We are now entering into an era of liquid interfaces, where buttons can be downloaded at will, and software flies through the air. Phones have been untethered from their cords and are free to colonize our pockets. They cry, and we must pick them up. They get hungry, and we must plug them in. We increasingly live on interfaces, and it is their quality and design which increases our happiness and our frustration.
We are tool using creatures. Prosthetics touch almost every part of our lives. Until recently, humans have used their hands and bodies to interface with objects. Early interfaces were solid and tactile. Now, the interface can be anywhere. The best interfaces compress the time and space it takes to absorb relevant information, and the worst cause us car accidents, lost revenue, and communication failures.
This speech will discuss how the field of anthropology can be applied to interface design, and how future interfaces, such as the ones employed by augmented reality, will change the way we act, feel and communicate with one another. Topics will include non-places, time and space compression, privacy, user flow, supermodernity, wearable computing, work and play, gaming, history and prosthetic culture.
Paper given at MiT5, Cambridge, MA, April 27-29, 2007, as part of a panel on Appropriation and Collaboration in Digital Writing with Nick Montfort and Scott Rettberg.
Future of Location - Street Fight Summit 2012Amber Case
Amber Case is the founder of Geoloqi, Inc., a company bringing the future of location to the world. She’s spoken at TED and around the world, and has been featured in Forbes, Fast Company, WIRED and more.
http://stories.dlvr.it/story/98564-streetfight
Meditation and the Modern Cyborg - BGeeks Conference Keynote, Boulder, ColoradoAmber Case
Amber Case had trouble sleeping as far back as she can remember. When she was 4, she decided to do something about it. It involved thinking of her brain as a computer and manually shutting it down.
This talk covers various aspects of what it is like to be a connected human, the effect of connectivity on the brain and the need for digital downtime as well as the history and future of our increasing relationship with technology.
Paper given at MiT5, Cambridge, MA, April 27-29, 2007, as part of a panel on Appropriation and Collaboration in Digital Writing with Nick Montfort and Scott Rettberg.
Future of Location - Street Fight Summit 2012Amber Case
Amber Case is the founder of Geoloqi, Inc., a company bringing the future of location to the world. She’s spoken at TED and around the world, and has been featured in Forbes, Fast Company, WIRED and more.
http://stories.dlvr.it/story/98564-streetfight
Meditation and the Modern Cyborg - BGeeks Conference Keynote, Boulder, ColoradoAmber Case
Amber Case had trouble sleeping as far back as she can remember. When she was 4, she decided to do something about it. It involved thinking of her brain as a computer and manually shutting it down.
This talk covers various aspects of what it is like to be a connected human, the effect of connectivity on the brain and the need for digital downtime as well as the history and future of our increasing relationship with technology.
Webvisions NY 2012 - The Future is Now: Ambient Location and the Future of th...Amber Case
Wouldn't it be nice if your colleague's phone could SMS its location to you? If you know position and velocity, you know when they'll arrive. The result: the interface disappears. No redundant actions or queries. The same software could turn your lights on as you approach the house. Or automatically "check in" to certain locations for you. Or leave a note for yourself the next time you're at the store.
In the presentation, Geoloqi founder Amber Case will highlight why developers of apps should look at what users want to do now, as well as what users want to do in the future, why social apps should try to mirror real-world relationships, why sharing should be about who you share with as well as how long you're sharing, and why developers should think about how to make apps "ambient" and require less user interaction.
Location as Invisible Interface - ARE2011 PresentationAmber Case
The best interfaces are invisible. They should get out of the way and help you live your life.
This presentation discusses ambient applications, multiple sensory inputs and a history of heavy-weight contextual reality applications. It starts with Steve Mann, who believed that computers should be wearable, and who was obsessed with the idea of creating a custom reality based on his personal preferences.
The second part of this presentation talk about how we're building subscription-based reality and contextual notification systems on top of Geoloqi, how non-visual augmented reality is replacing interactions with the phone with interactions with the world, and real-time location-based gaming.
The format of the PowerPoint Karaoke creation process was that everyone had 10 minutes to create and submit a slideshow to a centralized database. Then we randomized the speakers and PowerPoints and each gave a random 10 minute presentation on the slides.
This is a great version of Toastmasters which teaches how to give presentations on the fly. It is a fun and enjoyable practice that was first started in 2005 by a group of German artists. Now, the practice and experience of PowerPoint Karaoke is ubiquitous across many geek gatherings, and is increasingly a part of Unconference proceedings such as BarCamp and CyborgCamp (http://cyborgcamp.com).
PowerPoint Karaoke is often best played with a slightly inebriated group of 6-8 interesting people.
This is an example PowerPoint Karoke Presentation. This one does not have text, in order to increase the narrative flexibility of the speaker.
Use this deck of 66 slides with transitions between speakers to hold your own game of Powerpoint Karaoke! Best for a party with beer.
PowerPoint Karaoke (Sample Presentation)Amber Case
This is an example PowerPoint Karoke Presentation. This one does not have text, in order to increase the narrative flexibility of the speaker. The format of the PowerPoint Karaoke creation process was that everyone had 10 minutes to create and submit a slideshow to a centralized database. Then we randomized the speakers and PowerPoints and each gave a random 10 minute presentation on the slides.
This ia a great version of Toastmasters which teaches how to give presentations on the fly. It is a fun and enjoyable practice that was first started in 2005 by a group of German artists. Now, the practice and experience of PowerPoint Karaoke is ubiquitous across many geek gatherings, and is increasingly a part of Unconference proceedings such as BarCamp and CyborgCamp (http://cyborgcamp.com).
PowerPoint Karaoke is often best played with a slightly inebriated group of 6-8 interesting people.
