Qualifying in Scrum

I have worked in largely non-Agile, non-Scrum organisations. With my Product ambitions, ensuring my next role is Agile is something of a challenge. I have stacks of experience of handling the sort of problems that always arise in any event – mostly due to change management. My feeling is that in a Scrum environment, through its three pillars of Transparency, Inspection and Adaptation change should be immediately easier to handle, not harder.

I decided to certify. Being self-funded, the Scrum Alliance route was going to be out of my reach, so PSM via Scrum.org is my way to go. The prospect of having to pay to to re-sit the test is extra motivation to put in the work to pass first time and there really is more to it than just reading the scrum guide a few times. My route:

On completion of the assessment, a score report is returned with percentage achievement by focus area (e.g. Product Value) with corresponding links to specific resources if improvement is needed in those areas.

So, for me Job Done now to learn by doing!

PSM I

Awarded: Dec 13, 2019

Professional Scrum Master™ I (PSM I)

Concluding, the study and practice assessments were all valuable experience and leave me more determined than ever to work in an Agile, preferably Scrum environment going forwards.

Posted by creacog in Agile, Product management, 0 comments

Book donation to NMOC

An enjoyable trip to The National Museum of Computing at Bletchley Park, UK. Excellent presentations by the volunteers there explaining the history and operation of the codebreaking machinery including the BOMBE, Tunny, Heath Robinson and COLOSSUS. I’d very much recommend anyone visiting Bletchley Park walks the extra few paces to visit this separate museum in Block H.

BOMBE

There are working exhibits of so many of the computers important to computing in Britain, from mainframes through the explosion of personal computing from the late 70s.

A key purpose of the visit was to donate an old book and punched cards. I received these from a neighbour in 1986 while studying A-level computer science. The book dates from 1973 and relates to an ICL 1900 series Main Frame.  The ICL 2966 in the museum is far more recent but is running as a 1900 and gives a feel of the scale of the machinery then used.

It was interesting to read, some 46 years since it was written. I am reminded of a time when it was unusual for people to encounter, let alone own or carry, any computing device.

Introduction to computer systems
Technical Publication 4955 International Computers Limited 1972
Reprinted 1973

Posted by creacog in Retrospective, 2 comments

Summer 2019

I admit I am writing this retrospectively in 2020 and setting the publish date back to 2019, the context of these words.

A change in work was much needed, and I turned a redundancy into a sabbatical, the last months of 2018 It was de-stressing and an opportunity to explore some tech outside of my day-to-day. I studies VR applications from a user point of view, having got hold of an oculus Go and it was fun to launch my dad into space. I spent some time working through LinkedIn Learning courses on Unity and Blender, to get a feel for the development steps involved in getting an application onto the Go. I enjoyed the experience, however the application build times were enormous on my old 2008 Mac. I wrote up a few notes at the time. I also found a fairly comprehensive Product Management course on Udemy to work through: Become a Product Manager | Learn the Skills & Get the Job.

As we entered 2019, it became clear that my father’s cancer journey was taking a turn for the worse and after a frankly horrible time for him and those closest, we lost him this summer.

My sister especially put a huge amount of time into building the family tree on ancestry. My contribution mostly taking the form of PhotoShop restoration and repair of old family photos, many I hadn’t seen before. It was quite an emotional journey, with resulting images I am quite proud of, only saddened to be unable to share them and hear the tales first hand from those pictured. For example:
An important photo including my grandad and grandmother prior to a flight to the Isle of Man on a de Havilland Rapide in 1938. I took an experience flight in a similar aircraft in May of this year, flying out of Duxford.

