Re-inventing Places and Spaces Summary of research collaboration with the Institute For The Future (IFTF) 30.11.2005 Jokko Korhonen, Senior Designer
Satama is a leading digital services company
We help our clients do better business online.
Our 300 experts are specialized in business development, design, and technology.
Satama’s three service areas are Self-Service services, Interactive Marketing Communications, and Future Services
Our client-specific teams delivered over 1.000 world-class projects in 23 countries last year.
Operations are complemented by an effective international partner network.
Satama is a financially solid, growth-seeking company:
Market leader in Finland.
In Europe, we are the leading service provider in our field for the telecommunications sector.
In 2004 our net sales were EUR 23.6 million, an increase of 10.5% from 2003.
Net profit was EUR 1.5 million, which is 6.3% of revenues.
At year-end, our equity-to-assets-ratio was 76.3% and liquid funds were EUR 8.4 million.
Helsinki Stockholm Tampere Amsterdam Düsseldorf Turku
Re-Inventing Place and Space Research
Q2-Q3, 2003
Observation @ Starbucks, Tuesday 18 March, 2003
Background to research
Research approach and collected data
Customer profile: Cybernomads 2003
Cybernomadic products and services from 2013
Observation @ Starbucks, Tuesday 18 March, 2003
Institute For The Future
Foresight - Insight - Action
Identify and evaluate discontinuities that are likely to have major impacts on businesses over the next 3 to 10 years
Uncovering trends
Profiling consumers
Envisioning the future
URL: www.iftf.org
Satama has collaborated with IFTF in two research projects
Global Youth Networks, 2001
Re-inventing Place and Space, 2003
Observation @ Starbucks, Tuesday 18 March, 2003
1980s 1990s 2000s 2010s Source: Institute for the Future Ubicomp
Wireless (wi-fi & cellular) Urban (third places) Re-Inventing Place & Space Research (the non-technical side of ubicomp)
Uncovering trends
Profiling consumers
Envisioning the future
2. Change in social institution (family, government) 4. Demand for certain types of invention 1. Technological change (invention, innovation) 3. Change in people’s social philosophy (beliefs, attitudes, and values) Re-Inventing Place & Space Research Wireless, Connectivity, Positioning technologies Research Uncovering trends Understand Profiling consumers Scenarios Envisioning the future
2. Change in social institution (family, government) 4. Demand for certain types of invention 1. Technological change (invention, innovation) 3. Change in people’s social philosophy (beliefs, attitudes, and values) Re-Inventing Place & Space Research Wireless, Connectivity, Positioning technologies Hot spots in “third” places & wireless users Research Uncovering trends
1,3 1,3 2,3 Research conducted also in Oulu
P2P B2B portals IRC IM
2. Change in social institution (family, government) Research 4. Demand for certain types of invention 1. Technological change (invention, innovation) = Wireless, Connectivity, Positioning technologies 3. Change in people’s social philosophy (beliefs, attitudes, and values) Re-Inventing Place & Space Research Understand Profiling consumers
Cybernomads:
Traverse the physical and digital landscapes
Develop integrated human-machine relationships and identities
Make use of distributed technical and social resources for everyday business
Cybernomad (2003)
Resources:
Connectivity, power, devices
Physical and digital places
Identity and presence markers
Trust and reputation systems
Affinity groups
Cybernomad (2003)
Cybernomads and nomads share the operating principle of focal points Economic practices Movement Landscape Social interaction Social organization Relationship to non-nomads ~
Diverse economic relationships to the global economy:
Knowledge workers (creatives, designers, innovators), service workers, students, and gamers
Work in the niches and gaps of the global market”
Mobility is planned and systematic:
Activity, experience, and convenience based
Contingent on settings, institutions, and people
Taxonomies of spaces and maps of routes
Movement supports economic practice
Marginal, scarce resources:
Physical and digital mobility helps leverage time, social connectivity, inspiration, and attention
Opportunistic use of time, place and connectivity
Tribal, local, and neighborly:
Social and emotional proximity shape structure (homogenous groups)
Scaling relies on affinity of connective nodes
Persistent tribes
Cooperative and collective:
Activate social networks to solve complex problems
Catalyze action (flash mobs)
Extend personal selves (blogging)
Symbiotic and interdependent:
P2P computing
New political action (Dean campaign)
IP battles
Sensory transformations (going towards a ubicomp world):
Shifts in sensory perception: see the world differently
New forms of visual awareness, attention and cognitive processes
Big social and cultural transformations
Cybernomad (2003)
