The Economist on Makers/Tinkerers

A very relevant article in The Economist about the DIY/hack trend of the amateur revolution: "Technological tinkering, or hacking, is not limited to computers. Cars, cameras and vacuum-cleaners can be hacked too". Some excerpts I found interesting:

Today's technological tinkerers, however, have a far wider range of household gizmos to play with and modify, from cars to cameras. Getting them to do new things, and not merely what the manufacturer had in mind, is an increasingly popular pastime. (...) But in some cases, such hacks can undermine the manufacturer's business model. Consider games consoles, for example, which operate on a “razor and blades” principle. Consoles are often sold at a loss, but console-makers receive a licence fee of a few dollars for each game sold—so provided each customer buys enough games, the console-maker eventually makes money. When Microsoft launched its Xbox console in 2001, hackers raced to install Linux on it, which transformed it into a low-cost, high performance media-playback system. While this was a minority sport, anyone who did this without buying any games was, in effect, receiving a subsidy from Microsoft. Little wonder, then, that the new Xbox 360 console features significantly beefed-up security measures.

A second example is the low-cost “disposable” digital cameras sold by CVS, an American pharmacy chain. These cameras are designed to be used once and then returned to the shop, where, for a processing fee, the stored pictures or movies are returned to you on CD or DVD. The cameras are then reset and resold. Inevitably, however, hackers have figured out how to access and reuse the cameras themselves. (One even ended up being installed in the nose of a small rocket.) If enough people do this, the business model breaks down. Clever hacking by a few, in other words, could lead to higher prices for the many.

But some companies, at least, have chosen to embrace hackers. iRobot, the company behind the Roomba robot vacuum-cleaner, includes an external data connector in the device and has even documented how to use it. While most customers appreciate their Roombas for their autonomous cleaning skills, there is also a small minority of users who want to reprogram them. iRobot is one of the few firms to acknowledge and appreciate customers who like to tinker. After all, there are few manifestations of feedback as heartfelt as someone who is willing to spend their own time and effort to improve a product.

Why do I blog this? working on a short client project about the effects of dematerialization, this DIY/amateur trend is a very important change pattern lately. Some companies are not well-aware that it might modify their business model.

Using video-game controllers/devices for other purposes

I recently came across this DTEC-BC-PRO (550$!):

The DTEC-BC-PRO is quite simply THE BEST boost controller ever made. It turns your Gameboy Advance SP into a powerful Electronic Boost Controller cabable of controlling boost pressures in excess of 60psi. The DTEC-BC-PRO allows everything from simple "one number" boost control that can be set up in minutes to the most advanced closed loop, gear dependant, RPM, and throttle position based programmable boost controller ever conceived. (...) The Gameboy Advance SP is not included. While it is required to set up the boost controller you do not have to leave it plugged into the DTEC-BC-Pro.

Why do I blog this? there are now numerous examples like this, what is interesting is to use the video games as a basis for:

  • taking advantage of people's habits to make them doing other activities with a game controller, like using a PS2 pad to control a missile
  • having certain affordances to trigger specific behavior
  • making device converging: more and more the portable consoles and cell phones get closer (even though the Nintendo Ds is not a cell phone yet, you can browse the web with it)

Learning through computer games modding

In Computers in Entertainment, Volume 4, there is an article about games modding by Magy Seif El-Nasr, Brian K. Smith. Called "Learning through game modding", it's a very interesting account of how computer games mods can be a mean to learn computer science, mathematics, physics, and aesthetic principles (a "learning by design" perspective).

some evidence that encourages the use of game modding in classes to promote learning of several subjects and concepts. We discussed the concepts we believe students learned through the cases presented here. Our preliminary evaluations of learning were based on student performance and our observation and interactions with them through their assignments and class discussions. We believe that using game modding motivated students to learn and allowed them to apply and visualize the utility and application of the concepts. We also observed that different game engines implicitly stress the use and development of certain skills. This becomes an important issue when choosing engines for pedagogical purposes.

Why do I blog this? learning theories emphasize the importance of "problem solving" and "hands-on activities" to foster learning; the article describes an interesting example of this concept through the usage of game mods. A pertinent side-effect of the open-innovation model that led game designers to let their game being mod-enabled.

