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FutureSense: Who Will I Become - Living With a Changing Context

Experiensualism: the future experience of experiences.

In a world of sensory enhancement and augmentation, multiple identities, new notions of the performative, telepresence, total immersion, embodiment, multiple dimensions, cognitive feedback, inter-relational sense clusters, virtual humanity, emotionally intelligent computing and affective social software, HMI, Artificial intelligence and simultaneous multi-sensory connectivity, we are beginning to understand that we are becoming a different kind of human, with the potential for a vast new array of experiences.

In fusing the essence of related philosophies, social change, human morphing and emerging technologies, Derek will discuss the types of future experiences that will be available to us, together with how we will participate, our future sensory expectations and how such changes will drive a new context for human-ness.

Derek Woodgate is a practicing futurist, author, speaker and innovator, with over 25 years of international business experience, having had positions on the boards of two major corporations and nearly 10 years working with the British Foreign and Commonwealth Office. Derek is currently President and CEO of The Futures Lab, Inc, a futures-based consultancy, which he founded in January 1998, with offices around the globe. The Futures Lab specializes in leveraging future potential, for major corporations and institutions.

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  • Futuresense

    1. 1. Future Sense Derek Woodgate PREPARED FOR July, 2008
    2. 2. The meaning of experiences 
    3. 3. “ For a number of years I've wanted to become an experience designer rather than just a musician …” - Peter Gabriel
    4. 4. The meaning of experiences MENTAL SPIRITUAL PHYSICAL Knowledge EMOTIONAL Observation Involvement Exposure
    5. 5. The meaning of experiences
    6. 6. The meaning of experiences - The need <ul><li>A sense of belongingness </li></ul><ul><li>Seamless, multi-sensory engagement and immersion </li></ul><ul><li>Ability to share and collaborate </li></ul><ul><li>Opportunity to create and contribute </li></ul><ul><li>Desire to explore and grow </li></ul><ul><li>Instant gratification or fulfillment or excitement </li></ul>Sensity
    7. 7. The meaning of experiences <ul><li>Context-sensitive experience </li></ul><ul><li>Deeper understanding through emotional and cognitive interfaces </li></ul><ul><li>Multi-model interfaces (Nutmeg, UI) </li></ul><ul><li>New Harmony - sensory energy and engagement </li></ul><ul><li>Expressing humanness </li></ul><ul><li>Sense of well-being and enhanced personal potential </li></ul>The “Sense Event”
    8. 8. The meaning of experiences - Ambience <ul><li>The ambient experience is beyond a sensory experience </li></ul><ul><li>Ambience is defined as the human experience, the content, the delivery system / interface and the environment. It is a personalized environment </li></ul>“ Ambience is what we let in”. - Michael Chichi, Amsterdam sensory engagement expert Content Environment Interface Personal ambience Human experience
    9. 9. Mapping the experience <ul><li>Personalized environments </li></ul><ul><li>Bio / Collaborative emotion mapping </li></ul><ul><li>Wizard-of-Oz: A platform for corpus collection </li></ul><ul><li>Symbolify – pictographic sentences </li></ul><ul><li>Re-contextualizing behavior </li></ul>
    10. 10. The Aesthetiscope Mapping the experience
    11. 11. The changing human and lifestyles 2
    12. 12. “ We live differently and pursue new lifestyles, because we see ourselves as a new kind of person.” - Joel Mokyr
    13. 13. Frequency Two - Changing human and lifestyle <ul><li>Multiple identities </li></ul><ul><li>Living with dichotomies </li></ul><ul><li>Re-contextualizing meaning </li></ul><ul><li>New metaphors </li></ul><ul><li>The Remix lifestyle </li></ul><ul><li>Multi-sensory amplification </li></ul><ul><li>A realm of new experiences </li></ul>
    14. 14. Frequency Two - Changing human and lifestyle <ul><ul><li>Attitude versus Age </li></ul></ul><ul><ul><li>Community/Sharing (Audiobored) </li></ul></ul><ul><ul><li>Emotional presence </li></ul></ul><ul><ul><li>Self Organizing / Self Agency </li></ul></ul><ul><ul><li>Unfamiliar Viewpoints and Contexts </li></ul></ul>