2. Change in social institution (family, government) Research 4. Demand for certain types of invention Sensory transformations 5. Technological change (invention, innovation) 3. Change in people’s social philosophy (beliefs, attitudes, and values) Cybernomads Re-Inventing Place & Space Research Scenarios Envisioning the future Products and services 2013
Need tools for accessing and presenting Chronos based information related to place
Designing personal information flows
Need to filter all kinds of information according to context
Need to manage distributed infrastructure of virtual, scattered and fixed resources
Learning to live with distributed and persistent identity
Need to manage and monitor communication states
Setting up camp
Need to adapt to places socially and technically
Want to customize places according to personal needs
2013
2013 Artifact 1: Mapgeste Personal mobility management tool for navigating physical and digital landscapes of people, places, information and focal points of connectivity. Insights: New technologies make mental maps visible Mobility will be redefined in the new spatial landscape People will increasingly navigate layers of information around place
2013 Artifact 1: Mapgeste SF Library High Speed Strong Signal 52 current users (max 150) Free Joe’s Cafe Medium Speed Strong Signal 2 current users (max 12) Free Starbucks High Speed Strong Signal 14 current users (max 30) Free
The Starbucks at New Montgomery and Market has WiFi, but if you sit at the northwest table the WiFi from the furniture designer next door is accessible and free. 2013 Artifact 1: Mapgeste
2013 Artifact 2: E-Song Service (intelligent agent) for aggregating geo-coded stories, music and other information related to a neighborhood and device for listening to them as you move about in the space. Insights: Places will build up layers of social narrative and meaning No place will be a strange place Dead time won’t be dead anymore
2013 Artifact 3: Wrist-band Device that maps one’s social network by geographic location, displaying location and communication availability and preference at the moment. Insights New technologies will facilitate location-based social interactions Social networks will become visible and persistent Individuals will increasingly visualize themselves as a part of a larger social body Filtering location-based social interactions by degree of social intimacy
Flexible display Highly directional speakers Personal server GPS 4-terabyte digital storage Flexible display Wi-Fi antenna Microphone Control for music player Keypad 2013 Artifact 4: Starbucks Fidelity Jacket Wearable computer that functions also as a “membership card” for loyal Starbuck’s customers that confers benefits when worn at Starbucks: automatic profile recognition and awarding of loyalty points. Insights Technological infrastructure will be integrated into the body A layered infrastructure is evolving (stationary and place-specific, distributed, virtual) Technologies become sociable Global technology infrastructures will diverge (“fractured ubiquity” - US centric view)
Large flexible display New York Times wireless reader 2013 Artifact 4: Starbucks Fidelity Jacket
2013 Artifact 5: Simoleans Coupon worth 1,000 Simoleans, the currency for the virtual economy in the massively multiplayer game (MMP), The Sims Online, embedded with RFID tag for easy transfer and exchange in the retail physical world. Insights Virtual and real economies will become increasingly intertwined MMPs provide important social environments MMPs will become important channels to reach consumers
2013 Artifact 6: Business Card Business address on the card is a commuter train where the owner of the card works as a language instructor… Insight Technologies will further facilitate repurposing of place and space People will manage a palette of workplaces
2013 Artifact 6: Business Card
Business Implications
A new spatial landscape for conducting business distributed across a fused digital–physical space
Opportunity: new types of consumer interactions and new sets of needs
A new social platform for interacting with customers, suppliers, and partners
Opportunity: new channels and contexts for communicating with customers, partners and employees
A new framework for value exchange using P2P networks, personal production, and social networks
A host of new roles for businesses, workers, and consumers in the niches of the Urban landscape
Product and Service Visioning Concepts for Suunto Now: Measuring (precision) Storing (wires) Sharing (Suuntosports.com) Its about being in Control (performance) Future: Sensing (fuzziness) Updating (wireless) Presence (social networks) Its about Flowing (lifestyle)
Product and Service Visioning Concepts for Suunto Within 1 year 1-3 years 3-5 years Beyond 5 years Services & Products Suunto Geo-coded Blogs Suunto Channel Suunto Urban Navigation Instrument (1G concept) Suunto Display And Wireless Gateway Instrument (2G concept) Suunto Wireless Gateway Instrument (3G concept) Experiences in places Technologies become sociable
INFORMATION ABOUT REALITY INFORMATION FOR REALITY INFORMATION AS REALITY Influence of information in overall experience Ubiquity Topos Chronos
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