Photograph of passengers about to board a de Havilland Dragon Rapide in 1938 - 2019 scan of the photo before repair
Before
Photograph of passengers about to board a de Havilland Dragon Rapide in 1938 - 2019 scan of the photo after repair
After

Posted by creacog in Personal, Photography, Product management, 0 comments

Speaker repair

I have an old NAD-320 amp and pair of JBL Control 1G speakers attached to the TV, but hadn’t used them in a while. Trying out Netflix and finding Hans Zimmer Live in Prague, the TV speakers were certainly inadequate. But what an awful crackling sound from the JBLs. They were about 20 years old, but hadn’t had too much use. Taking off the grill, and the reason was clear…

The foam, around the main cone had gone crispy, cracked and started falling apart. Even 20 years on it is still possible to buy JBL Control 1 speakers new, but I didn’t want to dump these if they could be repaired.

There are a number of repair videos on youtube (search for “jbl control 1 foam repair kit”) and I found a kit on eBay (though the seller doesn’t appear to be there at the time of writing) consisting of replacement foam baffles and glue.

(edit 9/9/2020: A decent repair video published this year)

Armed with these and a screwdriver, I set about it. Taking photos before disconnecting anything to make sure I could reconnect properly…

Then it is time to get rid of the old foam, held in place by glue in addition to being clamped to the speaker case. Firm but delicate screwdriver action required, especially where the foam is glued to the cone…

Since the foam had denatured it was quite difficult to clean away from the metal frame.

Kicking myself when a slip of my scraper slightly damaged the left part of the cone – though not enough to go through, and not damaging performance in any detectable way.

That done, glue applied around the metal frame and to the back of the cone, and the new flexible foam pressed into place and reassemble…

End result – looking like speakers again, and more importantly sounding crisp and clear.

Posted by creacog, 0 comments

Agility before Agile

Having spent the last 6 years or so, mostly project managing things digital, web and mobile we selectively adopted some artefacts and ceremonies from Kanban and Scrum. However neither the organisation nor clients were ready to fully adopt Agile culture.

Meanwhile Agile has found its way beyond tech’ into traditionally conservative organisations including banking.

There was some agility before the Agile manifesto formally pulled it all together. As a Studio Manager in the late 1990s we had a few things right and which I feel map to Agile priorities:

  • Individuals and interactions over processes and tools
  • Customer collaboration over contract negotiation

We certainly recognised and valued staff who could work in multi-function teams.  We sought designers with technical aptitude and developers with an creative flair to ensure some overlap in skill-sets (T-shaped capability). A core project team consisted of a designer, developer and account manager. Any of whom might be project lead, based on the nature of the project. i.e. a very creative project may well be lead by a designer, functionally complex projects lead by a developer and content driven projects typically by an account manager.

At that time,  laptops were rare and hot-desking impractical with each person’s workstation often highly customised, big and heavy.

We redesigned our studio and it’s furniture to facilitate quick and easy team flexibility. Instead of benches of workstations, we had specially designed furniture arranged in clusters of four. Within the cluster, the centre space was kept clear with computer screens were arranged to the outer edge ensuring team members can see each other, easily communicate and view each screen content with a slight turn. Workstations consisted of desktop computer and monitor both on top of a customised mobile pedestal. Changing teams was simply a matter of unplugging and wheeling the workstation to the next cluster.

Two clusters of 4, ready for workstations
Wine and beer for the opening of the new studio

I haven’t found an environment quite like it since. Of course, laptops and WIFI make the ‘wheelie-workstation’ less necessary. I remain proud of the work we did in that studio, my colleagues and the way we worked together.

Posted by creacog in Agile, Product management, Work, 0 comments

Team ideas = development opportunities

A great video by Ableton showing what I consider to be an inspirational, positive, Product and Development environment. As my mindset shifts from ‘Project’ to ‘Product’, I feel this shows how the team’s knowledge and instincts provide a rich a source of product development ideas. After-all they are already signed up to the mission.

  • Agile makes it possible: (from 2 minutes) Transforming to best practice and an agile development culture improved code quality and development flexibility
  • Hack sprint: (from 6 minutes)
    • Every 5th sprint is a ‘Hack Sprint’, ‘hack’ ideas are put forward, teams formed and concrete demo’s built
    • Demos are presented back and pitched for roadmap inclusion

How this approach contributes to a positive culture of continuous improvement is clear from the video; company, product and personal.

