects that will help engage new audiences; build new service models; expand access beyond the walls of arts institutions; and provide means to distribute immersive experiences to multiple locations, the foundation said in a statement.

“When done right, life-changing experiences can happen at the intersection of arts and technology,” said Victoria Rogers, Knight Foundation vice president for arts. “Our goal through this call is to help cultural institutions develop informed and refined practices for using new technologies, equipping them to better navigate and thrive in the digital age.”

Launched at the Gray Area Festival in San Francisco, the new initiative is part of the Foundation’s art and technology focus, which the organization said is designed to help arts institutions better meet changing audience expectations. Last year, the foundation invested $600,000 in twelve projects focused on using technology to help people engage with the arts.

“We’re incredibly excited to support this open call for ways in which technology can help art institutions engage new audiences,” says Mira Lane, Partner Director Ethics & Society at Microsoft. “We strongly believe that immersive technology can enhance the ability for richer experiences, deeper storytelling, and broader engagement.”

Here are the winners from the first $600,000 pool:

  • ArtsESP – Adrienne Arsht Center for the Performing Arts

Project lead: Nicole Keating | Miami | @ArshtCenter

Developing forecasting software that enables cultural institutions to make data-centered decisions in planning their seasons and events.

  • Exploring the Gallery Through Voice – Alley Interactive

Project lead: Tim Schwartz | New York | @alleyco@cooperhewitt@SinaBahram

Exploring how conversational interfaces, like Amazon Alexa, can provide remote audiences with access to an exhibition experience at Cooper Hewitt, Smithsonian Design Museum.

  • The Bass in VR – The Bass

Project lead: T.J. Black | Miami Beach | @TheBassMoA

Using 360-degree photography technology to capture and share the exhibit experience in an engaging, virtual way for remote audiences.

  • AR Enhanced Audio Tour – Crystal Bridges Museum of American Art

Project lead: Shane Richey | Bentonville, Arkansas | @crystalbridges

Developing mobile software to deliver immersive audio-only stories that museum visitors would experience when walking up to art for a closer look.

  • Smart Label Initiative – Eli and Edythe Broad Art Museum at Michigan State University

Project lead: Brian Kirschensteiner | East Lansing, Michigan | @msubroad

Creating a system of smart labels that combine ultra-thin touch displays and microcomputers to deliver interactive informational content about artwork to audiences.

  • Improving Arts Accessibility through Augmented Reality Technology – Institute on Disabilities at Temple University, in collaboration with People’s Light

Project lead: Lisa Sonnenborn | Philadelphia | @TempleUniv,@IODTempleU@peopleslight 

Making theater and performance art more accessible for the deaf, hard of hearing and non-English speaking communities by integrating augmented reality smart glasses with an open access smart captioning system to accompany live works.

  • ConcertCue – Massachusetts Institute of Technology (MIT); MIT Center for Art, Science & Technology

Project lead: Eran Egozy | Cambridge, Massachusetts | @EEgozy,@MIT,@ArtsatMIT@MIT_SHASS

Developing a mobile app for classical music audiences that receives real-time program notes at precisely-timed moments of a live musical performance.

  • Civic Portal – Monument Lab

Project lead: Paul Farber and Ken Lum | Philadelphia | @monument_lab@PennDesign@SachsArtsPhilly@paul_farber

Encouraging public input on new forms of historical monuments through a digital tool that allows users to identify locations, topics and create designs for potential public art and monuments in our cities.

  • Who’s Coming? – The Museum of Art and History at the McPherson Center

Project lead: Nina Simon | Santa Cruz, California | @santacruzmah@OFBYFOR_ALL

Prototyping a tool in the form of a smartphone/tablet app for cultural institutions to capture visitor demographic data, increasing knowledge on who is and who is not participating in programs.

  • Feedback Loop – Newport Art Museum, in collaboration with Work-Shop Design Studio

Project lead: Norah Diedrich | Newport, Rhode Island | @NewportArtMuse

Enabling audiences to share immediate feedback and reflections on art by designing hardware and software to test recording and sharing of audience thoughts.

  • The Traveling Stanzas Listening Wall – Wick Poetry Center at Kent State University Foundation

Project lead: David Hassler | Kent, Ohio | @DavidWickPoetry,@WickPoetry,@KentState@travelingstanza

Producing touchscreen installations in public locations that allow users to create and share poetry by reflecting on and responding to historical documents, oral histories, and multimedia stories about current events and community issues.

  • Wiki Art Depiction Explorer – Wikimedia District of Columbia, in collaboration with the Smithsonian Institution

Project lead: Andrew Lih | Washington, District of Columbia | @wikimedia@fuzheado

Using crowdsourcing methods to improve Wikipedia descriptions of artworks in major collections so people can better access and understand art virtually.


Source: Tech Crunch

Spacetech growth, the future of micromobility, and how to solve the hell of open offices

Is space truly within reach for startups and VC?

With the 50th anniversary of the moon landing taking place this past week, Darrell Etherington takes a temperature check of the current state of spacetech, chatting with startups like Wyvern and NSLComm. What he finds is actually a fairly positive picture — not only are there a huge number of original ideas and serious dollars flowing into the … space (couldn’t resist), but there are also clear trajectories to real products in the short-to-medium term. Writing about satellites:

Now, driven largely by miniaturization and manufacturing efficiency gains resulting from the ubiquity of home computing and smartphones, those components are a lot more affordable and a lot more available. High-quality optics can be had off the shelf for a relative song; antennas, solar cells, batteries and more have all dropped off a cliff in terms of manufacturing cost. Consumer hardware startups benefited from this trend as well, but it’s paying dividends to companies with higher-altitude ambitions, too.

