I’m late to the party, but I brought punch and pie!

I’m late to the party, but I finally got my first assignment for DS106 done. I pondered for a long while on what I would do my intro/30 second story on, and whether I would lean more towards intro or towards story. But I had a hard time settling on something. I know that this is fundamentally a function of my perfectionism streak. I will discard a dozen ideas as not being good enough because the end product isn’t in my mind as jazzy, creative or awe-inspiring as I want it to be. Really I know better- I know I should just grab one, run with it and see what happens. Usually when I experiment I end up with something totally different from what I envisioned, and in a good way. I need to remember to honor the process of creation as much as the end product, rather than worrying overmuch about the end result before it has even taken form. So it’s time that I remember when I am in this class I need to shut off the jury in my head and just do something for the sheer hell of it, and the joy of experimenting. So I will “make art” but focus on the making part and let the art shake out where it will.

Ok, so here is my “story” below. I did it in iMovie, which I haven’t used much. And I learned that trying to do anything in iMovie via  a trackpad on a laptop sucks. Even though I was doing something something simple, it turned out to be way more difficult than it should be, belying the idea that “Everything Apple makes is intuitive.” Not so. I love me some Mac products, but certain aspects of their software often drive me to screaming fits. This was compounded by trying to do this at my office, where they’re on a hunt to disable anything useful. Latest victims are YouTube and Dropbox (both of which I use in my job), but thankfully they haven’t caught on yet to Vimeo, ha ha!

DS106 Assignment 1- Sunny from jiminica on Vimeo.

Anyway, I was aiming for minimalism. I made a conscious choice to only use one photo. The concept is to be something in the nature of an elegy, and adding photos and transitions and “stuff” took away from that. I realize that seeing only one picture may feel visually unstimulating, but I think in this case the simplicity enhances the focus of the story, and since the story is short, I think it works ok. I’m less happy about how the transitions turned out, but that is my issue with iMovie- one I will take up with the offending product later.

Facebook Profile Pic Mashup

I’ve been so impressed by the mashups in DS106; every time I go back to the site I find something new and delightful to look at. I’m still at the neophyte stage of mashing up media, but I thought it would be fun to show a mashup that my husband has been doing for a while. My husband is known for his Facebook profile photos, and has been doing mashups of them for maybe 6-7 months.

The process: He finds a photo that is recognizable because it is iconic or because it is part of current popular culture awareness. He then uses the webcam built into his laptop to take a photo of his face at approximately the same angle as the face in the photo. Then he uses MS Paint to paste his face on the other photo, and voila! He’s done the Blues Brothers, Audrey Hepburn, Bob Marley, Willy Wonka, Grover, Einstein, and the Old Spice Guy to name a few.

The thing that I find fascinating is that it’s supposed to be an obvious, cheesy mashup. If I had come up with the idea, perfectionist me would have brought both photos into Photoshop, and spent hours matching color, tone and lighting so that it blended perfectly, especially given that the profile photo’s standard view in Facebook is quite small. But despite his access to state-of-the-art digital tools, my husband chose to use MS Paint, about the oldest digital drawing program known to man, installed way back in the day on Windows 3.5. He may even have had to download it specially to get it on his Vista machine! He wants the mashup to be obvious and the results are hilarious. Friends will check his page just to see what new pic he’s got up, and it’s fun to try to guess some of the less obvious. I think there are some deeper statements that could be made about his conscious choices of media and tools, but I’m too tired at the moment to parse them out. Below is a screenshot of his profile pics folder from Facebook, and you can see the majority are these type of mashups.

profile-pics

Animated Gifs: DS106

I’m thrilled to learn Jim Groom is offering DS106 as a MOOC this semester. I’ve been following his work since the Mary Wash magazine (I’m an alum) did an article on him and Gardner Campbell a while back. Since he’s been doing some creative things in the area of Educational Technology and I’m also in that field, I’ve followed what he’s doing with some interest and had seen some of the work from last semester’s class. (Wish they’d had this class when I was there, but then again, when I was at MWC you had to go to Trinkle Hall just to get Internet access).  I’m looking forward to participating this semester, and I hope that this virtual change of scenery will shake up my mental processes and rev up my creativity a bit. And I have to say, it looks to be a good class; the posts so far have been very impressive (and class hasn’t even started yet) and I hope as time goes on there will be more dialogue between participants.

