MindTribe’s Interactive Exhibit
June 5th, 2008 by Jerry RyleWhat Engineers Do If You Give Them a Dial Tone
Someday, MindTribe’s headquarters will be made of interactive masonry. Each brick will be molded from recycled consumer electronics and in-mold decorated with a high-resolution OLED display. Thousands of bricks will cooperate with distributed intelligence to celebrate your importance as you pass by. Depending upon your mood—as determined by your expression, posture, gait, and temperature—our building might inform you of your portfolio performance, challenge you to improve your mixed martial arts, or lift your spirits with kittens that frolic after your shoelaces. Someday. To tide ourselves over until that day, we’ve installed a 65″ plasma television in our front window and have written an interactive game you can play with your cell phone.

MindTribe’s New Interactive Exhibition on University Avenue
A spare time project, this game reminds passers-by that Palo Alto is still home to quirky technologists who delight in the anachronism of an 1980s-style tetromino arcade game made marginally playable with DTMF over cellular networks. In fact, we’re so quirky that we giggle and snort at the thought of this method of interaction catching on, forcing carriers to prioritize handling and generation of DTMF above video telephony (*snort*). To help further the DTMF interactivity cause, let’s briefly discuss how our system is set up and perhaps inspire you to build one of your own.
First, a diagram:

How the Interactive Game Works
As illustrated, when our monolith is approached by a blue sphere on a leaf spring with a cell phone, the monolith prompts him/her to dial a phone number that provides access to the game. The user dials the number, which establishes a connection with a nearby cell tower. The tower communicates with its carrier’s office, which converts the call to an analog signal fed into a telephony modem on a small computer attached to our plasma TV. The computer instructs the modem to answer the call and displays a welcome screen with game instructions on the TV. Having ignored the instructions, the user wildly presses buttons on his/her cell phone, which causes the carrier to send DTMF tones to our computer. The computer’s modem converts these tones to the characters “0-9, #, *”. The modem’s driver sends these characters to our application, which interprets them as actions and advances the gameplay accordingly. When the game ends, the computer allows the user to snap a photo with an attached camera. The computer then uploads the photo, along with the score and the user’s caller-ID, to our website. The user can then visit our website and claim scores by entering his/her cell phone number. (our site never displays the phone number—it’s only used for searching.) The user can add a name and a comment to be displayed on the games section of our web site along with the photo and score.
We’ve written a C# application that hosts our Adobe Flash game, allowing the game to interact with a modem to receive call-progress events (ring, disconnect, etc.) and DTMF characters. Check out this article for more information on how the C# application uses Flash’s ExternalInterface to communicate hardware events to the Flash game.
The cell-phone-DTMF interface confronted us with one unexpected challenge: many cell phones store all key presses while a call is in progress, but they have limited storage. The result is that, after a few minutes of gameplay, many cell phones stop sending DTMF tones because their buffers fill up. Savvy players can clear the buffers by holding the “delete” or “clear” keys on their cell phones to quickly empty their key buffers. If fast enough, they can continue playing without issue; however, it does add an unexpected element to the game. We’ve brainstormed this a bit and decided that the best workaround is to simply inform the player that this might happen and hope that more people purchase iPhones, which don’t exhibit this problem. It has, however, motivated us to engineer new input methods for future games.
As engineers, we’re naturally artistically declined. (Note at least four conflicting perspectives in the above diagram, along with unaesthetic mixing of 2D/3D, inconsistent labeling, repellent colors, and general clutter. I made that diagram.) To visually communicate more effectively with the world, we partner with artists and industrial designers when appropriate. The lovely clouds and gummy bear theme throughout our game was designed by the even lovelier Joanna Chao. Be sure to check out her portfolio at www.joannachao.com.

If you have not yet stopped by and played our game, please come check it out at 119 University Ave, Palo Alto, CA. It’s surprisingly addictive, and you’ll get to add content to our web site if you achieve a score of 300 or higher. If you’ve already visited our window, don’t forget to claim your score and be sure to come back! We plan to add new games and new interaction methods as we work our way up to those OLED bricks.