[…]

Thanks to improvements in materials science, NSLComm was able to develop a proprietary technology to quickly deploy long communications antennas in orbit from relatively small craft, letting them offer high-bandwidth ground and air connectivity at a fraction of the cost needed by large satellite operators, while still maintaining favorable margins.

How top VCs view the new future of micromobility

Transportation into the cold vacuum of space isn’t the only hot zone for VC investment. Transportation itself is still getting a lot of love, but the investment theses are changing as more data comes in from the first wave of micromobility startups. At our Sessions: Mobility event, we had our VC reporter Kate Clark interview Sarah Smith of Bain Capital Ventures, Michael Granoff of Maniv Mobility, and Ted Serbinski of TechStars Detroit to discuss the future of this market, and we’ve now posted an exclusive edited transcript for Extra Crunch members.


Source: Tech Crunch

The Great Hack tells us data corrupts 

This week professor David Carroll, whose dogged search for answers to how his personal data was misused plays a focal role in The Great Hack: Netflix’s documentary tackling the Facebook-Cambridge Analytica data scandal, quipped that perhaps a follow up would be more punitive for the company than the $5BN FTC fine released the same day.

The documentary — which we previewed ahead of its general release Wednesday — does an impressive job of articulating for a mainstream audience the risks for individuals and society of unregulated surveillance capitalism, despite the complexities involved in the invisible data ‘supply chain’ that feeds the beast. Most obviously by trying to make these digital social emissions visible to the viewer — as mushrooming pop-ups overlaid on shots of smartphone users going about their everyday business, largely unaware of the pervasive tracking it enables.

Facebook is unlikely to be a fan of the treatment. In its own crisis PR around the Cambridge Analytica scandal it has sought to achieve the opposite effect; making it harder to join the data-dots embedded in its ad platform by seeking to deflect blame, bury key details and bore reporters and policymakers to death with reams of irrelevant detail — in the hope they might shift their attention elsewhere.

Data protection itself isn’t a topic that naturally lends itself to glamorous thriller treatment, of course. No amount of slick editing can transform the close and careful scrutiny of political committees into seat-of-the-pants viewing for anyone not already intimately familiar with the intricacies being picked over. And yet it’s exactly such thoughtful attention to detail that democracy demands. Without it we are all, to put it proverbially, screwed.

The Great Hack shows what happens when vital detail and context are cheaply ripped away at scale, via socially sticky content delivery platforms run by tech giants that never bothered to sweat the ethical detail of how their ad targeting tools could be repurposed by malign interests to sew social discord and/or manipulate voter opinion en mass.

Or indeed used by an official candidate for high office in a democratic society that lacks legal safeguards against data misuse.

But while the documentary packs in a lot over an almost two-hour span, retelling the story of Cambridge Analytica’s role in the 2016 Trump presidential election campaign; exploring links to the UK’s Brexit leave vote; and zooming out to show a little of the wider impact of social media disinformation campaigns on various elections around the world, the viewer is left with plenty of questions. Not least the ones Carroll repeats towards the end of the film: What information had Cambridge Analytica amassed on him? Where did they get it from? What did they use it for? — apparently resigning himself to never knowing. The disgraced data firm chose declaring bankruptcy and folding back into its shell vs handing over the stolen goods and its algorithmic secrets.

There’s no doubt over the other question Carroll poses early on the film — could he delete his information? The lack of control over what’s done with people’s information is the central point around which the documentary pivots. The key warning being there’s no magical cleansing fire that can purge every digitally copied personal thing that’s put out there.

And while Carroll is shown able to tap into European data rights — purely by merit of Cambridge Analytica having processed his data in the UK — to try and get answers, the lack of control holds true in the US. Here, the absence of a legal framework to protect privacy is shown as the catalyzing fuel for the ‘great hack’ — and also shown enabling the ongoing data-free-for-all that underpins almost all ad-supported, Internet-delivered services. tl;dr: Your phone doesn’t need to listen to if it’s tracking everything else you do with it.

The film’s other obsession is the breathtaking scale of the thing. One focal moment is when we hear another central character, Cambridge Analytica’s Brittany Kaiser, dispassionately recounting how data surpassed oil in value last year — as if that’s all the explanation needed for the terrible behavior on show.

“Data’s the most valuable asset on Earth,” she monotones. The staggering value of digital stuff is thus fingered as an irresistible, manipulative force also sucking in bright minds to work at data firms like Cambridge Analytica — even at the expense of their own claimed political allegiances, in the conflicted case of Kaiser.

If knowledge is power and power corrupts, the construction can be refined further to ‘data corrupts’, is the suggestion.

The filmmakers linger long on Kaiser which can seem to humanize her — as they show what appear vulnerable or intimate moments. Yet they do this without ever entirely getting under her skin or allowing her role in the scandal to be fully resolved.

She’s often allowed to tell her narrative from behind dark glasses and a hat — which has the opposite effect on how we’re invited to perceive her. Questions about her motivations are never far away. It’s a human mystery linked to Cambridge Analytica’s money-minting algorithmic blackbox.

Nor is there any attempt by the filmmakers to mine Kaiser for answers themselves. It’s a documentary that spotlights mysteries and leaves questions hanging up there intact. From a journalist perspective that’s an inevitable frustration. Even as the story itself is much bigger than any one of its constituent parts.