I took a stab at my first animated gifs last night- both of them are from the Empire Strikes Back, the best movie of the Star Wars franchise. Both clips are from the scene where Han is being put into carbonite and he is saying goodbye. The typical lightsaber battles and the “I”m your father” bit seemed a bit too cliche to do, and thinking back to why I love the movie, this movie has always been my favorite because it really focuses heavily on the relationships between characters, not just the action. This scene really encapsulates that relational aspect.

My process: I downloaded clips from YouTube, trimmed them in iMovie and uploaded them to GifNinja to make the gif. I’m not terribly happy with either. They are both very small even though the source file was high quality. I may be missing a setting somewhere in GifNinja, I’ll have to monkey around a bit more.

Additionally, the first one I did just doesn’t flow well, with the fog coming in at the end. It’s a bit too abrupt.

Han Disappears

The second one is better, but he shifts a bit, making it jerkier than I’d like.

I Know

I think for my next effort I will look around for something other than GifNinja and I will also try Photoshop based on the posts from NoiseProfessor and Tom. And I think I will look for a new movie to try, maybe an anime. Or maybe I’ll just accet the experience for the learning moment it was, decide the gif is good enough as is, and move on to the next mashup. Who knows…

Learning About Zombies Is Not an American Educational Value

For years I’ve recognized the higher education system is out of synch with the needs of “the real world.” Only recently did I realize how much. And it was all thanks to zombies.

But before we get to zombies, let’s discuss the issue of going back to school to complete a bachelor’s degree. I’m keenly aware of this issue because even though I have both a bachelor’s and a master’s degree, my spouse has neither. He was forced to drop out of college midway due to financial reasons. He’d like to go back, but over the years his reluctance has grown. And in a conversation with another friend who *did* go back to get his bachelor’s degree later in life, the main issue became very clear to me- general ed requirements. Colleges require the same graduating requirements for students regardless of where they are in life, which means doing all the general ed requirements on top of a concentration in a major. Now, sitting through required biology or English classes may be fine for the “just out of high school and still wet behind the ears set” (and I’d argue that it probably isn’t). However, if you’re an adult who has been in the work force for over a decade, you tend to see sitting through English composition a collosal waste of time and money in a schedule already packed with responsibilities that don’t involve kegstands. Working adults need options that fit where they are in life, and I don’t consider ITT Tech or DeVry to be the answer.

Now, this I could have lived with, after all, my husband’s educational path is his own. However, I’ve begun to realize that higher ed’s blindness to older audiences impacts me as well. And this is where the zombies come in. I was surfing the web the other day and clicked on an article about the “15 strangest college courses.” Most of the courses were either too cute-gimmicky (underwater basket weaving) or not my cup of tea (a course about online porn). But one course caught my eye- Zombies in Popular Media. I would *totally* take that class. Except, it suddenly dawned on me, I can’t. Because I. am. not. a. college. student. And the barrier to being one is a little too high to make it worth it, even where zombies are concerned.

This all makes me very sad. And not because I can’t take a class on zombies (ok, that’s a little sad too). No, it’s saddening because the American education system has set up a model that says you are a learner *or* you are an adult. Either or, and never the twain shall meet. Once you’ve moved into the working world, you’ve moved out of the realm of learning and you can’t easily go back. Once you’re an adult with a mortgage and kids, learning should not be a focus for you, you’re done with all that. And that’s what makes me sad- that our educational system is sending a message that says being a lifelong learner is not an important value for adults, and if you do value it, you are going to have a long hard haul against a system that doesn’t see the point. As someone who considers herself both a lifelong learner and an educator, this is incredibly disheartening and I only hope that things will change in the future. Because if you’re not a learner at all stages of your life, frankly, you might as well *be* a zombie.

Aquiring New Depths, Not Just Breadth

The other day I was cleaning out some files and it got me thinking about the nature of experience. The way I structured my files, and the sorts of files I had stored said a lot about how I conceptualized my job when I initially took the position. It also says a lot about how much I’ve changed, and how differently I see things now.

When I took the job managing online programs, I expected it to be a piece of cake. After all, I had been involved in developing most of the courses, as either an instructional designer or a programmer. And I was right. While the job was interesting, and different than I expected, but certainly not a steep learning curve- I already knew the products, the people and the environment. Not being one who likes to be idle, and being the type who’s always coming up with new ideas, I took on additional tasks. I became SharePoint site admin for my school, launched an initiative to restructure our servers, helped launch a diy video initiative, serve on several tech committees.

