So, it's over. It is now 30 hours since we closed the Digital Economy sandpit. All the participants, facilitators, mentors and funders have gone home - probably to a good nights sleep - and are hopefully reflecting on what was, even by sandpit standards, an extraordinary week. The people who took part were the result of an intense competition for places - 31 out of 240 who applied. The scope of the underlying knowledge-base stretched from computer science, through a number of areas, to design. The potential challenges were as varied - the initial ideas were broad, but once the various inputs were added, the participants had an enormous canvas to paint on (bit of an in joke - sorry). That they came up with 7 varied but compelling projects is a testament both to them and to the process. They will now go away and distill the basis of their ideas into a standard research council application form. One thing I hope they do is capture the non-confidential basis of their ideas and post them on this blog. Certainly once they have submitted the full applications and they are approved, there will be the potential for using this blog as a means of communicating their progress to a wider community. In the meantime, I think they deserve their rest!!
Tuesday, 9 December 2008
There's some powerful augmented reality stuff happening out there. I've just been listening to Rich Jenkins of Media Power Inc (www.themediapowergroup.com). His company is doing some interesting next generation stuff on augmented reality on the iPhone, etc. Some of what he is doing may trigger some thoughts for the Digital Economy.
Have a look at www.themediapowergroup.com.
Just listening to Judy Estrin, CEO of JLabs. Some thoughts...
Judy believes that we are presently in an innovation deficit - we are reaping the fruits of innovation seeds sown many years or even decades are go, and are not planting enough seeds today for the future.
So, how can we use the digital economy to up the pace of sustainable innovation?
Diverse perspectives are critical to innovation - and so the Sandpit process (hope day 2 is going well!).
This morning has been a whirlwind tour through views of what may be important building blocks in the Digital Economy. It started with Sebastian Conran deconstructing the aspects of design that made things valuable. He was followed by Alan Newell talking about digital exclusion - with a particular emphasis on the exclusion of the older members of society. Next came Bronwyn Kunhardt, who talked about semantic searching and the problems of language. She was followed by Richard Halkett who gave a slightly scary review of how the education system probably wasn't right for the future and Simon Phipps, who proselytized on behalf of open source. Then we got to eat lunch!!!
Monday, 8 December 2008
One of the outputs from the first day was a list of research 'wishes', really just high-level thoughts about topics within the digital economy sphere. If you have any thoughts, connections or resources that you think might help to advance the conversation, please add them as comments to this entry.
Wouldn't it be nice if...
- We explored non-conventional methods like storytelling and art–practice?
- Things enrich our experiences with the meaning they draw into our lives?
- We explored human emotions like desire in the things we design?
- There was a physical and virtual flow of experience using non-invasive technologies?
- Technology could defeat rather than encourage crime?
- Technology could help to build trust and bypass cultural/social/language barriers?
- Technology could drive community engagement?
- Technology could encourage transformative government?
- Technology could help reconnect different generations?
- Technology could help in sustaining skills and expertise through knowledge sharing?
- Clothes fitted people (in the ways they’d like to look)?
- Design could be across cultures and generations?
- Technology worked for everyone?
- Technology brought people closer together?
- We could predict how users might respond emotionally to a design?
- Technology could enhance emotional well-being?
- Users were at the heart of the design process?
- Technology evolved through use?
- We had open, collaborative development tools and processes?
- We could make what we need in our communities?
- Everything was bespoke – and as a result create a more ecologically sustainable future?
- We could enable social inclusion by designing and making things that adapted themselves?
- Everyone has access to the knowledge and resources to know the life cycle of things and act upon it?
- Making overtook shopping as an activity?
- Designers would learn from the entire manufacturing process and product life cycle?
- The technology was an enabler, not a controller?
- Emotionally augmented communication media?
- There was true participatory design?
- My computer could sense emotions and thoughts and react accordingly?
- Connecting older people drove social and technological change?
- Everyone could use technology safely and securely?
- Technology connected us better with nature?
- We could design out deliberate technological obsolescence?
- Technology could reduce human error?
- Technology reduced our impact on our true environment?
- We could rely on all technology 100% of the time?
Posted by Andy Burnett at 12:36