    15. 15. Frequency Two - Changing human and lifestyle <ul><li>New social realms and virtual humanity </li></ul><ul><li>Convergent media and devices </li></ul><ul><li>Avatar-oriented interaction </li></ul><ul><li>Telepresence </li></ul><ul><li>Geo-caching </li></ul><ul><li>Habitat – distance /proximity sensing </li></ul>
    16. 16. Frequency Two - Changing human and lifestyle “ Entertainment and media will form part of our social networks. Their architecture will need to be fluid enough to adapt to new models of long-tail relationships.” Joshua Kauffman, Social scientist <ul><li>Need to learn from MySpace, Facebook, Linkedin, 3D worlds - social networks will infiltrate and lead our future entertainment environment </li></ul><ul><li>Social transmutes communications to entertainment </li></ul><ul><li>Added geospatial features - visual network, ability to put info into the space - with added ambient support </li></ul><ul><li>“ We will want to share our experiences across the globe in real time </li></ul><ul><li>Redefinition of friends, families, anchors </li></ul>
    17. 17. Frequency Two - Changing human and lifestyle <ul><li> User behavior changes and expectations, such as multi-media communications, new forms of affiliation and belongingness (new communities, new opportunities for engagement, sharing and creativity, interfacing with evolving systems architecture. </li></ul><ul><li>We will see a seamless fusion between entertainment and communication, both real and virtual </li></ul><ul><li>Seamless movement from virtual, to physical, to virtual </li></ul><ul><li>Collaboration </li></ul>
    18. 18. New Celebrity <ul><li>New relationships with celebrities </li></ul><ul><li>The Lifespan of Celebrity </li></ul><ul><li>Reality TV Josh Groban </li></ul><ul><li>Synthespians - Japan’s Kyoko Date </li></ul><ul><li>New Media Genre’s Amanda Congdon Adam Curry - “Pod Father” </li></ul>
    19. 19. Engagement and Interaction 3
    20. 20. “ Creating audience interaction is about hooking in to every format of memory we have thought about and then thinking about how we can describe the experience.” - DJ Spooky
    21. 21. Engagement and Interaction <ul><li>Programmable surfaces and additional displays </li></ul><ul><li>New haptics, with gesture, smell, vibration and temperature amplification </li></ul><ul><li>Immersive and responsive </li></ul><ul><li>Socially aware systems, ambient and interaction enhancers such as: causal mappings between past and future events or between an action and its reaction </li></ul><ul><li>Programmed positive atmospheres' - aesthetic visual effects </li></ul><ul><li>Reactive video and portraits </li></ul>
    22. 22. Engagement and Interaction <ul><li>Ambient detection - tools to share habits </li></ul><ul><li>Annotated environments that pick up on interactive awareness </li></ul><ul><li>Human dynamics and emotion modeling - affective and cognitive perception, feedback and awareness - modeling social interfacing and feedback -creating behavioral identities </li></ul><ul><li>Should be an intelligent open system that self learns and offers options by learning from feedback and effectiveness </li></ul>
    23. 23. Engagement and Interaction <ul><li>Displays - large scale, LCDs, LEDs, OLEDS, 3D, Nano tubes, Hyperfabrics </li></ul><ul><li>Screens without frames, ubiquitous </li></ul><ul><li>Augmenting reality </li></ul>
    24. 24. Sensing Spaces
    25. 25. Engagement and Interaction Laser Sound Performance <ul><li>Visual music with sensors and gestures. </li></ul><ul><li>Sensors capture gesture and corporeal movement, </li></ul><ul><li>translating them into digital data. </li></ul><ul><li>Ultrasound sensors measure the distance between the </li></ul><ul><li>performer's hands and her machine, allowing her to </li></ul><ul><li>articulate 3D imagery. </li></ul>
    26. 26. Interaction and engagement <ul><li>Fusion of the old and the new: Old tools, new uses: From 8 bit artists to NES visualization engines </li></ul><ul><li>Collaborative and DIY Tools </li></ul><ul><li>Web jamming </li></ul><ul><li>Forms from Convergent Technologies [PDA, GameBoy, PC, MIDI] </li></ul><ul><li>Hyperinstruments </li></ul><ul><li>New instruments for Children [BeatBugs] </li></ul>
