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The University of Oregon plans to start dealing with only a single manufacturer for Ducks apparel instead of dozens, leading in-state companies to believe the contract could go outside of Oregon.
The Oregon House approved a bill that would legalize and regulate retail outlets for medical marijuana.
Shoe companies like Switzerland-based On Running are choosing Portland for North American headquarters because it's where the talent is.
A Hillsboro McDonald's and Tigard Burgerville are among local quick service restaurants that are changing their looks.
Walmart aims to expand its footprint in the Columbia Gorge, where small-town main street businesses and restrictive land use planning have ruled for decades.


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Campbell's Fiesta Chili Beef Soup recipe
After side-by-side comparisions and taste testing with a couple of the *real* cans of soup I had left, I have gotten really close to a re-creation for all of us for our long-lost soup. Here is the recipe, enjoy!
- 1/4 cup Ground Beef, browned
- 1 tbsp Beef Fat (from Ground Beef)
- 1-1/2 tsp Tomato Paste
- 1/2 tsp Garlic Powder
- 1/2 tsp Onion Powder
- 1/2 tsp Sugar
- 1/2 tsp Salt
- 1/2 tsp Corn Starch (mix with 2 tbsp water)
- 1/2 tsp Paprika
- 1/2 tsp Chili Powder
- 1 can Pinto Beans (with liquid)
Add beef fat to electric fry pan over medium heat. When hot, add tomato paste and cook stirring constantly for 2 minutes.
Combine Garlic Powder, Onion Powder, sugar, salt, Paprika and Chili Powder in a small bowl, mix. Add to fat/tomato paste mixture and cook for 30 sec to bloom the spices.
Mix in rest of ingredients, mashing about half of the pinto beans as you do so, heating on low until evenly melted.
re: EDWARDCARL
I made this today. I added 1 cup beef broth, but the soup was a little salty because I still added the salt. Next time I will omit adding salt.
I doubled the chili powder, and added 1/2 t. cumin. I did not use the corn starch/water because I wanted to see if it was thick enough with the starchy pinto bean liquid. My husband said it was delicious, but he missed the viscosity of the Campbell's so I'll use the cornstarch next time.
I love, love, love Cambell's Fiesta Chili Beef Soup. I'm sorry it's gone.
This recipe is pretty accurate with the following additions:
Add 1/2 tsp. of cumin
Add a little more chili powder to taste.
Add 1 cup of beef broth when you add the tomato paste.
The corn starch is a must for consistency.
Use a submersible blender a couple of times to get true Cambell's consistency.
This recipe is for about one can of soup. I doubled it and we had a meal.


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The evolution of virtual worlds
26th Jun 2009 | 12:00
Is this where you'll be spending your time in the future?
Social gaming on the rise
Stitching Facebook and MySpace into a 3D environment might not seem like the most exciting project in the history of gaming, but a handful of intrepid gaming companies are wondering if social gaming is going to be the next huge, very profitable thing.
The logic is simple – not everyone enjoys blowing up friends and enemies when they go online, or obsessively assembling a vast arsenal of ultra-weapons and superhuman skills. While World of Warcraft and its medieval and science fiction beat-'em-up and shoot-'em-up siblings have questing and wizarding locked down, the popularity and momentum of social networking suggests that there's serious money to be made from friends and fans. But is this really gaming? And does it matter?
Pride of place in the pantheon of chat-'em-ups goes to Second Life. Whereas most games demand smooth and fast performance, Second Life goes against tradition by offering gamers an experience that's laggy, awkward and slow.
Your fellow players' avatars twitch and jerk around in virtual space like cyber-puppets on springs. When you log in – or res, in game jargon – it can take up to 10 minutes for your surroundings to res around you. Until then, you can find yourself missing essential walls and floors, standing in a void, bumping into nothingness when you try to move and unable to do much at all.
With high-end bandwidth and a top spec PC some of these issues are reduced, but no one would ever accuse Second Life of being excessively polished. The political instincts of Linden Labs, Second Life's creators, are similarly awkward, with regular drama over policy changes and peculiar changes of direction.
It doesn't help that both its client and server software are notoriously bug-ridden and crash prone. Some users can't stay logged in for more than an hour without a crash and the server database regularly ignores transactions – none of which inspires confidence.
User loyalty is even more remarkable considering how expensive Second Life can be. The cheapest entry-level annual subscription costs an eye-watering $72. But you can't do much in the game without buying land. Doing so carries a one-off cost of ownership – fees are variable – as well as a monthly payment for 'tier', or land tax.
A small patch of 1/128th of a sim costs $5 a month in tier and basic land prices can be astronomical. If you want an entire region or island, expect to pay $1000 up front and a blistering $295 per month in tier. And yet, Second Life remains very popular.
While the total number of registered players is in the millions, only around 100,000 are active. But 100,000 is still an impressively high number for a game that doesn't allow much gaming. Although there are combat areas and a healthy trade in virtual weapons, laggy responses and random res times make Second Life a less than ideal place to engage in online sparring.
Nevertheless, a number of online entrepreneurs have done surprisingly well for themselves selling combat systems and clothes, and by offering other associated services such as bars and chat spaces for after-combat socialising.
While Second Life is a bad platform with conventional gaming, it's popular for people hoping to establish virtual friendships and relationships. There's no lack of people to meet and no shortage of places to meet them. And because avatars and locations are almost infinitely customisable through a combination of scripting language and simplified 3D design and texturing, it's possible to live out a fantasy – whatever that might be – much more easily than in real life.
Newcomers to the field
Newcomers Kaneva and Multiverse have been quick to jump on this idea and have made it their focus. Kaneva is more of a shop-'em-up – you can socialise, you can buy things and you can work for money to make it easier to socialise and buy things. There isn't a lot else to do and, although you can put money into the game to buy virtual items, you can't build and sell new virtual items in order to make money.
If your horizons are broader – or if you're an antisocial billy-no-mates – you may be less than thrilled by the experience. But it's a relatively kid-safe environment and is ideally suited to popular and not so popular teens looking for a wider circle of friends.
Multiverse, meanwhile, is still in beta and offers an even more slimmed down experience of virtual loft living, giving you a wall of friends you can fill up and visit. In its current Multiverse Places form it's more of a virtual chat room than a game space. But it already includes direct links to Facebook, so you can meet your real life friends in a virtual space.
In the longer term, it's pitching itself as a meta-platform for further gaming development – which means that some time in the future you'll be equally able to blow up your real life friends with the usual impressive variety of super-weapons. Or you can buy them lunch. It's up to you.
At the other extreme, Mindark, maker of Entropia Universe, is pitching its alternative meta-platform as a possible business opportunity for lazy or impatient game developers who don't want to develop a 3D engine from scratch.
EU's Calypso game planet is now up and running and gives players a fairly conventional science fiction gaming experience, with mining, monster hunting and collaborative questing to pass the time. The interesting part is that in-game profits can be converted into real cash at a fixed exchange rate of 10:1 with US dollars. It's not an easy way to make money, but once you're skilled and past the noob stage, you may be able to make a respectable £50 a week from your persistent gaming addiction.
The future of virtual worlds
Masses of data
Looking at all of these games, there are some common weaknesses. The first is that the volume of data needed to generate a 3D world is so high that servers and broadband pipes inevitably choke on it.
Entropia gets around this problem by downloading the entire game environment to disk in a massive 1.3GB package. Second Life takes the opposite tack and downloads objects and art only when they're needed. Kaneva and Multiverse use methods somewhere between these extremes, but none of them are perfect.
Both bandwidth and server speed will have to increase by at least a factor of 10 before game performance becomes acceptable – and then just watch how they blast through many ISPs' bandwidth caps. At 20MB/s, you can easily reach the top of a 40GB bandwidth cap within a week, so caps will also have to rise by at least a factor of 10.
At the server end, these games can make make extreme demands of commercial bandwidth. Kaneva, Entropia and Multiverse are relatively simple and therefore not too demanding, but Second Life's model thrashes its database servers until they weep and beg for mercy. Until commercial bandwidth prices go down significantly, its subscription fees look set to stay high.
Speeding up sims
There's a more basic issue that affects playability. Game areas are typically split across servers, or at least run as separate server processes. In Second Life you can't fly or walk across sim boundaries reliably – turn up the graphics requirements and you can find your avatar coasting along with plenty of momentum but no control. Move fast enough and you'll crash out altogether.
Technically, when a player moves from one sim to the next, their avatar and inventory links have to be copied across and deleted from the old sim. The most popular sims run slowly because they're busier. Meanwhile, the rest of the grid waits in limbo, wasting most of its processing power. The majority of sims are empty most of the time, making this an incredibly inefficient way to run a virtual world.
Any other game that uses a similar split-sim approach will suffer from the same problem, but help is at hand from a project called Darkstar. Darkstar isn't a game, so you can't log in, and it's still in beta. It's designed to handle the back end of online gaming – process assignment, asset management and the nuts and bolts of database handling for multiple players with multiple objects in multiple environments.
