CSCW 08 Keynote

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    CSCW 08 Keynote - Presentation Transcript

    1. recursive collaboration building linden lab and second life cory ondrejka cory.ondrejka@gmail.com
    2. topics for today communication innovation collaboration 2
    3. using sl development as a setting 3
    4. as well as the broader context of climate change global recession 4
    5. concluding with some challenges 5
    6. or, perhaps, opportunities? 6
    7. 45 minutes, 201 slides 7
    8. 45 minutes, 200 slides hope you’ve had your coffee 8
    9. first, some questions 9
    10. how many of you... text tweet instant message update a blog or sns play videogames play mmos 10
    11. on the other hand know anyone who still has their assistant printing email? 11
    12. on the other hand know anyone who still has their assistant printing email? 12
    13. disclaimer 13
    14. not technological determinist 14
    15. not technological determinist but new technology changes options 15
    16. not technological determinist so failure to understand it means we are missing opportunities 16
    17. most true of communication technology 17
    18. so, why am i talking about this? 18
    19. distant past drove submarines in the us navy national security agency defense contracting lockheed sanders 19
    20. distant past drove submarines in the us navy national security agency defense contracting lockheed sanders (ie,the stuff i can’t talk about) 20
    21. distant past drove submarines in the us navy national security agency defense contracting lockheed sanders (which i raise to establish my non-hippy cred before covering collaboration) 21
    22. more recently arcade game development console game development second life 22
    23. focus on linden and sl 23
    24. so, from our original list communication innovation collaboration 24
    25. it all starts with communication 25
    26. by which we mean 26
    27. sharing information 27
    28. sharing experience 28
    29. at a distance 29
    30. the experience economy 30
    31. the experience economy what happens when the information economy becomes interactive 31
    32. getting cheaper 32
    33. and more flexible 33
    34. the history 34
    35. point-to-point sequential pony express telegraph 35
    36. point-to-point simultaneous telegraph telephone 36
    37. one-to-many radio television (ie, broadcast) 37
    38. many-to-many packet-based the internet the web image cc:by matt britt 38
    39. and colliding with games 39
    40. you know the history, right? 40
    41. 30 second online game history 41
    42. 30 second online game history 42
    43. 30 second online game history 43
    44. 30 second online game history 44
    45. 30 second online game history 45
    46. emergence of virtual worlds 46
    47. second life 47
    48. what is second life? user-created, online world an online game without the game 48
    49. a synthetic place create work play 49
    50. real-time, collaboration as opposed to the web’s solo, sequential experience 50
    51. on a vast scale millions of people and places 51
    52. economic scale, too residents have built thousands of businesses in an economy generating more than $1 million every day built on microtransactions in digital items and experiences 52
    53. breaking the magic circle 53
    54. the magic circle? 54
    55. all about context 55
    56. all about rules 56
    57. all about rules beating each other up OK 57
    58. all about rules beating each other up OK beating each other up frowned on 58
    59. for online games, about restrictions of commerce of communication 59
    60. no magic circle in second life 60
    61. like much of the web 61
    62. innovation beyond second life ability to create markets collaboration at a distance participation 62
    63. sl and real world mix 63
    64. with more expressive user creation 64
    65. power of place 65
    66. text, sequential, monologue 66
    67. place, collaborative, dialog 67
    68. bringing us together 68
    69. ‘cause when you can do anything 69
    70. we celebrate our collaboration 70
    71. even better collaboration is a gateway drug to technology and to participation to entrepreneurship and community formation 71
    72. with impressive results 1.2 billion internet users 3.5 billion cell phone users 100’s million social network users 10’s million game/virtual world users 72
    73. and then... technology, participation, entrepreneurship, and community lead to something else... 73
    74. leading to the second topic communication innovation collaboration 74
    75. innovation? 75
    76. innovation? productized knowledge 76
    77. innovation? productized knowledge innovation is the engine of per-capita growth 77
    78. innovation? productized knowledge innovation is the engine of per-capita growth innovation leads to exponential curves 78
    79. in other words, dramatic change 79
    80. that doesn’t play favorites 80
    81. that doesn’t play favorites buggy whip sales schumpeter and creative destruction 81
    82. leads to interesting times 82
    83. leads to interesting times we predict linearly 83
    84. leads to interesting times reality is exponential 84
    85. leads to interesting times so we’re often really unprepared 85
    86. consider the internet/it revolution moore’s law 86
    87. a good thing moore’s law radical drop in computing costs 87
    88. connecting us moore’s law radical drop in computing costs the internet image cc:by matt britt 88
    89. in unanticipated ways moore’s law radical drop in broadband the internet computing costs explosion 3D acceleration 89
    90. with far reaching results moore’s law radical drop in broadband friend the internet computing costs explosion networks 3D online online games nichification acceleration communities trust friends, virtual worlds not experts 90
    91. driving the need for more innovation 91
    92. but innovation is hard expect ready, aim, fire 92
    93. get random walks 93
    94. with lots of false starts start 94
    95. before we find the next big thing eureka! 95
    96. and we see lots of false patterns correlation versus causation 96
    97. what we know about innovation knowledge collisions communication learning participation 97
    98. knowledge collisions 98
    99. at the edges of networks bringing disjoint knowledge together 99
    100. with easier communication 100
    101. helped by trends decreasing costs 101
    102. helped by trends decreasing costs increasing flexibility, availability 102
