It is hard to believe such a good application failed...
You are still the winner in my heart!


On 5月10日, 上午2时42分, Michael Johnston <[EMAIL PROTECTED]> wrote:
> Duo didn't make it into the top 100 (let alone the top 50), which has
> been very hard for me (I hate losing!) but since people here expressed
> a lot of enthusiam for our project, I thought you might enjoy reading
> about its development in more detail.  You can watch a short video of
> Duo here if you haven't already:http://www.youtube.com/watch?v=fwSBLdGCjnY
>
> Although we lost the contest, Duo is alive and kicking.  For now we
> are shifting our focus to other platforms (for practical reasons, not
> out of spite).  If anyone is interested in investing in Duo or
> contributing to it, or if you know someone who might be, please
> contact me here:
> michael AT codality DOT com
>
> So this is the story of Duo and its development.  If you're more
> interested in technical details, you might want to skip to the next
> post where I talk about "what went right" and "what went wrong".
>
> Awhile back I quit my job as a game developer to work on my own
> project.  I used my savings to support myself while I developed a new
> game development tool.  Over the course of several months I made good
> progress.  In November of 2007 I heard about Android and Google's
> development competition.  I thought: hey, here's a good short-term
> opportunity.  But my project at the time wasn't a good fit for Android
> and I didn't have any good ideas for new mobile applications, so I
> didn't look into Android any further.
>
> Then, one evening in late 2007, I had an enlightening conversation
> with an industrial designer friend of mine.  She had recently
> interviewed for a position with Microsoft's mobile division and she
> told me about their grueling interview process.  They were hiring for
> people to help develop innovative new mobile applications.  She told
> me that one of their interview exercises was to design a solution for
> telling stories using your mobile phone.  This was a deliberately open-
> ended exercise.  The solution could be anything you imagined.  I love
> exercises like this, so it planted a seed in my mind.
>
> That seed germinated in early January 2008.  One night I thought to
> myself:  what would my solution to the storytelling exercise be?  I
> thought it would be cool to use your phone to record information as
> you traveled around, and then to share that information with your
> friends.  This could include text, tags, photos, audio, video, and
> ratings.  I thought that if there was a way to combine all of these
> forms of information using a cohesive and elegant interface, you'd
> have a very powerful tool for recording and sharing a huge variety of
> location-based information, including not just your personal stories,
> but also things like restaurant ratings.  I called these potential
> blobs of information "footprints".  The idea would be to create
> software that lets you leave footprints in your wake for your friends
> and perhaps the public to experience.
>
> In hindsight I realize that this wasn't a particularly innovative
> idea, but at the time I was fairly naive about the state of mobile
> application development, so it seemed new and exciting to me.  I kept
> thinking about it and, after sharing the idea with some trusted
> friends, we started coming up with a bunch of other (fairly obvious)
> ideas:  automatic friend finding, connecting footprints together to
> create paths for things like guided tours, creating "future
> footprints" for coordinating events, various corresponding business
> models, etc.
>
> In early January I decided to download Android and start tinkering to
> see what we might be able to develop in the time remaining before the
> contest deadline.  The results were promising.  I hadn't coded in Java
> in years (my background is C/C++), but I was able to get up and
> running with Android very quickly.  I found the documentation to be
> very good for an early release of a new SDK.  Where documentation was
> lacking, decompliation could be used to look under the hood, revealing
> a solid design with code that was easy to follow (except the
> obfuscated mapping classes...argh!)
>
> Satisfied with Android as a development platform, I knew I wouldn't be
> able to do this alone, so the next task was to find a team.  A very
> good designer friend of mine was also excited by the idea and wanted
> to contribute part-time.  His involvement would prove invaluable,
> particularly during the final stage of UI iteration.  He also had a
> good friend who was a server development wiz.  We approached him with
> our idea and he wanted to contribute part-time to develop all the
> backend tech, which was great.
>
> Within a few days I developed a very simple prototype comprised of a
> map and a list of fake footprints.  Our server wiz created a simple
> backend and we connected the two successfully.  This was extremely
> encouraging.  So much progress in such a short time!
>
> The three of us were also actively posting new ideas in a private
> forum.  As a result of our early prototyping and brainstorming, I
> experienced one of those "aha" moments where you end up pacing around
> the room excitedly, thinking non-stop about all the implications of an
> idea.  The idea in question emerged in the following way.  Our
> prototype was built with GPS in mind.  You'd create footprints at your
> GPS location.  This worked well for creating footprints, but what
> about browsing them?  What about finding footprints in places you
> visited previously, or in places you hoped to visit in the future?
>
> What if we introduced a lightweight, game-like interface that allowed
> you to easily travel "out-of-body" to explore your city and the entire
> world?  I wrote a lengthy post about this and the other guys were
> excited by it too.  They extended it with lots of ideas of their own.
> We knew it would be challenging to combine a fun interface together
> with locational information, but we felt we were onto something, and
> there was huge potential.  The business models with this approach
> would be much more varied and potentially lucrative.  Thus Duo was
> born.  Many more ideas kept flowing after that.
>
> Meanwhile, I had been in the process of applying for a government
> grant for my game development tool.  After a great deal of inner
> turmoil, I decided to change this grant application to be for Duo
> instead.  While awaiting the outcome of the grant application, I
> continued developing the client prototype, spending a lot of time
> establishing a solid framework for networking and storage, and testing
> different UI ideas.  I also converted everything to the new SDK
> release.
>
> At the end of February our grant application was successful, which
> meant the government would cover half the cost of hiring two part-time
> Canadian contractors to help us (I paid for the other half).  A friend
> of mine from university was interested in helping us with programming,
> and I advertised for an artist to help us too.  As of Feb 27th we
> entered proper development based on a loose but ambitious schedule.
> Our team was comprised of:
> - Me, full-time client programmer
> - Fred, part-time server programmer
> - Eric C, part-time designer
> - Eric T, part-time client programmer
> - Jasper, artist
>
> Everything progressed very smoothly throughout March.  The framework I
> had built in the previous month allowed me to fairly quickly connect
> to the backend as Fred found time in his busy schedule to implement
> it.  I developed the tech we'd need for an avatar and buildings while
> Jasper worked with Eric C to start cranking out art.  Eric T made
> solid progress each week with the interior tile renderer.
>
> By April 1st, we had an app that could do all kinds of stuff, but the
> interface was still very rough around the edges.  Other major problems
> included:  you couldn't properly login yet, you couldn't delete what
> you created, dynamic updates weren't really working so it was
> impossible to see friends creating footprints, etc.  The amount of
> work we did in the final two weeks to bring it all together was
> remarkable and I'm really proud of our team.
>
> We spent all our time developing, and barely any time on documentation
> or "marketing" because we believed that this competition would be
> about results.  We thought the best way for judges to understand Duo
> would be to try it, and we thought the judging process would involve
> several people using it for at least several minutes each.
>
> Unfortunately, according to our logs, only a few judges tried Duo, and
> their experiences were brief.  Maybe the client crashed and they
> couldn't be bothered to login again.  Maybe they didn't know you can
> leave your house and go outside.  Maybe they thought the underlying
> premise wasn't promising enough.  Maybe they didn't read our
> document.  Maybe they did read our document but they didn't like it.
> We'll probably never know, but in retrospect I wish I had spent time
> creating a demonstration video to submit as part of our document
> (rather than creating it after-the-fact).  Perhaps that would've
> helped us score better.
>
> That's the story of Duo in a nutshell.  Next I'll go into more
> technical details about what went right and what went wrong during
> development.
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