Waxy.org
Waxy.org is the sandbox of Andy Baio, a journalist/programmer living in Portland, Oregon. I work on Kickstarter, created Upcoming.org, made an album, and some other stuff too.

Contact Me: log@waxy.org or waxpancake on AIM
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Code Rush in the Creative Commons

Posted Jul 31, 2009 (Updated Aug 6, 2009)

Last year, to commemorate the release of Firefox 3.0, I posted a heavily-annotated copy of Code Rush — the commercially-unavailable documentary from 2000 about the open-sourcing of the Netscape code base and the beginning of the Mozilla project. Shortly afterwards, I interviewed Code Rush director David Winton about the film, who asked that I take the video offline while he decided what to do with it. Last week, he made a decision.

I'm happy to say that Code Rush is now released under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 license. Winton and his colleague John Koten set up a dedicated homepage for the film, with links to stream or download the film in various formats.

They're encouraging everyone to use the documentary in new ways, remixing or reusing the footage for any non-commercial use. In particular, I'd imagine the Mozilla Foundation should be very happy that they can finally use this historic footage of their origins.

Thanks to the new license, I'm able to put my annotated version of the film back up on Viddler. I've embedded it below.

Best of all, David Winton's announced that they're planning on digitizing the original interview footage and making them available. "We are still working to get our hands on a digital Beta deck to digitize the original dailies, but hope to get up and running in a couple months." If you can help them out, get in touch.

Update (August 6): I just discovered that unreleased footage from the documentary is being added to Archive.org.

19 comments

Joining Kickstarter

Posted Jul 20, 2009 (Updated Sep 7, 2009)

Some news: I'm proud to announce that I've taken the CTO role at Kickstarter, the Brooklyn-based crowdfunding startup I've mentioned here before. Yay!

I've been on the board for the last 10 months, helping find the development team and providing some guidance on tech, design, and community issues. And in the last year, watching the site evolve was an amazing experience, from an idea to a website with the potential to change the way things are made.

Since our launch ten weeks ago, over $250,000 has been pledged to make everything from books, magazines, albums (and album reissues), plays, films, art projects, zombie iPhone apps, and more. (Not to mention, my own Kind of Bloop album.) And keep in mind, the site's still invite-only!

Getting people to give you money is tricky, but I think we've hit on a formula for success:

  • All-or-nothing. Projects are only successful if they reach the fundraising goal by the deadline, otherwise nobody pays. This limits risk for both backers and project creators, who don't have to worry about committing money and time to a failed project.
  • Rewards. We strongly emphasize the importance of crafting good rewards, which makes Kickstarter more like commerce than altruism. We support multiple tiers of rewards from $1 to $10,000, limits for each, and tools for creators to contact each tier group independently.
  • Publishing. A simple and powerful reward is access to exclusive updates during a project's funding and development, creating a powerful connection between the audience and project. As a result, we offer publishing tools for public or private updates, including hosted media and update notifications.

These mechanisms and constraints allow Kickstarter to not just fund projects, but test ideas, engage with an audience, and pre-sell your work without risk.

Earlier this month, I spoke at the Guardian Activate Summit in London about the power of play and applying game mechanics to non-games — difficult problems like environmental change, political activism, and fundraising. Kickstarter turns fundraising into a social game, where people have to work together within a time limit to reach a common goal. Already, we're seeing that projects develop their own viral momentum... Once a project hits 25% of its goal, success is almost guaranteed. (94% of projects that hit that mark eventually hit their goal.)

I look forward to pushing Kickstarter further in that direction, and build a platform flexible enough to do more than help artists raise money for themselves. I'd love to see more people use Kickstarter for commissioned works like Kind of Bloop, collecting the money to pay someone to make or do something you want to exist. Or anywhere you need to gauge market demand, like throwing parties without the risk of losing your shirt in ticket sales.

Soon, we'll be opening the site up to anyone who wants to make a project — and that's when things get really interesting. In the meantime, you can get an invite from an existing member, or sign up to get notified when Kickstarter opens to the public.

38 comments
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Waxy Links
Ads via The Deck
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Andrew Plotkin reviews The Ultimate Alphabet for the iPad — based on Mike Wilks' insane picture book from 1986; here's the gameplay
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8-bit color cycling with HTML 5 — how it works
Guardian UK's report on the Wikileaks Afghanistan war logs — they call it the "biggest leak in intelligence history"; more from the NYT
The No Twinkie Database — anti-patterns for game design
Aza Raskin on Tab Candy, experimental tab management for Firefox — not an extension, the download is a Firefox build
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Philipp Lenssen's book on Graphic Adventure games — culled from Wikipedia entries, edited, and fleshed out with original interviews
Cow Clicker — Ian Bogost's Facebook game about Facebook games
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Sledgehammer and Whore — a screenwriter deals with a very unusual break-in at his office, and how he might pitch it as a show (via)
Adam Lisagor on Flipboard — free iPad app creates a personalized magazine of your friends' FB/Twitter links
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4chan trying to take down Gawker — in response to their critical Jessi Slaughter posts and a post yesterday taunting them
Top Secret America — Washington Post's two-year investigation into federal use of private contractors after 9/11
Xbox 360 developer recounts the history of their achievements system — how it was developed and how they work (via)
Apple donates MacPaint/QuickDraw source to Computer History Museum — see Folklore.org's evolution of MacPaint and the long, great oral history
GQ's rare interview with Bill Murray — Sofia Coppola tells the story of trying to track him down for Lost in Translation
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You've Either Shipped or You Haven't — from Tom Taylor, who ships; journalist Bobbie Johnson's response and Tom's followup
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Rigid-Body Fracture Sound — rendering sound effects from physics simulations, from this year's SIGGRAPH
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