    103. learning and innovation 103
    104. maximizing participation 104
    105. long tail participation 105
    106. this isn’t just consumption 106
    107. this isn’t just consumption total value of hits more or less equal to the rest 107
    108. but also potential contributors 108
    109. but also potential contributors traditional employees everyone else 109
    110. examples all over 110
    111. wikipedia 111
    112. “but that’s easy” 112
    113. (who would have bet on it?) 113
    114. something harder 114
    115. “but those are open source people” 115
    116. lowered barriers are a big deal 116
    117. participation Web Wikipedia Sims Open Source Mainstream Media 70% 35% 0% 117
    118. participation Web Wikipedia Sims Open Source Mainstream Media Second Life 70% 35% 0% 118
    119. leading to the third topic communication innovation collaboration 119
    120. what impedes trying? capital stigma regulation 120
    121. capital 121
    122. stigma 122
    123. regulation 123
    124. so, to maximize progress lots of communities sharing knowledge creating together 124
    125. bringing us back to the web 125
    126. which has some broad trends moore’s law radical drop in broadband friend the internet computing costs explosion networks 3D online online games nichification acceleration communities trust friends, virtual worlds not experts 126
    127. free-ish computing bandwidth storage 127
    128. communities connecting learning collaborating 128
    129. enabled new models cheap computing + communities = crowdsourcing collaborative filtering niche fulfillment 129
    130. this is a real power shift 130
    131. consider 935 image cc by:nc 2007 esther dyson 131
    132. the gray lady 935 1851 98 pulitzers 1.5m circulation $4b advertising (1999) 132
    133. lots of free stuff 935 1995 1851 0 pulitzers 98 pulitzers sf classifieds 1.5m circulation incorporated $4b advertising (1999) (1999) 133
    134. about as threatening as 935 134
    135. about as threatening as 935 135
    136. and if there ever was a problem 136
    137. go clubbing 137
    138. simple, right? 138
    139. except 2008 advertising down 63% 139
    140. except 2008 2008 #1 classified ad service advertising down 63% 30 million ads/month 140
    141. except (despite $500m from nyt.com) 141
    142. except “little interest in (despite $500m from maximizing profits” nyt.com) 142
    143. what have we learned? 143
    144. don’t screw with baby seals 144
    145. incredibly powerful cheap computing + communities = crowdsourcing collaborative filtering niche fulfillment 145
    146. moreover experience economy + crowd computing = new economies of scale 146
    147. remote collaboration redefines distance tradeoffs local/cluster hiring face-to-face 147
    148. driving value and participation 148
    149. nichification finding what you want is valuable friends more trusted than others 149
    150. which shouldn’t surprise us ebay wikipedia youtube flickr google second life etc 150
    151. and what can niches do for you? markets employees partners 151
    152. consider crowd computing 152
    153. getting the right people 153
    154. doing the right work 154
    155. when you need them 155
    156. just in time employees 156
    157. consider the development of sl 157
    158. 2000-2002 158
    159. 2000-2002 linden street several desks right next to each other a&os culture of asking questions 159
    160. 2000-2002 linden street several desks right next to each other a&os culture of asking questions face-to-face interactions ad hoc meetings whiteboards 160
    161. 2002-2004 161
    162. 2002-2004 2nd street one large room beta and release remote employees 162
    163. 2002-2004 2nd street one large room beta and release remote employees entangled seating local face-to-face social signals email, wikis 163
    164. 2004- 164
    165. 2004- sansome and davis 165
    166. 2004- sansome and davis and mountain view, battery 166
    167. 2004- sansome and davis and mountain view, battery seattle, boston, brighton and singapore 167
    168. 2004- sansome and davis and mountain view, battery seattle, boston, brighton and singapore rapid scaling 168
    169. 2004- sansome and davis and mountain view, battery seattle, boston, brighton and singapore rapid scaling multiple offices irc voice second life 169
    170. reducing non-local penalties mixed-reality meetings pure virtual meetings virtual rooms live channels 170
    171. more complications awaited 171
    172. residents 172
    173. plus metaverse entrepreneurs 173
    174. and the fortune 500 174
    175. all collaborating remotely most employees never meet in the real world most hired directly within sl 175
    176. brings challenges for the future 176
    177. user experience ease of use accessibility 177
    178. search 178
    179. making the lessons real 179
    180. how can remote collaboration help? 180
    181. relating this to the headlines unemployment financial crisis climate change 181
    182. but that’s just the start 182
    183. we’re smarter together 183
    184. bridges two key challenges 184
    185. economics and education 185
    186. because as we worry about math and science education stimulating entrepreneurship 186
    187. with accelerating complexity 187
    188. we need new options 188
    189. for entrepreneurs and education 189
    190. and whether we call it learning by doing 190
    191. or situated learning 191
    192. or performance before competence 192
    193. we’re smarter together 193
    194. and it’s easier to do online 194
    195. critical for innovation 195
    196. innovation is exponential 196
    197. innovation is exponential small differences today 197
    198. innovation is exponential huge differences tomorrow 198
    199. which curve do we need to be on? 199
    200. and this is just the beginning 200
    201. because remote collaboration today 201
    202. is the web a decade ago 202
    203. we’re just getting started 203
    204. stop talking now 204
    205. cory.ondrejka@emimusic.com image credits to flickr users torley orphum shadoe landman thomas roche uma ceawlin nancy redgrave metamidia jake sutton r.rasmussen joe shlabotnik katiya rhode poid choi skinstad chrispearson72 Sougent Harrop eflemming hvx silverstar mahovlich badgerstew ttrinoid isfullofcrap mako kungfu saeru Meta.Live.Nu laura grace Fleep Tuque atul666 Erehwon Yoshikawa for cc-by licensed images 205

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