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Part 2: The Art of Gathering Virtually
Frameworks for Tech Architecture &
Experiential Design Tradeoffs
@KentBye
● Lessons from VR Confs 2020
● Brief Response to Civic Program
My Experiential Design Approach
● Tech Architecture & Evolution
● Design Tradeoffs
Lessig’s Pathetic Dot Theory
Lessig, Lawrence, Code 2.0, Chapter: What Things Regulate (available in print: Lawrence Lessig (2006). Code. Lawrence Lessig. pp. 120–137. ISBN 978-0-465-03914-2.
Market
Law
Cultural
Norms
Technology
Architecture
& Code
Audience
Watches
Work
New
Technology
Makers
Explore New
Affordances
Distribution
Channels
for the Work
Communications Medium as Process
Audience
Watches
Work
New
Technology
Makers
Explore New
Affordances
Distribution
Channels
for the Work
Communications Medium as Process
Tech
Architecture
& Code
Market
Law
Cultural
Norms
A Century of Technology Diffusion
Simon Wardley’s Model of Technology Evolution
Wardley, Simon (2015). http://blog.gardeviance.org/2015/03/evolution-diffusion-hype-cycle-and.html
Prototype &
Genesis
Custom-Built
Enterprise App
Ubiquitous
Commodity
Consumer
Product
Simon Wardley’s Model of Technology Evolution
Wardley, Simon (2015). http://blog.gardeviance.org/2015/03/evolution-diffusion-hype-cycle-and.html
Simon Wardley’s Model of Technology Evolution
Wardley, Simon (2015). http://blog.gardeviance.org/2015/03/evolution-diffusion-hype-cycle-and.html
Sword of Damocles
Initial Prototype: Sword of Damocles (1968)
Sword of Damocles
Custom, Bespoke Enterprise Apps: VPL (1989)
Sword of Damocles
Consumer VR (2012 to 2019)
https://twitter.com/vr_sam/status/1189169806198693892
Sword of Damocles
Ubiquitous Commodity? (TBD)
Simon Wardley’s Model of Technology Evolution
Wardley, Simon (2015). http://blog.gardeviance.org/2015/03/evolution-diffusion-hype-cycle-and.html
Tech Evolution
Vs
Tech Diffusion
Technology Evolves Through Distinct Phases
Wardley, Simon (2015). http://blog.gardeviance.org/2015/03/evolution-diffusion-hype-cycle-and.html
Technology Evolves Iteratively - Oculus VR 2013-2020
Each Iteration Has a New Wave of Diffusion
Rogers, Everett. Diffusion of Innovations. Free Press, 1962. via Wikipedia.org
Everett Rogers’ Diffusion of Innovation Model
“Crossing the Chasm” into the Mainstream
Moore, Geoffrey. "Crossing the Chasm: Marketing and Selling High-Tech Products to Mainstream Customers" HarperBusiness, 1991
Graphic via https://blog.prototypr.io/design-for-crossing-the-chasm-1c4d4c68a3f1
https://medium.com/wardleymaps/finding-a-new-purpose-8c60c9484d3b
Technology Diffusion: Adoption (%)
https://medium.com/wardleymaps/finding-a-new-purpose-8c60c9484d3b
Evolution: Genesis -> Custom -> Product -> Commodity
Wardley Maps
Wardley, Simon (2018). https://medium.com/wardleymaps
Idea | Enterprise | Consumer | Commodity
Wardley Mapping: Value Chain Across
the Four Evolutionary Phases
Wardley, Simon (2015). https://medium.com/wardleymaps/exploring-the-map-ad0266fad59b
Wardley Mapping: Pioneers vs Settlers vs Town Planners
Wardley, Simon (2015). https://medium.com/wardleymaps/better-for-less-58fe8c0a3aaa
Open Source Can Be An Accelerator to Commodification
Wardley, Simon (2015). https://medium.com/wardleymaps/a-smorgasbord-of-the-slightly-useful-2498a1163dd6
https://twitter.com/kentbye/status/573176206222180352
Hegelian Dialectic: Thesis, Antithesis, Synthesis
● Lessons from VR Confs 2020
● Brief Response to Civic Program +
My Experiential Design Approach
● Tech Architecture & Evolution
● Design Tradeoffs
Active
Presence
Embodied
Presence
Mobile PC
Distribution
Location-
Based
Entertainment
Enterprise
Tableto
p
Full
Scale
Scale
Giant
Volumetric
Capture
Computer
Generated
Type of Capture?
