Come Out and Play Festival: Battle of Brooklyn

May 19th, 2010

Battle of Brooklyn

Over the past several weeks I had been so focused on finals and the ITP show that I have neglected to provide updates regarding the Battle of Brooklyn – the street game I have developed with Morgen Fleisig for the Come Out and Play Festival. We have some good news, the game has been accepted into festival.

Here is the latest version of the game rules and mechanics. As you can see a lot has changed. I have also featured a few photos from the play testing sessions we’ve held over the past several weeks. We plan to hold a few more of these, so if you are interested in participating contact me at julioterra /at/ gmail /dot/ com.

Updated Game Details

Name of the game: Battle of Brooklyn

Tagline: Battle in hand-to-flag combat to conquer the park

Number of players: 30 to 40 players

Duration: One hour

Description:
The Battle of Brooklyn is a game about territorial conquest inspired by the revolutionary battle that that took place in Prospect Park. The redcoat or bluecoat armies are battling for control of the park and the future of our country.

In preparation for war, each army is looking to enlist fifteen (15) to twenty (20) honorable men and women. Both armies are organized into three regiments. Each regiment has at least five soldiers, a flag, and a map that the identifies the strategic territories they must conquer and defend.

Each soldier has four lives, represented by four flags attached to their belts. In hand-to-flag combat, soldiers fight to steal these life flags from enemy combatants. Captured life flags are attached to each regiments’ flagstaff and are crucial for conquering territory.

To conquer territory, an army must take a picture of a full regiment in a strategic location posing with their nation’s flags. The picture must then be delivered in person to the strategic battlefield command. The number of captured life flags featured in each picture determines which army holds a territory. Therefore, armies can conquer territories from one another throughout the battle.

If a soldier looses all four of his/her life flags, s/he must return to the infirmary to recuperate. At the infirmary soldiers that have lost all life flags can get new ones by trading-in life flags their army has captured from the opposing army.

That army that holds the most territories at the end of the game will emerge victorious and take all the glory.

Biography:
Julio Terra is a student at the Interactive Telecommunications Program with a background in interactive media and marketing. He is currently enrolled in a Big Games class that explores street games. On a personal level he enjoys exploring how mobile technology enables people to experience the physical world in new ways by connecting and blurring the line between physical and digital worlds.

Morgen Fleisig is also a student at the Interactive Telecommunications Program with a background in architecture, and currently enrolled in the same Big Games class with Julio. He is especially interested in the manner in which we extend ourselves into the world and reshape it, and what strategies and technologies we employ to do so.
Logo for the game

Images from Play Tests:


Final Lifecycle and System Redesign Presentation

May 18th, 2010

Now that I’ve survived finals and the Spring Show, I am finally able to catch up on my journal. Here I will to share the final presentation that I developed for my sustainable design class, If Products Could Their Stories. The focus of this final deliverable is to provide an overview of the lifecycle analysis that we carried out during the semester, and to propose a re-envisioned system that attempts to solve the most detrimental aspects of the current system.

On a personal level, the intent of my research was to gain a better understanding of the environmental and social costs associated to our current food system. I specifically decided to focus my analysis on Iceberg lettuce because it is the most popular leafy green in the US, and its popularity is largely driven by how well it travels rather than it nutritional value.

Enough with the introductions, here is a video of the presentation slides along with my voiceover. Please note that this version of the presentation is slightly longer than the one I delivered in class.

Food access and sustainability is an area of concern that I have recently become conscious of, and interested in. Here is a link to another project I have been working on this past semester along with other colleagues from ITP, it is called FarmBridge.


Finger Paint Mandala: Tracking Touches

May 2nd, 2010

Earlier today I finally got to play around with capturing touch input using my new DSI (Diffuse Screen Illumination) multitouch set-up. I was happy that after two weeks of hard work building and assembling this multitouch display, today it was finally ready for the proverbial spin. Here is a video of the touch input being captured by the IR camera.