Mobile Radicals on Location-based services

A very interesting blogpost about the fall and rise of location-based services on Mobile Radicals:

During the early days of WAP capable mobile phones, BT Cellnet in conjunction with the then un-deregulated 192 service and Yellow Pages would allow you to find such useful things as a curry house when out on the town after a few too many pints. The idea was great and full of promise, but alas didn’t really work. The public understandably were confused by the fact that if they were standing outside their favourite curry house and asked for the nearest, the service would often point them to one that was at best a few hundred yards away. The problem was that the service used the mobile network CellID to determine your location. (...) With 2G services these cells were on average quite large. Outside major cities (in particular London) a single cell could easily have a radius of a few kilometers. Early LBSs could not tell where within these cells you were standing. LBSs could only provide the location of the requested service that it had listed for that particular cell. (...) The few survivors of the dot-com bust in 2001 have tailored themselves towards a business service rather than a consumer service. Most CellID based location services are used for asset and employee tracking, therefore performing paradigm-180. (...) Whilst the early implementations of cell style location based services have died out, the idea itself has found new homes in a variety of areas.

The most well known of these areas is the search industry. Most ‘Yellow Pages’ style companies and big search engines allow you to search for shops and other service providers based off your geographic location. ‘Find the nearest’ has become a must-have feature for almost all search firms. Instead of using your current location based off a very fuzzy positioning system (like CellID), they use post (zip for our American readers) code to locate your position. (...) Satellite navigation firms are the latest to enter this area. Modern GPS-based navigation systems contain facilities to find the nearest fuel station, or other point of interest based on your current position and projected route. (...) GPS provides a much finer resolution for LBS to use. Consumer devices with accuracy to within 100 metres in most situations, and to within 15 metres in ideal conditions, are now available on the mass market. (...) Cells are shrinking with the roll-out of 3G base stations, and it is possible to use signal strength from multiple transmitters to triangulate the position to within a few hundred meters, so better LBSs are possible.

Why do I blog this? understanding lbs troubles and problems is interesting. I appreciate the kind of stories beginning with "The public understandably were confused by...", a very recurrent issue with technologies.

Nice laptop carrier

Netto is a curious laptop carrier by german designer Tonia Welter:

The standard plastic bag in a new sense: on journeys and trips, inventive laptop owners wrap their best piece just into a plastic bag or nap film to create a kind of trash-look as an effective protection against thieves.

NETTO picks up this “art of improvisation” and transforms it into a product.

How it works: The double-walled bag has a valve, which makes it inflatable. The black inside of the bag works as camouflage for every black laptop. As the inner bag is shorter than the outer, the laptop is surrounded by an air bag from all sides including the bottom.

Some thoughts about technology forecast

Q. Some technologies, like the Internet, seem to have changed almost everything.A. We were told in the 1960s that space travel changes everything. In the 1970s, we were told that nuclear power changes everything. Now, we are told that the Internet changes everything. If you look at the most important things that the Internet has given us—E-mail, E-commerce, easy research tools—they are amazing tools. But before E- mail, we had the phone. Before E-commerce, we had mail-order catalogs, which were very revolutionary. If you want a real innovation, the development of catalogs in the 1870s was a big deal. The most important inventions are not always new, and the new ones are not always that important.

Q. Any tips on dealing with new technologies?

  • Anticipate the hype, and keep things in perspective by knowing why you are buying.
  • Remember that most predictions are wrong and most new products fail.
  • Relax, especially older people who hear they need to have new things to keep up. They don't.
  • Take charge by getting involved in the debate. I'd like to see people speaking about new government technology policy. If your school decides to spend $1 million on new computers, what are they not spending $1 million on? Music or art classes?

Drawn from an interview of Bob Seidensticker about his new book "Future Hype", a history of technological advancements and how they change the way we live.

"Future Hype : The Myths of Technology Change" (Bob Seidensticker)

Since people like THINGS, the repository becomes a social tool

I've been working lately on the social and cultural consequences of digitalization (for a client, not for my research). One of the side effect in the video game market is that boxed PC games decline as digital downloads rise according to marketing firm GfK:

But the way in which people get their games is getting a makeover as game makers experiment with online distribution as an alternative to boxed CD-ROMs. Some companies are even betting that PC gaming is on the cusp of a download revolution, much like its entertainment counterparts in music and video.

Meanwhile, Electronic Arts Inc.'s Pogo.com, Comcast Corp. and Yahoo Inc. are offering games-on-demand services in which computer users buy subscriptions to access and download PC games, ranging from "Scrabble" to "Tom Clancy's Splinter Cell." As more households get high-speed Internet connections, downloads become more practical. Downloading computer games can take anywhere from just a few seconds to a few hours, depending on the file size.