When it's finished. Darkstar should solve the sim problem, allowing an entire grid to redistribute its processing power evenly wherever it's needed. Artificial sim boundaries will become a thing of the past and databases and inventories should both scale smoothly. The potential is explosive because Darkstar will make it possible for anyone to add their server to an open gaming grid and contribute both their own world designs and extra processing power, which will be available on demand.
Building the worlds
So what does it add up to? The state of the art isn't necessarily impressive today, but there's huge potential for the future - and it's not necessarily in the obvious places. If you take Project Darkstar's open source approach and combine it with the user generated content and coding of Second Life, along with the social networking and trading features of the other games, you get something that's completely new and addictive.
From the time of Doom WADs onwards, players have been customising their games. What makes multi-user worlds interesting isn't so much that they're 3D and multiuser – so are many other games – but that open customisability is an integral part of the experience. For some people, trading and chatting are less interesting pastimes than being able to build new environments from scratch. For others, the opposite is true.
So far, game and world developers have defined how a particular world works and hoped that users will like it enough to buy it. But the ultimate game is a blank canvas for gamer-created experiences of every kind. All that's needed is some server space and a set of rules for linking worlds to one another. And with Darkstar and Second Life's Open Grid initiative, which allows anyone to run their own server from home, this is already starting to happen.
What made the web interesting was what bean counters like to call 'low cost of entry' – basic web space was never expensive and only relatively simple and cheap tools are needed for development. Most of the bigger, more popular web apps, including Facebook and MySpace, developed from simple starting points. So the magic formula for success is a low cost framework that means anyone can join with the minimum of effort, but which can be expanded almost infinitely.
That's the fundamental principle that turned the web into a global phenomenon in just a few years and it's not hard to see how online worlds could go the same way. Once everyone has high-speed broadband running at 20MB or more, it's going to be easy to park open source server software on a spare PC and build your own virtual homestead, space station, art installation or night club.
It's also going to be possible to create stores that sell real-world goods and services to complement the virtual goods and services that are already available. The money problem isn't solved yet, but you can be sure that someone somewhere is already thinking about it. Once bandwidth starts ramping up again and one or more cash-handling interfaces appear for developers to start adding to their projects, expect to see an explosion of interest and a thriving combined virtual and real economy.
This might sound unrealistic, but most of the current development cost for gaming goes on developing 3D engines and art. If an open source 3D platform arrives, it will leave developers free to work on art and scripting and there's no lack of enthusiastic amateur talent for both. So if you've written off online 3D worlds as chat rooms with eye candy, watch this space – a few years from now they're where we'll all be.
First published in PC Format Issue 227
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Why Nonprofits Must Stop Being So GratefulBy Nell Edgington
The other day I was talking to a nonprofit executive director who was delighted because he finally convinced a reluctant board member to become board chair. Over the past year, this board member had been delinquent in his meeting attendance and fundraising requirements. But since the executive director had no other viable candidates for the chairmanship, he was incredibly grateful that this board member finally relented and agreed to become chair.
What kind of crazy is this?
Gratitude is being thankful when someone performs a helpful act. But in the nonprofit sector there is such a pervasive power imbalance that misplaced gratitude, or gratitude for acts that are actually NOT helpful, often gets in the way of real work.
If a nonprofit leader acts grateful when she should actually voice frustration or disappointment, she is cutting off authentic conversations that could result in more effective partnerships.
Nonprofit leaders could stand to be a little less grateful for:
Board Members Who Aren't Thrilled to Serve
If a board member doesn't want to be there, and they are making that blatantly obvious (by not showing up to board meetings, not meeting their give/get requirement, or derailing board meetings with self-serving tangents) then take them at their word. Stop thanking them for serving and instead have a conversation about their poor performance. Ask them to change or resign. Don't be grateful that you have 15 warm bodies listed on your letterhead. Each ineffective board member takes up space that could be filled by a committed and productive member. So take a hard look at the actual performance of each board member and build a board for which you can actually be grateful.
Donors Who Don't Fund Real Costs
There is (I hope) a growing recognition in the sector that you cannot have high-quality, results-driven solutions without the appropriate staff, technology, systems and infrastructure behind them. Not every donor is there yet – by a long shot – but when a donor wants to fund the programs they love, you need to educate them about all of the costs involved in those programs. And if they want the "program" without the "overhead," explain that the two are inextricably bound and an inferior investment will yield an inferior result.
Superfluous In-Kind Gifts
Nonprofits cannot be the dumping ground for the things companies want to get rid of while they enjoy a fat tax write-off. If a donor wants to give your literacy program boxes of age-inappropriate books, or your food bank out-of-date Halloween candy, or your management team old, slow computers, just say "No". You shouldn't be grateful for something that makes your job harder. Take the opportunity to educate the potential donor about the work you do, how important it is, and the most effective ways to support that work. And if they just want the tax write off, suggest which more appropriate gifts (including money) would earn it.
An Inexperienced Fundraiser
I see this all the time. A nonprofit won't pay a market rate salary for a high-calibre fundraising director so they recruit an inexperienced person who eventually fails. Instead of being grateful that your board will let you hire an underpaid fundraiser, or grateful that someone is willing to take the position, talk to the board about what is really going on. If you don't make fundraising part of everyone's job and hire someone to truly lead those efforts, you are simply setting the organization up for failure. Make your financial model a key part of your overall strategy and then hire (and pay appropriately) the right person necessary to lead that financial strategy.
Rise from bended knee with confidence in yourself, your staff, and your social change work to articulate what you really need. To be truly successful, a nonprofit leader needs a board that will move mountains, donors who fully fund and believe in the organization, and a staff that can knock it out of the park. And you get there by being honest about, not grateful for, the roadblocks in your way.
Photo Credit: Victor Bezrukov
How Do We Fund Nonprofit Leadership Development?By Nell Edgington
Something pretty exciting is going on. Perhaps I'm an eternal optimist, or I'm suffering from confirmation bias, but it seems to me that more funders are starting to talk about investing in the capacity of nonprofits, particularly around nonprofit leadership development.
The Stanford Social Innovation Review kicked off a new blog series this month focused on the topic. Over the next three months, six foundation leaders will blog about why they have made investments in the leadership development of their nonprofit grantees and what the return on investment has been.
This is phenomenal because the more we talk about and demonstrate the return on investment of nonprofit leadership development, and really of any capacity investments, the more likely we will be to see other funders follow suit.
As Ira Hirschfield, president of the Evelyn and Walter Haas, Jr. Fund, points out in the inaugural post in the new SSIR series, less than 1 percent of overall foundation giving went to leadership development between 1992 and 2011, while the private sector allocates billions of dollars to it.
Why are we not investing in our nonprofit leaders? If we truly want to create change to some of our most pressing social issues don't we need the strongest, most effective leaders possible?
As Hirschfield puts it so well:
Foundations ask a great deal of the organizations we support…in short, we hope grantees will deliver transformational results for the people and places they serve. So it's striking how seldom we back that up with funds to help organizations develop and strengthen the ability of their leaders to meet those high expectations. People are not born with everything it takes to manage and motivate a team, build coalitions, and lead change…Leaders who have the opportunity to reflect on their strategies and hone their skills make better choices, develop innovative solutions and forge stronger collaborations. This is what leadership development is about—and to the extent that foundations decide it is important and fund it, then we and our grantees will be better positioned to achieve our goals for impact.
In other words, foundation funding will go further if funders also invest in the leaders of those organizations they fund.
It seems like a no-brainer. And it is a no-brainer in the for-profit world. But as we so often do in the nonprofit sector, we are selling the sector, and its leaders short.
But it is not enough (nor are we anywhere near it anyway) for funders to understand the need for investing in nonprofit leaders. Nonprofit leaders themselves need to stop apologizing and start demanding (in a nice way!) investment in their own capacity. And leadership development is only one of the many areas in which nonprofits need capacity investment. Nonprofits also require fundraising expertise and staffing, program evaluation, technology and systems, and the list goes on.
So if we are to have any hope of moving this topic beyond the blogroll, nonprofit leaders and funders need to start having better conversations about what it will really take to accomplish their joint impact goals. Because if, at the end of the day, we are all looking to achieve more impact, then capacity to deliver on that impact must be part of the conversation.
If you want to learn more about capacity investments from both the nonprofit and funder sides, download the Power of Capacity Capital book, and if you want to learn more about nonprofit leadership, download the Reinventing the Nonprofit Leader book.
Photo Credit: Clinton and Charles Robertson
Big Cities Don't Own Social InnovationBy Nell Edgington
We spend a lot of time in this country talking about innovation, particularly on the East and West coasts. But I was reminded recently that innovation can happen anywhere, even in the "fly over states" (which is such an obnoxious term, by the way).
I was in South Boston, Virginia last week to deliver a Financial Model Assessment to the Halifax Educational Foundation. They fund the Southern Virginia Higher Education Center (SVHEC), which is a fascinating model of higher education innovation.
