2020 future trends


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The presentation was made as an introduction to the design project - communication device of 2020s.

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2020 future trends

  1. 1. Future 2020. Trend driven mapping. People aged 65 and over will soon outnumber children under age of 5. urba niz a n tio (Fith Popcorn) a gein gp tion ula op bei ng ali Awareness that good health extends longevity and leads to a new way of life. With more than 60 % of the world population expected to live in urban cities by 2025. (Ray Hammond) ve n tio (Cisco) w ome ne werment po m inte rne to By 2020 there will be 50 billion things connected to the internet. glo bal iza The process of interaction and integration among the people, companies, and governments of different nations. The way women think and behave is impacting business, causing a marketing shift away from a hierarchical model to a relational one. (Fith Popcorn) gs hin ft hedo nis Consumers are having a secret bacchanal. They’re mad as hell and want to cut loose again. (Fith Popcorn) m coco on in The need to protect oneself from the harsh, unpredictable realities of the outside world. (Fith Popcorn) g Consumers, anxiety-ridden by simultaneous social, economic, political and ethical chaos, find themselves beyond their ability to cope with today or imagine tomorrow. (Fith Popcorn) opulation ep lin (Ray Hammond) futu re ten se ubi qui tos A wireless super web creates the world in which people and things will be ‘always on, always connected’ glob al on Global online population will reach 4-5 billion people by 2020. ctivity nne co
  2. 2. Future 2020. Trend driven mapping. down ageing silver market tion ula op culture mix ethic shifts fertility decline small indulgences single person household context aware computing no more waiting wo me ne werment po m shared value creation pleasure revenge changing family units hedo nis focus on the ‘self’ reduction of the world’s poor open-source discovery & inventions rise of the middle class m inte rne to autonomous systems and devices young immigrants gs hin ft all devices interact cooperatively lack of patience local production peer to peer lending mobile payments go mainstream ubiquitous sensors g near field communication c oco on in machine to machine communication internet driven burn out blurring life and work lack of privacy se clanning vigilante consumers reputation economy fu ture ten ubiq uit os total information transparency information overload gadgets dependency ‘snacking’ multitasking attention fragmentation content broken down into micto episodes lack of deep thinking capabilities g loba lo n virtual workplace every moment recorded instant digital gratification (microboredom) lack of face-to-face social skills telecommuting Mobile education opulation ep lin ve hybrid technologies workforce ageing n tio health management systems n tio deafness is fully curable raised retirement age natural language interpretation glo bal iza self-tracking ag ein gp bein ga li gene hacking real time mobile translation mega corridors smart cities steam cells personalized medicine mega regions urba niz a synthetic biology social realities that ignore cultural context mega cities ctivity nne co
  3. 3. Today we as designers already understand how customers interact with products. But as need to consider every nuance of our everyday activity and understand human behaviour every bit as well as novelists or
  4. 4. The internet of things. Trend based scenario. Devices become autonomous. They update without user input, they communicate among other devices, they are smart as never before. inte rne to gs hin ft to access invisible digital interactions to optimise our real-world experiences. In the coming era of ubiquitous sensors and miniaturised mobile computing, our digital interactions won’t take place simply on screens. They will happen all around us, constantly, as we go about our day. We will be creating not products or interfaces but experiences, a million invisible transactions. Within the next five years we will be surrounded by embedded devices and services. Just as the rise of the screen challenged designers to create software interfaces, the rise of screenless digital interactions will challenge them anew. It’s one thing to invent a unique kind of digital experience, in a way that feels both natural and inevitable. This new discipline called experience design, according to it we need to focus not on products or devices themselves, but on the impact they have on people’s lives. There is no need to turn the light on and off, now it’s automatically controlled. Everything from light to water temperrature is automatically adjusted to the user preferences, biorythms or even the mood. Here we may need a new ‘smartphones’ to let systems recognize who’s using it. Consider the phone syncing built into many cars. After you link your phone, the vehicle boots up its own voice-recognition technology so you can make hands-free calls. When you leave the car, you grab your phone and it blinks to life again. The car and phone engage in a quiet dialogue geared towards providing only the capabilities you actually need. Moreover, car is warning you you are driving inefficiently You notice a minor feeling of sadness. Your display activates a HappyMoments highlight reel of you sitting during happier times; the images were taken by coworkers’ FlagpinCams and cross-listed with your Circadian Rings Neurolvleter. You’re guided toward the nearest attractive person whose NeuroMeter is reading “very lonely”. You two can select from a menuof ]ealousMakingTM“ options—but you see that this stranger’s Circadian Ring has more Other People Touches than yours, and now your NeuroMeter announces that you’re feeling inadequate.
  5. 5. Start think about future now
  6. 6. Without a proper design, any new technology can be terryfying. where the challenge comes in. to engineers alone. Otherwise we amazing capabilities that people As designers we need to use new technologies in a proper very accurate way. We need to be creative and openminded as well as rational and realistic.
  7. 7. From To 2020s Technological singularity
  8. 8. -Identify cause-and-effect relationship. -Observe people. -Create scenarious. -Understand human behaviour. -Dig deeper. -Create experience. -Explain your actions.