Why do I blog this? I am wondering about how would the boxed game market will evolve. I tend to think that people like "things", meaning that with the explosion of digital music we've seen a total show off ipods and other mp3 players. It's as if the objects (which are now a repository for digital content) are even more important compared to past walkman/discman:

  • PERSONALIZATION: people tune/hack/mod them (see the Schulze and Webb personalization project)
  • SHOW OFF: people show them (the ipod nano, usb keys as necklaces)
  • SHARING: people share information locally with them (see Weilenmann, A., & Larsson, C. (2001): Local Use and Sharing of Mobile Phones. "“The sharing of mobile phones observed in this study raises questions about the notion of the mobile phone as a personal device, belonging to and being used by one individual")

Strata by Jody Elff

Doing a presentation in Lyon (France) today, I encountered this interesting sound installation in a parking garage (the policy here is to put art installation in every underground parking garage, which is nice): Strata by Jody Elff

Commissioned by Lyon Parc Auto, Strata is a reactive sonic sculpture distributed throughout 6 levels of the new subterranean parking garage at the Cité Internationale complex in Lyon. The work is the result of 2 years of combined effort between Jody Elff, Lyon Parc Auto, and Art/Enterprise. Strata explores the relationships of levels, or strata of the structure itself

The work consists of 6 unique sonic “personalities,” one for each level of the facility. A computer controls the occurrence and distribution of the sounds throughout the facility. When an observer is on a particular level of the garage, they hear only the sound of that level. However, there is a global control process in place that guarantees that all six levels are harmonically and rhythmically coherent. In addition to the control of the sounds by the computer, the sounds of vehicles themselves will be transformed and integrated into the final presentation. The result is one of a spontaneously generated composition, comprised of the individual sonic events from each floor. This combined result can be heard in the main pedestrian entrance hall of the facility.

In addition to the sonic sculpture, a visual component of the work was installed in the elevator cars. A series of patters drawn directly from the software used to create the sound sculpture was realized in a light filtering material. As your visual relationship to the elevator cars shifts, the materials change color, from amber to blue to translucent.

Why do I blog this? what I like in the parking company approach here is the idea that space is not a neutral domain. Their interest is to pay attention to the aesthetic considerations of their spaces.

Location-based games overview

Rashid O., Mullins I., Coulton P., and Edwards R. “Extending Cyberspace: Location Based Games Using Cellular Phones,” ACM Computers in Entertainment, Vol 4, Issue 1, January, 2006 This article is a comprehensive overview of location-based games, describing enabling technologies as well as examples of what's out there (no mention of Catchbob! :( maybe it's because designing our game was not the ending goal but a way to study certain phenomenons ). As they describe, it seems that GPS and WiFi are the most used technologies and they describe how bluetooth and RFID might be a good contribution.

Interestingly, the article gives a good critique of existing gameplay:

All the location-based games discussed can be categorized into three genres: action/adventure, treasure hunt, and role-playing games. Finding other players in a shoot-em-up game can initially be exciting, but the gameplay can quickly become repetitive, and the games rely on high numbers of players with the same game in the same area. Treasure hunt games can quickly become boring when played alone, and those that create an event appear to receive greater publicity and recognition. Although some of the games being marketed are massive multiplayer online role-playing games (MMORPG), their inability to compensate for the short gameplay of cellular users may hamper the ability to immerse players in the games. Geo-fencing provides a new element to games, in that players can specify their own virtual territory based on their actual physical neighborhoods. The incorporation of community features such as mobile chat are effective because they take advantage of the social nature of the cellular phone, and are features likely to prove significant in the success of these games. (...) For now, location-based cellular gaming is a niche market, which often depends on players owning specific devices and subscribing to specific carriers. However, there is strong evidence that these games are capturing the imagination of a new audience, and if the games can mature to give a wider variety of gameplay and experience, they might yet achieve their potential as a major location-based service.

Why do I blog this? it's a good overview, it depicts the actual picture of location-based games and some of the challenges. I would maybe add that lbg should go beyond object collection/hunt (in the same way LBS should move forward buddy finder and place annotation) to be more successful, offering more interesting challenges. But hey that's not so easy. Maybe a good way to do so is to have more features based on these scenarios or to radically invent new approaches.

Also, see the expression "extending cyberspace", this concept is still around for some people Alex!

Prototyping in video games

There is a great account of Maxis Senior Development Director Eric Todd's talk at the GDC on Gamasutra about pre-production through prototyping, which is a very important question in game design: what can game designers learn from prototypes? how early in the development of a game could they use them?