Almost 30 years ago community leaders in this tiny, rural town 75 miles from Raleigh, North Carolina realized that their primary industries of tobacco, textiles and furniture were fading fast. In order to revamp their local economy, they decided to create a hybrid higher education institution (part community college, part incubator, part workforce development site, part educational broker) that would prepare the next generation workforce.
The SVHEC renovated two 150-year old abandoned tobacco warehouses (one to LEED certification) into 100,000 square feet of high-tech classrooms and labs featuring advanced machining and simulation technology focused on nursing, advanced manufacturing, 3-D modeling, and the business of art and design. Their goal is "to re-tool southern Virginia's rural workforce for jobs in the New Economy."
They have created an example of what innovative higher education can look like. The video below describes the center, which although located in the middle of rural America, rivals most large city higher education institutions:
The SVHEC recognized early the threat that changing times posed to their community and created a solution that not only recycled beautiful old buildings, but more importantly breathed new life into a rural economy on the brink of extinction. Theirs is truly a model for innovative rural economic development.
And it is testament to the fact that social innovation can happen anywhere.
Because social change doesn't require big names, huge ideas, or deep pocketbooks. It simply demands a confident vision and the leadership and tenacity necessary to execute on it.
Photo Credit: SVHEC, Steve Helber
Investing in Nonprofit Leadership: An Interview with Rick MoyersBy Nell Edgington
In this month's Social Velocity interview, I'm talking with Rick Moyers, vice president for programs and communications at the Meyer Foundation in Washington DC – a regional grantmaker that is nationally recognized for its capacity-building programs. Rick is a co-author of the Daring to Lead 2006 and Daring to Lead 2011 national studies of nonprofit executive directors, and has written and spoken extensively on executive and board leadership. He currently serves on the boards of BoardSource, the Alliance for Nonprofit Management, and the Community Connections Fund of the World Bank Group.
You can read other interviews in the Social Velocity Interview Series here.
Nell: You write a lot about nonprofit boards of directors. As a general rule, because they are volunteers, nonprofit boards tend to be pretty ineffective and disengaged from truly leading their organizations. Can the current structure of nonprofit leadership be made more effective? Or is there a better structure, and if so, how would we undertake such a fundamental shift in the sector?
Rick: We can't give up on boards just because many boards are ineffective, any more than we can give up on public schools just because so many are struggling. And the fact that board members are volunteers doesn't necessarily account for their disengagement—some of the most passionate and productive contributors to the nonprofit sector are volunteers.
But just because I'm not ready to give up doesn't mean we can just keep doing the things we've been doing to improve boards, hoping our efforts will produce better results, and wringing our hands when they don't. We've heaped so many expectations and roles onto the backs of boards that I'm not sure it's possible for any board to fulfill all of them all the time. A good place to start improving things would be to become much more focused and pragmatic about what we expect from boards. A clear set of expectations – one that's not simply a laundry list of everything we wish boards would do – would be a start. Along with the recognition that organizations need different things from their boards depending on their circumstances.
We need to recruit board members with at least as much thought and effort as we put into recruiting employees, if not even more given that board service is a multi-year and often multi-term commitment. I know board members who have been invited to join the boards of organizations with which they were completely unfamiliar after a 15-minute conversation with the chair of the nominating committee—or a casual lunch with the executive director. And then we wonder why they have a hard time engaging. If we recruited board members as if the job mattered and their selection was an important decision, perhaps they would start taking the job more seriously. We can't give up on boards without doing a better job of trying to help them function better.
At the same time, there would be enormous value in trying out alternative structures and talking openly about whether they worked any better than the current model. My hunch is that alternatives are being tried out quietly, but we don't talk about them much. I'd be interested in learning more about very small boards (four or five carefully chosen people), the impact of compensation on board member performance, boards with greater staff representation, and boards that are more democratic and representative of the constituencies and communities being served. I'm not confident in suggesting any of these as an alternative to current practice because I don't think we know enough. But we don't know enough because most organizations don't believe they have permission to experiment (and maybe they don't). There's enormous pressure for "normative" behavior in governance, even though we know that normative behavior often produces mediocre results.
I don't have a good answer for how we break this cycle, but I think we need a "learning lab" for governance practices. We need to be bolder in our experiments, and more open in sharing the results, even when they are unsuccessful.
Nell: The Daring to Lead studies that you co-authored with CompassPoint demonstrate a deep leadership crisis in the nonprofit sector – nonprofit leaders are burned out, planning to leave, and lack support for leadership development. Is more money for leadership development the answer, and if so, how do we get funders to understand the need and fund it?
Rick: More money is the answer, but not necessarily more money for leadership development. My take-away from this body of work is that chronic under-capitalization is at the root of executive director burnout and dissatisfaction. The problem is not just that organizations don't have enough money for leadership development. They don't have enough money for anything.
While I applaud funders that invest in leadership development—and the Meyer Foundation is among them—there's also a danger that funder-driven leadership development programs become simply another demand on already overextended executive directors. Funders need to recognize the importance of leadership development, but also need a keen understanding of the financial and organizational constraints that have a profound impact on executive directors who may already be accomplished leaders. One of the lessons from my foundation's experience is that large grants for leadership development can be hard to use when executives are facing so many other challenges and distractions, many of which are related to finances and fundraising.
Nell: Why is leadership development taken as a given in the for-profit sector, but taboo in the nonprofit sector? Why do we assume that nonprofit leaders should be able to go it alone? And how do we change that attitude?
Rick: In the for-profit sector, there are more vehicles for ensuring adequate capitalization and leaders have greater discretion over how they can use that capital, with the mandate of producing the greatest return for owners, investors, and shareholders. That said, it's very telling that so many large companies spend freely on leadership development without questioning the return on investment, while nonprofit leaders are conditioned to question every penny spent on anything other than program delivery. Boards can be especially shortsighted in this regard, under-investing in current executive directors without considering the costs—in money, organizational reputation, and lost momentum—of an untimely transition. We need more evidence, both anecdotal and quantitative, of the ROI for leadership development in the nonprofit sector. Producing that evidence and telling that story will require resources, but I'm concerned that without that investment we'll never be able to make a convincing case to boards and funders that are increasingly focused on evidence-based approaches.
Nell: Do you think as Millennials age into leadership positions in the nonprofit and philanthropic sectors they will fundamentally change nonprofit leadership? And if so, how?
Rick: While not wanting to sound cranky, I object on principle to making generalizations about a group of 80 million people as if they were a single thing. And as a member of Generation X, I also must point out that we're the ones who are currently aging into leadership positions. What about us, damn it?
Crankiness aside, as someone who works with younger leaders every day, I have noticed some differences that hold promise for the future. Many in the rising generation are much more socially aware, passionate about social change, and optimistic that they can make a difference than I was at their age. They are choosing careers in the nonprofit sector with more thought and intention than previous generations. The dramatic increase in the number of academic centers and degree programs focused on the nonprofit sector and philanthropy over the past 20 years is producing accomplished young leaders with broad skill sets and considerable insight into nonprofit work.
I do notice a more conscious commitment to work-life balance, and more intentionality around achieving it, which I hope will help reduce burnout and abrupt departures of nonprofit executives. Just within the last six months, I've watched three younger executive directors transition out of their jobs because they were seeking greater work-life balance. The difference from what I've seen in the past is that these executives decided to leave after successful tenures of more than five years, and after working intentionally to develop a strong board and staff leadership team that could handle the transition. These leaders stepped down before they burned out, and handed off strong organizations that were prepared for the change. That's very encouraging, and I hope it's a trend.
A committed and talented cadre of younger leaders is already in the nonprofit leadership pipeline – not by accident, but because they want to be here. Daring to Lead and many other studies have highlighted the challenges inherent in being an executive director, so these younger leaders know what the role entails. And they still want to do it. I think that bodes well for the future, and I'm optimistic.
Photo Credit: Meyer Foundation
5 Questions Every Nonprofit Leader Should AskBy Nell Edgington
One thing the nonprofit sector desperately needs is more people asking hard questions. A lot of time is spent skirting issues or sugar coating situations. If nonprofit leaders instead forced some challenging conversations, with hard questions as the impetus, the sector could become more effective. And the place to start is with a nonprofit leader questioning herself.
I've written before about questions to ask your board, and questions to ask your nonprofit, and questions to ask before you pursue a new opportunity, but there are also some key questions a nonprofit leader should ask herself.
On a fairly regular basis a nonprofit leader should ask:
- Am I Leading or Managing?
A manager shuffles resources around, waits to be told what to do, and focuses on checking things off her list. But a leader crafts a larger vision for her organization, articulates what her nonprofit is trying to accomplish, and then marshals all the resources at her disposal (board, staff, funders, partners) toward that vision. And when some of those resources won't align to the vision (board members who aren't performing, donors who want to veer off course) she confidently tells it like it is. A manager will deploy resources, but a leader will ensure that the deployment results in social change.
