Fluency & Flow Man and Machine at Play
Nov 30, 2014
Fluency & Flow
Man and Machine at Play
My 21st Century Perspective
Digital Natives Rise
Stereoscopic 3D
New Interfaces
My gaming street cred
Simulation
Mobility
Augmented Reality
The Machines Take Over
A New Era
Industrial Age
Discipline and Hard Work
Top Down Authority
Financial Capital Critical
Invisible Hand of the
Market
Private Property
Relations
Information Age
Creative Play
Collaboration
Social Capital
Open Commons
Access to Global
Networks
“The Future is:
Mobile, Aware, Cloudy,
Social, Automated and
Augmented”
-Boyd, Boosman
“Harness Network Intelligence”
“Small pieces loosely joined”
“Rough consensus and running code”
“Compasses rather than maps”
www.metaversial.com for link to video
“In the Information Age, those (individuals and organizations) who gain a comfortable fluency with the digital tools that are remaking the world will not only
prevail over those who don’t, but they will begin to appear super-human”
-Boyd, The Argument for Augmentation, ITEC, London, 2010
The Three Stages of Chess
The Opening
• Predictable
• No Surprises
Middle Game
• Creativity
• Surprise
• Predictive Analytics
The End Game
• A Foregone Conclusion by then?
The Three Stages of the Information Age
The Opening
• Copied existing interfaces
• We adapt to machines on their terms
• Tethered
• 1965--2008
Middle Game
• Mobile
• Machines adapt to us
• The Interface becomes ambient
• 2008-?
The End Game
• Ubiquitous AI
• Singularity?
• Moravec vs Vinge?
Flow State Achieving Super-Proprioception
Flow (Csikszentmihalyi, 1990)
Flow
“The satisfying, exhilarating feeling of creative accomplishment and heightened functioning”
-Mihály Csíkszentmihályi 1972
“Intense, optimistic engagement with the world around us.”
-Jane McGonigal, “Reality is Broken, Why Games Make us Better and How They Can Change the World”
The Era of Augmentation
Photo courtesy of Dr. Julian Goldman (CIMIT)
Images by Andrei State, University of North Carolina
Achieve the Perfect Balance Between Humans and Automation
To Optimize Outcomes
The 21st Century Imperative
Do Less
The Zen of Zynga
Friction
Interoperability
Cost and Time
Reusability
T
he
DO
D
Vir
tua
l W
orl
d F
ram
eW
ork
Experimentation
and Innovation
What if we could field a massively multi-user collaborative virtual training environment that was…
• Scalable • Interoperable • Future-proof • Secure
– with 0 client install • With an incentive-aligned business model that
encourages ecosystem growth (Like iTunes) • That provides a consistent user interface
– from 2D to 3D – From handheld, to tablet, to laptop, to desktop, to the fully immersive holodeck
The Web is the Future of Gaming
• The next generation of
browsers incorporating
WebGL coupled with HTML 5
will become the de facto
foundation for the next
generation of gaming and
shared virtual worlds
• The next big 3D platform is
simply the current WWW with
additional capabilities.
Browser
+
WebGL
+
HTML 5
+
JavaScript
+
Jabber
+
Collada
www.virtualworldframework.com
The Stone Age didn’t end because we ran out of stone.
Someone came up with a better idea
Conclusion
“Homo ludens et machina”
Man and Machine need to learn to play nice together
The interfaces between us are melting away, becoming more ambient
We need better software tools to continue to reduce the friction and increase fluency
Digital tool fluency will become as important as learning algebra
Additional
Thoughts
New Users
Digital Natives
Twitch speed
Parallel processing
Graphics first
Random access
Connected
Active
Play
Payoff
Fantasy
Technology-as-friend
Digital Immigrants
Conventional speed
Linear processing
Text first
Step-by-step
Stand-alone
Passive
Work
Patience
Reality
Technology-as-foe
Source: Marc Prensky (See also Don Tapscott’s “Grown Up Digital”)
How many baby boomers have this at home?
Gamification of the Future
Time Permitting Robot Talk
Foxconn building a robot army
Of one million
Autonomy
Metaversial.com/amberwood.html
pikaboodesign.com/fantafairies/
DearDylan.com
Taking “Serious Play” seriously at home