The talk was about pre-production. Some excerpts:

a prototype is used to convince others that your concept is "worth the risk of a full production".

Todd explained that the benefit of having a working mechanical model at hand is that, as far as communicating about design concepts is concerned, "words are fundementally a terrible way of communicating interactivity." (...) Demonstrating the concept, Todd showed a utility that allowed an amorphous worm creature to be prodded, deformed, and manipulated – he demonstrated how it felt to mess around with the utility, which seemed pretty tactile. As Todd said, having a tool like this "short-circuits" an inane conversation (...) prototypes should be as focused as possible upon just the few things you need to demonstrate to someone; (...) when someone finally threw together a prototype to show off the battle system and its animation style, he hot-wired the utility with PlayStation controllers and unveiled it during a staff meeting so as to delight the team and get them fired up about the project. Of course, there was no practical need for the Dual Shocks; there are no plans to place Spore on any console, and anyway users aren't really meant to interact with the game that way. That didn't matter; turning the battle system into a free-for-all brawl created energy. It led to people feeling more ownership over the project and to have more fun with it. The prototype also effectively educated the team what that game component was like, giving them a further impression for the way the game as a whole might come together.

An example of a prototype from the game Spore: Why do I blog this? these elements are very interesting and have a wider impact than just video game design. It made me think of the discussion we had at the Crystalpunk workshop about tools and architecture.

Ethnography of Petrol Station Stay

TENDING TO MOBILITY: INTENSITIES OF STAYING AT THE PETROL STATION by Daniel Normark (Environment & Planning A. Pion, vol. 38, no 2, pp 241-252.) is an ethnographic study of ongoing social activities at a petrol station.

Petrol stations constitute a nexus for mobility. Through ethnographic observations it is tested how the continuous flow of vehicles, commodities, money and people is sustained and made accountable. The fieldwork demonstrates that despite its transitory character, the petrol station offers a wide spectrum of ‘duration of stay’. The station was used while being on-the-way as well as providing a possibility to disembark from automobility, i.e. being off-the-way. However, the most important finding is that the station tends to mobility, from the production and recognition of fluency, the constant negotiation and articulation work of situations, to continuous maintenance and repair of movement. Accomplishing a flow of people, vehicles, money and commodities is a complex and delicate task requiring subtle negotiation between staff and visitors as well as among visitors themselves. A negotiation supported and hampered by available materialities of the place.

Why do I blog this? I like this idea of studying non-place (à la Augé), and gas stations are of particular interest, their identity (placeness?) is very intriguing.

Modalities of space in video games

Axel Stockburger has a very interesting research topic entitled "THE RENDERED ARENA: MODALITIES OF SPACE IN VIDEO AND COMPUTER GAMES". He's working on this at the University of the Arts London, Research Scholarship London Institute with Dr. Angus Carlyle (LCC), Alan Sekers (LCC), Prof. Clive Richards (Coventry University).

one of the most evident properties of those games is their shared participation in a variety of spatial illusions. Although most researchers share the view that issues related to mediated space are among the most significant factors characterising the new medium, as of yet, no coherent conceptual exploration of space and spatial representation in video and computer games has been undertaken.

This thesis focuses on the novel spatial paradigms emerging from computer and video games. It aims to develop an original theoretical framework that takes the hybrid nature of the medium into account. The goal of this work is to extend the present range of methodologies directed towards the analysis of digital games. In order to reveal the roots of the spatial apparatus at work an overview of the most significant conceptions of space in western thought is given. Henri Lefebvre’s reading of space as a triad of perceived, conceived and lived space is adopted. This serves to account for the multifaceted nature of the subject, enables the integration of divergent spatial conceptions as part of a coherent framework, and highlights the importance of experiential notions of spatiality. Starting from Michel Foucault’s notion of the heterotopia, game-space is posited as the dynamic interplay between different spatial modalities. As constitutive elements of the dynamic spatial system mobilized by digital games the following modalities are advanced: the physical space of the player, the space emerging from the narrative, the rules, the audiovisual representation and the kinaesthetic link between player and game. These different modalities are examined in detail in the light of a selected range of exemplary games. Based on a discussion of film theory in this context an original model that serves to distinguish between different visual representational strategies is presented. A chapter is dedicated to the analysis of the crucial and often overlooked role of sound for the generation of spatial illusions. It is argued that sound has to be regarded as the privileged element that enables the active use of representational space in three dimensions. Finally the proposed model is mobilised to explore how the work of contemporary artists relates to the spatial paradigms set forth by digital games. The critical dimension of artistic work in this context is outlined. The thesis concludes with a discussion of the impact of the prevalent modes of spatial practice in computer and video games on wider areas of everyday life.