- How Can I Address My Weaknesses?
A great leader recognizes when he is falling short and where he needs complementary abilities. A leader who doesn't know how to fundraise hires a rockstar Development person, or gets fundraising training. A leader who struggles with strategic decisions finds a leadership coach. A leader who can't build an effective board, asks fellow nonprofit leaders for counsel. Most importantly, if there are costs associated with addressing his weaknesses, a leader raises the money he needs, instead of doing it on the cheap.
- Am I Selling Myself (and My Nonprofit) Short?
I see so many nonprofit leaders not fighting for what their organization really needs. From not articulating the true costs of their nonprofit to funders, to allowing the board to shirk their fundraising responsibilities, to addressing capacity constraints with a band-aid, to burning out from long hours with not enough staff, nonprofit leaders are constantly giving their organizations, and themselves, short shrift. A true leader finds the confidence to stand up for herself and her organization and demand what is truly required to achieve the vision for change.
- Which Other Leaders Should I Align With?
It amazes me how many nonprofit leaders exist in a bubble. They may collaborate with others on a programmatic level, but they are not regularly analyzing the larger marketplace in which they operate (emerging competitors, new technologies, changing needs) and figuring out with which other leaders impacting the field (policymakers, organization heads, advocates, influencers) they should forge alliances. Social change requires much more than any single organization can accomplish. It is critical that nonprofits become fully networked in their area of social change. A nonprofit leader makes that happen.
- Am I Still The Right Person for The Job?
This is such a hard question. But if you simply don't have the skills (or the energy) to lead the right road ahead, then you must step aside. Don't hold your organization and the vision back because of your ego. If you are a true leader, you have assembled a whole army of board, staff, supporters and allies that can continue to move forward in your wake. It's not easy to recognize or admit, but if you really care about the cause and want to see real change happen, then you should regularly be assessing this.
A true nonprofit leader drives the vision, marshals resources, forges alliances, inspires support, and, ultimately, leads the charge toward social change. Because now more than ever we need real social change leaders. People who are willing and able to find the best way forward and the confidence, smarts, and humility to lead us there.
If you want to learn more about nonprofit leadership, download the Reinventing the Nonprofit Leader book.
Photo Credit: iwona_kellie
10 Great Social Innovation Reads: August 2014By Nell Edgington
Between my own time away from social media in August, the general end of summer quiet, and of course, the glut of posts about the Ice Bucket challenge (of which I have already said my piece), my list of great reads in August is admittedly slim.
But there was some interesting debate, most notably about "strategic philanthropy" and about ratings agency Philanthropedia. Also, calls for more nonprofit leadership development and for nonprofit leaders to get out of their own way by taking the Overhead Pledge. Throw in a little Mark Twain, some sharing economy, and a dash of Millennial analysis and you have a pretty good month in the world of social change.
So below is my pick of the 10 best reads in the world of social innovation in August. For an expanded list you can follow me on Twitter, Facebook, LinkedIn or Google+. And you can see past months' 10 Great Reads lists here.
- Leadership development is a woefully underfunded need in the nonprofit sector. Indeed from 1992-2011 only $3.5 billion of the nearly $287 billion dollars granted by foundations went to support leadership. In order to get more foundations investing in leadership development, Rusty Stahl offers case studies of 9 foundations who already do.
- In the summer issue of Stanford Social Innovation Review, the lead article "Strategic Philanthropy for a Complex World" caused quite a stir in the philanthropy world with many arguing that there is not much new there. In August, Alliance Magazine ran a series of editorials by philanthropy leaders as counterpoints. Most interesting among them was Avila Kilmurray's, former director of the Community Foundation of Northern Ireland, response, in which she said "Can we not just recognize that when any funder sets her/himself the task of addressing complex issues…there needs to be provision for continuous consultation, practice, reflection and change?"
- An interesting article in the New York Times paints the Millennial generation as a very communal-minded one, where "the highest value isn't self-promotion, but its opposite, empathy — an open-minded and -hearted connection to others." From working, to eating, to shopping it seems Millennials bake social into everything they do. How will the world be different if that holds true as they age?
- Writing in Forbes, Tom Watson asks whether nonprofits should participate in GivingTuesday. As he puts it, "Is #GivingTuesday a well-meaning marketing promotion – or is it a real, organic movement for change?…[Does it] seek to increase U.S. giving from 2% of GDP (where it's been stuck for two generations) to some higher point?" Amen to that!
- Rating nonprofit effectiveness is such a tricky challenge. Philanthropedia, one rating system that is driven by crowdsourced feedback from experts, comes under fire from the clean water space for being just "a popularity contest." But others claim it's an improvement over previous evaluations.
- Writing in the Chronicle of Philanthropy Nicole Wallace shows the value of sharing data by profiling Crisis Text Line, which gives other nonprofits, researchers and government agencies access to their data of 60,000 counseling sessions with teens in crisis to use in their own programs. It begs the question whether other social change data could be shared and how we make that easier to do.
- Sue Dorsey from Water for People was among a group of nonprofit leaders at the InsideNGO conference who took the Overhead Pledge in August, vowing to fully disclose the true costs of their nonprofits. And she encourages other nonprofit leaders to follow suit. This is exciting because it is not enough for funders to get over the overhead myth, nonprofit leaders must as well.
- I am always a sucker for connecting literature and/or history to social change, and even better both, so David Bonbright's post about how Mark Twain would have viewed recent trends in business is fascinating. Bonbright argues that Twain wanted American business to fully integrate profit and community. And we are beginning to witness this trend again where companies are "embracing the full implications of what they are – what they mean for the environment, for communities, for the most marginalized people affected by their supply chains…[because] this is best way to remain competitive and successful over time." Let's hope!
- The new "sharing" economy is not all good, but not all bad either, as Daniel Ben-Horin argues that "there are enormous opportunities for the social sector to engage with the values-driven segment of the sharing economy."
- Finally, some guidance on making your nonprofit email marketing more mobile friendly and your website better able to connect people to your cause. It's all about responsive, engaging design.
Photo Credit: Seth Anderson
New Webinar: How to Build a Fundraising BoardBy Nell Edgington
I've been conducting a lot of Financial Model Assessments lately (where I analyze how a nonprofit raises money and show them how to do it more effectively) and, not surprisingly, the board of directors often comes up as an impediment to greater financial sustainability.
There are so many reasons why a nonprofit's board is not helping to bring money in the door. Often board members:
- Don't know who or how to ask for money
- Can't articulate why someone should give to their nonprofit
- Are unable to figure out where they can be most helpful
- Don't understand how money works in the sector
- Can't connect their individual actions to the larger financial engine of the organization
…and the list goes on.
But instead of pleading with, chastising, or complaining about your board, you need to take a big step back and get strategic.
By figuring out your nonprofit's long-term goals, determining who you need on your board to get you there, tapping into their unique strengths, and creating a system for involving each one in the financial engine, you can transform your board into a money-raising machine.
They can become a board that no longer drags their feet about fundraising, but rather acts as a team to fully finance the nonprofit in which they believe so strongly.
The newest Social Velocity webinar, How to Build a Fundraising Board will show you how to get there.
How to Build a Fundraising Board Webinar
On-Demand Webinar
This webinar will help you:
- Analyze what kinds of board members you need
- Create a system for getting each individual member involved
- Give them clear money raising responsibilities
- Create a message they are excited about delivering
- Give them many options for bringing money in the door
- Get them excited and engaged in the future of the organization
Download Now
And remember, all Social Velocity webinars are available On-Demand.
Photo Credit: Dennis Skley
Fundraising's Shiny Object SyndromeBy Nell Edgington
I have to be honest. I am so sick of hearing about the ice bucket challenge that I am loathe to write about it. But I wonder if many in the nonprofit and philanthropic sector are falling victim, yet again, to shiny object syndrome, so I feel compelled to say something.
To me the ice bucket challenge is yet another example of what happens so often in the world of fundraising. Nonprofit board members and staff hate fundraising, so they desperately search for a magic bullet to make it all go away.
Sometimes that magic bullet is "an endowment," sometimes its "earned income," more recently it has been "crowdfunding." This month it's a form of crowdfunding taken to the extreme, the ice bucket challenge. Some have been so swept up in the hype that they have gone as far to say that the challenge is "rewriting the charity model."
Oh boy.
The reality is that if you want to create social change you need to develop a sustainable financial model that aligns with your long-term goals. It's not sexy, it's not easy, and I'm probably one of the few people on this planet who thinks it's fun. But there it is.
While many nonprofits are scrambling to figure out how to create their own ice bucket challenge, and some thought leaders are offering tips along the way, maybe we should all just take a step back.
Let's be very clear. ALS's close to $100 million windfall is not a revenue stream. It is a one-time infusion of money. Yes, ALS may try to replicate the ice bucket challenge on a regular basis, but the stars will never align in quite the same way, people will move on to the next shiny object, and the money will eventually fade.