It’s hard to imagine how Netflix could commission a straight up sequel to The Great Hack, given its central framing of Carroll’s data quest being combined with key moments of the Cambridge Analytica scandal. Large chunks of the film are comprised from capturing scrutiny and reactions to the story unfolding in real-time.

But in displaying the ruthlessly transactional underpinnings of social platforms where the world’s smartphone users go to kill time, unwittingly trading away their agency in the process, Netflix has really just begun to open up the defining story of our time.


Source: Tech Crunch

How Microsoft turns an obsession with detail into micron-optimized keyboards

Nestled among the many indistinguishable buildings of Microsoft’s Redmond campus, a multi-disciplinary team sharing an attention to detail that borders on fanatical is designing a keyboard… again and again and again. And one more time for good measure. Their dogged and ever-evolving dedication to “human factors” shows the amount of work that goes into making any piece of hardware truly ergonomic.

Microsoft may be known primarily for its software and services, but cast your mind back a bit and you’ll find a series of hardware advances that have redefine their respective categories:

The original Natural Keyboard was the first split-key, ergonomic keyboard, the fundamentals of which have only ever been slightly improved upon.

The Intellimouse Optical not only made the first truly popular leap away from ball-based mice, but did so in such a way that its shape and buttons still make its descendants among the best all-purpose mice on the market.

Remember me?

Although the Zune is remembered more for being a colossal boondoggle than a great music player, it was very much the latter, and I still use and marvel at the usability of my Zune HD. Yes, seriously. (Microsoft, open source the software!)

More recently, the Surface series of convertible notebooks have made bold and welcome changes to a form factor that had stagnated in the wake of Apple’s influential mid-2000s MacBook Pro designs.

Microsoft is still making hardware, of course, and in fact it has doubled down on its ability to do so with a revamped hardware lab filled with dedicated, extremely detail-oriented people who are given the tools they need to get as weird as they want — as long as it makes something better.

You don’t get something like this by aping the competition.

First, a disclosure: I may as well say at the outset that this piece was done essentially at the invitation (but not direction) of Microsoft, which offered the opportunity to visit their hardware labs in Building 87 and meet the team. I’d actually been there before a few times, but it had always been off-record and rather sanitized.

Knowing how interesting I’d found the place before, I decided I wanted to take part and share it at the risk of seeming promotional. They call this sort of thing “access journalism,” but the second part is kind of a stretch. I really just think this stuff is really cool, and companies seldom expose their design processes in the open like this. Microsoft obviously isn’t the only company to have hardware labs and facilities like this, but they’ve been in the game for a long time and have an interesting and almost too detailed process they’ve decided to be open about.

Although I spoke with perhaps a dozen Microsoft Devices people during the tour (which was still rigidly structured), only two were permitted to be on record: Edie Adams, Chief Ergonomist, and Yi-Min Huang, Principal Design and Experience Lead. But the other folks in the labs were very obliging in answering questions and happy to talk about their work. I was genuinely surprised and pleased to find people occupying niches so suited to their specialities and inclinations.

Generally speaking the work I got to see fell into three general spaces: the Human Factors Lab, focused on very exacting measurements of people themselves and how they interact with a piece of hardware; the anechoic chamber, where the sound of devices is obsessively analyzed and adjusted; and the Advanced Prototype Center, where devices and materials can go from idea to reality in minutes or hours.

The science of anthropometry

microsoft building87 7100095Inside the Human Factors lab, human thumbs litter the table. No, it isn’t a torture chamber — not for humans, anyway. Here the company puts its hardware to the test by measuring how human beings use it, recording not just simple metrics like words per minute on a keyboard, but high-speed stereo footage that analyzes how the skin of the hand stretches when it reaches for a mouse button down to a fraction of a millimeter.

The trend here, as elsewhere in the design process and labs, is that you can’t count anything out as a factor that increases or decreases comfort; the little things really do make a difference, and sometimes the microscopic ones.

“Feats of engineering heroics are great,” said Adams, “but they have to meet a human need. We try to cover the physical, cognitive, and emotional interactions with our products.”

(Perhaps you take this, as I did, as — in addition to a statement of purpose — a veiled reference to a certain other company whose keyboards have been in the news for other reasons. Of this later.)

The lab is a space perhaps comparable to a medium-sized restaurant, with enough room for a dozen or so people to work in the various sub-spaces set aside for different highly specific measurements. Various models of body parts have been set out on work surfaces, I suspect for my benefit.

microsoft building87 7100099Among them are that set of thumbs, in little cases looking like oversized lipsticks, each with a disturbing surprise inside. These are all cast from real people, ranging from the small thumb of a child to a monster that, should it have started a war with mine, I would surrender unconditionally.

Next door is a collection of ears, not only rendered in extreme detail but with different materials simulating a variety of rigidities. Some people have soft ears, you know. And next door to those is a variety of noses, eyes, and temples, each representing a different facial structure or interpupillary distance.

This menagerie of parts represents not just a continuum of sizes but a variety of backgrounds and ages. All of them come into play when creating and testing a new piece of hardware.

microsoft building87 7100104 1“We want to make sure that we have a diverse population we can draw on when we develop our products,” said Adams. When you distribute globally it is embarrassing to find that some group or another, with wider-set eyes or smaller hands, finds your product difficult to use. Inclusivity is a many-faceted gem, indeed it has as many facets as you are willing to cut. (The Xbox Adaptive Controller, for instance, is a new and welcome one.)