Cyborg Camp YVR 2013: Amber Case: “From Solid to Liquid to Air: Cyborg Anthro...theholongroup
“From Solid to Liquid to Air: Cyborg Anthropology and the Future of the Interface”
We are now entering into an era of liquid interfaces, where buttons can be downloaded at will, and software flies through the air. Phones have been untethered from their cords and are free to colonize our pockets. They cry, and we must pick them up. They get hungry, and we must plug them in. We increasingly live on interfaces, and it is their quality and design which increases our happiness and our frustration. We are tool using creatures. Prosthetics touch almost every part of our lives. Until recently, humans have used their hands and bodies to interface with objects. Early interfaces were solid and tactile. Now, the interface can be anywhere. The best interfaces compress the time and space it takes to absorb relevant information, and the worst cause us car accidents, lost revenue, and communication failures. This speech will discuss how the field of anthropology can be applied to interface design, and how future interfaces, such as the ones employed by augmented reality, will change the way we act, feel and communicate with one another.
Amber Case is a cyborg anthropologist, examining the way humans and technology interact and evolve together. Like all anthropologists, Case watches people, but her fieldwork involves observing how they participate in digital networks, analyzing the various ways we project our personalities, communicate, work, play, share ideas and even form values. Case founded Geoloqi.com, a private location-sharing application, out of a frustration with existing social protocols around text messaging and wayfinding.
“She’s a digital native. She’s from the future. She’s come back to help us figure out how to think.” – Kris Krug, in Fast Company
Miniature electronics and global supply chains have us on the cusp of a new era of human experience. Early forms of wearable computing focused on augmenting the human ability to compute freely. As pioneer Steve Mann and calm technology pioneer Mark Weiser wanted, “to free the human to not act as a machine”. What does this mean for us as designers and developers, and how can we build interfaces for the next generation of devices?
Who was here before us, and how can we best learn from them? These are the machines that will be a part of our lives in only a few years from now, and the best way to learn about the future is to dig into the past. This talk will focus on trends in wearable computing and VR as it developed from the 1960s to now, and then into the future. This talk will cover various topics on the history and future of wearables. We’ll learn about Ivan Sutherland, human augmentation, infrastructure, machine vision, processing, distributed computing and wireless data transfer, a church dedicated to VR, computer backpacks, heads up displays, reality editing, job simulators and unexplored realms of experience that haven’t yet come to life. We’ll also learn about the road from virtual reality to augmented reality and what we need to build to get there. This talk is for anyone interested in how we can add a new layer of interactivity to our world and how we can take the next steps to get there.
Webvisions NY 2012 - The Future is Now: Ambient Location and the Future of th...Amber Case
Wouldn't it be nice if your colleague's phone could SMS its location to you? If you know position and velocity, you know when they'll arrive. The result: the interface disappears. No redundant actions or queries. The same software could turn your lights on as you approach the house. Or automatically "check in" to certain locations for you. Or leave a note for yourself the next time you're at the store.
In the presentation, Geoloqi founder Amber Case will highlight why developers of apps should look at what users want to do now, as well as what users want to do in the future, why social apps should try to mirror real-world relationships, why sharing should be about who you share with as well as how long you're sharing, and why developers should think about how to make apps "ambient" and require less user interaction.
Location as Invisible Interface - ARE2011 PresentationAmber Case
The best interfaces are invisible. They should get out of the way and help you live your life.
This presentation discusses ambient applications, multiple sensory inputs and a history of heavy-weight contextual reality applications. It starts with Steve Mann, who believed that computers should be wearable, and who was obsessed with the idea of creating a custom reality based on his personal preferences.
The second part of this presentation talk about how we're building subscription-based reality and contextual notification systems on top of Geoloqi, how non-visual augmented reality is replacing interactions with the phone with interactions with the world, and real-time location-based gaming.
The format of the PowerPoint Karaoke creation process was that everyone had 10 minutes to create and submit a slideshow to a centralized database. Then we randomized the speakers and PowerPoints and each gave a random 10 minute presentation on the slides.
This is a great version of Toastmasters which teaches how to give presentations on the fly. It is a fun and enjoyable practice that was first started in 2005 by a group of German artists. Now, the practice and experience of PowerPoint Karaoke is ubiquitous across many geek gatherings, and is increasingly a part of Unconference proceedings such as BarCamp and CyborgCamp (http://cyborgcamp.com).
PowerPoint Karaoke is often best played with a slightly inebriated group of 6-8 interesting people.
This is an example PowerPoint Karoke Presentation. This one does not have text, in order to increase the narrative flexibility of the speaker.
Use this deck of 66 slides with transitions between speakers to hold your own game of Powerpoint Karaoke! Best for a party with beer.
PowerPoint Karaoke (Sample Presentation)Amber Case
This is an example PowerPoint Karoke Presentation. This one does not have text, in order to increase the narrative flexibility of the speaker. The format of the PowerPoint Karaoke creation process was that everyone had 10 minutes to create and submit a slideshow to a centralized database. Then we randomized the speakers and PowerPoints and each gave a random 10 minute presentation on the slides.
This ia a great version of Toastmasters which teaches how to give presentations on the fly. It is a fun and enjoyable practice that was first started in 2005 by a group of German artists. Now, the practice and experience of PowerPoint Karaoke is ubiquitous across many geek gatherings, and is increasingly a part of Unconference proceedings such as BarCamp and CyborgCamp (http://cyborgcamp.com).
PowerPoint Karaoke is often best played with a slightly inebriated group of 6-8 interesting people.
Cyborg Camp YVR 2013: Amber Case: “From Solid to Liquid to Air: Cyborg Anthro...theholongroup
“From Solid to Liquid to Air: Cyborg Anthropology and the Future of the Interface”
We are now entering into an era of liquid interfaces, where buttons can be downloaded at will, and software flies through the air. Phones have been untethered from their cords and are free to colonize our pockets. They cry, and we must pick them up. They get hungry, and we must plug them in. We increasingly live on interfaces, and it is their quality and design which increases our happiness and our frustration. We are tool using creatures. Prosthetics touch almost every part of our lives. Until recently, humans have used their hands and bodies to interface with objects. Early interfaces were solid and tactile. Now, the interface can be anywhere. The best interfaces compress the time and space it takes to absorb relevant information, and the worst cause us car accidents, lost revenue, and communication failures. This speech will discuss how the field of anthropology can be applied to interface design, and how future interfaces, such as the ones employed by augmented reality, will change the way we act, feel and communicate with one another.
