_technoist_

michael harries muses with friends 

The structure of the Internet | Pew Internet & American Life Project

“I think we will have an outcome that is a hybrid of your two options. For many users, the end-to-end principle in its literal form is a pain--it means they have to install software and manage upgrades on a PC that is complex and insecure. Much better to take advantages of services that are professionally run. But I think the end-users will be able to maintain the ability to reach the content of their choice and use the applications of their choice. I think the crucial question is not where a function is located (at the end-point or from a service provider somewhere on the network), but the extent to which the end-user will preserve the right to choose providers that they decide to trust. The real question is about trust, not location.” – David Clark, senior research scientist for the Next-Generation Internet, MIT professor

For #arin6902 I find the description of the end-to-end principle subsumed in the integrated internet application service model very interesting. As a number of other commentators in this report make clear. We are increasingly using the internet as an integrated delivery system. By removing hardware/software dichotomies we are potentially removing content freedom. The baby with the bathwater.

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Posted by Andra Keay 

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How to Think Outside the Box - Bill Buxton

By thinking outside the parameters imposed by technology, executives and designers can build businesses by creating an experience that truly resonates

Click here to find out more!

I confess to being an early adopter, and much of what is adopted ends up at home. In this, there is some collateral damage—namely, my long-suffering family.

One early adoption came in 1980, when I brought home my first dial-up terminal and started telecommuting. This inevitably led to a conversation that goes something like this:

"Bill, you're always on your @#$&&$ computer!!!"

My typical response—uttered in complete innocence—goes something like:

"But I'm just doing X."

("X," of course, could be almost anything, such as reading my mail, writing to Mom, planning a great vacation, doing the household accounts, playing a game, looking up something in the encyclopedia, working on my book, reading a newspaper, and so on.)

Sound familiar? Anyone who has a home computer and claims not to have had such a conversation in their household is either a chronic liar or a saint. That being the case, have you ever stopped to wonder why our parents never had a parallel exchange? Theirs, of course, would have been along the lines of: "You're always on your pencil!"

In my parents' age, the pencil was just as prevalent as the computer is today. Yet, the first exchange is almost universal, and the latter borders on the absurd.

Single Computer, Multiple Tasks

In the pre-computer age, we had specific rooms in our homes where certain activities were centered—for instance, games or study or eating. Hence, one had a fairly good idea of what you were doing from the room you were in. And within a particular room, the fact that you were on the couch, at a table, or sitting at a desk gave some indication of not just your activity, but also your level of "interruptability." And then, there were generally all kinds of other physical artifacts that gave away what you were doing. For example, when doing household accounts, you might have a pencil, a checkbook, bills, stamps, envelopes, and a scratch pad for making notes.

These days, virtually all of these cues have disappeared. All that remains—in the extreme telling of the story—is a single device onto which all of the associated information is consolidated in digital form, as are all of the tools. Furthermore, this is true not only for any single task, but for a vast multitude of everyday activities. Hence, to any outside observer, you are always on your computer.

Part of the purpose of design thinking is to improve our ability to tease out conflicts such as the one described above, and figure out how not to throw the baby out with the bathwater. In a way, this is a reflection of the second "law" of the historian of technology, Melvin Kranzberg, which states: "Invention is the mother of necessity." It is also a reflection of Proust's observation that: "The only true voyage of discovery is not to go to new places, but to have other eyes."

More Than a Technology Issue

So when it comes to the matter of "always being on your computer," the question becomes: "How can we restore the cues around activity that would help recapture the moral order of the home while keeping the benefits of the new technology?"

In many ways, this is the kind of question that we were asking ourselves at Xerox PARC back in the 1980s when we were developing the notion of ubiquitous computing. But that makes it too easy to assume that this is about technology. It's not. This issue is not just about technology or the user, but also about place: Where is the activity taking place physically, and in what social context? How can we redesign tools and technologies such that they encourage behaviors, and visibility of activity, that are consistent with such places and values?

User-centered design commonly tries to take into account different canonical user types through the use of persona. Perhaps one thing we need to do is to augment this tool with the notion of "placona," that is, capturing the canonical set of physical and social spaces within which any activity we are trying to support might be situated. After all, cognition does not reside exclusively in the brain. Rather, it is also distributed in the space in which we exercise that knowledge—in the location itself, the tools, devices, and materials that we use, and the people and social context in which all of this exists.

Making Innovation's Benefits Holistic

By way of example, let me refer to my 89-year-old mother. She loves music, lives where there is terrible radio reception, and has access to my 90-year-old father's computer, which is connected to the Internet and which has speakers in her living room. But despite the fact that all of the right streaming audio and associated software are available in the right room for music listening, the obfuscating cyberbabble of today means the radio is now a browser specialized for accessing streaming audio over the network, while radio buttons are bookmarks. It is simply beyond her understanding and my mother will never gain any benefit from it. Our lack of attention to place, time, function, and human considerations means these fancy new technologies fail to deliver their real potential to real people.