In one corner stands an enormous pod that looks like Darth Vader should emerge from it. This chamber, equipped with 36 DSLR cameras, produces an unforgivingly exact reproduction of one’s head. I didn’t do it myself, but many on the team had; in fact, one eyes-and-nose combo belonged to Adams. The fellow you see pictured there also works in the lab; that was the first such 3D portrait they took with the rig.

With this they can quickly and easily scan in dozens or hundreds of heads, collecting metrics on all manner of physiognomical features and creating an enviable database of both average and outlier heads. My head is big, if you want to know, and my hand was on the upper range too. But well within a couple standard deviations.

So much for static study — getting reads on the landscape of humanity, as it were. Anthropometry, they call it. But there are dynamic elements as well, some of which they collect in the lab, some elsewhere.

“When we’re evaluating keyboards, we have people come into the lab. We try to put them in the most neutral position possible,” explained Adams.

It should be explained that by neutral, she means specifically with regard to the neutral positions of the joints in the body, which have certain minima and maxima it is well to observe. How can you get a good read on how easy it is to type on a given keyboard if the chair and desk the tester is sitting at are uncomfortable?

Here as elsewhere the team strives to collect both objective data and subjective data; people will say they think a keyboard, or mouse, or headset is too this or too that, but not knowing the jargon they can’t get more specific. By listening to subjective evaluations and simultaneously looking at objective measurements, you can align the two and discover practical measures to take.

microsoft building87 7100096One such objective measure involved motion capture beads attached to the hand while an electromyographic bracelet tracks the activation of muscles in the arm. Imagine if you will a person whose typing appears normal and of uniform speed — but in reality they are putting more force on their middle fingers than the others because of the shape of the keys or rest. They might not be able to tell you they’re doing so, though it will lead to uneven hand fatigue, but this combo of tools could reveal the fact.

“We also look at a range of locations,” added Huang. “Typing on a couch is very different from typing on a desk.”

One case, such as a wireless Surface keyboard, might require more of what Huang called “lapability,” (sp?) while the other perhaps needs to accommodate a different posture and can abandon lapability altogether.

A final measurement technique that is quite new to my knowledge involves a pair of high-resolution, high-speed black and white cameras that can be focused narrowly on a region of the body. They’re on the right, below, with colors and arrows representing motion vectors.

microsoft building87 7100106

A display showing various anthropometric measurements.

These produce a very detailed depth map by closely tracking the features of the skin; one little patch might move further than the other when a person puts on a headset, suggesting it’s stretching the skin on the temple more than it is on the forehead. The team said they can see movements as small as ten microns, or micrometers (therefore you see that my headline was only light hyperbole).

You might be thinking that this is overkill. And in a way it most certainly is. But it is also true that by looking closer they can make the small changes that cause a keyboard to be comfortable for five hours rather than four, or to reduce error rates or wrist pain by noticeable amounts — features you can’t really even put on the box, but which make a difference in the long run. The returns may diminish, but we’re not so far along the asymptote approaching perfection that there’s no point to making further improvements.

The quietest place in the world

microsoft building87 7100109Down the hall from the Human Factors lab is the quietest place in the world. That’s not a colloquial exaggeration — the main anechoic chamber in Building 87 at Microsoft is in the record books as the quietest place on Earth, with an official ambient noise rating of negative 20.3 decibels.

You enter the room through a series of heavy doors and the quietness, though a void, feels like a physical medium that you pass into. And so it is, in fact — a near-total lack of vibrations in the air that feels as solid as the nested concrete boxes inside which the chamber rests.

I’ve been in here a couple times before, and Hundraj Gopal, the jovial and highly expert proprietor of quietude here, skips the usual tales of Guinness coming to test it and so on. Instead we talk about the value of sound to the consumer, though they may not even realize they do value it.

Naturally if you’re going to make a keyboard, you’re going to want to control how it sounds. But this is a surprisingly complex process, especially if, like the team at Microsoft, you’re really going to town on the details.

The sounds of consumer products are very deliberately designed, they explained. The sound your car door makes when it shuts gives a sense of security — being sealed in when you’re entering, and being securely shut out when you’re leaving it. It’s the same for a laptop — you don’t want to hear a clank when you close it, or a scraping noise when you open it. These are the kinds of things that set apart “premium” devices (and cars, and controllers, and furniture, etc) and they do not come about by accident.

microsoft building87 7100113Keyboards are no exception. And part of designing the sound is understanding that there’s more to it than loudness or even tone. Some sounds just sound louder, though they may not register as high in decibels. And some sounds are just more annoying, though they might be quiet. The study and understanding of this is what’s known as psychoacoustics.

There are known patterns to pursue, certain combinations of sounds that are near-universally liked or disliked, but you can’t rely on that kind of thing when you’re, say, building a new keyboard from the ground up. And obviously when you create a new machine like the Surface and its family they need new keyboards, not something off the shelf. So this is a process that has to be done from scratch over and over.

As part of designing the keyboard — and keep in mind, this is in tandem with the human factors mentioned above and the rapid prototyping we’ll touch on below — the device has to come into the anechoic chamber and have a variety of tests performed.

microsoft building87 7100116

A standard head model used to simulate how humans might hear certain sounds. The team gave it a bit of a makeover.