Because this pile of money is not a revenue stream, ALS can't and shouldn't add long-term staffing or programming because the money won't be there next year. At the same time, they probably can't create an endowment because the donors' intent was not for the money to sit in a bank account. Regranting the money is also tricky, again because donor intent was for it to go specifically to ALS. In all of this ALS will be under the microscope, because as Ken Berger of CharityNavigator cautioned, a year from now everyone will be asking where the money went.
One of the few paths that I see for ALS is to treat the money like capacity capital. This could be an opportunity to invest some of the windfall in building a stronger organization by investing in technology, infrastructure, and systems. And they could do the same for their affiliates. They could require capacity building plans and budgets and invest in those plans accordingly. They could, in essence, create a $100 million capacity capital investment fund for the ALS system.
But the point is that far from being a great thing that all nonprofits should strive to emulate, the ice bucket challenge creates a complex and potentially damaging problem.
So instead of spending board and staff time trying to dream up the next ice bucket challenge, please, please, please spend that time and those resources building your financial model, by creating a long-term financial strategy, raising capacity capital to build your revenue-generating function, developing a compelling strategic plan in which people will want to invest, and growing and educating your board.
These are the ingredients for a robust, sustainable financial model. Not a bucket of water, a video camera, and a social media stream.
Photo Credit: StoiKNA
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text:
In Hack #25 of Flash Hacks, I talk in general terms about how symmetry can aid the thought and design processes when you are developing scripted effects, because symmetry is a very common feature in both natural and man-made effects. I go on to show how to deconstruct one of the most recent "How is that done?" effects, the page turn, by looking for symmetry in the effect. What I don't cover is how to develop code that can be used to create the page turn effect. This article provides that part of the equation.
The development of the page turn hack is a useful exercise to develop, because it contains three of the most common tricks in Flash motion graphics effects--property-based animation, embedded movie clips, and masking. The last two are features that seem to confuse developers coming to Flash from other web programming languages. Having a good understanding of how these two features are used in the page turning exercise is instructive in learning how complex graphical effects are built up in Flash, because you can rarely create such effects using traditional property-based animation alone.
The source files developed in this article can be found on the download page for the Flash Hacks book. Although the code presented in this article is for Flash MX 2004, you will also find additional source files that are compatible with Flash MX for this hack (and almost all of the other hacks in the book) on the download page.
The symmetry of a turning page is shown below. Assuming that the turning page is folded right over, the shape of the two revealed pages is always symmetrical around the fold.
Four stages in a page turn. The dotted line shows the page fold, and this is also the line of symmetry
In any coded version of the page turn effect, creating this line of symmetry is a crucial first step.
During the page turn, a number of things happen.
The first is that the original page (area a) slowly disappears, and is replaced by the reverse edge of the turning page (area c). As the original page disappears, the page underneath it appears (area b).
The changes that occur as the page turns
The second step in working out how to create the code is in deciding which of the three areas (a, b, or c) that our code has to control. Symmetry tells us that we will have a much easier life if we chose to consider b and c. How do I know that a is irrelevant?
Area a is not symmetrical and is also an irregular shape. This would make it difficult to form equations that describe area a.
Areas b and c are symmetrical images of each other. We can immediately see from this that areas b and c must be part of the same process, and this makes their motion easier to implement in code.
Not only does symmetry help us deduce the way the page turn works, but considering symmetry also helps us to find the easiest solution!
We can now split the process of finding a programmed solution to animating the page turn effect into three parts:
Creating the line of symmetry.
Creating the animation of area b.
Creating the animation of area c.
We will tackle each in turn below.
Looking at the previous diagrams, we see that the line of symmetry in the page turn effect starts at 45 degrees and moves towards the book spine. As it reaches the spine, the line of symmetry is at 90 degrees (straight up), giving us a fully open page on either side of the line of symmetry.
The interactive diagram below shows the required motion for the line of symmetry. Click-drag the circle at the bottom of the dotted line to see the line of symmetry move as per the final effect.
The source .fla for this animation, pageTurn01.fla, is on the download page for the Flash Hacks book. Click on the image above to open the animation in a new window.
When interacting with this diagram, you should see that:
The line of symmetry is constrained between the left and right edges of the page--
PAGE_SPINE and
The line is at 90 degrees when it is at
The line is at 45 degrees when it is at
This gives us the following equation for the angle of the line of symmetry, assuming that we have created this line as a movie clip with instance name line:
line._rotation = 45*(line._x-PAGE_SPINE)/page._width;
(Note: the line movie clip points straight up when it is at 90 degrees; hence,
the above equation is really subtracting an angle between 0 and 45 degrees as the
position of the line is moved between
PAGE_SPINE and
The rest of the code in the listing is pretty self-explanatory. The function
pageTurn runs as
onMouseMove handler for the instance line (given that
onMouseMove is more efficient
than an
onEnterFrame when you are dragging), and
pageRelease acts as the
pageTurn, the
if statement constrains the line between the limits
PAGE_EDGE and
PAGE_SPINE. The
updateAfterEvent() makes sure that the line is animated whenever
the mouse moves. (This is usually much faster than every frame, thus ensuring smoother
animation than if we had used an
onEnterFrame, as per Hack #71 in the Flash Hacks
book, which talks about a performance budget and the best use of each event to build
responsive animation.)
pageRelease function simply deletes the
onMouseMove handler, which makes sure
that animation stops when you release the line movie clip.
function pageTurn():Void {
line.onMouseMove = function() {
line._x = _xmouse;
if (line._x>PAGE_EDGE) {
line._x = PAGE_EDGE;
} else if (line._x<PAGE_SPINE) {
line._x = PAGE_SPINE;
line._rotation = 45*(line._x-PAGE_SPINE)/page._width;
function pageRelease():Void {
delete line.onMouseMove;
var PAGE_SPINE:Number = page._x;
var PAGE_EDGE:Number = page._x+page._width;
var lineAngle:Number = 45;
line.hotspot.onPress = pageTurn;
line.hotspot.onRelease = pageRelease;
line.hotspot.onReleaseOutside = pageRelease;
The easiest page to create is the page under the one being turned, or area b in the
previous diagrams. As stated in the book, this area is a mask that is placed to
the right of the line of symmetry. As the line of symmetry is moved from
PAGE_SPINE, the page underneath the one being turned is revealed. In the interactive
diagram below, the page being revealed is the one with the "2" on it.
The source .fla for this animation, pageTurn02.fla, is on the download page for the Flash Hacks book. Click on the image above to open the animation in a new window.
When interacting with this diagram, you should see that:
The grey rectangle will move with the line of symmetry. This is because it is embedded within the movie clip for the line (thus, no code is required to make the rectangle follow the line).
When you click the red text ("click here to activate the mask"), the rectangle will start masking the page with "2" over it.
The lower page ("2") is in reality above what appears to be the upper page ("1"). This is due to the way Flash masking works, which is the inverse of what you would expect. When the mask is not over the "2" (when the line of symmetry at the 45 degree position), the "2" is invisible, or "fully masked." When the mask is totally covering the mask (with the line of symmetry at the 90 degree position) the "2" is fully visible, or "unmasked." Because of this inverse action, we have to mask the "2" page rather than the "1" page, and this is why the "2" page is above the "1."
In terms of implementation, the mask clip is within the instance line and has the instance name
rightMask. To make this rectangle start acting as the mask for the "2" page (which has
an instance name
bottomPage), we use the line:
You can see this (the file pageTurn02.fla) being used in the
onRelease event handler for the
button corresponding to the "click here to activate the mask" button
(button activate);:
activate.onRelease = function() {
It should now be becoming clear what area we have chosen to ignore (area a). For those that have not worked it out, all will be revealed when we look at area c.
Creating the second page area, the reverse edge of the turning page, is harder to create than the previously completed one. This is not because of the code involved, but has more to do with visualizing what the mask that reveals this page needs to do.
Not to fear, because you can visualize what needs to happen via the interactive animation below. This adds the second mask area and the reverse of the turning page (area c). Again, click the "click here to activate the mask" text to make the mask start working.
The source .fla for this animation, pageTurn03.fla, is on the download page for the Flash Hacks book. Click on the image above to open the animation in a new window.
The area corresponding to the part we want to reveal as the page turns (A) is shown in green hatching in the diagram below. It is created by masking the reverse of the turning page (C) with a mask to the left of the line of symmetry (B).
Creating the reverse side of the turning page
The equation of the reverse side of the turning page (C) has much the same equation as the line of symmetry, except that it starts at 90 degrees instead of 45, giving us the equation for the rotation of the back of the page (as represented by the dotted red line) of:
backPage._rotation = 90*(line._x-PAGE_SPINE)/page._width
The back of the page is actually an embedded movie clip--an instance of
backPage that
contains a second movie clip,
page. The instance
page contains the actual page graphic.
backPage rotates,
page moves with it, but
page also moves relative to its own
axis (noting that this axis is also rotating). In the diagram, the movement of
relative to the red dotted line shows the result of this embedded movement. The
embedding allows us to create the fairly complex rotational motion required of the
turning page without having to resort to trigonometry, which would 1) be something that
many designers hate and 2) potentially slow down the effect (accurate trig calculations
are slow because they use a rather long binomial series to give the result).