If one of the purposes of design and innovation is to improve our lives—for business, artistic, or familial purposes—then design that does not consider the larger social, cultural, and physical ecosystem is going to miss the mark. Increasingly, the results will make the "Bill, you're always on your @#$&&$ computer!!!" rant seem mild by comparison. The design and innovation that we deserve and need to strive for should reduce the complexity of living in this world, and improve the quality of life in so doing. Without a conscientious effort to understand that world, we stand little chance of achieving this.

On the other hand, if would-be innovators can integrate these kinds of considerations into their very DNA, the opportunities are limitless, and the path to them far better illuminated.

Bill Buxton is Principal Scientist at Microsoft Research and the author of Sketching User Experiences: Getting the Design Right and the Right Design. Previously, he was a researcher at Xerox PARC, a professor at the University of Toronto, and Chief Scientist of Alias Research and SGI Inc.

I know this is a little old (2009) but I'm reading his book "Sketching User Experiences" and this is a succinct intro to how cultural factors ought to be driving technological development. He identifies a great product opportunity at the end. I'm adding imitation turn dial radio to my iPhone apps 'to be developed' list.

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Posted by Andra Keay 

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Evolution of the Revolution; the tech revolution that is - awesome track (from @andragy)

Evolution Of The Revolution 1 by Andra Keay  
(download)

From @andragy description: Freestyling track inspired by Gil Scott Heron's "The Revolution will Not be Televised", this poem looks at the internet, world wide web, network society, social media, the digital divide, cyborgs, feminism, literacy, race and poverty with homage to Sarah Jones, Emmanuel Jal, Jill Tarter and Donna Haraway.

Have a listen.

http://www.archive.org/details/EvolutionOfTheRevolution1#

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What do games bring us in the longer term? A must see video -The Game-ified Life

via kk.org

Wow! An amazing talk on our collective future from a top game designer. This is a must see. Everything as a point driven game.

To be fair, this is projecting a future from a single trend, and there are so very many other influences. Gaming is part of so very much today, and it taps a variety of base psychological biases, so very interesting to consider how it might 'play' out. Extrapolation of this type is important.

From Kevin Kelly's site / via Techmeme - check out Kevin Kelly's notes on the same vid. http://www.kk.org/thetechnium/archives/2010/02/the_game-ified.php

"It's the last third of his talk where Schell really gets going. He offers a vision where ordinary life is gameified. Cheap tracking technology turns whatever you do into a "game" that accumulates points. As the gameification of life becomes ubiquitous, you go through your day racking up points and "getting to the next level." Instead of getting grades in school you graduate to the next level. It's a head spinning scenario, with lots to love and hate, but well worth considering." Kevin Kelly

 

 

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SmartPhone as part of you? On our future with Windows Phone 7 Series, iPhone, Android, and more » ocb - Citrix Community

posted by Michael Harries

Are we catapulting ever closer to the 'Singularity' with recent releases for our most personal, most intimate, device, our phone? As connectivity and uptake expands globally, use of mobile internet devices is forecast to overtake the PC within five years. Business is racing to adapt with technologies like the NirvanaPhone, the Citrix Receiver, hypervisors for mobiles, Windows Phone 7 Series, Android, iPhone/iPad, cheap Android Laptops, and much more. An innovation battle for this new medium is well underway.

What fascinates me however, is just how transformative our ubiquitous mobility can and will be. This transformation extends well beyond the business sphere and intrudes into every aspect of our personal and social lives. Our culture is changing and I am contemplating the directions ahead of us in a series of posts. Today's topic is device intimacy. What will it mean to us when our phone is a critical part of our sensory experience?

Part of You

Andy Clark says that we are "Natural Born Cyborgs". This is very true. Every technology that enters common usage becomes a part of the culture, a part of how we interpret and interact with the world, from books, to cars, to email, to web search (Google or Bing). For most of us, reading is more than an unconscious skill, it is part of who we are. The same can be said for 'Googling' 20 times a day or instant messaging as an alternative to chatting over the office partition. We build our technologies into the very fabric of our minds.

In a very real sense, the modern SmartPhone acts as a set of extra senses - letting me communicate with people anywhere - letting me find out how my friends are feeling - helping me to locate myself in space. Not only that, but the device can be context-aware and to provide me with prompts such as "school zone, slow down now" to aid awareness. Indeed the device is with me 24 by 7. It is just about as ubiquitous as my physical senses.

What does this mean? For a start, the area of Neuroplasticity, shows that our minds can adapt to new tasks by repurposing large numbers of neurons. This is a quite remarkable new view of the mind. (For more on Neuroplasticity I recommend the book "The brain that changes itself".) Neuroplasticity has a huge range of implications, in some cases for sensory substitution, in others for addressing brain damage, or learning difficulties. It shows that focused effort (such as learning to use a new device), can significantly reshape our brains.

Every new task we undertake, every new interface we learn, implies some level of neural reorganization. With a device that is with me 24 by 7, that is context aware, and helps me to navigate in physical or virtual worlds, I am effectively learning new senses.