My first test of the day failed because the LCD monitor still had reflective filters that kept the IR light from shinning through to the camera. This problem was easily resolved and then I proceeded to carrying out my tests. My current focus is to play around with a different video tracking applications to find the best one for my project.

Today I decided to test ReacTIVision and CCV (Core Community Vision). Overall the CCV application was the easiest to use. It still took me a good 30 to 40 minutes of playing around with the settings before I was finally able to get my touches to show up properly.  In comparison, I was not able to get good finger touch readings on the ReacTIVision application.


Finger Paint Mandala: Building the Multitouch Display

May 1st, 2010

Over the past two weeks I have been working on building a multitouch display for my finger paint mandala project (link to description). This has been an effortful and enjoyable undertaking. I have long wanted to play with multitouch displays – since before ITP when I would droll at TED videos and videos of the reacTable. Here I will share an overview of the research that I did, along with an extensive list of resources, and provide detailed information about my project, including a detailed description of my design and a list of all parts used.

Let’s start with some pictures of the display case that I just finished building:

Research on Multitouch Displays
Before getting started with building the touchscreen and buying parts I did a lot of research and spoke to several colleagues of mine from ITP who have worked on similar projects. Here is an overview of the online resources that I have discovered:

Peau Productions: The Peau Production website is where I began my research. I was referred to this site by Tamar, a friend from ITP. This site includes a good description of the main approaches for building touchscreen displays. After reading these descriptions I choose to build my display using the Diffuse Screen Illumination (DSI) design.

This site also provides detailed instructions regarding how to hack the PS3 Eye camera, and sells various different lenses for this camera. The PS3 Eye is one of the preferred cameras for touchscreen displays because it offers a high frame rate and low cost. I used these very instructions to hack my own camera. For those who do not want to go through the trouble of hacking a camera, they can just purchased a hacked camera from Peau Productions directly.

Instructables: The instructables site is well known for their rich database of how-to articles. For this project I found two articles that were very helpful: the first focused on how-to make an interactive multitouch display; the second is a guide to striping an LCD.

LumenLab: LumenLab is a website that has information about LCD monitors that can be easily disassembled. This is very helpful  because the cables used to connect an LCD display differ in fragility and length, and make some models considerably harder to disassemble.

One thing that I will note from personal experience is that even the same model can have a different set-up if it was assembled in different factories. For my project I used two 19” Samsung 906WB – I broke the first one during disassembly. The second one was much easier to take apart because it featured different components (and it was also refurbished, this may be reason why it had different components).

Webcam driver for MAC: In order to use the PS3 Eye camera on a Mac you need to download the appropriate driver. I am using the Webcam Driver for Mac that I found through the Peau Production website. I will provide updates regarding the settings of the webcam once I finish setting up the table.

Natural User Interface (NUI): In their own word, the “Natural User Interface Group or ~ NUI Group – is an interactive media group researching and creating open source machine sensing techniques to benefit artistic and educational applications.” The NUI wiki contains a lot of useful information including an extensive list of client libraries and tracker applications, many of which are open source.

I plan to test several of the applications and libraries on this list over the next week I calibrate the multitouch monitor and develop my first multitouch application. I will post my own insights regarding the applications and libraries available for Processing and Pure Data.

TUIO (Tangible User Interface Objects): TUIO is a protocol for tangible user interfaces. Here is a short description of TUIO from their own website: “TUIO is an open framework that defines a common protocol and API for tangible multitouch surfaces. The TUIO protocol allows the transmission of an abstract description of interactive surfaces, including touch events and tangible object states. This protocol encodes control data from a tracker application (e.g. based on computer vision) and sends it to any client application that is capable of decoding the protocol.”

The TUIO website provides detailed information about the TUIO protocol along with a wealth of links to trackers and libraries that use the TUIO protocol to enable the development of multitouch applications.

Community Core Vision CCV: Community Core Vision, also known as tbeta, is a tracker software that takes a video input stream and converts it to tracking data and events that can be used as the foundation for multitouch applications. This tracker software was developed by the NUI community and it performs a similar function to reactiVision.

