Osmo
playosmo.com
playosmo.com
Most people are qualified to evaluate whether an app is allowing them to connect with others. On the other hand, they are not qualified to evaluate whether a product is educating their child. Education claims are widespread and difficult to disprove, but rarely come with any proof. It is completely rational to expect some.
Remember "Baby Einstein"? The company (owned by Disney) makes promises about how using their products will help develop young minds and was contradicted by researchers at the University of Washington. Lawsuits between Disney and UW followed, but Disney did ultimately offer refunds to parents that bought the DVD's. This is a classic example of a for-profit company making dubious claims about the educational value of their product.
And Educators get these proposals all - the - time. I've been in the educational/web space for 20 years, and frankly, nothing turns me off faster then saying your new start-up is going to solve education problems. Maybe it will, but you'd better be different then the long line of failed products before you...
Interactive white boards < Virtual Learning Platforms < Netbooks < Flipped Classrooms < 1:1 Tablets
It grows very tiresome.
But I have to agree about schools and tech, and generally about tech and education. Spend more time with your kids, and don't expect an iPad to teach your kids anything, and you'll be in a better place. I say this being a huge lover of technology, having developed ipad apps and video games professionally.
The school my kids are in is continually blowing large sums of money buying technology that they don't leverage in the classroom. They can't leverage tech in the classroom, the teachers aren't developers, and they're not even trained in basic tech, and they don't have the money for the training because they're spending the money on e-whiteboards. The money would go so much further paying for art teachers, or supplies, or school activities, or almost anything.
Our art classes are no longer funded by the state or school district, the school hires a part time art teacher to teach a class once a week, or maybe every other week. And yet they're buying ipads and interactive white boards. Its insane, and really, really sad. The interactive whiteboards are a complete joke and costs thousands a pop.
Our entire state (UT) is using automated essay scoring, which does not, and will never, work. Not even a little. I know the school district, and the state, has been having discussions with the essay scoring software company, and they're being told it will improve. The school system has no idea that this fundamentally will not work, and the software company is fully incapable of improving automated essay scoring. One night I came home from work to find my child in tears and my wife on the verge of tears trying to help, because my kid couldn't figure out how to get the goal score on his automated essay the teacher had set. A couple of quick tests, and I discovered the software largely grades on length alone. We pasted the text of a proposal to ban automated essay scoring from all US schools, and his essay suddenly had a perfect score. What a joke, and the state is spending tax money on a statewide contract for this ridiculous and worthless software.
So that's why a lot of the donation money goes on interactive whiteboards and iPads, as well as hourly aides/TAs/etc (who might be subject to a limit on their hours...).
For the same money you can get a something much healthier and long lasting in the form of a bike or, hell, a bunch of cardboard boxes and some art supplies and then let them go wild. Build themselves a transmogrifier or something. Make their own freakin' puzzles.
My most beloved set of toys as a child was a bunch of plastic dinosaurs, a tiny pair of pliers, a trashed bike I was free to do whatever I liked to (bottle rocket launchers on the handlebars - oh yeah), and a really nice set of crayons and a giant roll of butcher paper. I'm not quite at the "get off my lawn" stage, but that isn't a toy, it's a product. Hence, the hate.
The iPad seems like a replacement for the parent. Instead of an iPad I can sit sown with a kid and say, what letters do we need to spell fruit, and I can sit and help her find them. Or what shapes can we make with these blocks, or can you help dad make a cat?
The technology in here seems to be an attempt at automating the parenting, so instead of me sitting down with my daughter I leave her in a room alone with the iPad (as seen in the video) and go do something else.
I did think the drawing bit was cool though.
If there's one thing I, as a teacher, do not trust, it's when teachers (sorry, I mean "educators") get excited about technology.
(Doubly so if educators = administration)
I guess it's some sort of augmented reality thing? With a clip-on mirror? (???) And a standard Tangram game?
"For the first time, fun knows no limits." Did somebody redesign zombo.com for the 21st century and try to attach a product to it?
