From The Top
Welcome, Amiga Clubbers to the first issue of Club
Amiga Magazine. We intend for this magazine to come out on the
1st of each month, exclusively to members of Club Amiga and we
intend for it become something that is useful, informative and
fun for you.
Community has always been an important part, and
some would argue the MOST important part of the Amiga. No
other platform really has it in the way that Amiga does and it
is for sure that it is only the community that has kept the
Amiga going through the dark times since the bankruptcy.
The idea behind Club Amiga is thus a recognition
of the importance of this community, and more, that many in
the community would like something extra, a more formal
organisation or entity which allows them to practice and
announce their Amiga citizenship.
To us at Amiga, this means more information, more
news, special negotiated deals, merchandise, and articles and
columns from Amiga personalities. What it doesn't mean is
something that competes with the existing published magazines.
The dark times have been particularly hard on them, and they
have played a large part in keeping the community going. The
last thing we want to do is compete with them in fact we will
do our best to try and support them.
We want your opinions and ideas about what this
club should become. What would you like, what wouldn't you
like, how can this club evolve and grow? What issues will face
the Amiga platform over the next year and how can the club
help? In short we want this club to be your club as
much as it is our club. Please e-mail your thoughts and
comments to cam@amiga.com.
As you can imagine, this first issue is a bit
(well, a lot) of an experiment so if it is bit rough, or not
exactly what you expect, then tell us!!!
Amiga is on the verge of a rebirth in the world.
AmigaDE is taking off big time. AmigaOnes are shipping and
AmigaOS4.0 is close to release. We want Club Amiga to play a
big part in that rebirth.
Update Square
This is a regular section where you'll find
announcements and news relevant to everything that is Amiga.
Obviously, this will evolve as the club itself evolves and
because this is the first issue, news is a bit scarce.
- On January 13, 2003, Amiga released a comprehensive user
document detailing the new feature set of AmigaOS4.0. Click
here
to view it.
- Zeoneo Ltd, an AmigaDE content company have announced
their latest product, Invasion, a stunning return to the
alien terrors of the 1980s. See http://www.zeoneo.com/ for
more information.
- IBM announced their entry into the mobile market with
the 405 processor, a direct competitor to the ARM based
Xscale of Intel. To start the ball rolling they have created
and released a reference platform, which brings the PPC
instruction set (and the possibility of both AmigaDE and
AmigaOS4.0 support) to the PDA and Smartphone market. See linuxdevices.com/news/NS9222005703.html
for the full announcement.
Marketing the New Amiga
Crazy Little Thing Called Marketing
Marketing is all about the identification,
cultivation and harvesting of opportunities. It has been
likened to the strategic planning and execution of a political
campaign, where you discover the capabilities of an individual
and work out how to use and promote them in the most effective
manner.
At Amiga, we see our marketing resource set as
great new product, a small but passionate community, a strong
brand name and disaffection for many with their existing
computer solutions.
So how do we go about creating an advertisement
for the new product, one of the key elements in any marketing
campaign? In this article, we want to share with you the
thought processes behind the creation of our first AmigaOS4.0
advertisment, and then share it with you, an exclusive to
members of Club Amiga.
First part of the process is what are we trying to
say in this advertisment and why? The why part is the easiest.
We want people to buy the product. The 'what' part, what are
we trying to say to make them buy the product is the hard
part.
What Are We Trying To Say?
To start to come up with an answer, we first need
to identify exactly who will see this advertisement. In part
this has to do with both where will the advert be seen (thus
determining its viewing audience) and how it is presented
(thus determining what elements call to the attention of the
viewing audience).
Our initial target must be what is often called
the 'low hanging fruit', those potential customers who only
require the slightest nudge to consider a purchase. For these
people the advertisment is more an announcement that the
product is or will be available. This market slice can be
divided into two, those who are still active members of the
Amiga community and those who have owned an Amiga in the past
and still have an interest in and affection for the
platform.
This advertisement is thus for these people. It,
or elements of it may be reused in future advertisements for
different market slices, perhaps by way of a common metaphor,
and we will consider this later.
The product itself must obviously be identified.
Whilst some marketers do believe it is acceptable for a person
to look at an advert and not have a clue as to what is being
advertising, these tend to be the ones about to experience an
enforced career change. The simplest concept is often the best
and this is what we have gone for in this advertisement -
namely a rendered image of the AmigaOS4.0 product box itself.