The embedded animation that creates the back of the turning page
The interactive animation also shows us why we were able to get away with not considering the area a in the page turn effect; it is simply what is left over when areas b and c are added! As long as we place the top page below the other movie clips, it will naturally get obscured by the turning page. By realizing this (or rather, assuming it is unimportant because of symmetry early on), we have avoided having to animate it at all!
Note: to keep the discussion simple, I have made the pages single-sided (the pages only have content on one side, and in the effect so far, the back if the turning page is seen as a blank page.). You can easily create double-sided pages by making the movie clip back change per page turn.
The page turn doesn't look accurate at the moment, because of our approximation of assuming a perfect fold. Although we could fix this mathematically, Flash just doesn't have the performance needed to support the calculations to simulate curved pages. Readers of the Hacks book will know the fix to this--think of a hack to get around the problem.
In this case, the illusion of flexible pages is provided by some static alpha shadows that are applied to the pages as they turn. Although these are approximated shadows, they give the effect a real feeling of volume, and lift the animation towards realism considerably.
This is a major issue with much of Flash design--although you can do a lot with ActionScript, you almost always need some artistic ability to know how to create the graphical approximations needed to get beyond the code and create stuff that looks cool and/or realistic.
|The page turn with faux shading created via alpha gradients superimposed over the pages
The interactive diagram below shows the effect with some shading added to the movie clips. Click-drag on the reverse of the page (the curled page area to the lower right) to turn the page.
The source for this example is available as pageTurn04.fla from the Flash Hacks download page. The final effect, pageTurn.fla, shows the same effect, but with multiple pages. You can download it from the same page. Click on the image above to open the animation in a new window.
The page turn effect described in this article shows how a fairly complex effect can be created through ActionScript.
As shown with this example, Flash retains its roots as a visual authoring tool even if you are using code to drive your motion graphics. The effect also relies heavily on other graphical features in addition to the code. These include embedded movie clips, masking, and faux 3D shading.
If you want to create compelling scripted motion graphics in Flash, being able to use the drawing tools is usually not that far away from being able to use ActionScript in relative importance.
You may be interested to know that a fully featured and open source page-turning .fla file is available at www.iparigrafika.hu/pageflip. The URL is well worth a visit if you want to create a commercial site based around the page turn effect quickly (that is, without further extending our version). Although it was created for Flash MX, the downloadable file extends the effect to include tear-off pages, solid pages (for book covers), and page cutouts.
Sham Bhangal is an author of and contributor to numerous books on Flash and ActionScript, including Foundation ActionScript for Flash MX, Flash MX Designer's ActionScript Reference, and Macromedia Flash MX Upgrade Essentials.
In June 2004, O'Reilly Media, Inc., released Flash Hacks .
Sample Hack 10, "A Custom Color Transform Glass," (PDF) is available free online.
You can also look at the Table of Contents of the book.
For more information, or to order the book, click here.
Return to the Web DevCenter
Copyright © 2009 O'Reilly Media, Inc.


text:
Haunted houses and deadly dwellings on film
By Noelene Clark, Todd Martens, Jevon Phillips and Nardine Saad | There's a long list of bloody bad real estate on film in movies such as "Beetlejuice" and "Poltergeist." We look back at the deadliest dwellings on-screen.
Image 1 of 1
'Beetlejuice' (1988)
Humans are the spooks disturbing the peace in the Maitlands' house. When Barbara (Geena Davis) and Adam Maitland (Alec Baldwin) die, they try to move back home. Unable to scare away the new homeowners, they hire a bio-exorcist named Betelgeuse (Michael Keaton).


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Samsung Wave
8th Aug 2010 | 16:19
Samsung offers its most powerful phone yet
Samsung Wave: Overview, design and feel
We've finally managed to get our hands on a final release unit of the Samsung Wave - and the good news is it's a darn sight better than the pre-production version we tested a few weeks ago, so read on to see the updated and final Samsung Wave review.
The Korean firm has made the somewhat leftfield decision to launch its own OS and with the new Samsung Wave it gets a phone with top-notch hardware to debut it on.
This isn't just another 'and me' Samsung phone – it's crammed to the hilt with high end features, such as HD video recording, a 1GHz Samsung-own Hummingbird processor, a super-slim chassis, the latest Super AMOLED screen and multi-touch support right out of the box.
However, it's still rocking Samsung's TouchWiz overlay, which is great if you like Samsung phones, but a very different experience for those joining the Korean giant for the first time.
So is this another middling handset from the firm that brought us more phones than we could shake a stick at last year, or is the Samsung Wave the first phone of a radical new dynasty?
The first two things to note about the Samsung Wave are obvious: the build quality and the screen just cram style into your eyeballs.
The phone is very slim at less than 11mm thick and the metallic build quality is apparent the second you hold it in your hand. Given a startling number of purchases are made in store based on how a phone feels this will be head and shoulders above the rest to that demographic.
The front is sparse in terms of buttons, with call, terminate and menu keys the only things apparent other than the 3.3-inch capacitive screen. The menu key is sculpted and nicely tactile, although perhaps a little large.
The rest of the phone is pretty simple: volume up/down keys on the left-hand side, lock and camera shutter keys on the right-hand side and the top sees a 3.5mm headphone jack and a microUSB connector with sliding cover.
Other than that, there's only the diamond-shaped 5MP camera on the back with accompanying LED flash, which all together gives the Wave a very refined look indeed.
And if you're impressed by the chassis, then you'll be amazed by the SuperAMOLED screen, with its high-res 480x800 WVGA screen with great viewing angles and jaw dropping contrast.
It zips along under the finger too, and allows you to see a huge amount of information, be it widgets on your home screen or a full internet page.
In short, the Samsung Wave looks the business, but while it's nice to get a phone out in the pub to impress your mates once in a while, you've still got to live with it day to day, so let's dive under the hood to see how it works.
Samsung Wave: Interface
As we mentioned, the Samsung Wave is rocking the TouchWiz UI on top of Samsung's new Bada OS, which is meant to make most of its range into smartphones with access to its own app store.
While those of you that have played with the Samsung Jet might groan at the thought of another TouchWiz phone, the good news is the Wave is the first handset to use TouchWiz 3.0, which comes with a lot more intuition baked right in.
For instance, you get a number of homescreens to play with a la Android, rather than the odd three that took an age to scroll through.
You can add widgets to these, and when you start to run out of space, another is added to the pile, up to a maximum of 10.
It's relatively easy to add home screens, and should you want to drop the amount of screens on offer you simply move the phone into landscape mode and use the 'x' in the corner of each screen to delete them.
The amount of widgets has been improved too from previous Samsung handsets, with a simple 'widget' key in the top right calling up the list available from the bottom of the screen and letting you drag them onto the home page.
These range from diary-keeping apps to favourite contacts to a Google Suite, with more available to download from the Samsung store.
We mentioned the screen swooped nice and responsively under the finger, and the menu system is very familiar, just rows of icons with new apps joining the back of the queue when downloaded.
There is the option to arrange the icons by most used, which is pretty nifty – if you can't be bothered to arrange things by yourself, you lazy thing, then you can ask the phone to do it for you.
However this does get confusing as the order will constantly change, even if there's an app your use way more than anything else.
We did like the unlock mechanism though: not only can you swipe any way you want across the screen to unlock the Samsung Wave, but if there's a message or a missed call a small piece of jigsaw appears that you have to place in the right slot to open up said notification.
Aping Android once more, there's also a drop down menu from the top of the phone to let you see when you've got new messages and emails and the like – they sit below three massive buttons controlling Wi-Fi, Bluetooth and phone volume for easy access.
It's easy to slide the menu down from any application in a similarly slick way to other smartphones like the HTC Desire and Sony Ericsson Xperia X10.
One massively annoying feature is the inability to put menu icons on the home screen for quick access. Why this wouldn't be included is beyond us, but Samsung seems to have decided that only widgets are allowed on the home screen - icons would not only make sense but make the whole process more intuitive.
An odd feature Samsung has thrown in too is the option to double tap the phone and get a search menu, one that's pretty comprehensive.
While you do look a bit foolish tapping the top of your phone to open up a menu, there are a lot of search options on offer: you can search messages and contacts within the phone, search the internet or just look at mobile content on offer.
Overall though, we're generally impressed by the interface on the Samsung Wave, as it's quick and slick under the finger - good work on a first effort, Samsung.
Samsung Wave: Contacts and calling
Having taken a look at what HTC is doing with its Android system, Samsung's doing something pretty similar with its contact menu, namely offering social network integration with each person.
It's a simple system: download Twitter and Facebook contacts when you log into your respective accounts, then link them up with the relevant people when they're all in the list.