There are so many beautiful product pages out there which completely fail at the basic task of telling people what they're selling. It's baffling.
Edit: s/new interaction mode for children/better description/
However, given that I don't understand what it does, perhaps I'm not qualified to say that here.
If it's so clear to you, perhaps you could explain it instead of just making implicit insults?
As for the product not being for me, kids don't buy this stuff themselves. Their parents buy it. As the electronics-happy parent of a small child, I'm pretty sure I'd be right smack in the middle of the target demographic for this product if I had some clue of what it actually did.
I didn't state it in a very friendly way, but that's a different issue.
Its not at all baffling. Selling product is about creating feelings of need for the product, not creating an accurate rational understanding of what the product does. There's a few markets (like marketing development tools to developers -- but, notably, not marketing developing tools to non-developer executives) where those two distinct issues happen to be somewhat (though not perfectly) aligned, but quite often they are unrelated or even opposed.
Video, as a medium, is very good at conveying desired emotional messages, and poor for conveying rational understanding (this is why, for decades, it has been observed that, that is, all other things being equal, watching more TV news makes you understand current events less, unlike consuming news in print media; it is also why video is a prime medium for advertisement.)
Certainly there's a ton of advertising out there that rests on "feeling of need", but it's always for stuff that everybody knows about. That subtle Rolex ad doesn't need to tell you "this device tells you what time it is wherever you go" because everybody already knows what a wristwatch is. Coca-Cola ads can focus on cute animated polar bears instead of "this is a carbonated sweet drink" because everybody knows their product. (Even then, they almost always show people actually drinking the stuff.)
If you have a new product, one that you're saying is different from anything else out there, surely you need to tell people what it is if you want them to think they need it.
After reading their site and watching their video my chief question was whether this thing exists, or if you can preorder it and they'll start thinking about whether it's feasible or not, like many kickstarter-type things.
This is what I came to say. This thing has a limit, and that is that you are tethered to the thing. And as an electronic thing, it is relatively fragile. You can't take it into the sandbox or a snow fort, and you can't get it wet or muddy. It looks a sit-at-a-desk toy, and that's just not a natural state for kids.
When I was a kid (and now that I watch my kids play), we were all over the place (backyard, woods, indoors, basement) and playing with all kinds of non-toys (sticks, rocks, couch-cushion-forts, and on rare & precious occasions a huge cardboard box or section of discarded pegboard) and putting toys together in unexpected ways (matchbox + lego; scraps of lumber + any toy => catapult; does every kid use their bike training wheels to prop up the bike in order to make rooster tails in puddles?).
For $60, I can buy a giant pile of stuff from the hardware store that we can use to make all kinds of "burglar alarms" (rube goldberg machines to ring a bell -- a favorite rainy day activity) that will involve a whole bunch more learning than anything like osmo can provide.
I'm somewhat biased towards being anti-technology, but it's really a bias against technology for technology's sake. This thing may be fun, and if that's what you want, go for it, but I can't really see that it's solving any particular problem per se.
Setup is a snap. Simply mount Osmo over your iPad's front‑facing camera. Reflective Artificial Intelligence and a built‑in mirror recognize and respond to your every real‑world move.
Then it goes on to describe the available games, and has other key information that's well summarized. I watched the video, and didn't realize you could scroll until I read your comment, and went back to the site a second time.
The bit you quoted raises more questions than it answers. Why is there a mirror? What the hell is "reflective artificial intelligence"? What does it do with the recognition of your real-world moves?
What does it do? The examples are pretty obvious, what more are you looking for?
Arrange tangible puzzle pieces into matching on‑screen shapes.
Be the first to guess and spell out the on‑screen hidden word by tossing down real‑life letters faster than your friends. A related picture gives the clue.
I still don't understand the mirror. iPads have a camera in the back already....
The blue line is an iPad, the red region is the camera line of sight. On the left, you have no mirror, the camera is looking straight ahead at you. On the right, a mirror is attached, it redirects the camera view down to the playing surface.