ReacTIVision – the reactiVision application takes a video stream as input and then outputs tracking data and events similar to CCV. The main differentiation of reacTIVision is that it is also able to track over 200 custom fiducial markers. This tracker was created by the artists from Barcelona that developed the famous ReacTable.

XTuio: – xTuio is a research and development initiative related to multitouch technologies for Macs. It mostly provides tools for developing multitouch applications using C#/Cocoa. I don’t plan to use it in my current project as I will not use C#. However, this seems to be a powerful tool for those who have an expertise with these environments.

Environmental Lights – Environmental Lights is an online lighting store that sells IR LED ribbons that are ideal for making Diffuse Screen Illumination (DSI) and Frustrated Total Internal Reflection (FTIR) multitouch displays. On their site they provide helpful guides regarding how to use their IR LED ribbons to create these types of displays.

Display Case Design
After doing extensive research across all of the resources listed above I decided to built my multitouch display using the Diffuse Screen Illumination technique. Though initially I had grand plans to make a fancy acrylic case for my multitouch display, I ended up opting to build a simple wood case first. I may upgrade to a nice case once I get everything up and running.

Below is the design that I created for the initial wooden case that is pictured above, followed by a detailed list of the components I used in the implementation phase. Note that the case design was slightly modified during the implementation process.

The base of the case is created with two layers of 1/4″ bass and plywood. I purchased the wood for this case at a local arts supply shop, Blick Art.
Wood Base

The middle divider layer is placed between the LCD display and the IR acrylic. It is also created with two layers of 1/4″ bass and plywood. During implementation I glued thin strips of wood to the underside of the middle divider to keep the LCD display in place.
Middle Divider

The top cover of the case is created with two layers of 1/8″ bass and plywood. This is the thinnest layer of the table. Between the middle divider and top cover there is a small strip of wood that is connected to the screws to keep the acrylic panel from moving up or down.
Top Face of Case

Here is the side view of the table. As you can see, the table is similar to a double layer sandwich.
Multitouch Case Side View

Display Materials
Here is a detailed inventory of the materials I procured to build this touchscreen display:

Camera:

LCD Display:

  • Refurbished Samsung 906BW. Look for it on eBay. Other monitors can be used, check the LumenLab database for help. From my limited experience I’ve come to believe that refurbished models tend to work best.

IR lights:

Acrylic Panels:

Case:

  • Metal channels are required to frame the acrylic. The dimensions are as follows: must fit 1/2” of acryclic, preferably at least 5/8″ wide.
  • Spacers are important to make sure that Acrylic does not rest directly on top of the IR light strips. This can damage the IR lights.
  • Wood to build the case as outlined in the designs above.

Finger Paint Mandala

April 26th, 2010

Finger paint mandala is a multitouch application that enables people to create musical paintings that gradually fade away. This project was inspired by the sand mandalas created for the purpose of meditation in Buddhist traditions.

Here is a brief excerpt from Wikipedia regarding sand mandalas: “As a meditation on impermanence (a central teaching of Buddhism), after days or weeks of creating the intricate pattern of a sand mandala, the sand is brushed together and placed in a body of running water to spread the blessings of the mandala.” [link to Wikipedia article]

Finger Paint MandalaHere is how Finger Paint Mandala works: The artist will use his finger to create paintings on a multitouch display. He/she will be able to select the color for each stroke, each color will play a different sound when a new paint stroke is created. For the first build of this project (which I hope to display at the Spring show) the paint strokes and sounds will fade gradually over 30 seconds as soon as the artist lifts his fingers.

In the second build I plan to give artists the freedom to create a full drawing, or mandala over a period of several minutes. I also plan to allow artist to destroy their own creations by blowing on the surface of the display (I will use piezo sensors in the display case to sense the blowing). This action would also create sound that generated as if the notes which had been were being blown away.

Building the Multitouch Display
To create this multitouch screen I will use the Diffused Screen Illumination with an LCD monitor (rather than projector). Here is a blog post from the Multitouch Development Blot that provides a good comparison of the different approaches that exist. For a camera I plan to use the PS3 Eye, which comes highly recommended by colleagues and online resources.