Except that linking them up is a right royal pain, as there are no helpful suggestions to make it easier to find the right people, like we see on the HTC Desire. You have to click search, type in the right name and then wait for it to come up to connect the two.
However, when you've spent around four hours doing that, you'll get to see your contact's Facebook and Twitter updates, media they've published to their accounts and also any interaction you've had with them on the phone.
It's not a new idea, but it's a good one so we're glad Samsung has included it so fully here – plus one addition in that you can comment directly on statuses from the contact menu.
We're also pleased that scrolling through the list is made easier by a line of letters at the side you can run your finger down, making it easier to find the right people you're looking to chat to.
Other than that, it's pretty standard fare with the Samsung Wave, offering the chance to mark favourites and enter the contact book from the dialling screen.
However, there's no smart dialling here: if you start typing in a number the Wave will complete it based on the numbers in your phone book; we'd prefer it if it worked out what names we were after using predictive text, like the HTC Legend, but you can't have everything it seems.
Calling on the Samsung Wave is pretty good – there's no noise cancelling secondary microphone here, but you can hear your friends pretty well and even if you're standing in the middle of Spaghetti Junction (not a good idea, just ask Telly Savalas) you can still be heard.
The Wave also supports video calling, which is pretty nifty, especially as the other person looks a lot better on the high res screen. However, unless someone suddenly comes up with a really compelling use for video calls, this isn't going to be an oft-used feature.
Connection stayed very strong throughout the test as well - there was a ten minute period on a train journey when the phone didn't drop a single bar of signal; until we realised that it had frozen, which sort of ruined the fun.
Samsung Wave: Messaging
Samsung has had a good think about what a smartphone should have in terms of messaging options with the Samsung Wave, and come up trumps with a plethora of options.
Not only is there the usual SMS/MMS option here, but you can also link into multiple webmail accounts (we tested Ymail!, Hotmail and Googlemail without problem), Exchange email and IM too – all together nicely in the Social Hub section of the Samsung Wave.
You also get Facebook and Twitter integration baked right in to the phone as well – along with the ability to comment on people's statuses from the contact book, you can also interact with messages and tweets too.
Admittedly, it is annoying to have to open up a dedicated application every time you want to use the latter two functions, as it takes about ten seconds to boot it up each time.
However, you are offered a potted down version of each to play with, with the Facebook option giving you a fairly wide range of functionality.
There are also IM clients on offer too, such as Google Talk and Windows Live Messenger as well, meaning you're almost spoilt for choice on the ways you can communicate with your buddies.
The keyboard on the Samsung Wave is pretty good too, although not in the same league as the likes of the iPhone 3GS or the HTC Desire in terms of usability.
The accuracy isn't too bad in terms of registering keystrokes, but the autocorrect is so abysmal that we simply had to turn it off - the keyboard isn't multi-touch either meaning it's hard to type at a swift speed.
Not only does it force you to open drop down menu every time you spell a word wrong, it also won't let you write the word you wanted if it's not in the dictionary – you have to go through the laborious process of adding it in.
If you like to type in landscape mode, this is a great device for that as the slim dimensions help it to sit nicely in the hand and also packs a nice amount of contextual keys. For instance, should you be entering an email address the space and comma keys are replaced by the @ symbol and .com options.
It's elements like this that make the Samsung Wave part of the new generation of smartphones – there's still a way to go before it's rivalling the big boys, but this is a massive step in the right direction.
Samsung Wave: Internet
Like the other high end smartphones on offer, the Samsung Wave offers a pretty nifty internet experience, with full HTML browsing offered.
The large and expansive screen is great for viewing full web pages, and the Wi-Fi and 3G both offer a very speedy experience when looking at mobile or lower-complexity pages.
The Samsung Wave apparently supports Flash video, although attempts to play any video usually end in failure or at best a very choppy video, which also makes heavier web pages stumble quite comprehensively on the Wave.
There's none of the instant access element we've grown used to with the better smartphones on the market, meaning we're often left waiting for too long to simply check a simple news story.
Search is built right into the Samsung Wave, with not only a Google widget on offer for the home screen, but also the aforementioned 'double tap' search screen available too.
Not only can your scroll through Google from here, but also Bing and Twitter too, making it a pretty comprehensive search facility indeed.
While on the pre-production model, the Samsung Wave would always convert the page into a 'mobile-optimised' version - thankfully that's gone from this sample.
A real plus point should also be the ability to pinch and zoom into web pages... none of this 'one finger zoom' nonsense Samsung threw at us with the Jet.
But there's no text reflow on offer here, meaning once you've zoomed in a bit the text stays in the same illegible columns unless you zoom in and constantly swipe the screen left and right to discover new columns.
The poor Flash experience notwithstanding (after all, the iPhone manages just fine) we're only mildly impressed with the internet on the Samsung Wave. With so many people after a phone for 'good internet' these days, the experience should be top notch.
We've no doubt that Samsung will improve it in the near future, but with such a strong processor on board we frankly expected more than a slightly improved internet experience from a feature phone.
Samsung Wave: Camera
If you've ever met a Samsung phone, you'll know that one of its defining characteristics (especially at the higher end) is a tip-top camera: the Samsung Tocco Ultra Edition, the Samsung i8910HD, the Samsung Pixon 12 are all examples of how the Koreans know how to give a phone a decent eye.
And that trend is continued on the high end Samsung Wave, despite 'only' having a 5MP camera.
The addition of an LED flash helps matters too, but overall the quality of the pictures is generally very good, with a decent level of detail along with a fast shutter speed.
There are a huge number of shooting modes on offer as well, such as panorama, continuous and 'vintage', as well as the option to adjust the scene being shot, automatically sorting settings to work against bright light, shooting sports or taking pics of fireworks. Which we clearly all do on a regular basis.
PLAY UP:The Wave is great at capturing a large amount of detail from multiple sources
WIDE VIEW: The Wave handles large landscapes with ease in a dedicated infinite focus view
PIGEON WITH A MOHICAN: Quick snaps are easy with the fast shutter speed
BEAUTIFUL VISTA: Capturing panoramic views is a gimmick, but it works well here with the accelerometer telling you where you need to go
While the camera on the Samsung Wave is something to crow about, the addition of the HD video recorder is even more so.
It's a great addition to the line up, and works surprisingly well given the Wave's dinky dimensions.
There's the option for slow motion capture as well, meaning you can work on your golf swing etc (we've reviewed phones with slow motion on so many times, and we've yet to see anyone use the mode for anything but dancing like a rabid dog on heat and watching it back slowly).
Exposure, colour, contrast and brightness can all be tinkered with, but ultimately it's just a rather good video recorder with some nice extra touches and decent sound recording too.
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As you can see the captured video shows off motion well - it might not look as slick as other HD recordings but it's certainly better quality than most.
Samsung Wave: Media
As you can imagine, a phone with a screen this big and high resolution is meant to be used for all manner of media, and the Samsung Wave certainly has the right amount of options on offer.
The music player on the Samsung Wave is very attractive to look at, not least because of the superb colour reproduction from the Super AMOLED screen.
The main player is nice to use with large buttons, and there are options to add the songs to a quick playlist for on the go use.
Some of the options are a little hidden though; for instance we had to hunt for AGES to find out how to shuffle songs on a playlist (you need to tap the screen when a song is playing to call up the command list, FYI).
Music playback can also be controlled from anywhere in the phone, by dragging down the top console and using the basic controls on offer.
You can even do the same thing in the lock screen by double tapping the disc at the top of the screen and calling up the basic menu - it's a nice touch but unlocking the screen is hardly a hassle, so we suspect this is more for decoration.
The music quality is up there with the best, especially when listening to songs with a higher Kbps rating and using the 5.1 SRS Surround Sound from Samsung. However, when you get down to the lower bit-rate options, things do take a slight turn for the worst, with the surround sound distorting rather than improving sound quality.
Samsung has long trumpeted its multi-codec support for video files, and to that end, the Samsung Wave is well-packed.
We're talking MP4, H.264, DivX, Xvid... the list goes on and all are supported as far as we could tell (although one HD file refused to play ball on the device which makes sense given the screen resolution).
Playback looks sumptuous in terms of colour and contrast, and the overall experience was pretty slick and sharp indeed. It thankfully seems the Samsung Wave is able to use the full force of the 1GHz Hummingbird CPU to represent graphics nicely.
And there are some cool features too: mosaic search quickly scoots through the video to find thumbnails at three minute or so intervals so you can search through your movies with ease.
Other little luxuries include being able to change the colour tone of the film, the brightness and also that 5.1 virtual surround sound that Samsung loves so much - although it does actually make a difference through headphones.
Media sharing
Another feature, presumably for all Bada phones, on the Samsung Wave, is AllShare, which lets you stream media from your phone to a TV or PC.
There are three options - streaming media directly to a (presumably Samsung only) TV via Wi-Fi, to a PC which in turn can pump it to a TV or from a PC to your phone.