Amber Case is a cyborg anthropologist, examining the way humans and technology interact and evolve together. Like all anthropologists, Case watches people, but her fieldwork involves observing how they participate in digital networks, analyzing the various ways we project our personalities, communicate, work, play, share ideas and even form values. Case founded Geoloqi.com, a private location-sharing application, out of a frustration with existing social protocols around text messaging and wayfinding.
“She’s a digital native. She’s from the future. She’s come back to help us figure out how to think.” – Kris Krug, in Fast Company
Miniature electronics and global supply chains have us on the cusp of a new era of human experience. Early forms of wearable computing focused on augmenting the human ability to compute freely. As pioneer Steve Mann and calm technology pioneer Mark Weiser wanted, “to free the human to not act as a machine”. What does this mean for us as designers and developers, and how can we build interfaces for the next generation of devices?
Who was here before us, and how can we best learn from them? These are the machines that will be a part of our lives in only a few years from now, and the best way to learn about the future is to dig into the past. This talk will focus on trends in wearable computing and VR as it developed from the 1960s to now, and then into the future. This talk will cover various topics on the history and future of wearables. We’ll learn about Ivan Sutherland, human augmentation, infrastructure, machine vision, processing, distributed computing and wireless data transfer, a church dedicated to VR, computer backpacks, heads up displays, reality editing, job simulators and unexplored realms of experience that haven’t yet come to life. We’ll also learn about the road from virtual reality to augmented reality and what we need to build to get there. This talk is for anyone interested in how we can add a new layer of interactivity to our world and how we can take the next steps to get there.
Mobile Technology Appropriation in a distant mirrorfbar
Companion slides to an earlier version of:
Bar, F., Weber, M. S., & Pisani, F. (2016). Mobile technology appropriation in a distant mirror: Baroquization, creolization, and cannibalism. New Media & Society, 18(4), 617–636. http://doi.org/10.1177/1461444816629474
An ironic educational myth: panel presentation from Theorizing the Web 2011. Explores how social media subjects are branded by the operations of capital, reputation and metrics within digital sociality. Frames subjects as branded cyborgs and considers their capacity for subversion - as in Haraway's Cyborg Manifesto - of the very discourses that brought them into being.
Similar to Frontiers of Interaction '11 Speech. Florence, Italy (20)
2022 Calm Technology | Designing Human Out.pptxAmber Case
Our world is made of information that competes for our attention.
What is necessary? What is not?
When we design products, we aim to choose the best position for user interface components, placing the most important ones in the most accessible places on the screen.
Equally important is the design of communication. How many are notifications are necessary? How and when should they be displayed? To answer this, we can be inspired by the principles of calm technology.
Principles of Calm Technology
Technology should require the smallest possible amount of attention
Technology can communicate, but doesn’t need to speak.
Create ambient awareness through different senses.
Communicate information without taking the user out of their environment or task.
Technology should inform and create calm
A person's primary task should not be computing, but being human.
Give people what they need to solve their problem, and nothing more.
Technology should make use of the periphery
A calm technology will move easily from the periphery of our attention, to the center, and back.
The periphery is informing without overburdening.
Technology should amplify the best of technology and the best of humanity
Design for people first.
Machines shouldn't act like humans.
Humans shouldn't act like machines.
Amplify the best part of each.
Technology can communicate, but doesn’t need to speak
Does your product need to rely on voice, or can it use a different communication method?
Consider how your technology communicates status.
Technology should work even when it fails
Think about what happens if your technology fails.
Does it default to a usable state or does it break down completely?
The right amount of technology is the minimum needed to solve the problem
What is the minimum amount of technology needed to solve the problem?
Slim the feature set down so that the product does what it needs to do and no more.
Technology should respect social norms
Technology takes time to introduce to humanity.
What social norms exist that your technology might violate or cause stress on?
Slowly introduce features so that people have time to get accustomed to the product.
Our world is made of information that competes for our attention. What is needed? What is not? We cannot interact with our everyday life in the same way we interact with a desktop computer. The terms calm computing and calm technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating. Calm technology describes a state of technological maturity where a user’s primary task is not computing, but being human. The idea behind Calm Technology is to have smarter people, not things. Technology shouldn’t require all of our attention, just some of it, and only when necessary.
How can our devices take advantage of location, proximity and haptics to help improve our lives instead of get in the way? How can designers make apps “ambient” while respecting privacy and security? This talk will cover how to use principles of Calm Technology to design the next generation of connected devices. We’ll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
Talk originally given at NEXT2018 in Hamburg, Germany.
The difference between an annoying technology and one that is helpful is how it engages our attention. Calm Technology is a framework for designing ubiquitous devices that engage our attention in an appropriate manner. The aim of Calm Technology is to provide principles that follow the human lifestyle and environment in mind, allowing technology to amplify humanness instead of taking it away.
The terms Calm Computing and Calm Technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating. Calm technology describes a state of technological maturity where a user’s primary task is not computing, but being human. The idea behind Calm Technology is to have smarter people, not things. Technology shouldn’t require all of our attention, just some of it, and only when necessary.
This workshop covers how to use principles of Calm Technology to design the next generation of connected devices. We’ll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
- Use principles of Calm Technology to design the next generation of connected devices.
- Design appropriate notification systems into both physical and software products
- Communicate the principles of Calm Technology to your across your organization and team
- Use methods of Calm Technology to design technology for generations, not seasons.
Who is the workshop for?
This workshop is for anyone that actively builds or makes decisions about technology, especially user experience designers, product designers, managers, creative directors and developers. Attendees are encouraged to have some background in user experience design and look at http://calmtech.com/ or Designing Calm Technology before the workshop.
Workshop on Designing Calm Technology at UX LondonAmber Case
The difference between an annoying technology and one that is helpful is how it engages our attention. Calm Technology is a framework for designing ubiquitous devices that engage our attention in an appropriate manner. The aim of Calm Technology is to provide principles that follow the human lifestyle and environment in mind, allowing technology to amplify humanness instead of taking it away.