So far I have converted to camera to an IR camera, and I have also built the IR light panel using the special EndLight acrylic, that has special reflective properties that makes DSI possible. I am still work on dismantling the LCD monitor and creating an appropriate case. Below are some pictures of the camera work, and the process of taking apart the LCD.

Creating the Software
I have decided to use a combination of Puredata and Processing to create the application. Puredata will serve as the audio synthesizer and controller. While Processing will be used primarily for graphics generation. From a video capture perspective I plan on using Reactivision.

I have already built an initial version of the Processing and Puredata sketches. That said, much work remains to be done. Thus far I have only created applications using a mouse paradigm (single point of focus). Over the coming week I will have to convert the applications to work with a multitouch input (multiple points of input).

I have been reading up on TUIO protocols to prepare for this transition. I have also been investigating the libraries available in Puredata and Processing that can handle multitouch input. The NUI forum has been especially helpful, along with the Peau Productions website.


Battle of Brooklyn Come Out and Play Submission

April 16th, 2010

Game Name
Battle of Brooklyn

Design Group or Designer’s Name
Morgen Fleisig and Julio Terra

Game Concept
The Battle of Brooklyn is a game about territorial conquest that is inspired by the revolutionary war battle with the same name that took place in and around Prospect Park. The redcoats and bluecoats will use GPS-enabled camera phones to engage in battles for strategic locations throughout the park, and coordinate their activities across these battlefields. Will the bluecoats be able to claim our nation’s freedom or will we remain subjects of an empire? The answers is up to you, come join the battle.

An Established Game?
The Battle of Brooklyn is not an established game. We have been developing it for several weeks and just recently completed our first play-test session. We plan to hold several other play-tests before the festival in June.

Type of Game
Teams
Meet and disperse

Number of Players
31 – 50

Player Details
At the start of the game each player will receive a number, which they will wear on their chest, a map, which they will use for navigation, and a few props, which they will need to use for pictures. To participate players need to bring their own GPS-enabled camera phone with web access (though a few people can play without phones). This device will serve as a weapon and communication tool.

Duration of Game
1-2 hours or 2-4 hours

Ideal Location in Brooklyn
Prospect Park

Ideal Time to Start
Saturday at 4

Ideal Location
Park or Other Greenspot

Volunteer Needs
We will need 4 to 5 volunteers to help us manage the game throughout the Prospect Park. These volunteers will travel from battlefield to battlefield along with the teams to monitor the game play.

Game Rules
Players are divided into two teams, the bluecoats and the redcoats. Each team starts from a different location in Prospect Park. The game starts when both teams receive a communication with the location of the first two active battlefields. Each battlefield is active for 30 minutes and throughout the game every 15 minutes new battlefields become active.

The teams have to find the battlefields using the historical map and then locate the specific monument or structure within that field. To earn points each team needs to capture pictures of their players making revolutionary war poses next to these structures. 4 points are given for each player photographed posing. An extra 10 points is earned for pictures that contain five or more players posing. However, if a team captures a photo of the opposing team’s players posing in front of these structures, then the points earned by the opposing team for each player photographed is cut in half. Similarly, if the opposing team captures a photo of 5 or more players from the opposing team posing, the opposing team looses their 10 points bonus.

Another way for players to earn points is by shooting players from the opposing team who are in search of the battlefields. 2 points can be earned each time a player is able to take a picture of an opponent where the opponent’s player number is clearly visible. Each individual player can only earn points once for shooting a specific player from opposing. If a player is able to successfully shoot all of the players from the other team they will earn 40 bonus points.

Throughout the game players will be able to view the pictures posted, check a geographic map of game play, access communications, and find out the game score all via a mobile enabled website. At the end of the game the team with the most points will win the battle.