Update: 9/9/2020, I noticed that unfortunately the video had been taken private. I am leaving this post in the hope it might become public once more.

Posted by creacog in Developer, Product management, Sounds, 0 comments

Baby steps: Trying out Unity development for Oculus Go

My aim was to get hold of Oculus Go, experience and understand current UX for that environment and see how easy (or not) it is to develop for.

  • I am not new to programming, but I have been hands off for a few years
  • I had never used Unity
  • I am new to VR/XR

Notes from my getting started experience over the last few weeks:

Posted by creacog in 3d, Developer, Mac OS, Oculus, Oculus Go, Unity, VR/AR, 0 comments

Mac Pro early 2008 approaching the end of its useful life

UPDATE: Within Safari, I disabled: Canvas accelerated drawing and full page accelerated drawing. Since then, there have been no further system freezes. (As per the message here: https://discussions.apple.com/message/31166261#message31166261 )

My Mac Pro (Early 2008) I think is finally coming to the end of it’s useful life. Over 10 years since taking ownership I can’t complain. This 14Gb 8 core machines has served me well with only a few minor repairs along the way:

http://blog.creacog.co.uk/2009/12/10/macpro-early-2008-video-card-dies/

http://blog.creacog.co.uk/2011/02/28/apple-cinema-hd-23inch-dies-then-resurrects/

http://blog.creacog.co.uk/2012/09/09/mac-pro-wake-from-sleep-restarts-instead/

There is I think a hardware fault developing. It occasionally freezes. Mouse pointer still active, but nothing clickable and no keyboard interactions. Forum users suggest the video card is a likely culprit (https://discussions.apple.com/thread/5022785) and a good clean may fix it.

Mac OS  10.11 El Capitan is the last version of the system to support this hardware. Until now, most software has continued to run happily on that system, but I am starting to see El Capitan drop out of the support list for key software. Crucially today, Adobe CC updates drop support for Mac OS 10.11.

Creative Cloud upgrade needed

Can I hang on to see the iMacs expected to be released this or next month? Or do I part with a load of cash on a Mac Book Pro 2018? Or even consider PC if I want to get more into Oculus platforms? Unfortunately the old machine has no trade-in value – I remind myself in terms of total cost of ownership over the last 10 years or so, this has been the best value computer I have ever had. I can’t see any replacement coming close with so few options for upgrading/repairing memory or storage.

Posted by creacog in Apple, Mac OS, 0 comments

Common VR user experience issues

My experience so far is of 180 and 360 movies, some interactive movies and a couple of games. I am yet to experience any VR sickness. My background has involved a lot of software testing so I generally feel the need to write up anything that looks or feels wrong.  The following are the most common UX issues I encountered to date. I have used the Oculus browser a couple of times, but for the most part these are within the game apps or the media player apps.

Streaming artefacts

When using a slow internet connection (mine was at less than 7Mb/s at the time of writing) then a streaming 360 video will suffer the low resolution and compression artefacts. This gives a blurry and chunky edges to high contrast areas. While it is the same as you’d expect with a normal 2D movie, seeing the same within a stereoscopic movie seems to amplify the discomfort.  The only advice for the full quality is to download the file before playing if the player app allows this.

Objects (or people) too close to the camera

I have viewed a number of objects far too close to the camera. As an object get’s too close, it first becomes uncomfortable. At a certain point the stereoscopic view breaks down and double vision ensues making for a horrible experience. The production guidance I have found so far is that user comfort is based on objects being 0.75m to 3.5m away within the environment. Same applies to both video captured and 3d rendered.

People are smaller

I think in all of the acted video experiences I have watched, the view is smaller than real life which becomes apparent viewing people. They seem to be about 75% or maybe 66% of full size. At least they are consistent within Amaze, so some standard parameters are being used.