These tests can be painstakingly objective, like a robotic arm pressing each key one by one while a high-end microphone records the sound in perfect fidelity and analysts pore over the spectrogram. But they can also be highly subjective: They bring in trained listeners — “golden ears” — to give their expert opinions, but also have the “gen pop” everyday users try the keyboards while experiencing calibrated ambient noise recorded in coffee shops and offices. One click sound may be lost in the broad-spectrum hubbub in a crowded cafe but annoying when it’s across the desk from you.

This feedback goes both directions, to human factors and prototyping, and they iterate and bring it back for more. This progresses sometimes through multiple phases of hardware, such as the keyswitch assembly alone; the keys built into their metal enclosure; the keys in the final near-shipping product before they finalize the keytop material, and so on.

Indeed, it seems like the process really could go on forever if someone didn’t stop them from refining the design further.

“It’s amazing that we ever ship a product,” quipped Adams. They can probably thank the Advanced Prototype Center for that.

Rapid turnaround is fair play

If you’re going to be obsessive about the details of the devices you’re designing, it doesn’t make a lot of sense to have to send off a CAD file to some factory somewhere, wait a few days for it to come back, then inspect for quality, send a revised file, and so on. So Microsoft (and of course other hardware makers of any size) now use rapid prototyping to turn designs around in hours rather than days or weeks.

This wasn’t always possible even with the best equipment. 3D printing has come a long way over the last decade, and continues to advance, but not long ago there was a huge difference between a printed prototype and the hardware that a user would actually hold.

microsoft building87 7100128Multi-axis CNC mills have been around for longer, but they’re slower and more difficult to operate. And subtractive manufacturing (i.e. taking a block and whittling it down to a mouse) is inefficient and has certain limitations as far as the structures it can create.

Of course you could carve it yourself out of wood or soap, but that’s a bit old-fashioned.

So when Building 87 was redesigned from the ground up some years back, it was loaded with the latest and greatest of both additive and subtractive rapid manufacturing methods, and the state of the art has been continually rolling through ever since. Even as I passed through they were installing some new machines (desk-sized things that had slots for both extrusion materials and ordinary printer ink cartridges, a fact that for some reason I found hilarious).

The additive machines are in constant use as designers and engineers propose new device shapes and styles that sound great in theory but must be tested in person. Having a bunch of these things, each able to produce multiple items per print, lets you for instance test out a thumb scoop on a mouse with 16 slightly different widths. Maybe you take those over to Human Factors and see which can be eliminated for over-stressing a joint, then compare comfort on the surviving 6 and move on to a new iteration. That could all take place over a day or two.

microsoft building87 7100092

Ever wonder what an Xbox controller feels like to a child? Just print a giant one in the lab.

Softer materials have become increasingly important as designers have found that they can be integrated into products from the start. For instance, a wrist wrest for a new keyboard might have foam padding built in.

But how much foam is too much, or too little? As with the 3D printers, flat materials like foam and cloth can be customized and systematically tested as well. Using a machine called a skiver, foam can be split into thicknesses only half a millimeter apart. It doesn’t sound like much — and it isn’t — but when you’re creating an object that will be handled for hours at a time by the sensitive hands of humans, the difference can be subtle but substantial.

For more heavy-duty prototyping of things that need to be made out of metal — hinges, laptop frames, and so on — there is bank after bank of 5-axis CNC machines, lathes, and more exotic tools, like a system that performs extremely precise cuts using a charged wire.

The engineers operating these things work collaboratively the designers and researchers, and it was important to the people I talked to that this wasn’t a “here, print this” situation. A true collaboration has input from both sides, and that is what seems to be happening here. Someone inspecting a 3D model for printability before popping it into the 5-axis might say to the designer, you know, these pieces could fit together more closely if we did so-and-so, and it would actually add strength to the assembly. (Can you tell I’m not an engineer?) Making stuff, and making stuff better, is a passion among the crew and that’s a fundamentally creative drive.

Making fresh hells for keyboards

If any keyboard has dominated the headlines for the last year or so, it’s been Apple’s ill-fated butterfly switch keyboard on the latest MacBook Pros. While being in my opinion quite unpleasant to type on, they appeared to fail at an astonishing rate judging by the proportion of users I saw personally reporting problems, and are quite expensive to replace. How, I wondered, did a company with Apple’s design resources create such a dog?

microsoft building87 7100129

Here’s a piece of hardware you won’t break any time soon.

I mentioned the subject to the group towards the end of the tour but, predictably and understandably, it wasn’t really something they wanted to talk about. But a short time later I spoke with one of the people in charge of Microsoft’s reliability managers. They too demurred on the topic of Apple’s failures, opting instead to describe at length the measures Microsoft takes to ensure that their own keyboards don’t suffer a similar fate.

The philosophy is essentially to simulate everything about the expected 3-5 year life of the keyboard. I’ve seen the “torture chambers” where devices are beaten on by robots (I’ve seen these personally, years ago — they’re brutal), but there’s more to it than that. Keyboards are everyday objects, and they face everyday threats; so that’s what the team tests, with things falling into three general categories:

Environmental: This includes cycling the temperature from very low to very high, exposing the keyboard to dust and UV. This differs for each product, since some will obviously be used outside more than others. Does it break? Does it discolor? Where does the dust go?

Mechanical: Every keyboard undergoes key tests to make sure that keys can withstand however many million presses without failing. But that’s not the only thing that keyboards undergo. They get dropped and things get dropped on them, of course, or left upside-down, or have their keys pressed and held at weird angles. All these things are tested, and when a keyboard fails because of a test they don’t have, they add it.

