Local, State & National Campaign Contributions

2008 September 23

I just finished a visualization for my second assignment at Berkeley. It was made using Tableau, a rapid-visualization application, and Photoshop. You can read more about the process behind it.

Presidential campaign contributions made by individuals during the 2007-2008 election cycle, by political party and contributor location

Using FEC data of individual contributors to presidential election campaigns, this bar chart illuminates that both California- and San Francisco-based individuals give significant portions of the total amounts received by campaigns of each party. It is also clear that Democratic campaigns have received over 1.5 times as much as Republicans in this election cycle, at the national, state, and city levels. Contributions to Independent and Libertarian campaigns barely even register in comparison, and Green ones not at all.

Scary 3D News Clippings

2008 September 18

The latest ad from the Alliance for Climate Protection contains some rotating, 3D type reminiscent of David Small’s Talmud Project. Watch the whole thing, or just jump to 15 seconds in.

Processing Workshop Wrap-up

2008 September 16

My Processing workshop went very well on Saturday. When a group doesn’t interrupt with questions, I worry that they’ve tuned me out, but it turns out everyone was just busy hacking away, making crazy blinky shapes and colors! From the official report:

Scott took us through the Processing IDE briefly, discussing the parts of the window, how to run your program, how to get help, and a few other useful tips. Then he jumped right into how to program - we were all able to create a simple diagonal line immediately. He walked us through flat sketches, moving sketches, 3-D sketches, text, importing external images, various control structures, and a brief explanation of objects. About 6-8 remained after the workshop and continued playing with the language.

All agreed Scott did an excellent job of introducing Processing and that it’s a fascinating and useful language.

Gray Square Optical Illusion

2008 September 12

You won’t believe me, but square A is the same value of gray as square B. (Don’t just take Wikipedia’s word for it—verify it yourself by sampling the two squares in Photoshop.)

When we perceive an object to be three-dimensional, our brains automatically account for the lighting conditions, and compensate for nearby color and brightness values.

I’ve been reading a lot about visual perception for class, and this is one of the most interesting images so far.

Thanks to ColourLovers for posting this.

An Interview with the Creator of Dizzy Bee

A few weeks ago, I wrote admiringly about the groundbreaking, orientation-independent interface of my favorite iPhone game, Dizzy Bee.

I shared my admiration with the folks at Igloo Games, and got a response from Nathan, the designer and developer behind Dizzy Bee, the company’s first product. He agreed to answer a few questions for me, sharing some of the process behind this innovative game and UI.

Scott: How many others did you work with to create the final product?

Nathan: Three total. I did all of the programming and design. Art was handled by my good friend, and the sounds were contracted out.

How did the concept for the game originate? Can you describe your process for evolving the concept and new ideas?

The game started as a twist on a labyrinth game. I felt there would be a lot of accelerometer-based flat games, so I decided to try a vertical version. (Many people seem to prefer to play it flat, though.) I’m a big fan of character-based action, so I like to put eyes on just about everything—rather than balls and holes, I wanted to have good guys and bad guys. I felt like controlling multiple good guys would be really compelling, so I started with that. It wasn’t clear what was going on, who the main character was, and what you were trying to do, so I decided we’d have a main character to draw your focus, and we would build toward controlling multiple friends—that’s were the cages were born. Then we put in the basic bad guy that moves almost the same as you, and we knew we had a game. After that, it was just playing with different physics aspects to make unique characters. The birds just have a maximum speed that they go, so they kind of fall slowly. The big guy is much larger and heavier than you, so he doesn’t fit in certain places. I tried tons of different enemies/objects out. The ones I could make a cool stage out of stayed, and the rest were tossed.

Once you had the idea for the game play UI (which uses only the accelerometer as input), how did you start thinking about the UI elements that appear between stages?

I often have to make temporary art while I’m prototyping things. I felt I could draw a blob and call it an island, so that’s where the island/sea concept came from. I had originally gone for a more novel approach for unlocking stages. I had wanted each island to have a theme and a port city. After you complete the port city (kind of an introduction to that island), you could play any level on that island. So after beating the first island you would have 3 new port cities, and if you beat those right away you would have 12 new levels to try. I still like the idea, but the difficulty ramping wasn’t working. People would find a stage that was way too difficult, and the unlocking of islands wasn’t really a reward at all, so I changed it to a more traditional progression.

As for the Results Screen, I wanted good replay value, so I decided on 3 things to grade people on. [The three scales that determine one’s score are: fruits saved, flowers collected, and percentage of fruits that exited the level in a chain—meaning, they were saved at the same time. See screenshot above.] I wanted those to be very prominent. Also, if the fruits lived or not and if they chained or not are very important, so I wanted that to be visually represented as well. The rest I just left up to my artist, and what you see is what he came up with.

How would you describe the Dizzy Bee UI?

It’s an up-less spinny UI. As I was making the game, I took care to make sure that nothing after the splash/loading screen had an “up”. The dialog boxes originally could be rotated 360 degrees as well, but unfortunately I couldn’t get the refresh going fast enough to make them smooth, so I had to settle for 90-degree increments.

Another thing I like to do with UIs is take one theme and apply it to everything. For example, I made a level editor in Mario vs Donkey Kong 2, and in that there were lots of things that would scale up and down with an elastic type effect, finally settling on the correct size. In Dizzy Bee, all of the UI elements are like a spinner on a nail with a weight at the bottom, so they like to keep some momentum and eventually settle in the right spot. Also, each weight is a little different, so each individual element moves slightly differently.

What terminology did you use internally to describe all these elements? I tend to use “UI” to refer to more traditional interface elements, like the text and tap-able buttons that appear outside of the stages.

I use UI very broadly to mean anything that’s not the in-game action. There are a few terms to specify which part more closely. I use front end to describe any title screens/credits/file selectors. Level select is the island/sea section screen. HUD is anything that is shown while playing the game, such as players’ lives or health. (Incidentally, Dizzy Bee has no HUD.) Pause menu for… well, you know. Lots of companies use these same terms in different ways, which has caused me some confusion in the past.

I’ve called it an “orientation-independent” UI. Were you or others on the Igloo team thinking in those terms, or did you use other language to describe what you were building?

I was just thinking in terms of Dizzy Bee is an “up-less” game, but I looked back at an old e-mail, and I also used the term “orientation independent”. There are a lot of things I do during development that I question if anyone will even notice. Thanks for recognizing it, and pointing it out.

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