This workshop will cover how to use principles of Calm Technology to design the next generation of connected devices. We’ll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
--Intended Audience--
This workshop is for anyone that actively builds or makes decisions about technology, especially user experience designers, product designers, managers, creative directors and developers. Attendees are encouraged to have some background in user experience design and look at http://calmtech.com/ or Designing Calm Technology before the workshop.
--Structure and Activities--
Students will work in groups to solve a series of design challenges, including designing new products, ‘calming down’ a complex ones, communicating the principles of Calm Technology across an organization and team, and entering a product successfully into the marketplace.
--You’ll learn how to--
- Use principles of Calm Technology to design the next generation of connected devices.
- Design appropriate notification systems into both physical and software products
- Communicate the principles of Calm Technology to your across your organization and team
- Use methods of Calm Technology to design technology for generations, not seasons.
- Enter your product successfully into the marketplace.
The terms calm computing and calm technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating. Calm technology describes a state of technological maturity where a user’s primary task is not computing, but being human. The idea behind Calm Technology is to have smarter people, not things. Technology shouldn’t require all of our attention, just some of it, and only when necessary.
Miniature electronics and global supply chains have us on the cusp of a new era of human experience. Early forms of wearable computing focused on augmenting the human ability to compute freely. As pioneer Steve Mann and calm technology pioneer Mark Weiser wanted, “to free the human to not act as a machine”. What does this mean for us as designers and developers, and how can we build interfaces for the next generation of devices?
Who was here before us, and how can we best learn from them? These are the machines that will be a part of our lives in only a few years from now, and the best way to learn about the future is to dig into the past. This talk will focus on trends in wearable computing and VR as it developed from the 1960s to now, and then into the future. This talk will cover various topics on the history and future of wearables.
We'll learn about Ivan Sutherland, human augmentation, infrastructure, machine vision, processing, distributed computing and wireless data transfer, a church dedicated to VR, computer backpacks, heads up displays, reality editing, job simulators and unexplored realms of experience that haven't yet come to life. We'll also learn about the road from virtual reality to augmented reality and what we need to build to get there. This talk is for anyone interested in how we can add a new layer of interactivity to our world and how we can take the next steps to get there.
Speech given at AR in Action 2017 at MIT Media Lab on 17 Jan 2017.
Miniature electronics and and global supply chains have us on the cusp of a new era of human experience. Early forms of wearable computing focused on augmenting the human ability to compute freely. As pioneer Steve Mann and calm technology pioneer Mark Weiser wanted, “to free the human to not act as a machine”. What does this mean for us as designers and developers, and how can we build interfaces for the next generation of devices?
Designing Calm Technology: Design for the Next Generation of Devices Amber Case
Our world is made of information that competes for our attention. What is needed? What is not? We cannot interact with our everyday life in the same way we interact with a desktop computer. The terms calm computing and calm technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating. Calm technology describes a state of technological maturity where a user’s primary task is not computing, but being human. The idea behind Calm Technology is to have smarter people, not things. Technology shouldn’t require all of our attention, just some of it, and only when necessary.
How can our devices take advantage of location, proximity and haptics to help improve our lives instead of get in the way? How can designers can make apps “ambient” while respecting privacy and security? This talk will cover how to use principles of Calm Technology to design the next generation of connected devices. We’ll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
Getting things done is different at scale. After Case's company Geoloqi joined Esri in 2012, she grew her division from 6-20 people, and successfully launched two major products in the course of a year. She also managed the transition of the company to Github from Enterprise and spearheaded an effort for more open source projects. This speech will cover what Case learned from managing a team of 6 to managing a team of 20 in an international company of 3,000. It will detail hiring, morale, culture, and translating what you need to do into a language the larger team can understand, and what changes from 2 people to 6, to 20 and more.
Calm Technology | Inbound 2015 Bold TalkAmber Case
Our world is made of information that competes for our attention. What is needed? What is not? We cannot interact with our everyday life in the same way we interact with a desktop computer. Technology shouldn’t require all of our attention, just some of it, and only when necessary.
The terms calm computing and calm technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating. Calm technology describes a state of technological maturity where a user’s primary task is not computing, but being human.
The idea behind Calm Technology is to have smarter people, not things. How can our devices take advantage of location, proximity and haptics to help improve our lives instead of get in the way? How can designers can make apps “ambient” while respecting privacy and security? This talk will cover how to use principles of Calm Technology to design the next generation of connected devices. We’ll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
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These are slides from INBOUND's conference Sept 9, 2015 in Boston, MA.
Given at MCEConference | Warsaw, Poland
Our world is made of information that competes for our attention. What is needed? What is not? We cannot interact with our everyday life in the same way we interact with a desktop computer. The terms calm computing and calm technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating.
Calm technology describes a state of technological maturity where a user's primary task is not computing, but being human. The idea behind Calm Technology is to have smarter people, not things. Technology shouldn't require all of our attention, just some of it, and only when necessary.
How can our devices take advantage of location, proximity and haptics to help improve our lives instead of get in the way? How can designers can make apps “ambient” while respecting privacy and security?
This talk will cover how to use principles of Calm Technology to design the next generation of connected devices. We'll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
Designing for Privacy in Mobile and Web Apps - Interaction '14, AmsterdamAmber Case
Practice privacy by design, not privacy by disaster!
See the talk here: http://caseorganic.com/articles/2014/02/12/1/designing-for-privacy-in-mobile-and-web-apps-at-interaction-14-in-amsterdam
Almost every application requires some gathering of personal data today. Where that data is stored, who has access to it, and what is done with that data later on is becoming increasingly important as more and more of our data lives online today. Privacy disasters are costly and can be devastating to a company. UX designers and developers need to have a framework for protecting user data, communicating it to users, and making sure that the entire process is smoothly handled.