Chemical. I found this very interesting. The team now has more than 30 chemicals that it exposes its hardware to, including: lotion, Coke, coffee, chips, mustard, ketchup, and Clorox. The team is constantly adding to the list as new chemicals enter frequent usage or new markets open up. Hospitals, for instance, need to test a variety of harsh disinfectants that an ordinary home wouldn’t have. (Note: Burt’s Bees is apparently bad news for keyboards.)

Testing is ongoing, with new batches being evaluated continuously as time allows.

To be honest it’s hard to imagine that Apple’s disappointing keyboard actually underwent this kind of testing, or if it did, that it was modified to survive it. The number and severity of problems I’ve heard of with them suggest the “feats of engineering heroics” of which Adams spoke, but directed singlemindedly in the direction of compactness. Perhaps more torture chambers are required at Apple HQ.

7 factors and the unfactorable

All the above are more tools for executing a design and not or creating one to begin with. That’s a whole other kettle of fish, and one not so easily described.

Adams told me: “When computers were on every desk the same way, it was okay to only have one or two kinds of keyboard. But now that there are so many kinds of computing, it’s okay to have a choice. What kind of work do you do? Where do you do it? I mean, what do we all type on now? Phones. So it’s entirely context dependent.”

microsoft building87 7100120

Is this the right curve? Or should it be six millimeters higher? Let’s try both.

Yet even in the great variety of all possible keyboards there are metrics that must be considered if that keyboard is to succeed in its role. The team boiled it down to seven critical points:

  • Key travel: How far a key goes until it bottoms out. Neither shallow nor deep is necessarily good, but serve different purposes.
  • Key spacing: Distance between the center of one key and the next. How far can you differ from “full-size” before it becomes uncomfortable?
  • Key pitch: On many keyboards the keys do not all “face” the same direction, but are subtly pointed towards the home row, because that’s the direction your fingers hit them from. How much is too much? How little is too little?
  • Key dish: The shape of the keytop limits your fingers’ motion, captures them when they travel or return, and provides a comfortable home — if it’s done right.
  • Key texture: Too slick and fingers will slide off. Too rough and it’ll be uncomfortable. Can it be fabric? Textured plastic? Metal?
  • Key Sound: As described above the sound indicates a number of things and has to be carefully engineered.
  • Force to fire: How much actual force does it take to drive a given key to its actuation point? Keep in mind this can and perhaps should differ from key to key.

In addition to these core concepts there are many secondary ones that pop up for consideration: Wobble, or the amount a key moves laterally (yes, this is deliberate), snap ratio, involving the feedback from actuation. Drop angle, off-axis actuation, key gap for chiclet boards… and of course the inevitable switch debate.

Keyboard switches, the actual mechanism under the key, have become a major sub-industry as many companies started making their own at the expiration of a few important patents. Hence there’s been a proliferation of new key switches with a variety of aspects, especially on the mechanical side. Microsoft does make mechanical keyboards, and scissor-switch keyboards, and membrane as well, and perhaps even some more exotic ones (though the original touch-sensitive Surface cover keyboard was a bit of a flop).

“When we look at switches, whether it’s for a mouse, QWERTY, or other keys, we think about what they’re for,” said Adams. “We’re not going to say we’re scissor switch all the time or something — we have all kinds. It’s about durability, reliability, cost, supply, and so on. And the sound and tactile experience is so important.”

As for the shape itself, there is generally the divided Natural style, the flat full style, and the flat chiclet style. But with design trends, new materials, new devices, and changes to people and desk styles (you better believe a standing desk needs a different keyboard than a sitting one), it’s a new challenge every time.

They collected a menagerie of keyboards and prototypes in various stages of experimentation. Some were obviously never meant for real use — one had the keys pitched so far that it was like a little cave for the home row. Another was an experiment in how much a design could be shrunk until it was no longer usable. A handful showed different curves a la Natural — which is the right one? Although you can theorize, the only way to be sure is to lay hands on it. So tell rapid prototyping to make variants 1-10, then send them over to Human Factors and text the stress and posture resulting from each one.

“Sure, we know the gable slope should be between 10-15 degrees and blah blah blah,” said Adams, who is actually on the patent for the original Natural Keyboard, and so is about as familiar as you can get with the design. “But what else? What is it we’re trying to do, and how are we achieving that through engineering? It’s super fun bringing all we know about the human body and bringing that into the industrial design.”

Although the comparison is rather grandiose, I was reminded of an orchestra — but not in full swing. Rather, in the minutes before a symphony begins, and all the players are tuning their instruments. It’s a cacophony in a way, but they are all tuning towards a certain key, and the din gradually makes its way to a pleasant sort of hum. So it is that a group of specialists all tending their sciences and creeping towards greater precision seem to cohere a product out of the ether that is human-centric in all its parts.


Source: Tech Crunch

How parking app SpotHero is preparing for an era of driverless cars

On-demand parking app SpotHero wants to be ready for the day when autonomous vehicles are ubiquitous. Its strategy: target the human-driven car-sharing fleets today.

The Chicago-based company, which has operations in San Francisco, New York, Washington, D.C. and Seattle, has launched a new service dubbed SpotHero for Fleets that targets shared mobility and on-demand services.

The service aims to be a one-stop shop for car-sharing and commercial fleets to handle all that goes into ensuring there is access and the right number of designated parking areas on any given day within SpotHero’s large network of 6,500 garages across 300 cities.

That means everything from managing the relationships between garage owners and the fleet companies to proper signage so car-sharing customers can find the vehicles, as well as flexible plans that account for seasonal demands on businesses.

