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This page is updated each week (usually on Monday morning) with notes from the Sugar Labs community. (The digest is also sent to the community-news at sugarlabs.org list, blogged at [http://walterbender.org/ walterbender.org], and [[Archive/Current Events|archived here]].) If you would like to contribute, please send email to [[User:walter|walter]] at sugarlabs.org by the weekend. (Also visit <span class="plainlinks">[http://planet.sugarlabs.org planet.sugarlabs.org].</span>)
 
This page is updated each week (usually on Monday morning) with notes from the Sugar Labs community. (The digest is also sent to the community-news at sugarlabs.org list, blogged at [http://walterbender.org/ walterbender.org], and [[Archive/Current Events|archived here]].) If you would like to contribute, please send email to [[User:walter|walter]] at sugarlabs.org by the weekend. (Also visit <span class="plainlinks">[http://planet.sugarlabs.org planet.sugarlabs.org].</span>)
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==Sugar Digest==
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== Sugar Digest ==
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1. I was recently asked "Sorry if this should be common knowledge... Were you the key designer behind Sugar?"
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1. 2012 has started off with a big splash. In the OLPC demonstration of their prototype tablet--the XO-3.0--at the Consumer Electronics Show (CES), Sugar figured promiently. The XO surrounded by a spiral of Activity icons was everywhere [http://www.blogcdn.com/www.engadget.com/media/2012/01/img1983.jpg 1]. Featured in Ed McNierney's (OLPC CTO) nonstop demo was Measure, Turtle Blocks, Wikipedia, and Fraction Bounce, among others.
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Given the penchant for retrospective in the days before a new year, I thought I would provide a more long-winded answer than perhaps was being sought.
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The OLPC devel team did some tweaks to Sugar to enhance it on the tablet: the Frame can be invoked by dragging your finger to the lower right-hand corner of the screen. Clicking anywhere on the canvas hides the Frame. Works pretty well. Of course, there is a ways to go to realize a full touch integration. It was amusing to watch people use the gestures they've grown accustom to on their iPads to no effect in Sugar. The work on porting to GTK-3 (Sugar 0.96) will make a big difference there.
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Much of the early development of Sugar took place in the MIT Media Lab. We began in the spring of 2006, in parallel with the work of the teams responsible for developing other aspects of the XO laptop’s software, including device drivers, power management, and security. One might ask how OLPC was able to create an entirely new learning platform from whole cloth, and do so with almost no investment in software engineering. The short answer is that they didn’t. OLPC solved the problem of how to develop the Sugar software with limited resources by attracting external resources—not creating them from scratch—while articulating clearly defined objectives. OLPC built upon decades of research into how to engineer software to promote learning and amplified OLPC’s staff resources by leveraging key partnerships within the Free Software movement.
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I made a few tweaks to Turtle Blocks for the demo: (1) I try to distinguish between a click on a block and a short drag of the block--it is hard to click on a touch screen without some xy displacement; (2) I added a mechanism for changing the values in number blocks without a keyboard; and (3) I tightened up the toolbars so that they would fit on the smaller XO-3.0 display. While all of these changes are more general in their applicability, #3 is something we need to think about for all small displays as it is often the case that not all of the toolbar buttons fit.
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Our principal partners in Sugar development were a small engineering team from Red Hat and Pentagram. The Red Hat team, under the leadership of Chris Blizzard, an experienced systems engineer, was tasked with leading the software engineering effort behind the development of the Sugar desktop. Lisa Strausfeld, a former MIT Media Lab student, led a team from Pentagram tasked with developing the interaction design and graphical identity of Sugar. In six months, this core group was able to produce a basic framework for Sugar upon which a community of pedagogists and software engineers could build learning activities. The team used an iterative-design process: rapid prototyping of ideas followed by critiques, followed by coding. We went through two to three cycles per week until we reached consensus on a basic framework. It was at this point, we were able to set higher-level goals enabling participation by a broader community of developers.
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2. In addition to the GTK-3 migration, we have a few more features queued up for Sugar 0.96 (See [[0.96/Feature_List#Accepted_Features_for_0.96]]). The one I am working on at the moment is [[Features/Write_to_journal_anytime|Write to Journal anytime]]. The goal is to encourage more writing and reflection throughout the process of using an Activity, not just when you close it at the end of the first session. The mechanism I am exprerimenting with is to add a new toolbar palette to the Activity Toolbar that incorporated a text-entry field. By typing into this field, you can add notes to the Activity Description found in the Journal. It is my hypothesis that by making it easier to take notes while one is working, we may see more note taking and the vision of the Journal as a "lab notebook" may finally be realized.
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Like the XO development process, which was going on in parallel, the software development process required ongoing efforts to solve knotty and often unprecedented technical problems. To wrestle with these, the OLPC, Red Hat, and Pentagram teams met face to face on a bi-weekly basis. The broader development community, which over time was dispersed across five continents, was engaged in addressing the same problems, and met 24/7 in multilingual on-line chat forums. This was a global movement: the lead developer lived outside of Milan, Italy, a lead community contributor lived in Siberia, a testing team operated out of a coffee shop in Wellington, New Zealand. Significant contributions were made by a high-school student from Wunstorf Germany, an energy-management consultant living in Melbourne, Australia, and a student at the University of San Carlos in Brazil. The use of modern software-development tools, such as distributed source-code management and wikis enabled members of the development community to collaborate anywhere and at any time. We were also able to pilot Sugar in a wide range of contexts as well, getting hands-on experience and feedback in schools in Nigeria, Thailand, Cambodia, and Brazil.
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3. Aleksey Lim continues to make progress on the "[[Sugar Network]]", a platform he is developing in Peru in order to facilitate sharing of content, with an empahsis on the needs of off-line deployments.
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Sugar was designed so that new uses emerging from the community could easily be incorporated. The journal was the brainchild of Ivan Krstić. Popular activities came from community volunteers such as Brian Silverman, a long-time collaborator of Papert who created Turtle Art, and Alan Kay and the Viewpoint team who created the Etoys learning environment. Others were commissioned from specific individuals, including a multimedia activity called Record written by Erik Blankinship and Bakhtiar Mikhak; the Sugar word processor, Write, which was based on Abiword and written by J.M. Maurer; the TamTam musical activity suite written by Jean Piché and his students at the University of Montreal; and some constructionist games from Harel's MamaMedia group which were “sugarized” by Morgan Collett and Carlos Neves.
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4. Bernie Innocenti and Stefan Unterhauser (Dogi) are getting ready to migrate our servers to a new colocation site. We have been hosted by the Free Software Foundation, but since they are going to be moving to a new colocation site, we are planning to consolidate our servers in a server room at MIT. Details about the migration will be announced well in advance and we don't expect any major disruption of services. Stay tuned.
 