This talk covers best practices for designing web and mobile apps with the privacy of individual users in mind. Privacy has been an even bigger issue with location-based apps, and we ran into it head-first when we began work on Geoloqi (now part of Esri). Designing an interface that made one's personal empowering instead of creepy was our goal. The stories from our design decisions with our application will also be included in this talk.
Brand Engagement and the Future of the InterfaceAmber Case
This was an in-depth talk on the future of technology, brand engagement. It focused on the next generation of the interface – discussing calm technology, mobile and sensor technology (location, triggers, buttons) and the future of sharing.
The talk was given at SAY:CREATE 2012 in Carmel, California on Tuesday, Sept 11, 2012.
Google Glass and the Future of Wearable ComputingAmber Case
Google will release a wearable heads up display this fall, and it may help to usher in a new era of augmented reality and wearable computing. What does this mean for us as designers and developers? How do we build for the next generation of computers? Who was here before us, and how can we learn from them?
From it’s birthplace at MIT and PARC research, the field of wearable computing has focused on augmenting the human ability to compute freely. As pioneer Steve Mann and calm technology pioneer Mark Weiser wanted, “to free the human to not act as a machine”. Mann didn’t like the idea of crouching over a desktop computer. He instead felt that the computer should contort to the human naturally, so he began his own wearable computing mission.
This talk will focus on trends in wearable computing starting from the 1970’s-2010’s. I’ll cover various HUDs (heads up displays), new tech from Motorola, Google, various invasive and non-invasive tech and how mobile interfaces should take advantage of location, proximity and haptics to help improve our lives instead of get in the way. These are the machines that will be a part of our lives in only a few years from now, and the best way to learn about the future is to dig into the past.
Speech given at OSBridge 2012 by Amber Case: http://opensourcebridge.org/sessions/857
The Future is Now - PopTech Marketing Event March 8thAmber Case
Today we’re all carrying around not phones in our pockets, but sensors. These sensors are capable of processing information, and taking pictures, as well as knowing where we are and how fast we’re moving, These sensors used to cost thousands of dollars and weigh tens of pounds. Now they’re available to everyone.
This presentation will cover a history of augmented reality and mobile connectivity, as well as where the market is today and how it can be leveraged to deliver groundbreaking interactive campaigns and engaging media. We'll dive into some of the augmented reality campaigns, pros and cons of AR and QR codes, and a series of platforms on which you can make your own location based augmented reality applications. Also discussed is http://geoloqi.com, a service and platform for building location-aware applications.
Remember the Milk: Location-based Apps and the MarketplaceAmber Case
Slides from a speech to the Software Association of Oregon on November 10, 2010 at the Multnomah Athletic Club.
---
There’s a message from your future and it’s telling you to remember to pick up milk.
What will you learn:
1. Why developers of apps should look at what users want to do now, as well as what users want to do in their future.
2. Why social apps should try to mirror real–world relationships
3. Why sharing should be about who you share with as well as how long you want the information to be available.
4. Why developers should think about making apps "ambient” and require less user interaction
Amber Case and her partner Aaron Parecki are the founders of GeoLoqi. GeoLoqi is a private, real-time mobile and web platform for secure location data, with features such as Geonotes, proximal notification, and sharing real-time GPS maps with friends. Geoloqi has been covered in the Willamette Week and Oregon Business. It has been presented at eComm, Open Source Bridge, Show and Tell PDX and Research Club under the alias Non-Visual Augmented Reality with SMS and GPS.
Plastic Time and the Future of the InterfaceAmber Case
This was a speech that @caseorganic and @aaronpk gave at the Intel campus to the Interaction and Experience group on Monday, Sept 20th, 2010.
This speech covers elements of home automation, GPS, SMS, location sharing, geotriggers, Geonotes and other mashups that can be done using IRC as a control hub.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Welocme to ViralQR, your best QR code generator.ViralQR
Welcome to ViralQR, your best QR code generator available on the market!
At ViralQR, we design static and dynamic QR codes. Our mission is to make business operations easier and customer engagement more powerful through the use of QR technology. Be it a small-scale business or a huge enterprise, our easy-to-use platform provides multiple choices that can be tailored according to your company's branding and marketing strategies.
Our Vision
We are here to make the process of creating QR codes easy and smooth, thus enhancing customer interaction and making business more fluid. We very strongly believe in the ability of QR codes to change the world for businesses in their interaction with customers and are set on making that technology accessible and usable far and wide.
Our Achievements
Ever since its inception, we have successfully served many clients by offering QR codes in their marketing, service delivery, and collection of feedback across various industries. Our platform has been recognized for its ease of use and amazing features, which helped a business to make QR codes.
Our Services
At ViralQR, here is a comprehensive suite of services that caters to your very needs:
Static QR Codes: Create free static QR codes. These QR codes are able to store significant information such as URLs, vCards, plain text, emails and SMS, Wi-Fi credentials, and Bitcoin addresses.
Dynamic QR codes: These also have all the advanced features but are subscription-based. They can directly link to PDF files, images, micro-landing pages, social accounts, review forms, business pages, and applications. In addition, they can be branded with CTAs, frames, patterns, colors, and logos to enhance your branding.
Pricing and Packages
Additionally, there is a 14-day free offer to ViralQR, which is an exceptional opportunity for new users to take a feel of this platform. One can easily subscribe from there and experience the full dynamic of using QR codes. The subscription plans are not only meant for business; they are priced very flexibly so that literally every business could afford to benefit from our service.
Why choose us?
ViralQR will provide services for marketing, advertising, catering, retail, and the like. The QR codes can be posted on fliers, packaging, merchandise, and banners, as well as to substitute for cash and cards in a restaurant or coffee shop. With QR codes integrated into your business, improve customer engagement and streamline operations.
Comprehensive Analytics
Subscribers of ViralQR receive detailed analytics and tracking tools in light of having a view of the core values of QR code performance. Our analytics dashboard shows aggregate views and unique views, as well as detailed information about each impression, including time, device, browser, and estimated location by city and country.
So, thank you for choosing ViralQR; we have an offer of nothing but the best in terms of QR code services to meet business diversity!
