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

Richard Boyd speaks about “Fluency & Flow: Man and Machine at Play" at the Serious Play Conference 2012

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

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  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

  3. The Machines Take Over

  4. A New Era Industrial Age Information Age Discipline and Hard Work Creative Play 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 • No Surprises The Opening • Creativity • Surprise • Predictive Analytics Middle Game • A Foregone Conclusion by then? The End Game

  8. The Three Stages of the Information Age •Copied existing interfaces •We adapt to machines on their terms •Tethered •1965--2008 The Opening •Mobile •Machines adapt to us •The Interface becomes ambient •2008-? Middle Game •Ubiquitous AI •Singularity? •Moravec vs Vinge? The End 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

  13. Do Less

  14. The Zen of Zynga

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

  20. Additional Additional Thoughts Thoughts

  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?

  23. Gamification of the Future

  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

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