Under the new service, customers are able to source and secure parking inventory in high-traffic areas across multiple cities and pay per use across multiple parking facilities on one invoice to streamline payments. 

The service also aims to solve the crux of accessing commercial garages, Elan Mosbacher, SpotHero’s head of strategy and operations, said in a recent interview.

“How does a car get in and out of the garage when the driver driving that car isn’t necessarily the one paying for the parking?,” Mosbacher asked rhetorically. The service provides access to gated parking facilities to provide more pickup and drop-off points for shared cars.

The company’s core competency — its bread and butter since launching in 2011 — has been directed at connecting everyday drivers to parking spots in thousands of garages across North America.

That focus has expanded in the past eight years, with the company adding other services as urban density has increased and on-street parking has become more jumbled and confused thanks to an increase in traffic, ride-hailing and on-demand delivery services that take up valuable curb space.

“Our platform has evolved as more trends emerge around everything from connected cars to urban mobility apps to fleets to autonomous vehicles more and more companies are reaching out to us about how to leverage our network and our API to service parking from their interface to their audience of drivers,” said Mosbacher.

For instance, just last month, SpotHero announced it was integrating Waze, the navigation app owned by Google, into its app to help customers find the best and most direct route to their pre-booked parking spot. The company has also partnered with Moovit as well as expanded into the corporate world with firms such as the Associated Press, Caterpillar and US Cellular.

SpotHero could continue to scale up with this consumer-focused business model. However, the company saw two overlapping opportunities that center around car-sharing fleets.

In the past year, SpotHero has been approached by a number of autonomous vehicles companies acknowledging that one day they’re going to have to solve parking, Mosbacher said. But these companies aren’t even ready to launch pilot programs.

The company realized there was a use case and an opportunity today for human-driven car-sharing fleets.

“What we’re doing now is leveraging our network of services, hardware and software to solve a number of business problems around car-sharing fleets we the hope that the technology, infrastructure improves and accelerates to a point when autonomous vehicles are capable of parking using our network,” Mosbacher said.

That opportunity is poised to get a lot wider in the next decade. Deloitte predicts that by 2030 shared vehicles will overtake personally owned vehicles in urban areas. As car-share fleets grow, companies are increasingly tasked with solving for complex parking needs at scale, according to SpotHero.

The company has signed on car-sharing companies and other commercial fleets, although it’s not naming them yet.

The business of parking — and its potential to tap fleets of human-driven and someday even driverless vehicles — has attracted venture funds. SpotHero has raised $67.6 million to date.

And there’s good reason investors and parking app companies like SpotHero are jumping in to “solve parking.” A study by Inrix released in 2017 found that, on average, U.S. drivers spend 17 hours per year searching for parking at a cost of $345 per driver in wasted time, fuel and emissions.


Source: Tech Crunch

Old-school Doom and its sequels come to Switch, Xbox One, and PS4

Thinking about what to do this weekend? Think no more. Doom, Doom II, and Doom 3 have all just appeared on the Switch, Xbox One, and PS4, giving you no excuse not to play these classics. All the time. Over and over. Rip and tear!

The announcement was made at QuakeCon 2019, the annual gathering of slayers and gibbers where id Software usually shows off its latest wares. Or in this case, its earliest.

At $5 each, the original Doom and Doom II should provide dozens of hours of old-school fun. I’ve found in revisiting these games that the level design really is spectacular and the gameplay, while of course simple compared to your Dishonors or your Division 2s, is also elegant and carefully calibrated. It’s also amazing how scary these games can still be.

Not that you haven’t had ample opportunity to play them — and the thousands of free maps available for PC players — these last couple decades. But if your console of choice, with your surround sound system and big screen, is how you tend to play games, then perhaps it’s worth a tenner to put these enduring classics on there.

Importantly, these include 4-play split-screen deathmatch and co-op. Probably been a while since you played it that way, right?

As for Doom 3 — well, my most salient memory of the game is playing the leaked Alpha version, which scared the pants off me and almost put me off the actual game. It was a huge graphical advance at the time and due to its deliberate use of lighting still looks pretty cool, though of course highly primitive in other ways.

Is it still any good to play? $10 lets you find out.

The original two games are also officially available on iOS as well, and will, amazingly, run at about a dozen times the resolution they originally did back in the ’90s.


Source: Tech Crunch

Daily Crunch: Yep, Apple is buying Intel’s modem business

The Daily Crunch is TechCrunch’s roundup of our biggest and most important stories. If you’d like to get this delivered to your inbox every day at around 9am Pacific, you can subscribe here.

1. Apple acquiring most of Intel’s smartphone modem business in $1B deal

Apple has entered into a deal to acquire a majority of Intel’s modem business, including Intel IP, equipment, leases and employees — it’s bringing over 2,200 new roles and 17,000 wireless technology patents.

The deal confirms earlier rumors that Apple would acquire the business in order to permanently uncouple itself from Qualcomm, the source of much contention for both parties over the last several years.

2. SoftBank announces AI-focused second $108 billion Vision Fund with LPs including Microsoft, Apple and Foxconn

Worth noting: The second Vision Fund’s list of expected limited partners does not currently include any participants from the Saudi Arabia government.

3. Twitter Q2 beats on sales of $841M and EPS of $0.20, new metric of mDAUs up to 139M

The U.S. continues to be Twitter’s revenue engine, the company said. It accounted for $455 million of its sales, up 24%, while international revenue was $386 million, up just 12%.