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
43. Ambient user input User’s location Time of day Current speed (slow or fast?) Average speed over time (driving vs. walking) Prior actions (clicks, subscriptions User’s friends on another platform
49. Thank you. Amber Case Twitter: @caseorganic case@caseorganic.com
Editor's Notes
We’re all growing up connected. Getting used to your second self.
More about stevemann
But not the cyborgs you think.
an organism “to which exogenous componentshave been added for the purpose of adapting to new environments”
Our first tools were extensions of the physical self We’ve been cyborgs from the first tools But – they’ve extended physical selves – not the mental selves. Flickr: cybertoad but really we've always been borg from the first toolsAttribution-NonCommercial-NoDerivs 2.0 GenericYou are free:to Share — to copy, distribute and transmit the workUnder the following conditions:Attribution — You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work). What does "Attribute this work" mean? The page you came from contained embedded licensing metadata, including how the creator wishes to be attributed for re-use. You can use the HTML here to cite the work. Doing so will also include metadata on your page so that others can find the original work as well. Noncommercial — You may not use this work for commercial purposes. No Derivative Works — You may not alter, transform, or build upon this work.
And technology extendsthe mental self. But these new tools bring with them very curious things.They cry, and we have to pick them up. We have to replace them.
cybog anthropology is looking at the technologized worlds and firuging out what kinds of strange tools they use And cyborg anthropology looks at technologically advanced cultures and examines their tool use and strange customs.
Based on this essay, and many other instances of needing a methodology to understand and describe rapidly changing sociocultural systems affected by technology, the idea of a “Cyborg Anthropology” was proposed at the Annual Meetings of the American Anthropological Association (AAA) in 1993.
You’re dealing with machines that are larger on the outside than on the inside. But you get an automatic production of space! You can putall sorts of things into computers and devices. Photos, software, writing, ect. It’s like Mary Poppins technology. In reality, if you put a bunch of pictures into a room, that room gets full. When you put information into a hard drive, the hard drive stays the same weight. When you put information onto the Internet, you don’t feel the weight at all. The weight is being stored somewhere else. ‘What does 9 years of data really look like?
If you take all of the material out of the average computer and print it out, what do you get?Cutwater agency did this in a campaign for Maxtor hard drives. They took 8 years of digital photos, printed them out, and stuck them together. And this is what it looked like. How do we get all this info! Well, it’s really easy to create.
And as we start to use the web for all of our data, we begin to get hyperlinked memories. Instead of real memories, we’re beginning to have hyperlinked memories. Digital Anthropologist Michael Wesch talked about a bunch of kids getting together to hang out. In reality, kids try to one-up each other with the best stories. In this case, they were trying to link each other to the best YouTube videos. Memories had become hyperlinks. When one uploads images online, those images become hyperlinked memories. An address book or online document or E-mail is also a hyperlinked memory. It is an external memory stored outside the self for later access.
To get to these hyperlinked memories, we must become increasingly skilled virtual paleontologists. The E-mail inbox is the best example of this. Every day our memories and data is covered by a new layer of dust, spam, and items to be responded to. If we need something from our past, we must dig through the newly accumulated items in order to get it. But instead of using a hammer and a chisel, brush and field notebook, we use keywords and search results, tags and categories.
An Extended Nervous Systems leads to the need
If you keep a device for too long, it turns against you.
In the same way, the modern individual passes through transitory spaces. The only way to reconnect the self to a place is to use a phone or music device. The public space has thus become a private one, where private conversations, texts and music are carried on by individuals as they go from one place to another. An airport gives no one identity, relation or history, but a cell phone or computer does. One can easily connect to virtual reality to escape the blandness of the physical one.
It’s not that we’re always connected, but that we have always ability to connect. This is ambient intimacy, where connectivity is only a button away. Where sharing and connecting with another is not defined by geography but technosocial capability.David Weinberger called it “continual partial friendship”, and Johnnie Moore pointed out that, “it’s not about being poked and prodded, it’s about exposing more surface area for others to connect with”.Ambient intimacy. that sharing it's "about exposing MIT’s a higher level of connectivity the collective now. Sheldon Renan calls it “Loosely but deeply entangled”.Whatever you call it, it is a higher order of connectivity than we’ve ever experienced before as humans. We are beginning to see a new sense of time - the collective now.This is a result of ambient intimacy - Lisa Reichelt Ambient Intimacy - the potential to be connected to anybody at any time, no matter where you are in the world i was at a conference at mit and we were discussing whether or not social media drew people away from each other. a man, normally very stoic and professional, suddenly became very passionate. "when i was in japan,' he said, "i got a message that my sister had died". i was in a foreign country where nothing was familiar, and completely unable to go home. i had no one to talk to, no one to hug, and no one to commiserate with. except i had a twitter account. with a bit of hesitation, i decided to post the message online. within seconds there was an outpouring of support and care that transcended the distance between where i physically was and where they were. i suddenly felt hugged and cared for in the middle of an environment i didn't understand. this can be a good thing -- a guy i knew lost his sister, and he was in japan - and he had no one to talk to. then he looked in his pocket and found his phone - it has twitter. he tweeted it. and from all over the world, people hugged him on twitter, and he philologically felt better, even though it was hugs from strangers that barely knew him and had never met him before in real life. in the same time instead of delving in with a friend and to a topic, we have shallow topics we swirl around for a while and then move on
Network as villageIt’s like there are all of these people in your pocket all of the time – that at any time you can touch. If you looked at how close they are digitally – they’re this close. You can be in the middle of the desert and they will still be this close. Story about a man in japan who just learned he lost his sister. And everyone giving him a virtual hug Geography has been annihilated. You have wormholes to all of these people right now. Persistence of humans for the first time we have the ability to log our lives but we’re so busy being involved in logging our lives and looking at each other’s life logs that we log what our lives are be instead of what we want them to beIf you get nothing else from this presentation, get the idea of looking at your lives and actively developing and taking care of your second self.
