Thursday, June 4, 2009

Debating the power of Google's Wave

We've had about a week to absorb the Google's pitch for Wave, its new experimental communication platform, and about a day to try the actual early "sandbox" build of the service. See our hands-on review. But there's more to talk about with Wave. It's not just an app, it's an important evolution in the philosophy of written communication.

People will see Wave in different ways. For some, it's a clever take on e-mail. Others will see it as instant messaging with new features. Developers will look at Wave's open specs and APIs, and see a framework for new collaborative apps. But is it really any of these things, or just a crazy experiment from Google's Australian outpost?

Is it better than e-mail?

CNET Editor Rafe Needleman: In some ways, it really is. With Wave, you don't reply to a message with a new message, you instead add your reply to the message itself. When there are multiple people involved in a conversation, this can prevent a lot of confusion. There's only one "wave" in a conversation, not a volley of messages flying around that repeat each other.

CNET Senior Writer Stephen Shankland: Gmail users accustomed to conversation view, which stacks the back-and-forth discussion into a single view, will have an easier time adjusting to Wave's ways.

And just as Gmail works best if you only deal with one e-mail at a time, Wave is good at only one wave at a time. That's fine for a lot of IM-like chats, but if you work in depth on multiple waves simultaneously, think about opening multiple browser tabs. There are boldface indicators of new activity in your inbox, which tell you who's active, but with multiple tabs you won't always see them--especially if your inbox gets crowded with new waves.

Needleman: It's fun to play with now, but we don't know what using Wave will be like once we start getting overflowing inboxes of waves.

Shankland: Right. Every Net communication technology goes through a honeymoon period where just you and your close contacts use it. Then the whole Net discovers it and your little paradise becomes just another conduit for spam, inane jokes, and trivia. Expect the same issues with Wave.

Needleman: The thing everyone is going to make a big deal of in Wave is that you can interrupt someone who's carefully writing a message to you. You can barge into a message before they're done with it, demand the writer's immediate attention, and force them to shift from composing to replying. There will be a way to hide your real-time activity in Wave, but the default mode is real-time. It's interruptive and very different. There will be people who hate it.

We used Wave to write this story. It worked pretty well.

(Credit: Screenshot by Rafe Needleman/CNET)

Shankland: In my misspent youth, I used a Unix terminal command, talk, that was something of a precursor to instant messaging. I quickly grew to loathe the fact that every keystroke was visible. How many times have you had second thoughts about an instant message or e-mail? Think before you type.

Needleaman: I'm in trouble. I don't only think before I type. I think before, during, and after. My mother taught me that "writing is re-writing." I hope Wave doesn't prove her wrong.

So is it better than instant messaging?

Needleman: Again, it's different. In Wave, an e-mail conversation can become like IM, or a multiparty chat room. If there are multiple people in a thread, Wave does a pretty good job of making it clear who's responding to what. One big difference is that you can reply to anything anybody said, anywhere, so you can end up with a big, hairy mess of threads in a single wave. Hopefully the developers will add a way to collapse threads.

Shankland: To me, Wave felt more like an instant-messenger chat room than e-mail. E-mail gives time to pause and reflect, even in today's everything-is-urgent world. Wave imparts a sense of urgency when multiple people are using it simultaneously. With Wave, you feel rude if you don't respond to a question soon, at least when your contacts are actually in the wave at the same time.

As we were writing this document, I found myself wanting to use regular old IM to see if you heard what I was asking about. Maybe that's just a matter of getting used to Wave, but maybe it's because it's is so open-ended it's hard to tell exactly when a response is sought or provided.

Needleman: I did drop into regular IM. The wide-open structure of a Wave message might be a little too open. It's easy to miss things.

Shankland: Such as the question I asked you twice that took you two hours to respond to.

Needleman: I didn't see it. So I agree, Wave needs better notification features.

Shankland: Welcome to the limits of Web apps. HTML 5 has some notification work under way, so perhaps that'll improve in coming years.

How about as a collaborative editor?

Needleman: Wave is a lot like Google Docs. Several people can work on a document at the same time. Wave actually is more responsive than Docs and does a better job at letting people know who's editing what and where.

Shankland: Google Docs has plenty of weak points, but I find its collaboration feature a more profound and powerful change than any new features in the last few iterations of Microsoft Office. And Google Wave is like Google Docs on steroids when it comes to collaboration. Wave can spotlight the very area where others' attention is focused, which is important data when collaborating, even if you're sitting side by side.