File Upload
Create a game logo and/or other media (maybe feature pictures from last week’s game play, along with historical map)

Additional Game Notes
N/A

Group Designer Bio
Julio Terra is a student at the Interactive Telecommunications Program with a background in interactive media and marketing. He is currently enrolled in a Big Games class that explores street games. On a personal level he enjoys exploring how mobile technology enables people to experience the physical world in new ways by connecting and blurring the line between physical and digital worlds.

Past Events
Though Morgen and Julio do not have experience setting-up games for street festivals, we have been attending the Big Games class at the Interactive Telecommunications Program over the past 3-months. During this time we have had the opportunity to develop and play-test several games. Above we’ve included a link to where you can find more information about a few of these games.


Dole Refuses to Share Information for Life Cycle Analysis

April 13th, 2010

After trying to get additional information from Dole about many aspects of its process for growing and processing lettuce I finally received a response, though it was a rebuff. Before I share with you the response I received, let me go over a a few things that I found interesting about this interaction:

  • In order to contact Dole’s CSR office I had to reach out to their European offices. It seems that in the United States Dole does not have  CSR officer yet. I think this reflects all that we have read so far in class about environmental consciousness being much more prevalent in Europe, and how companies treat their customers different in these continents.
  • Dole was not willing to answer a single one of my questions, though some of them are clearly not sensitive or proprietary. I think this shows the general corporate fear of sharing information with consumers (rather ironic since this is supposed to help build trust).

Without further ado, here is my email along with the reply received from Dole:

My Email

Dole’s Reply

Dole's Response


FarmBridge Scenario: Setting Up a CSA (Part 1)

April 13th, 2010

Sarah is a core group at the Park Slope CSA. Her CSA recently found out about FarmBridge through a food-and-technology meet-up. After a lot of debate with her CSA’s core group members, they decided give FarmBridge a try. Since Sarah is responsible for managing membership and subscriptions, she took the responsibility of getting the CSA set-up on FarmBridge.

Tuesday evenings are Sarah’s CSA work night, in usual fashion she makes herself a big cup of herbal tea, grabs a couple of cookies and sits down in front of her computer. She gets settled in, pulls up a web browser and accesses the FarmBridge website. When she arrives at the site she clicks on the “register & create CSA” button. Sarah had visited the FarmBridge before, while researching the product, but she had not signed up for her own account.

Next she is taken to a registration page for her personal account. Sarah notice from the graphic at the top of the page that this is part one of a two step process. On this page Sarah inputs the required information for her profile: first and last name, address, phone number, and email address. Then she clicks the next step button. On the next page Sarah is prompted to input optional info such as birthday, personal interests, and a profile picture. To complete the sign-up process Sarah agrees to FarmBridge’s t&c’s and click the submit registration button.

Once Sarah has finished creating a personal account she arrives at her personal “My Box” page. Across the top of the screen she sees a menu with three main options: “CSA”, “My Box”, and “People”. A second-level navigation menu reads: “Home”, “Messages”, “Events”, “Post”, and “Pictures”.

In the center of the screen there is a message bar towards the top that features a welcome message. Below this message box is a section labelled “This Week’s Share”, followed by another section titled “Recipes”. Since Sarah’s account is not linked to a CSA these areas feature a “Join or create CSA” link.

Sarah clicks on one of these links, which takes her to her personal CSA dashboard page. The page features a map that show all of the CSAs in her area that she can access through FarmBridge. Since the service is new, she notices that her CSA is the first one in Brooklyn to use FarmBridge. Along the right-hand side of the page a menu provides Sarah three options: “do you have an invitation code?”, “join an existing CSA”, or “set-up a CSA”.

She chooses the appropriate button to register her CSA. She is then brought to a page titled “Basic CSA Information”. From reading the graphic she knows that this is step 1 of 3. On this page she inputs her CSA’s name, location, and contact information (which she links to her personal details). She clicks the “Next Step” button and is brought to a page where she inputs information for a CSA profile page. Sarah adds a brief CSA description, followed by an overview of shareholder expectations, and information about share pricing and uploads a picture with people from community posing in front of the CSA’s banner at a pick-up. Lastly, she chooses what contact information to share (email or phone).