Why do I blog this? since space/place are the cornerstone of what I investigate in my research about pervasive games, I am interested by this approach.

Wow and job training

John Seely Brown and Douglas Thomas wrote a very insightful article about World of Warcraft in Wired. Their take is that such kind of multiplayer game is a very relevant training for people's future job.

what takes place in massively multiplayer online games is what we call accidental learning. It's learning to be - a natural byproduct of adjusting to a new culture - as opposed to learning about. (...) When role-playing gamers team up to undertake a quest, they often need to attempt particularly difficult challenges repeatedly until they find a blend of skills, talents, and actions that allows them to succeed. This process brings about a profound shift in how they perceive and react to the world around them. They become more flexible in their thinking and more sensitive to social cues. The fact that they don't think of gameplay as training is crucial. Once the experience is explicitly educational, it becomes about developing compartmentalized skills and loses its power to permeate the player's behavior patterns and worldview. (...) The day may not be far off when companies receive résumés that include a line reading "level 60 tauren shaman in World of Warcraft."

Why do I blog this? what I like here is that the author do not talk about the common misconception about learning with games: you barely learn a content while playing game but rather you learn processes and problem solving tricks (through trials and errors for instance). This article also makes me think of Nick Yee' paper about how video-games blur the boundaries of work and play.

Information versus Knowledge

In the april 2006 issue of Harvard Business Review (Vol. 84, Issue 4), there is a column by Lawrence Prusak that struck me: "The World Is Round". The author is actually taking the counter position of Thomas Friedman who claims that "“Several technological and political forces have converged, and that has produced a global, Web-enabled playing field that allows for multiple forms of collaboration without regard to geography or distance – or, soon, even language.” along with Bill Gates or Jakob Nielsen (who advocate for a similar idea).

Yes, we are interconnected on a truly astonishing scale. But Gates, Friedman, and many others make a fundamental error (...) Their mistake is that they’re confusing information with knowledge. (...) What’s the difference between information and knowledge? Information is a message, one-dimensional and bounded by its form: a document, an image, a speech, a genome, a recipe, a symphony score. You can package it and instantly distribute it to anyone, anywhere. Google, of course, is currently the ultimate information machine, providing instantaneous access to virtually any piece of information you can imagine (...) Knowledge results from the assimilation and connecting of information through experience, most often through apprenticeship or mentoring. (...) Most of the people in the world remain out of the knowledge loop and off the information grid. One billion people on the Internet means there are five and a half billion people who aren’t on it. Bringing those people into the global conversation is essential to achieving true democratization of knowledge. But simply giving everyone access to e-mail and Google will never in itself flatten the earth. Until our governments, NGOs, schools, corporations, and other institutions embrace the idea that knowledge – not information – is the key to prosperity, most of the world’s people will remain a world apart.

Why do I blog this? I fully agree with the distinction between information/knowledge; it's often a misconception, especially in the domain of educational technologies.

Colors in email

In the last issue of Communication of the ACM, there is a paper about the value of color in email by Moshe Zviran , Dov Te'eni and Yuval Gross. The authors conducted an interesting field experiment about it.

DOES COLOR IN EMAIL MAKE A DIFFERENCE? Yes, if used correctly, it can excite and please, prompting recipients to respond as the sender intended— clicking a designated link or even buying something.

Color has two main functions—attract attention and set the right mood—for responding positively to a message or request. And because of our increasinglyshort attention spans and the relatively quick interaction speed we expect in today’s electronic world, it must do both at the same time. Color can be a prime attention grabber when and where people’s attention is scarce

Why do I blog this? this kind of topic is absolutely not related to what I do but I am sometimes amazed by color usage in email exchange.

RFID overview: report by the ITU

UBIQUITOUS NETWORK SOCIETIES: THE CASE OF RADIO FREQUENCY IDENTIFICATION is a "background papers" by by Lara Srivastava, Telecom Policy Analyst, International Telecommunication Union (ITU). It's actually a very accurate and comprehensive overview of the RFID R&D. The part about existing usage is of particular interest, few examples:

  • RFID to combat counterfeit drugs
  • Using RFID to manufacture dental prosthetics: The French company Dentalax has launched an RFID-based system for the manufacturing of crowns and bridges for the dental industry.
  • Vatican Library deploys RFID: About 30’000 books were tagged as of October 2004. It is likely that an additional two million pieces will be tagged.
  • RFID helps parents keep a tab on their kids: Parents can choose to rent RFID-enabled wristbands from the LEGO park administration for the purpose of keeping a check on their children’s whereabouts.
  • RFID tracks runners in marathons
  • Radio frequency tags in smart watches remind people that they may have forgotten something
  • ...