This is important because not only does it let them know
instantly what the product is but then it also gives an
expectation for the product, such that when they go into a
shop or browse a webshop, they will see this product, more or
less as depicted and it will reinforce its implantation in
their mind.
The most important thing is that the viewer of the
advertisement walks away with a phrase or image in their mind,
so called 'product implantation'. Since we are not going for
an image based approach for the central theme of the
advertisement, it becomes a phrase. This does bring with it
issues, namely those of localisation. For example, you don't
want to have to support a separate advertisement for each
language. This can be mitigated against somewhat by picking a
very strong and short phrase, which can then end up becoming a
synonym for the product itself.
Reaching the rest of the world
In trying to sell AmigaOS4.0, we are essentially
launching it into a world that has forgotten about the Amiga.
Yes the low hanging fruit knows about it, but if we want a
cross slice phrase that binds the marketing campaign together,
we have to address all possible targets.
For a computer solution, continuity is obviously
important. People buy from an established manufacturer, thus
bringing themselves a feeling of security, quality and
longevity. For an operating system, this is very important,
since the operating system defines the application base which
controls exactly what you can do with the product.
For Amiga it is more so, since many potential
customers, whilst remembering the Amiga will also have
forgotten about it, heard rumours about bankruptcy, being
adrift in the wilderness.
The ideas of 'rebirth' and 'dawn' can be
considered possibilities but they also add to the idea of a
hiatus, hardly a confidence builder.
To bring the ideas of contintuity, staying power
and experience together, we went for the phrase 'The Legend
continues'. Most legends have a feelgood factor, it imparts
longevity and it pays the necessary homage to the product
itself, which is important for the pride felt for it by the
existing Amiga consumers. 'Continues' emphasizes continuity
whilst also being a truthful statement cleverly it raises no
issues of suspension or reactivation. It is a legend and it is
continuing.
So we have the AmigaOS4.0 software product and the
phrase 'The legend continues'. For the low hanging fruit, this
could be enough. Obviously they would like to know where and
when but since these have not been made public yet, this has
been excluded from the advertisement, changing its purpose
slightly to being an announcement of impending product rather
than an actual product release. This is fine - anyone
remembering the pre campaign for the PlayStation 2 will
remember that it started over a year before the product was
released, and did a lot to damage sales and the ultimate
viability of the Sega Dreamcast.
So we have a product announcement emphasizing the
product and its continuity. What we don't have is a statement
of its mission. Whilst not essential for active Amigans, it
will give them an idea of where the future emphasis will be
for their platform. For the uninitiated, it can be crucial in
the second phase information acquisition (that takes place
after the viewer has stopped and considered the advertisement
(the first phase)).
Amiga has been talking since 2003 of the move
towards a user centric model, of making technology invisible,
empowering the ordinary to achieve the extraordinary in the
digital universe and a host of other marketing phrases.
The concept we explored and liked a lot was a
statement of what the AmigaOS4.0 can be used for, distilled
down in the most generic and yet most specific elements. What
do people do with computers? They work on them, play games,
listen to music, surf the internet, draw pictures, send
emails etc.
We then hit upon the idea of the four elements of
the ancient world. Could we distill the four elements of
digital activity. This lead to us writing down pages of tasks
and categorising them lo and behold, the four elements were
revealed.
Work - Play - Create -
Connect |
This concept of the four elements could thus
become the common metaphor for the entire AmigaOS4.0 marketing
campaign. Any customer can releate to the elements without
having to understand what is going on in the advertisement,
and thus provides us with a second 'grab' i.e the first grab
is 'AmigaOS4.0' followed by, what is it for and the second
grab is now 'Work - Play - Create - Connect' followed by, on
what?
The four words even worked well together in spoken
sound, always a nice bonus.
Beyond The Language Barrier
However, as mention earlier, text is always an
issue with an international campaign. 'The Legend Continues'
can just about get away with it but four separate words is a
bigger challenge. In the end, we decided, why use words at
all. Always use visual rather than lexical.
The image for 'Work' was a challenge because we
had to consider all types of digital working, not just a word
processor or a spreadsheet. By going for the hammer and
spanner, we hope to abstract the concept of work, and crossing
it in the manner of a skull and crossbones emphasized its
motif nature.