In the last step of the sign-up process Sarah is able to customize the look and feel of her CSA by selecting color palettes, and uploading a logo. Since the Cobble Hill CSA has had a simple blog with a white, green and red palette for a long time, she decides to honor tradition and chooses these color for her CSAs FarmBridge community site. She clicks submit to finish the CSA registration. A confirmation message appears that confirms the CSA registration.

Next Sarah is brought to her CSA’s main page. On the top-level navigation bar a new tab pops up called “Park Slope CSA”. Under this tab the following options are featured as a second-level navigation: “Home”, “Members”, “Events”, “Gallery” and “CSA Settings”. In the center of the page overview information about the CSA is featured along with a map of all CSA members. On top of this screen a window appears that informs Sarah of the next steps associated to setting-up her CSA (featured below). This information is also sent to Sarah in her CSA set-up confirmation e-mail message.

Next Steps to Set-Up a CSA (copy for content only, not style)

Step 1. Set-up Partner, Subscription and Payment Options

  • Identify local supply partners (vegetable, fruit, flower, meats, bread, dairy, other)
  • Create subscription offerings list (full, half, custom. logistics for each)
  • Define payment options and guidelines (upfront, pay-as-you-go, approvals, etc)

Step 2. Set-up Membership Database and Calendar

  • Set-up membership database and input planning numbers (min and max capacity)
  • Sign-up members by creating invitations, manual input or uploading data
  • Set-up calendar with recurring events and request volunteers

Battle of Brooklyn: Yet Another Update

April 9th, 2010

Prospect Park Historic Map Overlaid on Current Map

Last week we met with Greg and shared with him the initial design of the game mechanics for our game, Battle of Brooklyn. Based on the feedback that Greg provided we have changed the game to drive more player interactions and make it just plain more fun. I’ve included the updated rules below.

This weekend we are going to play-test some of the game mechanics outlined below. However, we will not be able to test the full game as we will not have all the necessary props and tools. Our goal is to understand if the basic interaction mechanisms will create a fun experience.

Battle of Brooklyn
The Battle of Brooklyn is a game about territorial conquest. It is based on the historic battle that took place in this very place over 200 years ago. The revolutionary army is under siege by a British invasion, and battles are popping up everywhere. Which army will win this battle this time around is up to you.

Game Set-up
Players are separated into two separate teams, each team has twenty players.

  • Each player gets a colored-helium ballon, two player numbers, and colored arm-band, and details on how to submit pictures.
  • Players need to bring their own gps-enabled digital camera (not required for every single player, 80% minimum).
  • Each team receives 5 maps and 5 sets of props (hat and stick, to be used as riffle in pictures).
  • Each team gets a historic map that they will to use to navigate the game area.
  • Each player provides their cell phone number to the game master to receive communications throughout game-play.

Navigation Mechanism
The historic map plays a key role in the game.

  • The game area has six to eight different “battlefields” where most of the action takes place.
  • The map identifies key areas throughout the park that are potential battlefields.
  • Battlefields become active at different times throughout the game, and not all locations will become battlefields.
  • Players are notified regarding which battle field is active via text messaging.

Historic Map of Prospect Park

Scoring Mechanism
Teams can earn points by taking geo-tagged pictures that meet the criteria below, and uploading those pictures to the game’s website. All pictures will be timestamped and added to an online map. This map will serve as a scoreboard for the game.

In a battlefield there are two ways for a team to earn points:

  • Taking picture of their own players posing in a “battlefield”. A team earns one point for each player that checks into an active “battlefield”. Each player can check into an active “battlefield” once only.
  • Taking pictures of the other team’s players while they are posing in an active “battlefield”. The opposing team loses half a point for each player captured in the photo. We also plan to test a slight variation to this mechanism – namely requiring a player from the team that is taking the picture to be in the picture with the players from the opposing team.