A good complement of the other report about the "Internet of Things".

IM evolution

TR has a good piece on how IM is evolving, especially through open-source processes (article by Kate Greene), quoting the interoperability of Jabber (which I use everyday as a gateway for AIM/MSN contacts) or the like of Meebo and Trillian (that "seemingly combine the major IM networks (...) they merely supply a unified user interface; there's no true inter-operability"). Some snippets:

Beyond voice and text communication over the Internet, other applications have emerged that are a far cry from the traditional image of IM as a computer-to-computer chatting tool. A U.K. company called Trakm8, for example, uses the Jabber protocol and Global Positioning System to send text messages to mobile phones about the location of a car. The system also offers a feature alertings drivers via text messages if their car exceeds the speed limit.

Some investment banks have also adopted Jabber IM, building applications to fit their specific needs. Workers have multiple chat windows open at once, and when certain financial information pops up in one window, it can be routed immediately into spreadsheets containing financial models that, in turn, trigger buying decisions, Saint-Andre says.

Why do I blog this? I have already discussed here that I like IM interface and that it might be a good starting point for interacting with webservices like asking weather forecast/movie (it's possible today) and why not for RSS feeds sorting/trimming, ideas/memes exchange, delicious tagging/queries...

Besides, the Trakm8 application seems interesting too: an expansion of IM to do other things than just "chatting".

A MAZEing MOON- Digital experimentation Scenarios for Science Learning

A MAZEing MOON (by Marc Jansen, Maria Oelinger, Kay Hoeksema, Ulrich Hoppe) is a nice example of an educational application that combines handhelds (PDAs) and programmable Lego bricks in a classroom scenario that deals with the problem of letting a robot escape from a maze.

It is specific to our setting that the problem can be solved both in the physical world by steering a Lego robot and in a simulated software environment on a PDA or on a PC. This approach enables the students to generate successful sets of rules in the simulation and to test these sets of rules later in physical mazes, or to create new types of mazes as challenges for known rule sets

Why do I blog this? well, apart from the learning scenario that is interesting (embedding problem solving into a concrete and tangible device control), I love this device:

Interview of Peter Burgaard from Innovation Lab by Regine

Regine's interview is a very interesting way of stepping away from projects and having a meta-discussion of emerging tech/art trends. Today, the interview of Peder Burgaard is very pertinent for that matter.

The guy is studying Information Studies at the University of Aarhus, Denmark, working as a Gadgethunter and an event manager at Innovation Lab (a neat consultancy group in Denmark that is right on spot of my interests with regards to their "technology insights division"). Some excerpts of the interview I liked:

Technology will be moving even faster and among others will the convergence of established disciplines in the future contribute to this increased pace. Convergence in research fields will be more common because we are increasingly looking to apply the construction work of Mother Nature for creation of advanced technology. So the biologist will need more mathematics and vice versa. Also the merging of biotechnology and nanotechnology will create a demand for researchers which interdisciplinary skills. A forerunner of this trend is Stanford University’s Bio-X Lab of interdisciplinary research connected to engineering, computer science, physics, chemistry, biology, math and medicine (Bio-X Lab).

A future ability to reverse engineer the human organs and other advances in technology will keep the pace of new discoveries at an exponential level of unheard dimensions if compared to past rates of discoveries. Some predicts that the next 50-100 years will yield advances in technology equivalent to 14.000 years of previous discoveries. So modern society will experiencing even more rapid changes in the future. (...) The interaction art projects at NEXT are to be seen as an emerging trend where involvement of artists and designers in the finishing touch of consumer products will increase. So the gab between pure consumer development and artist esthetic expressions will be winding and eventually join forces. Research studies have shown that more esthetic products have a correlated improvement on user interaction. And the ever increasing demand on technology for ease of use will have artist leading the way of innovation in the future. Perfects example of this is the iPod which have a beautiful design and just feels nice and intuitive to operate.

Why do I blog this? I like this kind of agenda: the NEXT conference has an important point: introducing new technologies that to a broader audience than just researchers and forecaster. Moreover, I fully agree with the trends he describes. The Innovation Lab also seems to have an very good model (consultancy + insight division).