In traffic jams, everyone has the same feelings, but they’re not connected. They are separated by exoskeletons. No one can set foot on a highway. They are stuck, but unconnected. In this case, many people use cell phones or music to reconnect themselves to place. This technosocial interaction helps users to transcend the heaviness of a fully rendered physical body. If one’s physical self is stuck in traffic, one’s mental self can travel elsewhere, assisted by technosocial device.
Babies born today have a second self, a virtual identity even before they are born (show an image of a baby in the womb on EKG as a Facebook status update).
In co-creating your self with a digital device, you develop an identity in relation to others. This identity is either interesting or not interesting. If it is interesting, an ocular convergence, or set of virtual attention can attach itself to a virtual identity. This gives a person a certain amount of gravity with respect to others. One’s status updates must be technosocially attractive to viewers, or else identity loses gravity. Brands, and increasingly individuals, seek to increase gravity. Many of them fail. The ones who succeed become helpful, service-oriented personas, or they become icons of entertainment. Identity Production is the conscious production of identity through action, whether the action is physical, mental, virtual or both. The production of identity in virtual reality can occur on a social network, through text, image or video and can occur in small moments or large ones. Psychologist Sherry Turkle was one of the first to use the phrase “second self” to identify our bodies in virtual space. She considers the computer not as a "tool," but as an extension of the psychological and social self in reality.Cyberspace allows one to sample the self – that is, choose which pieces of the self to present the self with. A person experiences thousands of moments every day. The moments one chooses to report shape one’s identity.second self is beginning to define you more than your dna doesthe borg part - online part defines you as much as your DNA does, and it is increasingly the case. Updating and maintaining the freshness of your online self will become as routine and crucial as maintaining ones hygiene by showering, brushing one"/ hair and wearing clothes that fit well enough as to not be alienated from society i’ve seen people on youtube getting stressed that their profile hasn’t been updated in a fe years, or people writing blog posts explaining why they haven’t posted in a while. there is a guilt for not updating. but new architectrues make it easier to update. (twitter). And the same bullying that was in Analog life carries over into the digital world - what we managed to forget that we went through In middle school is not only present online, but easily accessed. Instead of s transitory nature, one's harsh words hitting and dissipating, there's a whole geology lof the stuff online. One of my habits is to go to support sites for popular websites and see what conflicts have arisen. Foursquare is one of the worst. The support tickets are full of 13 and 14 year old girls desperately trying to get foursquare to ban their classmates, who have left 'tips' all over town that send derogatory messages to any friends who check into a venue (is there enough time to really make a solid point on this? Perhaps there's a faster way to pro be this by just entioninb the mean things people say online, archived by the library of congress. \\i like to look at support tickets of various popular web systems. foursquare has issues now where teenage girls will leave mean tips all over venues, so that as their enemies can go around town they get taunted by virtual notes. this is one of the most frequent and intense support ticket i see filed. it is not the fault of the technology, but simple human nature. at this age, any medium is used for people to pick on another. it manifests through every medium, but it is strange to see such personal fights show up in a public forum. online self can matter and be larger and more important than your offline self (looking at their picture of a person as they walk up to the actual person) -- mit, second self little digital marker thing that people wear with their facebook profile on it. geography and psychological profiling is annihiliated. no longer matters. so someone who is picked on in real life can have a bevy healthy online life because they are connected to people mentally and with interests …that in a small town they wouldn't be able to find.when you look yourself up online, those are the edges of your digital body.. and you have to extend it or protect it. 36/ now one has to protect portions of the self from seeping out when they’re not there to defend it. a privacy leak in digital life is like having someone break into your hour or spray paint your lawn. people abusing your inbox is like having people put garden gnomes on your front lawn In some cases, posting on one"/ wall is like posting a sign in the front lawn of one's house for everyone to see. In the same way that security and locks on doors are so very important in the real world, they are becoming crucial in the digital world as well. It's becoming important to develop a sort of extended nervous system in order to see where all the bits of the second self are being speared. If one doesn't know here they are, there is no way to react to them. Participating in a free online community or sales site means that your every interaction. comes with ganglia - your profile, who you are and what you've purchased the other important thing about maintaining a second self is that one’s digital self has different looking boundaries that one also has to protect. it’s not just about grooming the digital self by uploading fresh photos and responding to messages, but making sure that information is seen by the correct people and not the wrong ones.Online Self Can becomeMore important Than your Actual selfAnd you have to be concerned with security
Where do we our own selves end and our own selves begin? We’re storing ourselves on these devices. How do you present yourself online? In co-creating your self with a digital device, you develop an identity in relation to others. This identity is either interesting or not interesting. If it is interesting, an ocular convergence, or set of virtual attention can attach itself to a virtual identity. This gives a person a certain amount of gravity with respect to others. One’s status updates must be technosocially attractive to viewers, or else identity loses gravity. Brands, and increasingly individuals, seek to increase gravity. Many of them fail. The ones who succeed become helpful, service-oriented personas, or they become icons of entertainment. Identity Production is the conscious production of identity through action, whether the action is physical, mental, virtual or both. The production of identity in virtual reality can occur on a social network, through text, image or video and can occur in small moments or large ones. Psychologist Sherry Turkle was one of the first to use the phrase “second self” to identify our bodies in virtual space. She considers the computer not as a "tool," but as an extension of the psychological and social self in reality.Cyberspace allows one to sample the self – that is, choose which pieces of the self to present the self with. A person experiences thousands of moments every day. The moments one chooses to report shape one’s identity.second self is beginning to define you more than your dna doesthe borg part - online part defines you as much as your DNA does, and it is increasingly the case. Updating and maintaining the freshness of your online self will become as routine and crucial as maintaining ones hygiene by showering, brushing one"/ hair and wearing clothes that fit well enough as to not be alienated from society i’ve seen people on youtube getting stressed that their profile hasn’t been updated in a fe years, or people writing blog posts explaining why they haven’t posted in a while. there is a guilt for not updating. but new architectrues make it easier to update. (twitter). And the same