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by Paola Antonelli
Paola Antonelli is Senior Curator in the Department of Architecture and Design of The Museum of Modern Art, where she has worked since 1994. Paola’s goal is to insistently promote design’s understanding, until its positive influence on the world is fully acknowledged and exploited.
She is currently working on several shows on contemporary design; on Design Bites, a book about foods from all over the world appreciated as examples of outstanding design. Her latest exhibition Talk to Me: Design and the Communication Between People and Objects is currently on view at the museum until November 7th, 2011.
At The Conference Paola will try to introduce the three topics in a presentation about the importance of design in media, society and in our lives.
Playing games is something that defines us as human beings. Games have been intertwined with our culture since the beginning of time.
This session will take you on a historical journey. We ask questions like: Is the pyramid really a game? Excactly what made Nintendo´s Gameboy such a huge success? And what can we learn from things like this when producing playful media experiences for kids in the future?
We know that different markets in the world has different rules of play. Different cultures makes it important to understand local markets. But, we also know that with digital media products a global release is a only a click away. It’s thrilling to think globally, to create media that is universal.
Join this round table to discuss how media companies from small countries like Sweden can become successful all over the world.
It’s becoming increasingly important to understand what is going on in other parts of the world. Both as inspiration but also if we want to explore new markets. We know that peoples behaviour in the media market is ever changing and that we as producers need to understand what our consumers are doing to create great products.
This session will give a holistic understanding of China’s youth, the world as they see it through their eyes and the major drivers that are impacting their experience and development. It will also give insight in alternative digital media concepts and revenue models that thrive in China’s ultra-competitive environment.
We know that people in developing countries are bypassing technological steps we had to take and are jumping directly to the high tech of today. In some cases, for example mobile payment, African companies and media consumers are ahead of us.
This session will spread light on what we can learn from current media development in Africa.
Our social relationships are increasingly sustained and nourished by our digitally extended selves rather than by personal encounters. Social media platforms make the creation of a virtual self possible by manifesting a chosen identity through the pictures we post and the stories we write about our lives, including social as well as personal experiences.
It is primarily younger people who have quite an intimate relationship with their digital devices.
This session will discuss the practical meaning of iDentity, the definition of entertainment and knowledge as well as the differentiation between: does there have to be one? If we want to develop successful tools for future media creation, we must have a much more profound knowledge about human ways of being and which behavioural changes and value adjustments new media opportunities give rise to.
by Amber Case
Some years ago we thought of a future of virtual realities. It turned out the digital was better used to augment the reality instead of replacing it. Under this topic we’ll discuss what the interfaces between the physical and digital world will be and how we fit into the equation, as humans as well as professionals.
We are now entering into an era of liquid interfaces, where buttons can be downloaded at will, and software flies through the air. Phones have been untethered from their cords and are free to colonize our pockets. They cry, and we must pick them up. They get hungry, and we must plug them in. We increasingly live on interfaces, and it is their quality and design which increases our happiness and our frustration.
We are tool using creatures. Prosthetics touch almost every part of our lives. Until recently, humans have used their hands and bodies to interface with objects. Early interfaces were solid and tactile. Now, the interface can be anywhere. The best interfaces compress the time and space it takes to absorb relevant information, and the worst cause us car accidents, lost revenue, and communication failures.
This speech will discuss how the field of anthropology can be applied to interface design, and how future interfaces, such as the ones employed by augmented reality, will change the way we act, feel and communicate with one another. Topics will include non-places, time and space compression, privacy, user flow, supermodernity, wearable computing, work and play, gaming, history and prosthetic culture.
by Amber Case
For a long time we’ve become more and more dependent on technology. Now, the word is that we’re becoming one. Many of us wouldn’t do what we do without it and non of you would attend The Conference. But how is the technology around us really changing us as humans? Is it only for good?
Join this round table for a philosophical discussion about what our close relationship with technology is doing with us. Keynote speaker Amber Case (Geoloqi) will be joining the discussion.
After the World Wide Web (the 1990’s) and the mobile Internet (the 2000’s), we are now heading to the third and potentially most “disruptive” phase of the Internet revolution – the “Internet of Things”.
The Internet of Things links the objects of the real world with the virtual world, thus enabling anytime, anyplace connectivity for anything and not only for anyone. It refers to a world where physical objects and beings, as well as virtual data and environments, all interact with each other in the same space and time.
The session will in very practical terms discuss how internet of things will change our daily life, and what philosophical implications come when objects are sensing and controlling the world around us. David will show us how open-source hardware and software will play an decisive role within this. But also what will all this sensing and controlling do to the media industry.
Technology is all over the place. We are all carrying more computer power than took us to the moon in our pockets. We are getting our lives enriched by them, as well as consumed by it. The only way to survive is to make technology after people and not the other way around.
This session will discuss how the future of digital experiences will look by leaning on other industries, history or current trends. We will talk about how architecture and industrial design influences user interface design, and human behavior. We will concretely show how people using the latest technology to enrich their media experiences. By looking through the eyes of users, can we think differently about the technology we are building?
Augmented Reality allows one to take the best of the internet (access to lots of information) and combine it with our immediate environment. To see it we need a screen or equivalent – and this means that we can consume real-time updated data and information in an new and interactive image oriented way.
During the last couple of years, during the social media revolution, digital frontiers have been exploring and developing new techniques for digital interaction. The mixed reality media landscape is emerging and I believe digital data among us, not just in the computer or handset, but connected to our whole living – will be the next big computer revolution. An evolution to compare with “desktop publishing” when it hit the media industry in the early 90s. Now the question on everyones lips are: “What can I do with it?”. Join this session and get a 360 view on how to use AR, from the perspectives of marketing, industry and consumers.
Digital resources will be woven into our surroundings, be it through hardware, software or just conceptual. Next thing is not just digital media – it’s digital spaces.
What happens when we are living our lives in a hyper connected manner? What are the possibilities and how does it feel to turn the back on it? The session will problematize our life as hyper connected beings.
Megan Miller will introduce the session with a presentation on the cutting edge of current quantified-self trend. What happens when even our physical bodies are connected online, and we ourselves become a part of the “internet of things”?
Susan Maushart decided to pull the electricity plug for herself and her family. She wrote “The Winter of Our Disconnect” about it and will be sharing her experiences from living without electricity for half a year. Boredom or breaktrough?
Dave Asprey has spent 15 years and $250,000 to hack his own biology will discuss lessons learned from his process of self quantifying, the dangers of over quantifying, and emerging security and privacy issues as we share our most personal information in the cloud.
24th–25th August 2011