But the what-everybody-else-is-doing visibility factor is also greatly diminished when you can't see where others are working in the limited screen real estate of Wave. The immediacy of the visible edits vanishes as soon as the other work is happening elsewhere. With Wave, there are plenty of trees falling in the forest that you don't hear. For example, in composing this document, I asked a question at the top of the Wave discussion thread. You didn't see it, either because you were away from the discussion or working elsewhere, and there's no notification about which particular part of the discussion changed. A green number next to the wave in the inbox provides some help.

Needleman: That's easy to fix. A little arrow pointing up or down in a document could indicate where others are typing, if they're off your screen.

Wave sounds confusing

Needleman: It is at first, but I found that I acclimated to its concepts pretty quickly. What I really appreciate about Wave is how easy it is to move between different modes. You can start a message like an e-mail, and then see it become a chat or IM conversation, and then go into collaboratively editing a document. I know it sounds horribly confusing but I found that it didn't take long to adapt to it.

Shankland: I acclimated rapidly, too, but I can see how the multi-edit chaos could be distracting even if you know what's going on. If you're the kind of person who can talk on the phone, send a text message, IM, and surf the Web at the same time, you'll be fine with Wave, but most of us have only so much attention span to go around, and Wave has the potential to overtax.

The user interface is also rough. Finding the vanishing button you need to click to edit a wave is a drag, especially when you lose your place in a wave by having to scroll up to the top when it occurs to you that you want to add some text.

Needleman: Lighten up. It's a developer preview.

Shankland: OK, fair point, and I'll withhold some criticisms of search syntax and contacts management that probably will be improved. But I think this issue could be bigger. One problem with Wave is that the servers have to know which waves are open for editing and when. It's easy for Google to shut off a user's editing privileges after a period of inactivity so the server can free up the resources required to keep a communication channel open, but it's a pain for the user to have to re-enable the privilege frequently, as I had to do while working on this piece. My preference would be that the reply/edit button hovers over the top-right corner of the window even as you scroll so it's always available.

Wave as a business platform

Needleman: I think Wave is a great platform for getting work done, but there are dangers. It can take a process that is deliberate and thoughtful and make it into a frothy and superficial back-and-forth. But there are some business process tools that could really benefit from real-time notifications and presence indicators, and from Wave's capability to show people where others' attentions are. I'm thinking of the Bugzillia platform, for example. It'd be great to know when a developer is working on a bug I've filed, so we can skip the e-mail ping-pong and work through problems in real-time.

Also, since Google will open up Wave's code and its APIs, companies that want to bring Wave in-house without putting all that corporate data on the Internet or in Google's servers could set up their own private Wave networks. And if they want, they can layer in any auditing or compliance features that Wave doesn't ship with. Theoretically, anyway.

Shankland: Expect businesses to go through an adjustment period as Wave arrives. There was a day when e-mail was a novelty, and later instant messaging, too, but now they're settling down to be ordinary tools. Arguably Twitter and social networking are headed that direction for some work purposes, too, and I suspect Wave will go through the same growing pains. Just as with other electronic communications, one person's active and engaging chat channel is another person's annoying, productivity-sapping distraction.

What's next for Wave

Needleman: Wave does feel like modern e-mail, and it relies on the modern Internet to work. Unlike old-fashioned e-mail, which was created when servers didn't have persistent connection to each other, Wave works because the machines on the Net are now, for the most part, constantly connected to each other. It also brings together different communication styles--e-mail, IM, chat, collaborative editing--into one app. I think that's great, but I'm not sure how well this idea will scale or what will happen as a broader user base starts to adopt it.

Shankland: Wave feels like some crazy crossbreed of Docs, Gmail, and IM, but I overall I find that refreshing more than troubling. And it's interesting that Google wants Wave to be not merely extensible through a programming interface, but also a brand-new communication protocol for the Internet. Google tries to use openness to advance its agenda, which is tactically intriguing.

Overall, it's a strong entry from a company that understands what the Internet enables, even if Google itself isn't a social network powerhouse. Google must convince people not only to sign up for Wave, but also to get their contacts to do so as well, which probably will be as much of a challenge as making the technology work. But the company is more likely to get ahead in the social realm by doing something different, like Wave, as it did with Gmail, and not by trying to out-Twitter Twitter or out-Facebook Facebook.