And then a funny thing happened-my concept of what it means to manage the online programs for my school changed. It it happened over time, but the realization eventually hit that I want to spend more time with the online programs portion of my portfolio. The job didn’t change, but my concept of what my job means has changed. I’ve acquired a new depth of understanding based on just being in the job for a period of time.

A colleague talks about how mastery of a job follows a candy-cane-shaped path. The first few months/years are the stick of the cane where you are learning a lot. The peak of the curve is you at your best, and the rest is all downhill from there in terms of challenge and new learning. This model is simplistic on a number of levels- my learning has never been so linear- but one area it neglects is how one’s concept of something changes over time and aquires depth.

When you first start a job, things are hard because they are new and unfamiliar- you’re drinking from the fire hose. But you are probably doing things the way that you are told to do them by your colleagues. You follow the set pattern of completing the tasks, but you haven’t learned all the subtleties and nuances yet, But as time goes on, you start to pick up the context for why things are done a certain way, learn the nuances, and even spot areas where there is a mismatch.

This is where I’m at now, and have been for a little while, I now have much more experience with my program and it allows me to think critically about it. I began by engaging with the breadth of my job, but now I’m focusing on depth. I see the big picture, but I also see how the bits fit together. I’m able to delve more into the nuances. And I find there’s a lot to work with there- areas I haven’t fully explored, or processes that I want to modify, update, make better, Processes often grow up organicaly over time and sometimes they don’t change even when the circumstances that created them have changed. I now see there’s a lot more I can do with the program than I originally realized. And now that part of my portfolio is competing with the other tasks I’ve taken on. Now my job is two-fold- capitalizing on the new depth I’ve found to the online learning portion of my portfolio, and figure out how to maintain or shed the additional responsibilities I’ve taken on. And I look forward to seeing what additional depth I acquire in my job as time goes on.

Games: Fable

I’ve started playing video games again. I pretty much went on hiatus from video games while in grad school, but slowly finding my way back. But now as I play them with the benefit of my wonderful instructional technology degree, I am thinking more critically about the games as I play them.

Lately, I’ve been playing Fable 2. I remember liking Fable 1 well enough, but Fable 2 gets a mixed response from me, and I don’t know if it’s me that’s changed or the game.

For one thing, the game just seems way too easy in a lot of places. But in other places, I like the game mechanics. Here are my thoughts, in random alphabetical order:

Storyline

I still remember the storyline from Fable 1. It was a compelling story of a boy who lost his family and was saved to be put into training as a Hero. It was a great story. The Fable 2 story…not so much. Boring, boring boring. I can’t really say why exactly. Perhaps because it lacked a physical anchor, whereas Fable 1 had the academy? Perhaps it isn’t as well fleshed-out? Not sure, but without a compelling narrative, this game started off weak, and lacked enough other bells and whistles to compensate.

Gaining Experience

I like how they divided experience into Strength, Will and Experience, and Strength correlates well with weapons, while will goes with magic.

Weapons/Fighting

I really liked the way the fighting handled in this game. The targeting didn’t always work as well as I’d like, but switching between ranged weapons, melee weapons and magic was super-easy. In fact, I ended up using a ranged weapon through most of the game, when usually I prefer melee weapons. But there’s something satisfying about going after an enemy with a sword, getting 3 feet away and blasting him with a crossbow. hehe…

Magic

I liked the spells for the most part. The levels took a bit to get used to, and how you can change your spell at different levels. When used well (inferno + raise undead for instance) it is very powerful, but it isn’t explained well, and when not well used it sucks.

Earning Money

I like that you earn money by doing jobs or by buying and selling property or goods. This is much more like real life and I appreciated that, rather than the “fight so monsters drop money” paradigm that is typical. However, I wish the jobs had led to a bit more interaction with the population at large. Even the jobs in town did not involve really talking/interacting with people.

Consequences

Here I didn’t like so much. The game was just too easy. If you are overmatched, you don’t die. Instead, you are knocked unconscious and lose experience but you don’t suffer any other setbacks in the game. So there’s no penalty for going into a situation where you are overmatched. That and most of the fights seemed ridiculously easy.

And to top it all of, the final boss battle against Lucien was a real snooze. The most anticlimactic climax in the history of quest games. I’m getting drowsy just thinking of it.