Rapid movement

A director of standard 2D video uses tricks such as depth of field and blurring to guide the viewer’s eye, and give the impression of smooth movement. Neither of these work in 3d video. The user moves their eye wherever they like, so everything must be in focus and sharp. This drives the need for higher frame rates. In any event, fast moving parts such as helicopter rotors appear to strobe rather than sweep.

Camera vertical position

In real life, I am of slightly over average height (6’1). Most of the experiences I have seen have placed the camera at the actor’s eye height, or lower. On normal video this seems not to be an issue, but in VR, especially where there is context of other people taller than the actor being filmed, it feels unnatural to me. Clearly this will be different for everyone and may just be an oddity of VR which cannot be overcome, but it can feel like I am crouching in an unnatural position through some of the video experiences.

Taking screenshots

Taking screen shots within Oculus Go leaves something to be desired. Currently requires the user to drop out of their experience, Choose Sharing > Take Photo from the navigation bar, then return to the experience and the snapshot will be taken 5 seconds from the time the take photo button was pressed. This doesn’t work for me at all in the missed spaceflight experience.

Another route is mirroring the screen using VLC to my Mac and taking the screen shot there. Unfortunately there is often some lag or degradation and it is difficult to have one eye on the mirror while keeping inside the experience.

The easiest method I have found so far is to use Sharing > Record Video, then use the Android File Transfer tool to pull the mp4 video from the device and pick the frame(s) I want to use later

How to set up mirroring is well described on Pixvana ( https://pixvana.com/sharing-your-oculus-go-screen-on-your-laptop/)

This year’s Oculus Connect (OC5) announced Casting for Oculus Go ( https://www.oculus.com/blog/oculus-go-at-oc5-even-more-to-watch-and-play/) . It will be interesting if and how that provides a better route to extract and share experiences.

Posted by creacog in 3d, Oculus, Oculus Go, UX, VR/AR, 0 comments

Interactive VR experiences

Amaze: Redway manor

Amaze viewer app: https://www.oculus.com/experiences/go/1230799313655858/

A lot of the initial content with the amaze app seems to consist consists of dancers, pole dancers, and other young ladies demonstrating yoga and similar, along with some more vlogger style unusual experiences. Redway Manor however is more sophisticated.

The user experience is Point of View. Sometimes you are seeing through the eyes of the protagonist, other times you are fly on the wall. After each scene is acted, you are presented with interactive choices of who to speak to next, allowing for different routes through this story. The visual and sound quality is all good with hints of AR mixed into this VR world (as in the screen shot above). In some scenes, the actors not directly involved in the immediate action do have a challenge to behave naturally.

View a trailer over on YouTube: REDWAY MANOR | Official VR Trailer (AmazeVR)

Tomb raider

https://www.oculus.com/experiences/gear-vr/1759965414055326/

While the gameplay is linear, there are interactions required, and it is possible to fail. You are being chased, and take to take too long navigating or solving the puzzles and the Trinity soldiers will shoot at you. The laser pointer is replaced as the game progresses with a torch, climbing grapple or bow and arrow. Simple fun.

Dead and buried

https://www.oculus.com/experiences/go/1490394380970763/

Beautifully crafted, cartoonish 3D rendered stereoscopic western town. A haunted one. Your job is to survive the attacking ghouls by shooting them with your 6-shooter before they overwhelm you, or their snipers get you. Lots of interaction and I feel RSI coming on with the number of reloads I need to perform. This is the first VR to get my blood pressure up as the pressure to be accurate and reload in a short time builds.

The multiplayer choice puts you in a tournament of quick-draw duels with live opposition. I was justly taunted by some youth speaking another language as I lost abysmally. I need to be more accurate and faster on the draw and reload. It is incredibly satisfying to beat the other guy. Since your oculus name is displayed here, and the others are strangers, I really wish I had set a non-identifying username.

Posted by creacog in 3d, Oculus, Oculus Go, VR/AR, 0 comments