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How 'Beatles: Rock Band' came together

The appearance by Beatles Paul McCartney and Ringo Starr at the Microsoft Xbox E3 press briefing on Monday caught the world by surprise, and turned into a perfect way to formally introduce 'Beatles: Rock Band.'

(Credit: Daniel Terdiman/CNET)

LOS ANGELES--If you were among the thousands of people at Microsoft's E3 press briefing on Monday, it's a pretty sure bet that the appearance on-stage there of Paul McCartney, Ringo Starr, and Yoko Ono was one of the most unexpected things imaginable.

But if you think about it, the very existence of the game that led to their showing up during the Xbox press briefing, Harmonix and MTV Games' "Beatles: Rock Band," is even more surprising. After all, the Beatles have, over the years, maintained a stranglehold over control of their music. For example the Beatles are still the holy grail that iTunes has not yet been able to corral.

The game will be released on September 9 (09.09.09) on the Xbox 360, the PlayStation 3, and the Wii.

So how did the game come to pass?

Since the two remaining Beatles weren't able to come to the phone for this article, I decided to stop by the Harmonix booth at E3 and ask the game's lead designer, Chris Foster, for the skinny behind what has got to be one of the biggest coups in video gaming history.

Foster said the story begins a couple of years ago, when MTV President Van Toffler ran into Dhani Harrison, son of the late Beatles guitarist George Harrison, in some random social setting.

"It was just sort of through happenstance," Foster said. "Dhani was a big 'Rock Band' fan, and there was this sort of, 'Wouldn't it be nice if...but it'll never happen.'"

But being a "Rock Band" fan, Dhani Harrison took his idea to Harmonix CEO and co-founder Alex Rigopulos and began a conversation about what a Beatles version of "Rock Band" could be. Foster said that the idea seemed like a huge challenge, but, deciding to pursue it, Harrison began evangelizing the idea to Apple Corps, the Beatles' U.K. publisher, and its shareholders, particularly McCartney, Starr, and Ono.

"So then, from that point, it was just sort of getting them familiar with ('Rock Band')," Foster said, "and getting them understanding what the game could be like."

By now, the discussions were far enough along that Harmonix put together a simple demo of the kind of music and conceptual art that could be used in the game, Foster said.

And, amazingly, inexplicably, it worked.

Creative partners
"At that point," Foster recalled, things "moved to (the Beatles) being creative partners" in the project. One of the most vital things to happen at that point was the introduction of music producer Giles Martin to the "Rock Band" project. Martin, the son of the Beatles' original producer, George Martin, helped Cirque du Soleil put together its Beatles show, "Love."

That was crucial, Foster said, because Martin was able to help solve one of the most important problems any Beatles "Rock Band" game would have, adding multitrack capabilities.

"We needed multitrack," Foster said, "because in 'Rock Band,' (players) need to get (individual) feedback about whether they're playing well or not. So with all those pieces in place, we were able to do a demo of what the music (in the game) would be like."

As things progressed, the developers knew that to make the game feel authentic, they'd have to offer players real Beatles venues to play in. So they worked to add famous Beatles locations like Liverpool's famous Cavern Club, the Ed Sullivan theater, Shea Stadium, the Budokan in Tokyo, and the rooftop at Apple Corps.

Then, Foster said, the development team came up with the idea for adding psychedelic dreamscape visions to the game. The game's trailer (see below) does a great job of demonstrating that element, as do some of the best pieces of Cirque du Soleil's "Love."

'We respected them and their music'
To Foster, the chief reason that the improbable game ever came together at all is that "they liked that we respected them and respected their music. I don't want to put words in their mouths, but what was important to us was that we respected them."

That's one reason that the development team made sure to include venues where the Beatles had actually played famous shows. "We weren't shoving them into live venues that didn't make sense," he said.

Another important factor was the developers' adding the ability to include vocal harmonies as part of game play.

"Their music is so much about harmonies," he said. Adding vocal harmonies was something that had never been done in "Rock Band" before, but it was considered vital to accurately representing the Beatles' music in the game.

And that also presented the developers with a hurdle they had to clear.