    27. 27. Interaction and engagement <ul><li>New Interfaces for Artistic Expression </li></ul><ul><ul><li>Gesture Recognition </li></ul></ul><ul><ul><li>Smart Tags </li></ul></ul><ul><ul><li>Haptic Feedback/Touch </li></ul></ul><ul><ul><li>Gaming Interfaces </li></ul></ul><ul><ul><li>Relative position sensing </li></ul></ul>
    28. 28. Interaction and engagement <ul><li>Story and feeling of the day </li></ul><ul><li>Visualizing mobile communications </li></ul><ul><li>Monitoring connectivity </li></ul><ul><li>Unique / Personalized </li></ul><ul><li>Context-aware sensible cinema </li></ul><ul><li>Mixer-subverter </li></ul><ul><li>Bidding and the beat </li></ul><ul><li>The sound of e-bay </li></ul><ul><li>- low-fi electro tunes from </li></ul><ul><li>individual users' eBay data. </li></ul><ul><li>GWEI (Google will eat itself) </li></ul><ul><li>Amazon Noir </li></ul>
    29. 29. Interaction and engagement <ul><li>3D Graffiti </li></ul><ul><li>- Daim </li></ul><ul><li>Responsive </li></ul><ul><li>Textable movies </li></ul>
    30. 30. Engagement and interaction <ul><li>Mariah Carey’s “Touch my body” </li></ul><ul><li>Change the background </li></ul><ul><li>Adapt the narrative </li></ul><ul><li>Remix the song </li></ul><ul><li>All on YouTube </li></ul><ul><li>A real virtual friend </li></ul><ul><li>3D web </li></ul>
    31. 31. Engagement and Interaction <ul><li>e-Spotting is a music/Internet on-stage performance in which the world's emotions are the musical instruments. Maurice Benayoun and Jean-Baptiste Barrière play the maps of the emotions extracted in real time from the Net. </li></ul><ul><li>On stage a big screen displays the mixing of the maps of different emotions. </li></ul>
    32. 32. Ryoji Ikeda focuses on the minutiae of ultrasonics, frequencies and the essential characteristics of sound itself, sometimes termed the invisible multi-substance. Then there’s the audiovisual concert from Staalplaat Soundsystem's project Yokomono. Interaction and engagement
    33. 33. The sound of the soul <ul><li>Recording our inner sound - Robotica - Soundtoys </li></ul><ul><li>Playing a part in society’s symphony - Sonic City </li></ul>
    34. 34. The sound of the soul <ul><li>Opening up our multi-sensory imagination: - SpherAleas device </li></ul><ul><li>- The Theater of the Senses </li></ul><ul><li>- Hidden Worlds of Noise and Voice </li></ul>
    35. 35. Interaction and engagement  Interactive architecture & environments  Projections to enhance the space, the screen (micro laser projectors)  AI generated narrative  Visual music as digital data  Ultrasound sensors laser projectors)  AI generated narrative  Visual music as digital data  Ultrasound sensors
    36. 36. The sound of the soul <ul><li>Discovering identity </li></ul><ul><li>AI augmented sensibility </li></ul><ul><li>- The Music Creatures </li></ul>
    37. 37. Digital convergence and ambience 3
    38. 38. Digital convergence and ambience <ul><li>Shift from broadcast to interactive era (transience & fragmentation) </li></ul><ul><li>Some media / entertainment convergence </li></ul><ul><li>Explosive growth in Gaming/Virtual World/Digital animation </li></ul><ul><li>Leaps in hardware/software design; video graphic engines </li></ul><ul><li>Dynamic multi-media sharing simultaneously (Audio-video, photos, chat…) </li></ul>
    39. 39. Digital convergence and ambience <ul><li>Triple/quad delivery format (internet, IPTV, VOD,Audio ) plus ambience) </li></ul><ul><li>HD and 3D </li></ul><ul><li>Video compression technologies (Mpeg 8 - 4 times over Mpeg 4) </li></ul><ul><li>Sensory driven immersive / responsive (IVVV and ImTV) </li></ul><ul><li>Fully integrated with common digital formats (growth in mobile TV) </li></ul><ul><li>Ability to create, interact, select and manage content </li></ul>
    40. 40. Digital convergence and ambience <ul><li>Introduction of nanotech backlit LCDs / LEDs </li></ul><ul><li>A surface-conduction electron-emitter display (SED) </li></ul><ul><li>Nanotech TVs - FED </li></ul><ul><li>Switchable glass & Split architecture </li></ul><ul><li>Cognitive, biofeedback & human dynamics </li></ul><ul><li>Ubiquitous screens </li></ul><ul><li>Augmented reality overlays, etc. </li></ul><ul><li>Mobile TV and PVR interfaces </li></ul><ul><li>Sensors and interfaces (sonar, capacitive, proximity, ambient…) </li></ul><ul><li>Virtual speakers, directed & reflected sound </li></ul>
