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 NEWS: GEEKING WITH GREG
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   NEWS: GEEKING WITH GREG
Geeking with Greg
Jun 24, 2017

Two decades of Amazon.com recommendations
What does Japan's largest e-commerce firm have in common with a championship American basketball team?

Geeking with Greg
Jun 11, 2017

Quick links
What does Japan's largest e-commerce firm have in common with a championship American basketball team?

Geeking with Greg
Apr 30, 2017

All Crunchzilla tutorials now open source
What does Japan's largest e-commerce firm have in common with a championship American basketball team?

Geeking with Greg
Apr 01, 2017

Book review: Radical Candor
NEW YORK (Reuters) - A group of 11 Republican state attorneys general are protesting an investigation into whether Exxon Mobil Corp. violated consumer protection laws when selling fossil fuel products, according to a court filing.

Geeking with Greg
Feb 26, 2017

More quick links
NEW YORK (Reuters) - A group of 11 Republican state attorneys general are protesting an investigation into whether Exxon Mobil Corp. violated consumer protection laws when selling fossil fuel products, according to a court filing.

Geeking with Greg
Dec 10, 2016

Book review: Chaos Monkeys
NEW YORK (Reuters) - A group of 11 Republican state attorneys general are protesting an investigation into whether Exxon Mobil Corp. violated consumer protection laws when selling fossil fuel products, according to a court filing.

Geeking with Greg
May 14, 2016

Code Monster from Crunchzilla is now open source
Code Monster from Crunchzilla is now open source, free to use and modify.

Code Monster is a tutorial that has been used by hundreds of thousands of children around the world to learn a little about programming. It's a series of short lessons where each lesson involves reading and modifying a small amount of code. Changes to the code show up instantly, students learning by example and by doing.

The lessons content for Code Monster from Crunchzilla is in a JSON file that can be modified fairly easily to create your own content. By open sourcing Code Monster from Crunchzilla, I hope three things might happen: Translations. Taking the current content and translating into languages other than English for use in more classrooms around the world.

New lessons and new content. By adding new messages and example code to the JSON lessons file, new tutorials could be created for teaching programming games, working through puzzles or math problems, or perhaps a more traditional computer science curriculum aligned with a particular lesson plan.

Entirely new tutorials. Some ideas and techniques used by Code Monster, such as how Code Monster provides informative error messages, how it does live code, or how it avoids infinite loops in students' code, might be useful for others creating web-based coding environments. Code Monster from Crunchzilla has been used in computer labs and classrooms around the world. One of the most common requests is translations into languages other than English. Now that the code is open source, I hope that makes it easier for translated and modified versions to get in front of even more children.

If you use the code for anything that helps children learn computer programming, I'd love to hear about it (please post a comment here or e-mail me at greg@crunchzilla.com).

Geeking with Greg
Mar 05, 2016

Virtual reality hitting the mainstream: The next $100 bet
Virtual reality is hot again, with dedicated hardware headsets launching from multiple manufacturers intended for general use.

The world is substantially different than the last time this happened. In particular, there's more computing power available in our smartphones than the most powerful graphics workstations had back in the 1990s. Google Cardboard and others take advantage of that, using a smartphone and little else for a quick-and-dirty virtual reality experience.

But, for a product to appeal to a broad market -- to get beyond early adopters with disposable income seeking to show something cool to friends a couple times -- it needs to survive the harsh judgement of busy people. It isn't enough for virtual reality on expensive dedicated hardware to mostly work. The experience will have to wow repeatedly at a price people like.

So, Daniel and I have another bet: "Virtual reality hardware (not counting cardboard) will not sell more than 10M units/year worldwide before March 2019." I'm saying it won't. Daniel says it will. Loser donates $100 to the winner's choice of charity.

Daniel already posted his side of the bet. In brief, he thinks three years will be enough time for someone to get it right.

I think that mainstream adoption of dedicated hardware for virtual reality requires breakthroughs in usability and price that are too difficult to achieve in the three year time frame. The experience just isn't good enough yet for it to be anything other than a toy for early adopters. Current virtual reality hardware is bulky, expensive, not fully immersive, and not addictive or compelling beyond the initial wow. I expect even the next generation will just be a niche market (low million units per year) until we see major developments on price, form factor, and quality of the experience.

There are several wild cards here. For example, it is possible that much cheaper units can be made to work. It's possible that someone discovers very carefully chosen environments and software tricks fool the brain into fully accepting the virtual reality, especially for gaming, increasing the appeal and making it a must-have experience for a lot of people. As unsavory as it is, pornography is often a wild card with new technology, potentially driving adoption in ways that can determine winners and losers. A breakthrough in display (such as retinal displays) might allow virtual reality hardware that is much cheaper and lighter. Business use is another unknown where virtual reality could provide a large cost savings over physical presence. I do think there are many ways in which I could lose this bet.

Like Daniel, I'll add some constraints to make my side of the bet even harder. I'd be surprised if dedicated virtual reality hardware sells more than 10M total over all three years. I'd also be surprised if virtual reality using smartphones (like Google Cardboard) goes beyond a toy, so, is used regularly by tens of millions for gaming, education, or virtual tourism.