"The challenge (was) making it so vocal harmonies were fun and challenging, but really accessible, and finding a way to put that in the game, without overwhelming" players, Foster said. "(We didn't want to make them) feel like they failed to sing like the Beatles."

Foster acknowledged that contracting with the Beatles was a huge win for Harmonix, especially when it's been clear for some time that "lots of people were thinking about doing it."

The game is already being anxiously awaited by players, developers, and industry executives alike, and for both game play and business reasons.

"Clearly, (the Beatles) saw an opportunity of reintroducing their music to the current music-loving consumer and it makes perfect sense for them as they try and manage their brand," said Nintendo President and COO Reggie Fils-Aime. "So I think it makes a lot of sense and, candidly, what the music industry is finding is that the games industry is a great way to drive music sales."

And for Microsoft, having McCartney, Starr, and Ono take the stage at the Xbox press briefing at the University of Southern California's Galen Center was a gigantic victory. A Microsoft spokesperson said that the appearance came about because the company is always talking to its publisher partners, including, in this case, MTV Games. And that as "Beatles: Rock Band" progressed, the Beatles decided that the Xbox press briefing would be a very appropriate place to announce the game.

Note to Sony and Nintendo: Work harder at finessing those publisher partner contacts, and next time, maybe the stars will pick your E3 briefing.

To Foster, a big part of what makes the game seem authentic was that the designers concentrated on "telling the Beatles' story" but still finding a way to do so in the context of a "Rock Band" game that fans of both the band and the game franchise would appreciate and recognize. And also because the game will appeal to even the youngest Beatles fans.

He explained that the Harmonix team liked the idea of bringing new, younger audiences to the Beatles for the first time. But reality soon disabused them of that notion.

"The (Beatles') music is like the air we breathe," Foster said, "and it catches every generation...It's sort of presumptuous to think you can introduce the Beatles to anyone."

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Judge halts suits over NSA wiretapping

A federal judge in San Francisco has tossed out a slew of lawsuits filed against AT&T and other telecommunications companies alleged to have illegally opened their networks to the National Security Agency.

U.S. District Judge Vaughn Walker on Wednesday ruled that, thanks to a 2008 federal law retroactively immunizing those companies, approximately 46 lawsuits brought by civil liberties groups and class action lawyers will be dismissed.

Congress has created a "'focused immunity' for private entities who assisted the government with activities that allegedly violated plaintiffs' constitutional rights," Walker wrote in a 46-page opinion. That has not, he said, "affected plaintiffs' underlying constitutional rights."

Wednesday's ruling is a bitter defeat to groups including the Electronic Frontier Foundation and the American Civil Liberties Union, which are coordinating the lawsuits over warrantless wiretapping. They had hoped to convince the judge that the law improperly infringed upon the separation of powers described in the U.S. Constitution and handed too much power to the executive branch.

The 2008 law, called the Foreign Intelligence Surveillance Amendments Act, was approved by a Democratic-controlled Congress last summer. As a senator, President Obama voted for the measure even though he hadpreviously pledged to oppose it.

It says that no "civil action" may take place in state or federal court "against any person for providing assistance to an element of the intelligence community"--and will be automatically dismissed as long as the attorney general claims the surveillance was authorized.

Former Attorney General Michael Mukasey sent the court a letter saying the surveillance was authorized, but without offering any further information. The Justice Department under President Obama has not changed its position.

EFF said it would appeal to the 9th Circuit Court of Appeals. "We're deeply disappointed in Judge Walker's ruling today," EFF Legal Director Cindy Cohn said in a statement. "The retroactive immunity law unconstitutionally takes away Americans' claims arising out of the First and Fourth Amendments, violates the federal government's separation of powers as established in the Constitution, and robs innocent telecom customers of their rights without due process of law."

The ruling does not affect lawsuits that have been filed directly against the NSA or other government agencies, including the EFF's Jewel v. NSA case. (A congressional report accompanying the 2008 law explicitly says: "Nothing in this bill is intended to affect these suits against the government or individual government officials.")

Walker left one possible opening for EFF, ACLU, and their allies. Because the 2008 law exempts surveillance "authorized by the president" during the time from September 11, 2001 and January 17, 2007, telecom firms could be held liable if they surreptitiously cooperated with NSA or other agencies more recently.

He gave the plaintiffs 30 days to amend their complaint to focus on surveillance that took place after January 17, 2007, the date that President Bush decided to amend the program to include supervision by courts.