(I'm not taking sides here on what should or shouldn't be expected on a website.)
I believe the product is, platonically, understandable without a video.
PS: I like misusing the word platonically
This paragraph is pretty hilarious though:
"Osmo is crafted for kid‑durability and always ready to go: no batteries, or Wi-Fi required."
Well, yeah.. Except for the actual iPad.
"Osmo is crafted for kid‑durability and always ready to go: no batteries, electronics, or Wi‑Fi required. Works with the latest iPads including the iPad 2 and iPad Mini."
While the product describes itself as using "reflective artificial intelligence, a groundbreaking technology that bridges the real and digital realms for unlimited possibilities of play", it falls under what we in academic HCI call "tangible interaction", following Shaer & Hornecker's definition:
"Interfaces that are concerned with providing tangible representations to digital information and controls, allowing users to quite literally grasp data with their hand and effect functionality by physical manipulations of these representations." [0]
The four claims typically made when introducing tangible interfaces in products for children are usability benefits, learning benefits, collaboration benefits, and fun benefits [1]. Osmo does not escape to the rule, claiming all 4 in its marketing copy.
While Osmo does not include any information about research conducted with it that would demonstrate those claims, similar systems have been proposed in the past.
The word game is mirrored in Dekel & al's Spelling Bee [2], a game which uses wooden letter blocks instead of Osmo's Scrabble tiles, and LEDs embedded in the cubes to provide player feedback. The authors report high engagement from the test audience (children 7-12), but no learning assessment or long term engagement study was performed (arguably 2 of the most important metrics).
The tangram game is mirrored in past research projects, including Scarlatos & al's [3] tangram game. Xie & al's [4] paper performs a user study on 3 implementations of a puzzle game: physical, GUI based, tangible. The authors report finding same self-reported level of enjoyments from the test users on all 3. However, they report that repeat play was more significant in the physical & tangible version of the game, which does not create an argument in the favor of Osmo. They do report significant gender effects in the way of collaboration, which could be relevant for Osmo:
"While all gender pairings’ mean scores on the Interest and Enjoyment subscale were nearly the same for the TUI condition, the boy-boy pairs had significantly higher scores than the girl-girl and girl-boy pairs for the GUI condition. In addition, the girl-girl pair scores were significantly higher for the traditional PUI condition than for either of the computational conditions (GUI, TUI). For girl-girl pairs mean scores for Perceived Competence subscale were also higher for the PUI condition than for either of the GUI or TUI conditions. Mean scores for boy-boy pairs were highest for the GUI condition."
The last game implemented by Osmo, the physics game, is the least interesting of the 3 as it has less claims to educational value than the other 2. However, it is reminiscent of several similar tabletop based tangible systems and augmented reality systems. [5]
Unfortunately I have to go work now, and the edit window will be over when I'm back online :( But for readers who found the above interesting, I will leave a few more relevant papers [6][7][8][9]
[0] Shaer & Hornecker, "Tangible user interfaces: past, present, and future directions", 2010
[1] Zaman & al., "Editorial: the evolving field of tangible interaction for children: the challenge of empirical validation", Personal Ubiquitous Computing, 2012
[2] Dekel & al, "The Spelling Bee: An Augmented Physical Block System that Knows how to Spell", ACE, 2007
[3] Scarlatos & al, "TICLE: using multimedia multimodal guidance to enhance learning"
[4] Xie & al, " Are Tangibles More Fun? Comparing Children's Enjoyment and Engagement Using Physical, Graphical and Tangible User Interfaces ", TEI 2008
[5] Krzywinski & al, "RoboTable: A Tabletop Framework for Tangible Interaction with Robots in a Mixed Reality"
[6] Antle & al, "Hands on What? Comparing Children’s Mouse-based and Tangible-based Interaction", IDC 2009
[7] Resnick & al, " Programmable Bricks: Toys to Think With", IBM Systems Journal, 1996
[8] Price & al, "Let's get physical: Learning Benefits of interacting in digitally augmented physical spaces" , 2004
[9] Resnick, "Edutainment? No thanks I prefer Playful Learning", 2004
As a parent I like to think that the top of my list of buying qualifications be that something is educational and enriching.
