Archive for the ‘ItzaBitza’ Category

ItzaBitza is now Available on the Mac!

Monday, July 5th, 2010
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I am totally thrilled to say ItzaBitza – our fantastically fun interactive drawing game in which players “accidentally” learn to read -  is now available for our friends with Macs!  The port to the Mac was done by the amazing folks at Virtual Programming (VP).  They even put up some cool ItzaBitza pics.  The only concern I have with these great folks is the amount of tea they seem to drink.  I mean, given they are located in England – I guess this makes sense.  But here I am, living in Seattle.  Always with a coffee cup by my side.

OK – I must confess.  Sure, I was at Microsoft for 18 years.  I have many Windows machines – almost all Windows 7.  Umm….both my daughters have Macs….and…umm….they really like them….and..umm….playing ItzaBitza on a Mac seems like such a natural experience.  I was giggling all over again as I drew the smallest door I could to see Sketchy shrink really small.  And then went over to the farm play set to put a triangle shaped tire on Sketchy’s tractor so that his ride takes a bizarre bumptity bump to it.

So this is for all you Mac folks who have persistently asked me when ItzaBitza will be available on Macs.  You can get your copy here.

        

ISTE 2010 in Denver

Friday, July 2nd, 2010

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What a fantastic and inspirational event! Thanks to funding from Microsoft, Tom and Duncan were able to design and implement a Multi-Touch version of ItzaBitza’s Home Sweet Home play set for Windows 7’s cool Multi-Touch capabilities.

Designing interaction with Multi Touch in mind is far different than designing for a mouse’s point and click interface. In the mouse version of ItzaBitza, the child draws a cloud with a mouse and then holds down the left mouse button so that rain comes out of the cloud. In the Multi-Touch version, the child uses their finger to draw a cloud, and then squeezes the cloud – as they might a virtual sponge – to get the rain out.

The characters and anything drawn with Living Ink can be made really, really big or really, really small by using two fingers to stretch them. The results are hilarious. I spent two days playing with Multi-Touch ItzaBitza Home Sweet Home play set as I talked with many enthusiastic and inspiring teachers. One man was planning to use Kodu (Microsoft’s kids programming language) within an activity for his high school students since he loves programming. Involving his students in game programming using Kodo is just something above and beyond he has to do yet he wants to share the joy and power he feels when he’s creating software.

It blows me away to think how Kids drawing games can take on a whole new personality! Now kids can have a wonderful time finger painting and exploring virtual objects without us adults having a very messy cleanup job! Kids playing reading games like ItzaBitza and ItzaZoo on touch devices can poke at words and let the words speak for themselves!

There were tons of goodies that I got excited about while walking the exhibit floor.  My favorite was SMART Technology’s  SMART Table interactive learning center.  I got to thinking that we could really change the behavior of how our early readers learn to read through experiences like a collaborative multi-touch version of ItzaBitza!

        

Sometimes, A Banana Is Just A House – What’s Unique About our Drawing and Reading Games

Wednesday, January 13th, 2010

Living Ink Teaches Computers how Kids Draw

Written by Margaret Johnson and Ian Lurie

When we started writing this article it turned into a dry, biographical piece: “Developers Thomas Steinke and Duncan knew they faced a challenge…” blah blah blah.That can’t do Sabi Games’ Living Ink technology justice. Instead, let’s put it this way: If SkyNet becomes self-aware, blame Living Ink. ‘Cause we’ve never seen a computer come this close to the kind of contextual thinking normally reserved for us hairless apes. Living Ink drives Sabi Games’ first drawing – meets – reading game, ItzaBitza. In it, children follow instructions written on the screen. They draw shapes, like this:

Living Ink - kids drawing game

Then the game asks questions like “Where’s the door?”, and you answer. That’s all well and good, but what happens if, instead of a house, you draw a banana? “Can you draw a house” OK, we’re not artists – all the better from our perspective – but it’s vaguely banana-shaped.

Living Ink - kids drawing game

“Where’s the door?” we draw our best imitation of a door, which ain’t much:

Living Ink - kids drawing game

And the game immediately turns our door into a door, and our windows into windows, complete with hinges:

Living Ink - kids drawing game

Waitaminute. How the heck did this drawing game know we meant to make a house out of a fruit? And a floppy fruit, at that? That’s the magic of Living Ink. The development team at Sabi Games has cooked up a game engine that actually interprets what you draw in context. So, if the game asks for a house, and you draw a shoe, the game assumes it’s a shoe-shaped house. Many have spent hours trying to fool the game by making the squirrel hole in the wrong part of a tree, or make the wrong part of my drawing turn into the sun. The drawing game even interpreted our sad, sad drawing of a tree, putting apples in the right place:

No joy. Living Ink matched every form of artistic insanity we could come up with. Other games are pretty clever. Crayon Physics is an amazing drawing game, and we’ve put in our share of time making stuff fall, roll, bump and bounce in its unique 2D universe. But it doesn’t actually know that a car is a car. It just knows that the box you drew is on top of two round things, and therefore rolls.

Living Ink goes one better, by actually understanding that a tree drawn with our total lack of artistic ability is nevertheless a tree, and not a toothpick that sneezed too hard!

Ian watched his daughter (six years old) playing ItzaBitza. She’s a good reader but gets bored quickly and often drifts off into some alternate universe reserved for six-year-old girls and their imaginary dogs (named Truffles, in this case). This game keeps her engaged and learning in ways Ian’s never seen before. The game asks for a house. Maybe she draws a house. Maybe she draws a big round thing instead. Then it asks for a door, and she draws a door, which may or may not be door-shaped. But both my daughter and the game ‘get it’ – the real goal is to understand what’s being asked of you, not to draw a house the way 99999 others have drawn it.

In that way, Living Ink and ItzaBitza go where our grammar school teachers never could, by measuring kids’ success not by their ability to faithfully reproduce a typical, generic house, but instead by their ability to interpret direction and think for themselves.

Duncan, Sabi’s Creative Director and Living Ink’s designer, said it best when Ian spoke with him about it: “We experimented with versions where the child could just draw anything and leave it be, but it wasn’t compelling. Children need some goals and rules, but also an opportunity to push back at them.”

This ‘soft’ intelligence means any drawing game driven by Living Ink is doubly compelling. Long after most reading games drive kids away, a Living Ink game keeps their attention. Kids can stretch the rules of the game to the utmost, using their imagination to be silly, creative or both.

If they can get us to stop playing, anyway.

        

What Will YOU Draw in Your Haunted House?

Monday, October 26th, 2009

It’s getting close to Halloween.  The kids are getting their costumes and anticipating that unmatched once a year sugar high.  My family has been having a great time carving out our virtual pumpkins and scaring our visitors!