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Sugar was explicitly designed by OLPC to be augmented and amplified by its community and the end users: once these initial examples were published, the floodgates opened and activities began to come in unsolicited. While we had the advantage of a highly publicized project—OLPC was the subject of almost daily international news coverage—we did not necessarily have direct access to the highly skilled software-development community we needed in order to grow. We therefore did outreach in the forums where these people hung out. In Free Software, that is primarily in chat rooms and at conferences. Blizzard and the Red Hat team established an IRC channel for the project that soon attracted nearly 100 concurrent users. Gettys spend a great deal of his time attending Free Software conferences, focusing especially on conferences in regions where OLPC was targeting deployments, in order to solicit volunteers. We also used word of mouth, leveraging both the MIT alumni network and friends and colleagues from industry.
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By the end of 2006, Sugar had a basic system running which included all of the basic activities: Write, Browse, Read, Paint, etc. By the end of 2009, Sugar had hundreds of activities contributed by thousands of developers around the world, and the ongoing engagement of a global group of developers, teachers and students.
      
=== Sugar Labs ===
 
=== Sugar Labs ===
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<gallery>
 
<gallery>
File:2011-Dec-10-16-som.jpg|2011 Dec 10th-16th (52 emails)
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File:2011-Dec-31-Jan-6-som.jpg|2011 Dec 31st-Jan 6th (30 emails)
File:2011-Dec-3-9-som.jpg|2011 Dec 3rd-9th (48 emails) [2]
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File:2011-Dec-24-30-som.jpg|2011 Dec 24th-30th (18 emails)
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File:2011-Dec-17-23-som.jpg|2011 Dec 17th-23rd (16 emails)
 
</gallery>
 
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