And, like Daniel, I expect virtual reality to be big eventually, am frustrated by our current computing limitations, and think we should work to have much better from our computing devices today.

Geeking with Greg
Feb 27, 2016

Tablets replacing PCs: Resolving the $100 bet
In 2012, Professor Daniel Lemire and I bet $100 over the question of whether tablets would replace PCs.

Specifically, the bet was, "In some quarter of 2015, the unit sales of tablets will be at least twice the unit sales of traditional PCs, in the USA." Loser donates $100 USD to the charity of the winner's choice.

It's 2016, and tablet sales went far higher than I ever expected, approaching PC sales, roughly 60M/year units for both tablets and PCs in the US. But tablet sales seem to have peaked, with Q4 2015 unit sales worldwide actually 14% lower than the previous year, which is worse than the 8% decline in PC sales.

There are other surprises. One of my concerns was that a very cheap tablet would dominate the market, and Amazon did come out with a $50 tablet that got relatively good reviews and nearly tripled Amazon's market share on tablets. There hasn't been enough time yet to see what happens with very cheap tablets, but tablets this cheap are a different category than the tablets that were around in 2012.

Another concern at the time was hybrid tablets, so tablets with detachable keyboards that function a lot like laptops, and whether they'd blur the line between PC and tablet. Hybrid tablets have done very well -- a major category in tablets -- and look likely to continue to grow over time.

The last concern at the time was whether tablets could thrive despite the pressure from increasingly larger and more powerful mobile phones. That seems to have been the biggest issue. Phablets are getting as large as early tablets, and tablets that try to be much bigger than a smartphone proved too unwieldy and sold poorly. After all, who needs a tablet when you've got a mobile that's almost as large?

The broader question in the bet was whether people would stop using PCs. PC sales have been in decline, though the pace of that decline has slowed recently. What seems to be happening is that people are continuing to use multiple devices, which was a visible trend back in 2012.

A phone is great when you want to do something quickly on the run. A bigger screen is good when you need to do a lot of reading. A keyboard, mouse, and large screen become useful when you're producing instead of consuming. If you need to do all of these, there's no reason to only have a phone, only a tablet, or only a PC. Instead, people often have all three and more.

Even though I technically won this bet, I want to congratulate Daniel Lemire on this getting much closer than I ever expected. I also admire the bravery he had to take the bet, especially with such favorable terms, and appreciate what I learned from this. The terms were that the loser donate $100 to the charity of the winner's choice, and I'd like to match the donation. Daniel and I will both be donating $100 to the Wikimedia Foundation, which runs Wikipedia.

: Daniel's post is up: "Lost my bet: the PC isn't dead... yet".

Geeking with Greg
Jan 02, 2016

SwipeLingo and Javascript Notebook
I've been working on a couple educational projects since Google, SwipeLingo and Javascript Notebook. SwipeLingo is a quick matching game for touchscreens. Javascript Notebook is a tool for writing coding tutorials, exercises, and examples.

I'm unable to fully finish them and get them exactly where I wanted them before starting at Microsoft. But I'm launching anyway in case they or the ideas in them are useful to others.

is a game-with-a-purpose, a quick matching game that is both fun and helps with memorization like flash cards do. There are example games — particularly interesting is Chinese numbers, where you learn the characters pretty quickly after starting with wild guessing — and it's also easy to create your own. I was motivated to create SwipeLingo by loving Duolingo but wanting the vocabulary memorization in it to be more fun, and also wanting to try to build a non-native touch web app game that works equally well across desktop, laptop, tablet, and phone.

tries to make it easy to write and share coding tutorials, coursework, examples, exercises, and experiments. It was heavily motivated by Stanford's CS101 class and their content. Here are some examples: "Getting Started", "Introduction to Programming", "What You Can Do". It's a bit like a simple Javascript-only IPython Notebook in feel, but runs entirely in the browser, requiring no configuration or set up, just write and share. Others can modify the code, run it, and save and share their own copies.

Please let me know if take a look and have any comments or suggestions. And please tell others who might be interested about them too!

Geeking with Greg
Dec 28, 2015

Working at Microsoft
How one brand went from charging $30/month to making over $1 Million by changing their marketing to a premium service.

Geeking with Greg
Oct 02, 2015

Not working at Google
How one brand went from charging $30/month to making over $1 Million by changing their marketing to a premium service.

Geeking with Greg
Aug 30, 2015

Working at Google
How one brand went from charging $30/month to making over $1 Million by changing their marketing to a premium service.

Geeking with Greg
Apr 06, 2015

Interview on early Amazon personalization and recommendations
How one brand went from charging $30/month to making over $1 Million by changing their marketing to a premium service.

Geeking with Greg
Mar 07, 2015

Data Maven from Crunchzilla: A light introduction to statistics
How one brand went from charging $30/month to making over $1 Million by changing their marketing to a premium service.

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