Archive for April, 2012

DeltaZone @ Madison Square Garden

Apr 15, 2012 by in Microsoft Kinect, Mobile, Multi-touch, Portfolio, Touchscreen

Anticipation has been building for years.

The expectation has always been that our lives will be transformed by new technologies. Everything from travel to sports and entertainment would be made new again…redefined.

And now, thanks to Delta and Madison Square Garden in partnership with Razorfish, that time has finally arrived.

Delta Air Lines’ Touch the Future of Travel and a newly refreshed yet still iconic Madison Square Garden is here.

In addition to the 11,000 square foot lounge which features select menus, multi-screen event coverage, and a clear view of professional athletes entering the arena through a glass hallway, we’ve created a unique experience for VIPs.

A personalized, curated way for travelers to discover new destinations, collecting content from around the globe and enjoying fantastic vistas that transport them into the magic of destination travel and discovery.

Delta’s Touch the Future of Travel is about unique inspiration, easier access to what you want, when you want it, and sharing travel ideas with friends…and Razorfish with Delta is making it all happen.


Concerning Old Books

Apr 13, 2012 by in Experience Design, Technology

a box of booksThere are few things sadder than a pile of old technical books. They live on dusty bookshelves and in torn cardboard boxes as testament to the many things we never accomplished in our lives. Some cover fads that came and went before we even had time to peruse their contents. Others cover supposedly essential topics we turned out to be able to program perfectly well without – topics like algebra, geometry and software methodology.

The saddest thing about old technical books is that by “old” what we really mean is anything published more than three years ago. We no longer burn books in civilized countries so these 3+ year old books simply take up space. We can’t throw them out. We can’t sell them on eBay. We can’t even give them away.

You can imagine how surprised we were during a recent spring cleaning in the Emerging Experiences facilities, then, to find nearly decade old books that seem remarkably relevant to the 2012 technology landscape. We found a dozen books on beginning, intermediate and advanced JavaScript which, somehow, has become a first-class development language over the past year. There were half-a-dozen books exhorting readers to pay careful attention to their CSS. We found an academic tome on Human-Computer Interaction. We even found a copy of Dietel & Dietel’s classic How To Program C++ book. On the upcoming Windows 8 platform, C++ is set up to be the language discerning developers will be using to do both game and interactive programming as managed code takes a back seat at Microsoft for the first time in ten years.

The greatest treasure we pulled out of ye olde cardboard box, however, was a stack of Flash books. Unlike the case with JavaScript and C++, we do not think Flash is making any sort of comeback. Flash is dead. What is not dead are the visual concepts those fantastic Flash developers came up with as well as the algorithms they came up with to implement those concepts.

Take for instance the New Masters of Flash series. These are first of all beautifully designed books. They are written by a slew of masters of the technology who are each given a few pages to discuss their inspirations, provide a cool concept and then show how they approached the solution. Cool concepts include animating a 3D chessboard, animated typography vis-à-vis The Matrix, creating a pointillism artistic mask for text and images, and taking a simple shadow effect to its logical extremes. The highlight of the book is probably Irene Chan’s introductory essay on feminism, art and the role of websites. It’s not something one would expect to find in a technical book and speaks to the amazing community that developed around Flash.

What particularly amazed us about these Flash books was the number of ideas we have stolen from Flash over the years in our interactive WPF and Silverlight applications. Things like naturalistic flip books, fluid dynamics emulators and parallaxing – often considered cutting edge stuff in the XAML and XNA worlds — were already old hat in the Flash world a decade ago. Even more wondrous were the vast number of concepts we found in these books that have never been implemented in either WPF or Silverlight. A slightly greater number have been done in CSS + JavaScript, but still only a fraction of what could be found in these books.

All of this is simply a way of observing, once again, that plus ça change, plus c’est la même chose, even in software where we often pretend that we are in constant Kurzweillian motion and slouching toward the Singularity. It is also a recognition of the essential role Flash has played in interactive media. Flash has shown us what can be done and, in many cases, we have yet to surpass what it accomplished all those years ago. Flash is dead. Long live Flash.

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Razorfish Snags a Win @ the Adobe Mobile Challenge!

Apr 02, 2012 by in Experience Design, News, Touchscreen

For the Adobe Mobile Challenge 2011 Kay Wiegand and Tobias Richter from the Berlin Razorfish office produced a Crossplatform Mobile Application with Flash Builder 4.5 for iOS, Android and BlackBerry called TOUCH N CLASH! The App was a smashing success and went on to win the highly sought-after Novelty/Innovation Prize! Read what the jury said here!

TOUCH N CLASH is powered by the Adobe RTMFP group functionality. By utilizing this technology, it was possible for us to create the necessary multiplayer communication without establishing a server/client infrastructure. On the gameplay side of things, another notable feature is the physics engine we implemented that really brings the fun of the game mechanics to life and adds a level of intensity to the overall experience. To really kick things up a notch, we tapped into the device accelerometers to control the direction of the gameballs. The unique selling point that helped us stand apart from the competition is that the game is playable with different devices together in a cross-platform experience.

The gameplay is a very simple, but VERY fun:
In the game, the colored sides of your game-field represent the other players. If a gameball appears in your game-field, you have to pass it to another player before the countdown timer runs out. To pass a gameball to another player, touch and drag it to the colored side of your game-field. To add a fun element of chaos, we added a mechanic that randomly spawns a gameball. First player to touch it gains control allowing the tide of the game to turn on a dime. You win by being the last man standing!

We’d love for you to experience this fast-paced and innovative game for yourself! Please download a copy from your appropriate marketplace below:

Download for iOS
Download for Android
Download for Blackberry