bullying that was in Analog life carries over into the digital world - what we managed to forget that we went through In middle school is not only present online, but easily accessed. Instead of s transitory nature, one's harsh words hitting and dissipating, there's a whole geology lof the stuff online. One of my habits is to go to support sites for popular websites and see what conflicts have arisen. Foursquare is one of the worst. The support tickets are full of 13 and 14 year old girls desperately trying to get foursquare to ban their classmates, who have left 'tips' all over town that send derogatory messages to any friends who check into a venue (is there enough time to really make a solid point on this? Perhaps there's a faster way to pro be this by just entioninb the mean things people say online, archived by the library of congress. \\i like to look at support tickets of various popular web systems. foursquare has issues now where teenage girls will leave mean tips all over venues, so that as their enemies can go around town they get taunted by virtual notes. this is one of the most frequent and intense support ticket i see filed. it is not the fault of the technology, but simple human nature. at this age, any medium is used for people to pick on another. it manifests through every medium, but it is strange to see such personal fights show up in a public forum. online self can matter and be larger and more important than your offline self (looking at their picture of a person as they walk up to the actual person) -- mit, second self little digital marker thing that people wear with their facebook profile on it. geography and psychological profiling is annihiliated. no longer matters. so someone who is picked on in real life can have a bevy healthy online life because they are connected to people mentally and with interests …that in a small town they wouldn't be able to find.when you look yourself up online, those are the edges of your digital body.. and you have to extend it or protect it. 36/ now one has to protect portions of the self from seeping out when they’re not there to defend it. a privacy leak in digital life is like having someone break into your hour or spray paint your lawn. people abusing your inbox is like having people put garden gnomes on your front lawn In some cases, posting on one"/ wall is like posting a sign in the front lawn of one's house for everyone to see. In the same way that security and locks on doors are so very important in the real world, they are becoming crucial in the digital world as well. It's becoming important to develop a sort of extended nervous system in order to see where all the bits of the second self are being speared. If one doesn't know here they are, there is no way to react to them. Participating in a free online community or sales site means that your every interaction. comes with ganglia - your profile, who you are and what you've purchased the other important thing about maintaining a second self is that one’s digital self has different looking boundaries that one also has to protect. it’s not just about grooming the digital self by uploading fresh photos and responding to messages, but making sure that information is seen by the correct people and not the wrong ones.Online Self Can becomeMore important Than your Actual selfAnd you have to be concerned with security
Work is just badly designed game play. –Patrick Meyer In real life, the time and space between goals and accomplishments is often large. For some, it is physically impossible to achieve certain things, like purchasing a Ferrari or rising above middle management in their career path. Online gaming, especially sites like Farmville, step in to take care of that void. Whereas one doesn’t have the money, time or room for a real garden, Farmville gives you one without the backaching labor. All reality is replaced by small icons, and time is compressed so that goals and accomplishments are right next to one another. Everything has a point value and a reward. When real life takes so long to reward someone, online gaming is often a better and more enjoyable alternative. For those who spend a lot of time in reality, Foursquare is a good add-on for making the mundane exciting.
Work is just badly designed game play. –Patrick Meyer In real life, the time and space between goals and accomplishments is often large. For some, it is physically impossible to achieve certain things, like purchasing a Ferrari or rising above middle management in their career path. Online gaming, especially sites like Farmville, step in to take care of that void. Whereas one doesn’t have the money, time or room for a real garden, Farmville gives you one without the backaching labor. All reality is replaced by small icons, and time is compressed so that goals and accomplishments are right next to one another. Everything has a point value and a reward. When real life takes so long to reward someone, online gaming is often a better and more enjoyable alternative. For those who spend a lot of time in reality, Foursquare is a good add-on for making the mundane exciting.
Work is just badly designed game play. –Patrick Meyer In real life, the time and space between goals and accomplishments is often large. For some, it is physically impossible to achieve certain things, like purchasing a Ferrari or rising above middle management in their career path. Online gaming, especially sites like Farmville, step in to take care of that void. Whereas one doesn’t have the money, time or room for a real garden, Farmville gives you one without the backaching labor. All reality is replaced by small icons, and time is compressed so that goals and accomplishments are right next to one another. Everything has a point value and a reward. When real life takes so long to reward someone, online gaming is often a better and more enjoyable alternative. For those who spend a lot of time in reality, Foursquare is a good add-on for making the mundane exciting.
The second self is becoming our primary self. We groom is as if wer were waking up in the morning. We try not to let embarrassing pictures hit the airwaves. Posting on someone’s wall, paying attention.
There are benefits and deficits to this. If a link or a plus one on Facebook makes you feel important – As tech pioneer Josh Harris said, “Andy Warhol was wrong. "People won’t want 15 minutes of fame in their lifetimes. People will want 15 minutes of fame every day". It’s what’s needed to feel loved and important. Time and self worth are beginning to be measured in thumbs up and interactions with your virtual self. And the other drawback is that many don’t get the time alone with their minds anymore. There’s a specific process that happens when you get to think alone by yourself. You brain can make connections internally – process things that have gone on. It’s very important time for building a concept of the self. If you don’t allow this time, how can you get to really know yourself. And kids growing up with this technology – this digital closeness may have their selves created for them, instead of creating themselves. Technology is not good or bad. It’s how it’s used. But what it’s doing now is amplifying ourselves and allowing us to meet in new ways. Those who are prone to distraction will have that tendency amplified. And those who are prone to reflection will find ways to leave their computer and find quiet.
I gave this talk, and then started building what I was talking about.
The point is information should be pushed to you instead of having to seek it out. In order to do this, we need to make our computers and systems more aware of our context so they can work for us. One component of this, and the one we’re focusing on, is location. Imagine if this app knows you haven’t eaten in a while, so it suggests some places you might like to eat that are nearby.
You don’t have to query. Information is pushed to you. The Interface is Reduced Actions are ReducedQueries are Eliminated
Children will enter into a hyperconnected world where they will begin to program it. They will use systems as playgrounds Allow them opportunities for playAnd they will create very intelligent things.