    41. 41. Digital convergence and ambience <ul><li>Content providers could bypass cable and satellite services and deliver programming directly to viewers. </li></ul><ul><li>High-quality video from the Net directly to viewers in their living rooms. </li></ul><ul><li>Internet video to be viewed on TV sets instead of only on PC screens </li></ul><ul><li>- (Microsoft and Cisco Systems' Linksys home division) </li></ul><ul><li>Software to secure content and ensure the quality of streaming video. </li></ul><ul><li>- (Kontiki and EdgeStream) </li></ul>
    42. 42. Digital convergence and ambience <ul><li>Growth of non-traditional distributors of content </li></ul><ul><li>- (Telecom Italia's network; TV Plus in the United Kingdom, SkyPerfect Communications, Japan's largest satellite TV broadcasting services company, Bollywood.tv) </li></ul><ul><li>Birth of aggregators and RSS equivalent for TV programs and video content: Google, Motherload, etc. </li></ul><ul><li>Cable providers and phone companies, such as Verizon Communications and SBC Communications, now entering the paid-TV market also recognize that customers want more interactive content. Growth in niche markets. </li></ul>
    43. 43. Amplifying the experience 4
    44. 44. Augmenting the device and space <ul><ul><ul><li> Zoning: Acoustic, Light and Visual </li></ul></ul></ul><ul><ul><ul><li>Mobility: Place-shifting and Time-shifting </li></ul></ul></ul><ul><ul><ul><li>New Concepts of Space Free form; space altering effects; reconfigurable </li></ul></ul></ul>
    45. 45. Augmenting the device and space <ul><li>Real-time re-configurability </li></ul><ul><li> Plug & Play infrastructures </li></ul><ul><li> Energy Aware (Net Zero Venues) </li></ul><ul><li>Green is the new black! </li></ul>
    46. 46. Amplifying the experience <ul><li>Sensory enhancement </li></ul><ul><li>Ubiquitous, fully connected </li></ul><ul><li>sensors systems </li></ul><ul><li>Immersive </li></ul><ul><li>Telepresence </li></ul>Smell walls & sound to vision
    47. 47. <ul><li>Gamelayers - grafting a massively multiplayer online game on top of ordinary Web browsing - a PMOG </li></ul><ul><li>Web Slices </li></ul><ul><li>Bumptop </li></ul><ul><li>3D with immersion </li></ul><ul><li>Move from application to document oriented system </li></ul>I am the Interface Amplifying the experience
    48. 48. Amplifying the experience <ul><li>Enriching communication </li></ul><ul><li>- ContactIM - Haptic instant messaging </li></ul><ul><li>- EmoteMail – capturing context and expressions </li></ul><ul><li>- Handling perspective – relationship between real and virtual </li></ul><ul><li>- Mesh – 3D gestural device, </li></ul><ul><li>- Tactus – Nanotech tactile textual perception </li></ul>
    49. 49. The Sense Event “ At a live gig in the future, when we hear a guitar we shouldn’t expect to see a guitar.The Law of Least Effort will be applied to music:Small input, massive output.” - Kodwo Eshun
    50. 50. Sense in Action 5
    51. 51. Sense in Action
    52. 52. Sense in Action <ul><li>Persuasion - delivering cognition of the possibilities - bio art, eco art, dealing with sustainability, democracy, etc. </li></ul><ul><li>Education: from math to Mongolia (The Eco Sensor) </li></ul><ul><li>Whose democracy? (Banksy, downloads, creative commons, blogs) </li></ul><ul><li>Archiving the future </li></ul>
    53. 53. Sense in Action <ul><li>Hybrid reality </li></ul><ul><li>Sonic interpretation of extreme events and environments </li></ul><ul><li>Sensory memory systems and wildcard bubbles </li></ul>
    54. 54. Sense in Action <ul><li>OOKL’ project – mobile phones facilitate a new museum education experience where pupils can become ‘personal curators’, capturing, interpreting and sharing their own museum collections. </li></ul><ul><li>Free in-school workshops instructed by business world professionals - Maine Media Arts Project ( Workshops include: Digital Storytelling, Animation for Beginners (3rd-4th grade), Introduction to animation (5 th -8 th grade)) </li></ul>
    55. 55. Sense in Action <ul><li>Monitoring and simulating our environment </li></ul><ul><li>Nature Trailer - a sensor equipped backpack – eco conditions </li></ul><ul><li>Biosphera – miniature enviro sensors </li></ul><ul><li>Dimensional Reader – augmented story book </li></ul>
    56. 56. Future Consumer Needs - Maslow revisited
    57. 57. Future Consumer Needs - Maslow revisited
    58. 58. Consumer aspirations and future lifestyle drivers