Oh and the co-op mode felt like an 11th hour add-on. Not like Lego Star Wars, which handles drop-in/out co-op beautifully.

Social Mechanics

Social mechanics is supposed to be the big draw of the game. You choose to be good or evil and that dictates a lot of your choices. Except it doesn’t really seem to. Maybe if you go to the extremes of good or bad, you see some benefit/disadvantage, but not for the smaller stuff for sure. The social mechanics overall seemed poorly implemented. My husband did several bad things that didn’t impact people’s overall impression at all. So maybe people are a little less likely to like you, but there didn’t seem to be any terminal consequences to that, like you didn’t get access to certain items or anything because of it.

The other big area of social mechanics was supposed to be relationships. You can get married and have a (or several) families, but again, it’s just a shell and there’s not much interaction to it. Your interactions with your spouse/children are formulaic and you can pretty much ignore them totally without consequence as long as they get an allowance. I was hoping for much more nuance and subtlety in the social area, but no such luck. It felt like they had meant to do something grander and more interesting, and just ran out of time or money. Maybe in Fable 3…

Wayfinding

Wayfinding is a big deal for me since I have no sense of direction in either real or virtual life.  In the game, they provided a glittering trail to guide you to your next quest. Which was ultimately wonderful and terrible. Wonderful in that I never had to waste time going in the wrong direction. Terrible in that I didn’t have to explore that hard to find things. You can turn it off and I thought about doing so several times but the world is so big that I think I would have had a hard time without it. This is backed up by my getting lost the few times the trail quit working.  Though on the other hand, having the trail let me go off in other directions to check things out without fear of getting lost.

I do like how they set the boundaries for smaller spaces like dungeons, and how the world was broken up into regions that you can teleport to the different regions. But once in the region, a lot of things look alike (and the loading times are insane). If they’d differentiated things more, or perhaps set the trail on only at certain times, I think it could have been a richer experiences. I think back to my days playing Diablo- that was a game that made good use of boundaries without making you feel penned in.

That being said, I loved the dog. I thought that was a lovely touch, though it made finding treasure a bit too easy. Not that any of the treasure was worth finding anyway.

I’m sure there is more that I’m not thinking of and I might add to it later, but that’s the gist of my thoughts on Fable 2.

Psychological and Social Tension in Video Games

Tension in video games

 

I’ve been playing a couple of very different video games lately- Diner Dash and Portal. Playing both at relatively the same time has been an interesting juxtaposition. Portal has a futuristic, ominous feel to it, and Diner Dash is very contemporary, very sunny.

 

The stark difference between the games led me to think about my psychological reactions to both of them, and how they both created tension, but in very different ways. However, in each game tension is a way of motivating the user to move forward in the game, to play her way through. This is different from the type of tension that is normally discussed in video games, which is the tension of “is this too hard? Will I succeed?”

 

In Portal, tension comes from the unknown. You know very little about the situation you are in, and you don’t know how much your game character knows either. You appear to be part of some sort of experiment, directed by a vaguely ominous computerized voice, but you don’t know the nature or purpose of the experiment, nor how you came to participate in it. Tension arises from the lack of information, the run-down state of  your environment, and the creepy voice. What will happen next? How can I get out of this situation? If I get out, will the end be better or worse than what I’m in now?

 

In Diner Dash, you play a waitress that has to serve as many tables as efficiently as possible. The better you serve the customers, the more tip money you get which you can use to upgrade your restaurant. But the thing that struck me most about the game is the way you are motivated by customer reactions. If you don’t serve the customers promptly, they start to get upset. You can see them start to fume, and in me this prompted the response “I don’t want them to be upset. I’d better serve them right away.” Never mind they are computer characters. The social imperative to keep people, even virtual people, happy is so strong that it was the motivator for me to move as efficiently as possible.

 

This made me wonder how we could use tension, either psychological or social, to increase motivation in video games. Too often we focus on making games more motivating by making them harder, but I think there is room to also use tension and psychology as a way to trigger typical human behaviors that will further game play. Instead of just making it harder, employ social psychology to motivate, just as I was motivated in Diner Dash by not wanting to let people down, or Portal creates an environment just creepy enough that you want to get through it, but not so creepy that you put the game down.

Leveling Your Way into the Corner Office

I just finished a short but interesting article, called Leadership’s Online Labs. The premise is that organizations can learn a lot about both leadership and effective team management by taking lessons from MMOs.