The image for 'Play' was slightly harder because
again we wanted something that didn't make the viewer focus on
a particular play aspect. We did consider a joystick but in
the end opted for a Space Invader, since it has become iconic
since it first hit the market, a legend in itself.
The image for 'Create' was made slightly easier
because Amiga intends to focus on Audio and 2D applications in
some focused marketing drives. An alternative image was a
musical score sheet with paint flicked against it but it was
considered slightly more abstract than the obvious notes and
paintbrush.
The image for 'Connect' was the hardest, and
provoked the most disagreement. By 'Connect', we mean both the
physical concept of connecting the computer with other devices
and the idea of users coming together, whether that be with
each other or with remote resources, such as the internet. It
has to cover everything from peripheral connections, IR,
Bluetooth, WiFi, 802, GPRS/GSM, DSL/Cable/Satellite to all the
possible connection tasks - email, internet, messaging,
multi-player gaming, sharing pictures and video. In the end we
opted for a single symbol that represented the most used on
line task, emailing, but that didn't explicitly state 'email'
and thus restrict the idea.
Final Touch
The final touch, apart from the obvious corporate
branding and information was the phrase 'Embrace Digital
Living'. This was a last minute addition and again, it
provoked a lot of discussion, mainly to do with balance and
saying too much/disturbing the what and why message.
'Digital Living' is a big buzzword at Amiga,
although more often used in connection with the AmigaDE, the
idea that task is more important than technology and that
computers are there to be used, not to be computers. It is a
corporate mission goal and as such, it was deemed necessary to
attach it to the AmigaOS4.0 project in order to create a cross
product message.
Of course the advertisement still had to be put
together, the ideas turned from concept into professional
artwork. Luckily we had the services of an up and coming
graphic artist who is steeped in the lore of Amiga and so who
could add that 'Amiga' touch to it that only comes from being
a part of the community.
As always, there were compromises, things thrown
out, changes to the message etc but both Amiga and the test
groups seem to have liked the end result. We hope you do as
well.
Ben Hermans on AmigaOS4 by Ben Hermans
Development of OS 4.0 is proceeding well albeit
somewhat slower than we would have hoped. This is in part due
to the fact that we had to spend more time (again) on doing
the AmigaOne firmware (BIOS) because of the wide-range of
supported CPU modules.
Beta-testing has been in full swing for several
months and translators from all over the world have been busy
"localising" the OS.
We finally got around to releasing a more detailed
features-document which can be viewed at http://os.amiga.com/os4/OS4Features.php. The
feature set was well-received and provides a more indepth view
of the project and its status. More revisions of this document
are due to be released in the next few weeks.
We know that the wait has been long, much longer
in fact than anybody would have expected -- or liked, but bear
with us as we really are there
The Club Amiga Logo by Mark Rickan
Anatomy of a Logo
At first the idea of creating an image to
represent the next generation of Amiga users seemed reasonably
straightforward. This is after all, a platform that has a
richly textured background with images from every source
imaginable. For nearly two decades an entire generation has
been captivated by circuit boards, chips and semaphores.
Huh? If only it was that simple!
The Future is History
Our objective in creating the first version of
the logo was decidedly simple: design something that was
emblematic of the legacy of the Amiga but at the same time
conveyed change. Instinctively we decided that because the
boing ball was synonymous with the system it would be our
focal point. Updated with a little 3D rendering and a glint of
reflective geometry it was ready to go.
The second part of the design was a bit more of a
challenge. With the introduction of the AmigaOne and OS4, it
was obvious that we were experiencing a fundamental change in
the architecture and vision of the platform. We wanted to
suggest a shift in both magnitude and time. The result was the
metallic portal that encompasses the boing ball - the gateway
where the achievements of the past meet the opportunities of
the future.
A little creative license on naming and a catchy
phrase and our work was complete. Or was it?
A Sense of Community
Soon after submitting our initial logo design, we
received some constructive feedback. Passionate voices
proclaimed that the hallmark of any successful technology was
not something that could be surface mounted. The whole
paradigm shift was pretty hip, but what about that intangible
quality that has always made the Amiga? What about its spirit?