Rendered Real-Time
Game Engine
Digital
Lightfield
Microsoft
Mixed
Reality
Depthkit Live
Mocap
Mobile
Capture
2D
Texture
CGI Geometry
Point
Coud
Polygon Voxels
Creative
Coding
(Math)
5D
Digital
Lightfields
2D
Spatialized Audio
Stereo Ambisonic
Fully
Spatialized
Sound
Real-Time
Audio
Simulation
Recorded
Audio Source
Procedural
Generation
Blended
Ghost
Avatar Embodiment
Hands
Fingers
Body
Feet
Eyes
Facial
Expressions
Biometric
Abstraction
Body
Language
No Haptics
Haptic Feedback
Controller
Rumble
SubPac
Haptic
Suit LBE
Motion
Platforms
Passive
Haptic
Feedback
Objects
Holodeck
Nanotech
Textures
RealisticNo Smell
Smell
Diffuser Smell Stick
Docents
Smell Collar
DecisionVigilance
EEG
Perception
Attention
Motor
BCI
Eye
Tracking
Biometric Feedback
Galvanic
Skin
Response
Heart
Rate
EMG
RegenerativeMotion
Sickness
Comfort
Intense
Comfortable
Mixed Reality Spectrum
Active
Presence
No Impact
on Story
Narrative Agency
Impact on
Story
On-Rails
Open-World
Exploration
Locomotion
TeleportStatic Dynamic Continuous
ChaosOrder
Trace of Agency
Sweet Spot of
Unpredictable
Novelty
Player
Archetype
Reacts to
Character
No
Player
Profiling
Reactive to Behavior
Behavioral
Reaction
Embodied
Intuitive
Skeuomorphic
Abstracted
Buttons
Interactions
Gestures
Neural
Inputs
Active
Presence
Mental
Presence
Feels
Real
Phone
Telepresence
Video
Chat
Spatial
Group
Meetings
Super
Intelligence (?)
Recorded
Dialogue
Virtual Beings
Embodied AI
Interactions
Artificial
General
Intelligence
Conversational
AI
https://www.frontiersin.org/articles/10.3389/fpsyg.2017.01792/full
Avatar Fidelity
Memory
&
Imagery
(???)
Visual
Attention
(SSVEP,
P300…)
BCI Cognition
Audio
Attention
(ASSR)
Internal
Speech
(PRP...)
Motor
Intention
(LRP,
LRD... )
BillionsSolo
Audience Size
Social VR
Virtual
World
Concurrency
(100s)
Screenings Dome
MSG
Sphere
(18,000)
Active
Presence
Emotional
Presence
Ghost Character
Embodiment in Story
Literal Symbolic
Metaphors
PersonalRealistic Surrealistic Universal
CyclicalLinear
Time
Branching
Walk In
Someone’s
Shoes
Trauma
Tourism
Empathy
Understanding
Biometric
Abstraction
No
Emotions
Emotional Expression
Facial
Tracing
Micro-
expressions
Rhythm
Game
No
Synchrony
Synchrony
Group
Ritual
Confirm
Contest
Stabilize
Destabilize
Belief
Doubt
Lived
Experience
Mental
Model
The Importance of Dialectics in Design:
Polarities of the Learning Process
Extra Slides
Bloom’s Taxonomy
Shabatura, Jessica. “Using Bloom's Taxonomy to Write Effective Learning Objectives.” Teaching Innovation and Pedagogical Support, 19 Mar. 2018, tips.uark.edu/using-blooms-taxonomy/.
Sensory
Experience
of Reality
Mental
Models of
Reality
Visual mismatch negativity: A predictive coding view - Scientific Figure on ResearchGate.
Available from: https://www.researchgate.net/figure/Simplified-scheme-of-the-hierarchical-
predictive-coding-framework-Friston-2005-2008_fig1_266401430 [accessed 20 Feb, 2020]
Alexander, W.H., & Brown, J.W. (2018). Frontal cortex function as derived from hierarchical predictive coding. Scientific Reports.
Predictive Coding Theory
Of Neuroscience
Practice
Theory
Attention
Active
Engagement
Error
Feedback
Consolidation
Dehaene, Stanislas. How We Learn: Why Brains Learn Better than Any Machine ... for Now. Viking, 2020.
MathAstronomy
MusicGeometry
Number in
Space & Time
Number
Number in
Time
Geometry Music
MathematicsAstronomy
The Quadrivium
Number in
Space
Objects Moving
Through Space
Abstract Patterns
& Forms
Consonance
Dissonance Cycles
In Time
Geometry Music
MathematicsAstronomy
The Quadrivium
Architecture &
Embodiment
in Space
Mental & Social
Presence
Active
Presence
Emotional
Presence
Embodied
Presence
Attention
Active
Engagement
Error
Feedback
Consolidation
Dehaene, Stanislas. How We Learn: Why Brains Learn Better than Any Machine ... for Now. Viking, 2020.
Sensory
Experience
of Reality
Concepts of
Reality
Sensory
Experience
of Reality
Update
Concepts of
Reality
Consolidate Learnings
Unconscious Integration
Form Worldview & Beliefs
Make Behaviors Automatic
Optimize Efficiency
File Away Memories
Interact & Play
Explore & Create
Chase Curiosity
Find Motivation & Purpose
Embodied Movement
Error Correction Dopamine
Novelty & Surprise
Answer Questions
Fail Fast & Adapt
Dehaene, Stanislas. How We Learn: Why Brains Learn Better than Any Machine ... for Now. Viking, 2020.
Shared Experience
Shared Language
Shared History
Shared Values
Shared Worldview
Shared Beliefs
Shared Causality
Shared Heroes/Enemies
Culture
Age
Gender
Ability
Education
Race & Ethnicity
Country of Origin
Religion
RANGE OF CONTEXTS
Koestler's “Holon”: Simultaneously Whole & Part
Scope of Identity & Context
Self
Scope of Identity & Context
Self
Family
Scope of Identity & Context
Self
Family
Community
Scope of Identity & Context
Self
Family
Community
Other
Scope of Identity & Context
Self
Family
Community
Other
World
Scope of Identity & Context
Self
Family
Community
Other
World
Cosmos

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Part 2: The Art of Gathering Virtually: Frameworks for Tech Architecture & Experiential Design Tradeoffs