This argument is, on its face, very similar to the one made by Beck and Wade in Got Game. However, I find the argument presented in Leadership’s Online Labs to be more compelling. Got Game’s premise focused on the idea that the lessons to be learned from online games are important because digital natives are now entering in the workforce, they have grown up with games all their lives, and thus they will expect the workplace to incorporate useful features of online games. That argument never sat well with me, mostly because it forced people into an either/or of digital native or digital immigrant based strictly age, while to me it seems more correct to place people on a continuum based on a measurement of their actual skills. (Not to mention I’ve rarely seen a workplace that changed their business practices solely because their workforce expected them to.)

Leadership’s Online Labs rightly steers clear of the issue of who is playing, and instead focuses on how they are playing. The article distills several key ideas based on observations of a handful of gamers.

1)    Games can promote leadership skills. The authors are absolutely correct that games do force people to take on leadership skills, such as managing relationships, negotiating with people, allocating resources, diffusing conflicts, and commanding a team. Whether those skills are transferrable though is not clear, and their research is not rigorous enough to support the idea of transfer.

 

2)    Leadership is a temporary state. This is one of the most insightful things the article had to say and my own experience has been the same. People in the games I play tend to form ad-hoc groups based on need. Within the group, the person with the best set of skills for the task becomes the leader, but as the group dynamic shifts and people come and go, the leadership role often changes as well. The idea of transitory leadership could be a productive change in workplaces, allowing people to switch off the leadership role as situations dictate. However, it’s also pretty radical, so I can see entrenched leadership being resistant.

 

3)    Leadership is more about how the game is structured than inherent ability. Contrary to workplace doctrine that says leaders are born with innate leadership skills, the authors find that leadership in a MMO context is shaped more by the game environment. I would love to see some more data on how they came to that conclusion. It’s a compelling idea, but they don’t delve very much into which components foster leadership. They mention the role of non-monetary incentives and persistent, real-time information, which are both game elements, but they don’t clearly tie it to how that affects leadership.

 

The article posed some interesting questions, but I would be more interested to see more research, followed by a detailed research report. The study discussed in the article studied the playing habits of only half a dozen players, which is too small a sample for truly solid analysis.

Wrangling the Data Stream

After a whirlwind summer of finishing grad school, getting a new job, and trying to stay on top of my own independent research, I’m now spending the end-of-summer lull wrangling my data streams back into shape, including this blog. Its neglect is something I’m ashamed of, brought on by too many commitments, information overload, and my impatience with the snail-like speed of WordPress. But as I embark on a new phase of my life, I know this blog can be a useful too for reflection, so it is incumbent on me to do a better job maintaining it. Here’s to a future filled with productive blog posts (and maybe I’ll find time to prune my Bloglines feeds as well)!

You Fit, I Fit, Wii Fit

Sinc e I just got my Wii Fit yesterday, and I haven’t done a blog post in a few weeks, I thought I’d take a moment to blog about my initial impressions of the Wii Fit.

Setup

Setup was very easy. Pop the batteries in, put in the CD and synch the Wii Fit to the Wii console. My Wii needed system updates that took a few minutes, so while killing time, I flipped through the instruction manual. My pet peeves with instruction manuals are manuals that use techy jargon and manuals where someone wrote the steps from memory and clearly didn’t go back and verify, because steps are missing. I always tell my ISDs that instructions should be written in such a way that my grandmother could read them and understand them perfectly.

I’m happy to say that the Wii Fit manual was clearly written with very little jargon. They even referenced users to other pages of the manual for more information on certain topics- a rarity in instruction manuals.

Creating a Profile

When the software loads, it asks you to create a Wii Fit profile. You choose your Mii and go through a series of tests that record height, weight, age, and sense of balance.  This all culminates with them giving you your BMI and Wii Fit age.

The system did a good job walking me through creating a profile. The only point of confusion for me was I wasn’t clear on how to do the balance test, but they give you a couple of practice tries and my husband caught on quicker than I did and explained.

While I was creating the profile, I paid attention to what I liked and didn’t like from a design standpoint. The first thing I noticed was that when telling you to step on or off the Fit board, the system used a voice that sounded like a child’s voice combined with a computerized voice. It was a cute voice and one I liked- in fact I liked it better than the “adult” voices of the trainers later on. However, I wonder how others would react to it. My husband and I both commented on how we liked it but we both come from a tradition of both gaming and anime, so this didn’t strike us an oddity but I wonder whether others without that background would find it too cutesy. I think the Wii’s image as geared to kids helps make it more palatable in that respect though.