What about the people? And by the way, let's not be too
literal or too abstract, too structured or too Warholesque,
too techno or too cuddly!
How about a few palm trees, a bit of neon and a
marguirita? Eek! Which Moss was going to model this Kate or
Fleecy?!
After some careful deliberation, our sense was
that the Amiga spirit could only be captured through those
that know it best: the members of the community. What followed
was a revised version that we feel achieved an interesting
balance between the technology and the individuals that make
it all real.
After all, what makes the Amiga is the
people.
Enjoy!
Mark Rickan and Mohamed Moujami
P.S. Thanks to those fearless souls that
were willing to allow us to use their mugs! |
|
The AmigaOne Experience by Rose Humphrey
Having been one of the very lucky few to have
actually seen an AmigaOne working back in April 2002, I was
delighted to get my hands on one of my own, to play around
with as I pleased.
Things didn't start off too well, though. I wanted
to show at my local user group's once-every-three-years
beanfest in June, but I didn't actually receive it - UPS and
'plane timetables permitting - until 4pm the day before. One
G3SE motherboard, one hard disk with Linux pre-installed, sign
here please. One happy afternoon fitting it all together and
testing later (yes, for despite the advice I give to everyone
else, I had already purchased all the parts necessary to
produce a working system), we were ready to roll.
I was a total newcomer as far as Linux is
concerned, so I took the precaution of buying SuSE 7.3 PPC,
which comes complete with two hefty and fairly comprehensive
manuals. A worthwhile investment, believe me, as over the
summer it came in for some heavy use. Linux is a powerful OS,
but it can be a scary thing when you're sitting there faced
with only a 'bash' prompt. Fortunately, there is a pretty good
choice of graphic interfaces, including one that is designed
to look like the Workbench. but it still isn't as smooth and
intuitive as a real Amiga.
On the other hand, the G3 processor (an IBM 750CXe
at 600MHz) was a revelation, even with a bulky, monolithic OS
like Linux. Having already used Macs, I was used to the G3,
but the AmigaOne seemed a lot more zippy than the PowerMac's
respectable, if unexceptionable, performance under MacOS 9.2.
Even more impressive was the heat given off by the processor:
a miserable 50°C with no cooling whatsoever, brought down to
room temperature by simply gluing on a heatsink for a graphics
or northbridge chip. This is one cool and silent computer. I
have to admit to a certain lack of patience with chronically
noisy, overheated PCs ever since.
What else? Oh yes, stable. Mine is currently
running as a Samba and Appletalk server, and I'd have
absolutely no hesitation in recommending it to a company for
use as a server. In fact, that's exactly what I intend to do,
as - to paraphrase the electric razor man - I liked the
computer so much I decided to sell it.
All that remains is to install AmigaOS4 when it
arrives in a month or so. Linux is good for servers, but give
me AmigaOS for my desktop any day.
Members' Corner
The Amiga Club is not about Amiga, it is about
those who are members of the club. Many of you have have made
significant commitments to the platform, enduring poor
service, costly products and of course the laughs of the PC
owning friends. Against all the odds, you have carried on
supporting the Amiga in anyway you can. Well, we want to hear
about you, and so do the other club members.
We intend to spotlight at random a club member per
issue, asking and answering the questions that only have
meaning to fellow Amiga club members, and perhaps allowing for
new friendships to be created.
This will be done by supplying a standard set of
information. If you do not want a piece of information made
public -- for instance email address, location etc -- then
just leave it blank. From CAM #2, we will start highlighting
the first club member. We will also create a web-form for you
to fill in, instead of e-mailing this information.
To qualify for the March/2003 issue, please e-mail
the following information to cam@amiga.com with the subject
"Members Corner". Name/Moniker:
Email Address:
Location (can be general or specific): Amigas owned and currently used:
How do you use Amigas in your everyday life:
Five favorite Amiga apps:
Five favorite Amiga games:
First Amiga experience:
Why did you join the club:
How do you see the future of Amiga:
notice : CAM Editor reserves the right to remove
any part of the information submitted.
Letters
The next issue of Club Amiga Magazine will dawn a
new feature -- letters from club members. We invite you to
send your Club Amiga comments and suggestions to cam@amiga.com
with the subject "Letters".
That's all for this time. See you all in the next
issue of Club Amiga Monthly! |