(Photo by Cheriss May/NurPhoto via Getty Images)

4. Trump threatens Apple with tariffs, Google with investigation on Twitter

The president of the United States called out two of the nation’s largest tech firms in a pair of tweets this morning.

5. Google says it doubled Pixel sales year-over-year

It looks like the mid-range Pixel 3a is the hit Google surely hoped it would be. The news came as part of the solid earnings that parent company Alphabet reported yesterday.

6. SpaceX succeeds with first untethered StarHopper low altitude ‘hop’ test

StarHopper is a scaled-down test vehicle designed to help SpaceX run crucial preparation trials for the new Raptor engine ahead of building its full-scale Starship reusable spacecraft.

7. Africa’s ride-hail markets are hot spots for startups and VC

The big players such as Uber and Bolt are competing in Kampala and Nairobi — where, in addition to car service, they offer rickshaw taxis. Meanwhile, many ride-hail companies in Africa are adapting unique product solutions to local transit needs. (Extra Crunch membership required.)


Source: Tech Crunch

Apple acquiring most of Intel’s smartphone modem business $1B deal

Apple has entered into a deal to acquire a majority of Intel’s modem business, TechCrunch has learned. The deal, valued at around $1 billion includes Intel IP and employees, with Apple bringing over 2,200 new roles and bringing its modem portfolio up 17,000 patents. 

The deal confirms earlier rumors that Apple would acquire the business in order to permanently uncouple itself from Qualcomm, the source of much contention for both parties over the last several years.


Source: Tech Crunch

CrunchMatch simplifies networking at TC Sessions: Enterprise 2019

Get ready to experience world-class networking TechCrunch-style at TC Sessions: Enterprise 2019. On September 5, more than 1,000 of the top enterprise software minds and makers, movers and shakers will descend on San Francisco’s Yerba Buena Center for the Arts. It’s a day-long conference featuring distinguished speakers, panel discussions, demos and workshops.

It’s also a prime opportunity to connect and build relationships with enterprise software founders, technologists and investors. Make the most of that opportunity by using CrunchMatch, our free business match-making service.

The automated platform lets you find people based on specific mutual business criteria, goals and interests. It helps you sift through the noise and make the most of your valuable time. After all, connecting with the right people produces better results.

Here’s how CrunchMatch (powered by Brella) works. When CrunchMatch goes live — several weeks before the main event — we’ll email a sign-up link to all ticket holders. You’ll be able to access the platform and create a profile with your specific details — your role (technologist, founder, investor, etc.) and a description of the types of people you want to connect with at the event.

CrunchMatch works its algorithmic magic and suggests meetings, which you can then vet, approve and schedule or decline. It’s an efficient and productive way to network. Take a look at how CrunchMatch helped Yoolox increase distribution.

All that time-saving efficiency will free you up to enjoy more of the presentations and hear from speakers like the renowned founder, investor, AI expert and Stanford professor, Andrew Ng. You won’t want to miss his take on how AI will transform the enterprise world — like nothing else since the cloud and SaaS. And that’s just a taste of what you can expect.

If you haven’t already done so, buy your tickets now and save $100 before the prices go up on August 9. Early-bird tickets cost $249 and student tickets sell for $75. Buy 4+ tickets to get the group rate and save another 20%.

ROI tip: For every ticket you buy to TC Sessions: Enterprise, we’ll register you for a free Expo-only pass to TechCrunch Disrupt SF 2019.

We can’t wait to see you at TC Sessions: Enterprise 2019 in San Francisco on September 5. Join your community, explore the top enterprise trends and companies and make productive connections with the influential people who can help you reach your goals. Buy your ticket today.

Interested in sponsoring TC Sessions: Enterprise? Fill out this form and a member of our sales team will contact you.


Source: Tech Crunch

Apple could gradually switch to new laptop keyboard mechanism starting this fall

Reliable analyst Ming-Chi Kuo from TF International Securities has released a new report, as Apple Insider spotted. I’ve read the report and it focuses specifically on keyboard suppliers that would potentially work with Apple . And the company should potentially replace the unreliable butterfly mechanism with a new scissor mechanism.

The first laptop that should receive the update is the long-rumored 16-inch MacBook Pro. Kuo has updated the release timeline for the new device, and he now says that it should be available at some point during the last quarter of 2019 instead of 2020.

But Apple shouldn’t stop there as the company is already working on updates for all laptops. By the end of 2020, the entire lineup should have received an update with a new keyboard.

According to the timeline, Apple could keep both the 15-inch MacBook Pro and the 16-inch MacBook Pro in the lineup for now. Maybe the new model will be more premium than the normal 15-inch MacBook Pro. So the MacBook Air, 13-inch MacBook Pro and 15-inch MacBook Pro could all switch to the new keyboard next year.

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Apple first introduced the butterfly mechanism for the 12-inch MacBook back in 2015. The company gradually rolled out the new keyboard design across the lineup.

But it has attracted a ton of criticism over the years as many people suffer from dropped keystrokes and repeated keystrokes. Debris can easily block keys, and the keyboard itself is hard to repair. That’s why Apple has been running a free replacement program for all laptops that have a butterfly-based keyboard.

With the new design, Apple is basically going back to a trustworthy design. You can find scissor switches in most Windows laptops and even in Apple’s external keyboard. The company was even using scissor switches in MacBook laptops before replacing them with butterfly switches.

If today’s rumor is accurate, you’ll have to wait a bit more to get a laptop with a more traditional keyboard design. But it’s on the way.


Source: Tech Crunch