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Shuttle Endeavour cleared for June 13 launch

While the shuttle Endeavour's crew reviewed emergency procedures at the launch pad Wednesday, NASA managers held an executive-level flight readiness review and cleared the ship for blastoff June 13 on a complex space station assembly mission.

NASA Launch Director Pete Nickolenko, directing his first shuttle launch campaign, said there is no contingency time left in the schedule to handle unexpected problems. But so far, the shuttle's systems are checking out normally and the team is optimistic about starting the countdown next Wednesday for a launch try one week from Saturday.

"We're running on all cylinders right now," Nickolenko said. "We're hitting our stride."

Over the past month, NASA launched the shuttle Atlantis on a successful mission to service the Hubble Space Telescope, the Russian space agency launched an additional three crew members to the International Space Station, Endeavour was moved from pad 39B to pad 39A for final processing, and Atlantis was returned to Florida from California where it landed May 24.

Endeavour's crew--commander Mark Polansky, pilot Douglas Hurley, flight engineer Julie Payette, David Wolf, Christopher Cassidy, Thomas Marshburn, and space station flight engineer Timothy Kopra--flew to Florida on Tuesday and reviewed emergency procedures at the pad Wednesday. All seven plan to strap in aboard the shuttle Thursday for a dress-rehearsal countdown.

Aboard the space station, meanwhile, commander Gennady Padalka and NASA flight engineer Michael Barratt plan to carry out two spacewalks, one Friday and the other next Wednesday, to rig the Zvezda command module for the eventual attachment of another docking port.

A few hours after the spacewalk ends, NASA will start Endeavour's countdown.

"It's been a really amazing schedule over the last couple of months," Polansky said Wednesday at the launch pad. "It's tight from the standpoint that we're here in Florida to climb in the vehicle tomorrow. We're going to go back home, take a day off, go into quarantine Saturday, come back down here Monday night and launch next Saturday. I mean, that's really tight.

"But I know from a training perspective, we're ready," he said. "It would be great if we could just climb in and go tomorrow, but I think our families would be a little upset because they're not here!"

The shuttle Endeavour's crew chats before answering questions from reporters at launch pad 39A.

(Credit: William Harwood)

The 16-day flight features five spacewalks to install an external experiment platform on the Japanese Kibo research module, to swap out batteries in the station's oldest set of solar arrays, and to deliver critical spare parts. Endeavour also will ferry Kopra to the lab complex for an extended stay and bring Japanese station flier Koichi Wakata back to Earth.

Endeavour was hauled to pad 39B in April to serve as a rescue vehicle for the crew of Atlantis. In the Hubble Space Telescope's orbit, the Atlantis astronauts could not seek safe haven aboard the space station if any major problem developed that might prevent a safe re-entry.

Engineers actually started a countdown for Endeavour late in Atlantis' mission to keep the rescue option open as long as possible. As it turned out, no such flight was needed and after bad weather blocked multiple attempts to bring Atlantis back to Florida, the ship was diverted to Edwards Air Force Base, Calif.

But the wisdom of processing Endeavour in parallel was made clear during a post-landing inspection of Atlantis. Space debris, a greater threat at Hubble's high altitude, apparently hit one of the shuttle's braking rocket nozzles, damaging the inner and outer surfaces.

NASA flight directors and mission managers, at the Kennedy Space Center for shuttle Endeavour's flight readiness review, watch the shuttle Atlantis' arrival after a ferry flight from California atop a 747 jumbo jet.

(Credit: Ben Cooper/Spaceflightnow.com)

The shuttle spent much of the mission flying tail first to shield more sensitive areas from debris impacts and small dings are not unusual. But Mike Moses, director of shuttle integration at the Kennedy Space Center, said this impact appeared to be on the high end of the scale.

As it now stands, NASA will have only three days to get Endeavour off the pad or the flight will be delayed until after the planned June 17 launch of NASA's Lunar Reconnaissance Orbiter. Going into the campaign, Nickolenko said the team would make two back-to-back attempts if necessary, but not three.

If the launch is delayed, and if the lunar orbiter takes off on time, NASA may be able to make additional attempts to launch Endeavour on June 19 and 20. After that, the flight would slip to July 11 because of temperature constraints related to the space station's orbit.

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