But from a product perspective this thing just looks like FUN.
And my reality is that spending $50 for "fun" potential for my little kids is a no brainer.
That it's interactive and even POTENTIALLY educational is the icing on the cake, not my primary.
Obviously there are cases where touch-screens fail, but simple tangram puzzles work just fine with them.
I'd be interested in seeing this expanded to things that require too large a play-area to do conveniently with a tablet, or that involve manipulation that doesn't correspond to simple dragging (which you can already do well on the iPad).
Either that or focus on vision-impaired students. Maybe a set of braille algebra-tiles[1]?
That said, I do see what they mean about rotation. My son took some time to learn to play Amazing Alex (Rovio's Incredible Machine remake) because of the clumsy rotation UI in that one.
If the game benefits from it, I have my doubts.
Side question: What is this style of info presentation called? Basically, a full-page-width webpage, with very sparse information that slowly shows up as you scroll down. I'm not too fond of it, but I see it a lot lately, so I assume it has been shown to lead to higher conversion rates. Does this presentation style have a name?
[1]: http://en.wikipedia.org/wiki/Cosmic_Osmo_and_the_Worlds_Beyo...
Something about that particular game is an experience I haven't had with either physical or digital games before, whereas most physical/digital hybrids I've seem could just as easily be done purely in one or both realms.
The tangram seemed like a bit of a dud for that reason, for example. It is nice to be able to get hints while playing physical tangrams (it can show you just the outline but tell you if you have a piece in the right spot), but that isn't really that much of an improvement over just having the pieces or just an iPad game.
The physics game where you draw on the pad is a strange demo to me. You can just do it as a drawing game without the paper, which is a bit less social, but again, this isn't much of an improvement. What is really cool, though, is the interactive outline of your hand or any object you put in front of it. But it doesn't really encourage that in any way, it just feels like a tech demo.
All that said, this product does excite me just because the word game gave me a feeling I haven't gotten in either a purely physical or purely digital space.
https://itunes.apple.com/us/app/reflow/id444083164?mt=8
It was released Jun 01, 2012.
http://en.wikipedia.org/wiki/Cosmic_Osmo_and_the_Worlds_Beyo...
I don't know why there are people in this thread talking about school and education. This is a toy. A toy should not be designed to educate. Kids play videogames the whole day these days. Osmo could bring them out of the videogame, make them interact with objects, not to learn, but to play, only. This should not be confined to small kids games, but also to all kinds of games, and other uses as well.
A commensurate companion, guide, and teacher. Sure this may only be a few activities but the responsiveness and seeming magic to it is fantastic.
I particularly like that you can set down a toy in front of the camera and it renders out a flat illustrated version of that toy.
https://search.itunes.apple.com/WebObjects/MZContentLink.woa...
I was about to post a link to your new gig when I spotted that you had beaten me to it!
We'll appreciate your vote for "Best Augmented World Video" in the Augmented World Expo competition, please -- your vote will really help, because we're currently in second place!
http://augmentedworldexpo.com/auggie-category/auggies-best-a...
Click on the "Pantomime Corporation" entry to see our video of the new multi player version, which just won the Launch: Silicon Valley World Cup Tech Challenge in the Digital Media Mobile group.
http://www.heraldonline.com/2014/05/21/5986165/svforum-annou...
Then, I'll just use the same apps as the other Osmo users.
-_-
I would be very likely to buy a self-contained colored digital etch-a-sketch that logs everything ever drawn on it, which I can later put on my computer.
I know that would be very big brother of me, but it's for cute's sake!
By the way, the price is ridiculous. Even the discounted one. That puzzle sells for about 4$ (that's with profit), let's be generous and say that the app itself is worth $10 (which it isn't) and we are left with $85 for a mirror embedded in plastic? Shipping not included?!
That being said, nice idea, I haven't seen it done before. Possibilities to extend this are great.