One longer term projection on this is in the science fiction novel "Rainbows End", in which shared augmented realities are commonplace, driven by worn personal devices, with gestural, haptic interfaces and contact lens driven graphics.

A shorter term projection is that the mobile phone becomes our cultural shortcut to 'ubiquitous computing', where rather than computer enabling every object, we achieve similar goals through powerful individual objects mediating our world.

So is my new phone part of my mind or just a gadget? What about tomorrow's device? At the least, these devices will reshape the world (and us) just as much as the car changed every map and rebuilt every city.

Michael
__
Dr Michael Harries
Citrix Labs

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Behavioral economics/diffusion of innovations - Solving the last mile with a nudge (TED: Mullainathan) (via @futurefeed)

Mullainathan's focus is on social challenges, such as under adoption of critical medical advances, etc, due to human factor issues. That is, with known technologies in place, we often fail at the last mile. Consider diarrhea in India or diabetes in the 'Western' world. There is a surprising lack of compliance with known remedies, technologies or medicines due to “human factors”. Mullainathan recommends the use of psychology, marketing, and “the scientific method” to test what actually works to get things adopted. This is critically important, world changing, life changing “stuff”. An excellent talk.
It's also relevant to every organization offering a new technology, whether a fire starting widget, or a high tech enterprise computing solution. Whether provided by startup or enterprise - or indeed for altruistic or rapacious motives.
Once you’ve watched the video, what are your answers to:
1. Making your innovation easy to adopt?
2. Reducing friction for day to day use?

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Filed under  //   human factors   TED   usability  

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Brainology - real outcomes for kids from learning about neuroplasticity

Mindsets and Achievement
Many students believe that intelligence is fixed, that each person has a certain amount and that's that. We call this a fixed mindset, and, as you will see, students with this mindset worry about how much of this fixed intelligence they possess. A fixed mindset makes challenges threatening for students (because they believe that their fixed ability may not be up to the task) and it makes mistakes and failures demoralizing (because they believe that such setbacks reflect badly on their level of fixed intelligence).

It is the belief that intelligence can be developed that opens students to a love of learning, a belief in the power of effort and constructive, determined reactions to setbacks.
Other students believe that intelligence is something that can be cultivated through effort and education. They don't necessarily believe that everyone has the same abilities or that anyone can be as smart as Einstein, but they do believe that everyone can improve their abilities. And they understand that even Einstein wasn't Einstein until he put in years of focused hard work. In short, students with this growth mindset believe that intelligence is a potential that can be realized through learning. As a result, confronting challenges, profiting from mistakes, and persevering in the face of setbacks become ways of getting smarter.

Keeping kids motivated at school, no doubt also effective with many adults ...

Back on the tech angle - we develop where we're challenged and undertake focused practice. For many today, that's computer games. So where do deep skills in massive multi-player, avatar based computer games, hand-held internet gadgets, multi-tasking and instant connectivity to anyone, anywhere take us. What sort of "collective mind" are we developing?

Article via @andragy

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Filed under  //   kids   mind   neuroplasticity  

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Cargo bikes « Worldbike :: Mobility for Good << focused simple effective chunks of technology - the best type

Great example of a technology that fits expectations and world view of its target market -- and appears likly to make a concrete difference. (Unlike too many emerging economy do good offerings (such as OLPC - cool but not meeting immediate needs)).

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Open Kernel Labs Microvisor in 500M devices - Check out Citrix-OK Labs NirvanaPhone Webinar

Over the past twelve months, deployment Relevant Products/Services of OK Labs solution has doubled from 250 million mobile devices into more than 500 million devices. OKL4 now ships on cutting-edge smartphones such as the HTC G1 and G2, the HTC Hero, the Motorola Droid and Cliq, the Palm Pre, and the Toshiba TG01OK. Moreover, the OKL4 Microvisor now powers the world's first and only commercially-available fully-virtualized Relevant Products/Services smartphone, the Motorola Evoke QA4.

OK Labs (http://www.ok-labs.com/) is a Citrix strategic partner; we're doing some work with them in Citrix Labs around Android functionality; AND ... we have a webinar coming up on realizing the Citrix Nirvanaphone with the OK Labs Microvisor. For more info: http://www.citrix.com/English/NE/events/event.asp?eventID=1861783
(timing not great for Aussies, but there will be a recording)

Creating the future.

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Sloppy Science? No excuses - Climate Change Authority Admits Mistake


One of the most alarming conclusions from the Intergovernmental Panel on Climate Change (IPCC), a widely respected organization established by the United Nations, is that glaciers in the Himalayas could be gone 25 years from now, eliminating a primary source of water for hundreds of millions of people. But a number of glaciologists have argued that this conclusion is wrong, and now the IPCC admits that the conclusion is largely unsubstantiated, based on news reports rather than published, peer-reviewed scientific studies.

Minor exaggeration?

"The error has been traced to the fact that the IPCC permits the citation of non-peer-reviewed sources, called "grey literature," in cases where peer-reviewed data is not available."

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