When traveling between battlefields a player can also win points:

  • Players can kill players from the opposing team by taking a picture of them outside of a battlefield. To kill a player from the opposing team they need to be photographed with their player number visible. Each player can kill all of the opponents from the opposite team one time. That means that each player has 20 lives (one life for each player on the opposing team). Each team has 400 lives (20 players time 20 lives).
  • To protect from being killed while traveling between battlefields players need to travel in formation. A formation involves five to seven players walking together in parallel.

Race for the Battlefield Pass:

  • At the end of the game both teams make a race to Battlefield Pass where a special battle will take place. The first team to get all of their members across the Battlefield Pass will earn bonus points.

Under consideration:

  • We are exploring enabling players to earn bonus points by getting strangers to pose with them for a picture. We plan on talking about this game element with our play-testers this coming weekend.

Game Play
The game starts with a briefing for both armies where props are handed out to all of the players. Then the armies are separated and escorted to different areas of Prospect Park. As they near the park they are informed of the first two active battlefields. Then they are off on their own. Every 20 minutes or so the players will receive notification regarding new battlefields as they become active. After 1:30 to 2:00 of playing the teams will receive a final mission, which will send them to Battlefield Pass.


Local Fork: Competitive Analysis

April 8th, 2010

Local Fork Home Page

Local fork seems to be the service that competes most directly with the service that we are currently developing. During our meetings with CSA managers this was also the only service that was mentioned. People who had experience using this tool had achieved varying levels of success.

With this in mind, we decided to do a detailed analysis of their CSA/Co-op Toolkit. This exercise will help us identify new ideas regarding site structure and organization, and it will enable us to learn from good and bad design decisions made and implemented by the localfork team. At the end of the day, this analysis will help us develop a service that is truly differentiated.

As you will note from my analysis below, we believe that there is a lot of opportunity for us to create a tool that is especially catered to the needs of urban CSA organizations.

A Little Background on Local Fork

Local fork is a lot more than just a CSA/Co-op Toolkit platform. It is an organization that is dedicated to stimulating local food networks. In their own words: “Local Fork is the first website where local food consumers, buyers, and producers can fully collaborate, network, buy, sell, advertise, and find needed services.”

The main services that Local Fork currently provides include: CSA/Co-op Toolkit, Locavore Guides, Local Foods Directory, Communities, and Videos. The focus of this analysis will be on the CSA/Co-op Toolkit, as this is the focus of our current project.

Information Architecture

The system is designed with two main account types: personal and organizational accounts. This simple structure provides the scaffolding upon which the entire system was built. Here is a brief overview of the main features and functionalities associated to each of these account types:

Each user of the system has his/her own personal account. Each organization also has its own organizational account. User accounts are created by individuals via a short registration process. Anyone with a user account can create a new organization account using a short registration process. They can also request to join an organization with an existing account.

The system is designed to separate Personal and Organization-related data. For example, when a user is logged into his personal account he is not able to access any data that is CSA-specific. To access this information he/she needs to view CSA-specific pages. This means that an individual’s calendar and volunteering information is only visible when he/she accesses his CSA’s page, which is several clicks away from his initial log-in.

Personal accounts can exist without being connected to a user, however, organization accounts are always created by, and linked to, users at a “personal” account-level. Personal accounts can be linked to multiple organizations. Similarly, organizations can be related to multiple personal accounts.

There is little to clearly differentiate when the user is in his own account versus when he is viewing a CSA page. The only noticeable difference is that the top navigation bar changes. I personally found this a little bit confusing, both the lack of contextual cues and the changing main navigation bar.

From a high-level standpoint we will likely structure our system in a way that is similar to Local Fork’s, we will also feature personal and organizational accounts. That said, we plan to create more linkages between the two account types to provide users with a more seamless, community-focused, and streamlined experience. We also will provide users with more contextual cues regarding their current location and will design a more effective global navigation system (likely using secondary navigation elements more consistently).

