Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
SlideShare a Scribd company logo
Fluency & Flow
Man and Machine at Play
My 21st Century Perspective



           Augmented Reality


                                                 My gaming street cred

                                                                  Stereoscopic 3D
Mobility     Digital Natives Rise




           Simulation               New Interfaces
The Machines Take Over
A New Era
Industrial Age               Information Age
Discipline and Hard Work     Creative Play

Top Down Authority           Collaboration

Financial Capital Critical   Social Capital

Invisible Hand of the        Open Commons
Market
Private Property             Access to Global
Relations                    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

                        • Predictable
            The Opening
                        • No Surprises


                        • Creativity
                        • Surprise
              Middle
              Game      • Predictive Analytics


                        • A Foregone Conclusion by
             The End      then?
              Game
The Three Stages of the
   Information Age
                       • Copied existing interfaces
                       • We adapt to machines on their terms
                       • Tethered
           The Opening • 1965--2008


                         • Mobile
                         • Machines adapt to us
             Middle      • The Interface becomes ambient
             Game        • 2008-?



                         • Ubiquitous AI
                         • Singularity?
             The End     • Moravec vs Vinge?
              Game
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
The 21st Century Imperative
   Achieve the Perfect Balance
Between Humans and Automation
     To Optimize Outcomes




          RICHARD.J.BOYD@LMCO.COM
Do Less
The Zen of Zynga
Friction
Virtual World FrameWork
                          Cost and Time
       The DOD




                          Reusability

                          Interoperability
                          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            Browser
 browsers incorporating                 +
 WebGL coupled with HTML 5           WebGL
 will become the de facto               +
 foundation for the next
 generation of gaming and
                                    HTML 5
 shared virtual worlds                  +
• The next big 3D platform is
                                   JavaScript
                                        +
 simply the current WWW with
                                     Jabber
 additional capabilities.               +
                                    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


  Richard.J.Boyd@LMCO.COM
Additional
Thoughts
New Users
Digital Immigrants                                   Digital Natives
 Conventional speed                                     Twitch speed
  Linear processing                                  Parallel processing
      Text first                                        Graphics first
    Step-by-step                                       Random access
    Stand-alone                                           Connected
      Passive                                                Active
       Work                                                    Play
      Patience                                               Payoff
       Reality                                              Fantasy
 Technology-as-foe                                 Technology-as-friend
      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
Taking “Serious Play” seriously at home

                             Metaversial.com/amberwood.html




pikaboodesign.com/fantafairies/

DearDylan.com

More Related Content

“Fluency & Flow: Man and Machine at Play" By Richard Boyd- Serious Play Conference 2012

  • 1. Fluency & Flow Man and Machine at Play
  • 2. My 21st Century Perspective Augmented Reality My gaming street cred Stereoscopic 3D Mobility Digital Natives Rise Simulation New Interfaces
  • 4. A New Era Industrial Age Information Age Discipline and Hard Work Creative Play Top Down Authority Collaboration Financial Capital Critical Social Capital Invisible Hand of the Open Commons Market Private Property Access to Global Relations Networks “The Future is: Mobile, Aware, Cloudy, Social, Automated and Augmented” -Boyd, Boosman
  • 5. “Harness Network Intelligence” “Small pieces loosely joined” “Rough consensus and running code” “Compasses rather than maps” www.metaversial.com for link to video
  • 6. “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
  • 7. The Three Stages of Chess • Predictable The Opening • No Surprises • Creativity • Surprise Middle Game • Predictive Analytics • A Foregone Conclusion by The End then? Game
  • 8. The Three Stages of the Information Age • Copied existing interfaces • We adapt to machines on their terms • Tethered The Opening • 1965--2008 • Mobile • Machines adapt to us Middle • The Interface becomes ambient Game • 2008-? • Ubiquitous AI • Singularity? The End • Moravec vs Vinge? Game
  • 9. Flow State Achieving Super-Proprioception Flow (Csikszentmihalyi, 1990)
  • 10. 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”
  • 11. The Era of Augmentation Photo courtesy of Dr. Julian Goldman (CIMIT) Images by Andrei State, University of North Carolina
  • 12. The 21st Century Imperative Achieve the Perfect Balance Between Humans and Automation To Optimize Outcomes RICHARD.J.BOYD@LMCO.COM
  • 14. The Zen of Zynga
  • 15. Friction Virtual World FrameWork Cost and Time The DOD Reusability Interoperability Experimentation and Innovation
  • 16. 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
  • 17. The Web is the Future of Gaming • The next generation of Browser browsers incorporating + WebGL coupled with HTML 5 WebGL will become the de facto + foundation for the next generation of gaming and HTML 5 shared virtual worlds + • The next big 3D platform is JavaScript + simply the current WWW with Jabber additional capabilities. + Collada www.virtualworldframework.com
  • 18. The Stone Age didn’t end because we ran out of stone. Someone came up with a better idea
  • 19. 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 Richard.J.Boyd@LMCO.COM
  • 21. New Users Digital Immigrants Digital Natives Conventional speed Twitch speed Linear processing Parallel processing Text first Graphics first Step-by-step Random access Stand-alone Connected Passive Active Work Play Patience Payoff Reality Fantasy Technology-as-foe Technology-as-friend Source: Marc Prensky (See also Don Tapscott’s “Grown Up Digital”)
  • 22. How many baby boomers have this at home?
  • 24. Time Permitting Robot Talk Foxconn building a robot army Of one million Autonomy
  • 25. Taking “Serious Play” seriously at home Metaversial.com/amberwood.html pikaboodesign.com/fantafairies/ DearDylan.com