We tested the first two options on a Samsung 7 Series LED TV, and it worked pretty well. If you've got your TV wired up to a router for internet services, then it appears to be a very straightforward process.
You simply click share on the movie, song or photo and select the TV option - the file is then instantly recognised on the TV and it begins playing.
However it takes a while for each file to load up on the TV, so while video streams well (and the HD video plays very well indeed even on a 40-inch display) photos take an age to cycle through, to the point where it's utterly not worth doing it.
And let's be honest, nobody really cares about others' photos unless they're in them anyway.
The final option is also pretty nice, with the Samsung Wave able to easily stream content from a PC onto the device. We're still a little sceptical about this process, apart from the really cool download function.
If you find a movie you're enjoying from the PC but need to go out, you can download it to the device and take it with you - a really cool feature that works with music and photos too.
Samsung Wave: Battery life and connectivity
The Samsung Wave is packing a 1500mAh battery, which we've seen on many high-end devices at the moment, and despite being massive doesn't necessarily lead to an awesome power boost.
This is usually due to poorly-written code or applications going rogue and sucking all the juice from the phone, and something that's partly putting people off going down the smartphone route.
However, it's clear that Samsung has improved this by vertically integrating the whole process to control everything from start to finish, as the Wave has a pretty good battery life, lasting around two days in normal use.
We also noticed that with the SIM card out and the Wi-Fi running, the phone will last for ages and ages - we got nearly four days with only 50% battery drain. Not that this mode is much use, but should you need to drop down to half connectivity for a while to save battery then this is a great option.
Admittedly we couldn't give the phone a full road test, as the app store is woefully under-stocked so it's impossible to see if anything would actually suck your battery dry.
But with push email, Facebook and smidgen of Twitter it easily lasted the day (much more without push notification on), so we've got hope that this could be one of the better smartphones out there when it comes to battery life.
In terms of connectivity, the Koreans have thought of everything with the Samsung Wave.
Not only does it have Wi-Fi, Bluetooth 3.0, GPS, HSPDA 7.2Mbps and a 3.5mm headphone jack that doubles a TV out - but you can also use it as a Wi-Fi hotspot as well.
Using the Mobile AP setting within the connections menu, you can set the Samsung Wave to open up the 3G connection to other devices.
It's automatically set to work with a password and WPA (not the most secure, but better than nothing in a pinch) and in our tests it worked pretty well. The first connection failed, but the second worked fine, and speed on an iPhone was adequate if not stellar.
We also like the little notification from the Samsung Wave that using this feature will use gallons of data and drain the battery pretty quickly - we're sure we'd have worked that out almost instantly, but it's nice that Samsung is being responsible.
Samsung Wave: Navigation and apps
You might have noticed that most smartphones are using Google Maps in some form or another these days, and the experience is becoming fast and intuitive.
Samsung decided that it could do better than that - using its own location based services instead of Google Maps to provide navigation.
We wish it hadn't - the option on the phone is pretty poor compared to the experience on Android phones or the iPhone.
There's no pinch to zoom method of going in closer to the map in 2D mode (although it is curiously enabled with 3D view) - instead you have to keep hammering the plus or minus icons at the top of the screen to move incrementally.
Also the positioning can take some times, even without GPS enabled, with it being ages to find where you are in sat nav mode. We're not sure how to locate yourself normally - so we ended up searching for our location which took ages.
The sat nav on board is pretty comprehensive - you can have a range of voices, maps and more, with options like 'Navigate to home/office' a real help when you just want to get somewhere quickly.
However, you have to pay for this privilege - for instance, downloading the driving and walking directions will cost you €5 per month (we've yet to hear UK pricing) or €20 for the year. It's not expensive, admittedly, and the aforementioned list of voices and extra commands are useful.
But in the face of the quicker, and more importantly free, Google Maps Navigation, we can't recommend this mapping app over Google's effort.
Samsung made a big song and dance about the app store it's creating when unveiling Bada, given that it hopes to not only make a great number of its handsets into smartphones but also offer apps on them all.
Developers can code applications in Flash, C++ or Web Runtime, as well as Java if they so wish, meaning a much wider gamut of ways to download and utilise applications for users.
The App Store has quickly gained a number of cool applications - from a free TV remote to handle your Samsung display to a high-pitched mosquito sound effect to ward off kids, this could be a real winner if it's available to all Samsung mobile users in the future.
There are some nice applications already pre-installed on the phone - the daily diary app was the most pointless, allowing you to take pictures, write notes and record the weather (all manually) for future, very boring, reference.
YouTube is included and works well, as is the FM radio, which also allows you to record what's being played rather nicely for storage - something many Samsung phones have had as a feature.
The only game on board is Asphalt 5, which uses the motion sensor and hardware acceleration to offer a nifty gaming experience. However, despite everyone at Samsung trumpeting how awesome the game is, it's still pretty basic - we're hopeful the Wave is capable of more.
Samsung Wave: Hands on gallery
Samsung Wave: Official gallery
Samsung Wave: Verdict
The Samsung Wave is the Koreans' first strike into taking on the might of Android and the iPhone in the smartphone market - Bada needs a champion and this certainly has the specs to do it.
It's pretty cheap compared to the likes of the iPhone 4 as well - only £25 per month with a free phone on some networks, although that is with a 24 month deal.
We liked
This phone is simply beautiful to look at. From the slim aluminium casing to the sumptuous screen, it screams premium quality and that's going to attract a lot of people to it instantly.
The screen is responsive too, and we love the amount of homescreens we get to work with. The notifications bar at the top is good too - simple to pull down and giving you just the right amount of information and interactivity.
We're glad Samsung has had a look at the competition when deciding what to add into this smartphone platform - while the experience could be slightly better, the ability to synchronise Facebook, Twitter and Exchange accounts within the contacts menu is great.
The widgets overhaul is good too - you can cram a ridiculous amount of information onto the home screen, which is what today's smartphones are all about really (and something we hope the iPhone gets on board with soon).
The camera is amazing, as is the ability to share the content from PC to phone to TV easily. Media is basically well-supported all round, meaning you get a great music, movie and photo experience.
We disliked
The keyboard, while responsive, is still rubbish when it comes to the predictive correction. We don't want to turn it off, we just want it to be as good as the option on the HTC Desire - is that too much to ask?
The inability to put icons on the home screen is an oversight as well - why not let us put a few quick links in there for easy access, Samsung?
The internet is too lightweight and stuck in the dark ages for us too - where the iPhone has us addicted to surfing almost like we would on a PC, the Samsung Wave doesn't have the same attraction at the thought of having to use a slightly lightweight internet experience on what's supposed to be a top-end phone.
And the mapping application, though powerful, is a little too clunky and overbearing in the face of Google Maps. It's like Ovi Maps but a little slower and worse-looking and without the free sat nav: not ideal at all.
On paper, it would be easy to slate the Samsung Wave as nothing more than a tarted up Samsung Jet, with a bigger and glossier screen and a 25% more powerful processor.
But this phone is probably the most desirable on the market in terms of the complete package - the at-times average operation is offset by the beauty of the chassis and screen, as well as the pocket-friendly slim dimensions.
It's a lovely phone to hold and play with, and while the internet is a little poor for our tastes and the navigation not up to much, we still can see this phone being the handset of choice for a number of people looking to get involved in the smartphone market for the first time.
However, it's very similar in specs to the new Samsung Galaxy S that's on its way - we assume a number of people will be waiting to see if the Android version of this phone, with 1GHz processor and Super AMOLED screen too will be as good, if not better.
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Swan Lake
Sunday May 19, 2013 / 2:30pmSwan Lake
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Side Rear Orchestra
1100 3rd Avenue
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The dancing and the venue were both very good. The costumes and sets were excellent. Overall, the show was very good.


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Boston Children's has launched the world's 1st program dedicated to offering hand transplants to children who qualify.
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Venous Malformation (VM): murine model to identify therapies to target aberrant venous development
Venous malformation (VM) is the most frequent malformation referred to specialized vascular anomaly centers. VMs appear in children and are often problematic and disfiguring. VM lesions are composed by widened, abnormally shaped veins. No targeted therapies are available, and treatments for VM are very limited, including only sclerotherapy and reconstructive surgery. After treatment, lesions often recur.
This project proposes the establishment of a murine VM model that will help us determine the mechanisms of abnormal venous channel formation. Our end-goal is to test and discover novel efficient treatments to normalize the pathological VM vasculature and avoid a rebound of the disease.
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2012-03-21 16:50:00
Last week we took a break from discussing the intriguing playoff races to focus on the frontrunners for the Hart and Norris trophies. On this edition of the THN Puck Panel we continue our look at the major award races when we look at the favorites for the Calder and Vezina trophies.
Host Edward Fraser is joined by web editor Rory Boylen and writer Ryan Kennedy to discuss…
• New Jersey Devils freshman Adam Henrique…
• Gabriel Landeskog's strong play all season…
• And why Henrik Lundqvist may actually have some competition for the Vezina.
PRODUCER: Ted Cooper
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