And that’s the other thing that I noticed. The whole style of the software (I can’t bring myself to call it a game) fit very well with the overall image of the Wii as geared to kids and family; and an image of fun and whimsy.

Another aspect that caught my attention was how the software integrated moments outside the actual game mechanics to create a sense of fun. This struck me the most when the software gave me my Wii Fit age, at the end of all the measurements and tests. The profile process is narrated by an animated Fit board (trust me, it’s not as weird as it sounds) and when I got to the end, the board says it’s time to announce your Wii Fit age. The screen zoomed in to my Mii, who was put into a spotlight, and my Mii fidgeted and did some nervous hand-wringing waiting for the results, as if it was a competition. It was a cute touch. It was unnecessary and wouldn’t have been noticed if it weren’t there; the system could have just posted the info on screen without the extra drama. It didn’t add to the mechanics of the game. However, it did contribute to the overall sense that this is supposed to be fun. And I think that’s an important thing to remember when designing software. It’s not just about what contributes to the mechanics of reaching the goal. It’s also about what contributes to the overall atmosphere of the software, which will contribute to the affective aspect of the experience for the user.

The major downside of the profile system is that it bases BMI purely on weight and height. A true BMI is a bit more complicated. The calculations used were adequate for my needs, so it doesn’t personally bother me, but for anyone who isn’t aware of how to actually calculate a BMI, the results are a bit misleading. The other odd thing is that the whole premise seems to be that if I can only achieve perfect balance, I will become physically fit. I don’t buy this, and think other things play a bigger role, but I assume this is the Japanese take on exercise, just as Americans have their own take that aerobics is the main factor in fitness.

The last stage of the Profile is setting a goal. The system asked me to choose how much weight I wanted to lose, and by what date. This was set up so changing the weight amount showed me what my goal BMI would be, and changing the goal date showed me how many pounds I would have to lose every 2 weeks. I think this was a great way to set up the goal state. Not only do you set an intention, but you see how changing one variable affects the others. This is something one doesn’t really account for in real life, but more information helps in setting an appropriate goal.

Training

Once I progressed to the training mode, I could choose from Yoga, Strength Training, Aerobics, and Balance. I got home late last night so it was very late by the time everything was set up so I only tried a couple of things.

When I started, the system recognized that it was late and asked me whether I was going to bed, and also noted that my husband had created a profile. Again, not necessary, but cute touches that made the experience a bit more personalized. Then I chose a trainer and could begin.

I started with the Yoga. I practiced yoga for about 4 years, and though I haven’t been a practitioner for about a year and a half, I felt I could do pretty well. About 6 poses were available to me. I chose “tree pose,” which is my favorite yoga pose. The trainer explained the steps and how to breathe, which as a former yogini, I know this is very important and I appreciate that they took the time to explain how to breathe, position your arms and legs, and position your spine.

I was surprised how hard it was. The system showed a yellow circle around my middle, around my sacrum, and a red dot that I had to keep in the yellow circle. This made the pose much harder. It was difficult to concentrate on the red dot and on the other aspects of the pose at the same time. I didn’t do as well as I expected but think that I will improve with practice. Though it’s really hard to know how well I did. The score is point-based, based on how well I kept the red dot in line, and I’m given a ranking out of 4 stars, but I don’t know how close I am to reaching the next star.

Next I tried a couple of balance games. I did the soccer challenge where you have to lean left and right to hit soccer balls out of the way with your head while avoiding other objects. I did this twice. I was terrible the first time but improved quite a bit the second time. I also did the slalom. I was not great at this either and will need practice. Though watching my husband do both the ski and soccer games, I noticed it takes very little actual movement to create a lot of movement on the screen. I may have been moving too much. I look forward to trying that tonight to see if I can figure out the system.

I can’t really speak too much yet to how much I like the Wii Fit or how well it works. It was so late by the time I got to the training that I didn’t have much time to explore. However, I’m already looking forward to trying it out more tonight, so that’s a good sign. And I think the overall feel of the software is very well done. The personalized touches I mentioned earlier were visible throughout the game. I look forward to exploring more of the mechanics in the training mode. Perhaps I’ll even write a follow-up post.