Member Management

Roles, Subscriptions and Status: The Local Fork system does not allow organizations to differentiate between their members role (admin, shareholder), subscription type (vegetable, half-share), and status (paid, waitlist). All of this information is encapsulated into the roles attribute. When users initially join an organization they are given the role of a “member”, or “subscriber”. After joining, their role can be changed to a wide variety of options such as: “shareholder”, “administrator”, “waiting list”, “historical shareholder”, “flower shareholder”, “winter co-op”, “owner”, “half-shareholder”, “paid in full”, “fruit shareholder”, “summer CSA”, “other”.

This is definitely an area where our design choices will differ from Local Fork’s current approach. Local Fork’s current set-up leads to potential conflicts and confusion since status items such as “paid in full” or “waitlist” cannot be specified to a specific type of share (e.g. vegetable, fruit, or flower share). It also limits the value that the system can provide in enabling CSA managers to track payments for multiple shares for the same member.

Adding New Users and Members: To add new members to a CSA the admin can either invite users to join the CSA, add the user directly to the CSA, or create an offline user. The first two options identical from the invitees perspective. The CSA admin inputs the invitees email address into a form that generates an email to that individual with a link to a registration page. In both cases the invitee needs to complete his/her own contact details.

The third option enables the admin to add an “offline” user to the CSA (essentially a user without an email address). Unfortunately, it does not allow the admin to add offline contact information for any of the “offline” users.

This is another area where we can innovate. We plan to offer more flexibility for the CSA admin to manage the contacts from his/her database. For example, we hope to provide CSA manager with the ability to create new members fully, including inputing all contact information. This will enable the system to better support offline users as well. CSA managers would be able to input these members’ contact information into a single system so that they would have a single source for all CSA-related contact information.

Ideally, we would even like to enable CSA managers to upload existing member lists in excel or csv formats. The system would add the members and send an email (to all members whose email is available) requesting that they confirm their contact information and privacy preferences. This same system could be used to help CSA managers transfer shareholder lists from one year to the next.

Payment Tracking and Processing

Local Fork offers limited support for payment tracking and processing, especially for CSAs that work with multiple partners. Though we noticed that an “order” features exists we were not able to understand how to use it.

We believe that we can add value here by enabling CSA managers to customize the set-up of their CSA to better support multiple partners. We plan to create a tool that supports tracking of sign-ups and payments for each type of share independently. Ideally, we would like to link the tool to an online payment gateway so that CSA shareholders could pay for all of their dues online.

Event Management

The event management tools in Local Fork are simple. They provide basic event and shift management capabilities. Admin users can create events, and request, approve and track volunteer sign-us. All members are able to see the events created by the admin users, and to accept volunteer requests. Event reminders can also be scheduled for volunteer signups.

Here we plan to differentiate our service by making it easier to use the calendar and providing additional logistical support. First, we aim to enable CSA managers to create repeating events. Next, we will enable all users to create events, though we will clearly differentiate CSA-organized events. We also hope to provide inter-operability with most calendar applications so that users can easily add commitments to their own calendars. From a logistical support standpoint we will provide CSA managers with the ability to print sign-out sheets for use at the CSA deliveries.

Privacy and Community

Local Fork currently does not allow its users to share their contact information with other members of their CSA. They are only able to share their contact information with administrators. The system is designed to enable the admin to send messages to members without even knowing their emails.

Our service hopes to provide a better platform for CSA members to be able to reach one another. We plan on allowing (and even encouraging) CSA members to share their contact information with other members. We would like to go so far as to ask people to add their pictures and addresses so that they can be added to a community map.

CSA Customization

Local Fork provides little opportunity for CSAs to customize their organization. I’ve already addressed above the opportunities we’ve identified associated to the subscription and payment tracking system. However, another important area for customization is the look and feel of each CSAs site.

We believe that CSAs would appreciate the opportunity to customize the look and feel of their organization’s pages. We haven’t defined how much customization we plan to include in our service, however, at the most basic level we will enable them to customize colors, fonts, and add logos and pictures.

Reporting

Unfortunately, we were not able to test the reporting functionality available in Local Fork. However, I can stress that reporting will be an important feature of our service. We are looking at mint.com as a design inspiration for our work in this area.