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Immersive Technologies and Customer Relationship Management David Wortley FRSA Director Serious Games Institute dwortley@cad.coventry.ac.uk
What makes a Good Relationship ? What role can technology play ?
Key Take Away Questions What do we look for in our relationships ? What are the key relationship challenges in the Digital Society ? How do we find and keep partners ? How can technology help ? What is available today ? What are the future opportunities and threats ?
Is this what you’re looking for ? To love and be loved for myself To trust and be trusted To be treated as an individual To find someone easy to get on with To be remembered To have nice surprises To understand and be understood To be encouraged and challenged Freedom to be myself and express myself
Introduction to Immersive Technologies
Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies engage our hearts, minds and wallets
Games
Virtual Worlds
Social Networks
Serious Social Networks Help you find your partner on your doorstep
Serious Social Networks Social Networks have powerful political impact
Serious Social Networks Build communities of interest
Impact of Digital Society
The Challenges The world is changing very fast People have many jobs in their lifetime People will have many relationships in their lifetime Customers and staff will demand more from relationships People rely on their peers and networks more than “knowledge professionals” Commercial relationships will be more personal and customer-managed
Technology and Society Transport Information Processing Machines were invented to fulfil tasks more efficiently,mechanically, reliably and predictably
Technology and Society Knowledge Professionals train for many years to deliver their skills and knowledge more efficiently, and effectively
Technology and Society The internet and digital media delivers current information and knowledge faster, more efficiently, and on demandbut what is missing ?
Technology and Society Human beings use intelligence, judgement, sensitivity, emotions, empathy and experience to deliver unique and personal experiences – differentiating us from machines
Machines and Humans Power, speed, efficiency, accuracy, stamina, capacity, availability, inflexible Judgement, sensitivity, care, humanity, fallibility, creativity, versatility
Humanising Technology Humans Machines To love and be loved			vs devoid of emotion Personalisation 				vs one size fits all Easy to use interfaces 		vs unnatural devices Persistent history 			vs blank pages Facilitated new discovery 		vs delivery of existing Understanding & Wisdom		vs Memorisation Need to be Connected 		vs isolated Motivation and challenge 		vs boring & repetitive Creative expression 			vs standard responses
Humanising Technology Tamagotchi is technology which responds tohuman relationships
Technology bringing a Human Touch Yesterday Today Tomorrow ? One size fits all Intelligent entertainment
Immersive Applications are Humanising Technology Delivering more control over our lives, our world andour relationships – giving us access to a global network – building personalised relationship with our technologies
Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies deliver personalised experiences based on building “intelligent” relationships
Some Examples 2010 1949 More speed, power, capacity, less cost PLUS ?
Humanising Transport Technology 2010 1949 Using your car as a navigator, entertainer and mobile phone
Serious Social Networks Artificial intelligence, geo-location, profiling
Our Relationship with Technology To love and be loved To trust and be trusted Treats me as an individual Easy to get on with Remember everything about me Every day brings new discoveries Help me to understand Encourage & challenge me Help me to express myself We will drive technology to empower us to shape our world and in the process the world will shape us
Immersive Technology Applications Today
Dating Direct Technology facilitated relationship creation
Facebook Technology facilitated relationship management
Amazon Technology facilitated relationship management
Barbie World Technology facilitated social engineering ?
Tesco Self-Merchandising – shop of favourite goods
Farmville Building your own world with friends
WeForest Social Network Games which change our world
Avatar Creation Realistic personalisation
Shaping the Future - BOTS and Things
The Internet of Things Ubiquitous Sensor Networks
Bots BOTS – Intelligent Agents – shaping our personal world
Collective Human Wisdom “The Mechanical Turk” Combining the power of humans and machines
How will you manage your relationships ?
Immersive Technologies and Customer Relationship Management David Wortley FRSA Director Serious Games Institute dwortley@cad.coventry.ac.uk

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Immersive Technologies for CRM Richmond Events Arcadia

  • 1. Immersive Technologies and Customer Relationship Management David Wortley FRSA Director Serious Games Institute dwortley@cad.coventry.ac.uk
  • 2. What makes a Good Relationship ? What role can technology play ?
  • 3. Key Take Away Questions What do we look for in our relationships ? What are the key relationship challenges in the Digital Society ? How do we find and keep partners ? How can technology help ? What is available today ? What are the future opportunities and threats ?
  • 4. Is this what you’re looking for ? To love and be loved for myself To trust and be trusted To be treated as an individual To find someone easy to get on with To be remembered To have nice surprises To understand and be understood To be encouraged and challenged Freedom to be myself and express myself
  • 6. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies engage our hearts, minds and wallets
  • 10. Serious Social Networks Help you find your partner on your doorstep
  • 11. Serious Social Networks Social Networks have powerful political impact
  • 12. Serious Social Networks Build communities of interest
  • 13. Impact of Digital Society
  • 14.
  • 15. The Challenges The world is changing very fast People have many jobs in their lifetime People will have many relationships in their lifetime Customers and staff will demand more from relationships People rely on their peers and networks more than “knowledge professionals” Commercial relationships will be more personal and customer-managed
  • 16. Technology and Society Transport Information Processing Machines were invented to fulfil tasks more efficiently,mechanically, reliably and predictably
  • 17. Technology and Society Knowledge Professionals train for many years to deliver their skills and knowledge more efficiently, and effectively
  • 18. Technology and Society The internet and digital media delivers current information and knowledge faster, more efficiently, and on demandbut what is missing ?
  • 19. Technology and Society Human beings use intelligence, judgement, sensitivity, emotions, empathy and experience to deliver unique and personal experiences – differentiating us from machines
  • 20. Machines and Humans Power, speed, efficiency, accuracy, stamina, capacity, availability, inflexible Judgement, sensitivity, care, humanity, fallibility, creativity, versatility
  • 21. Humanising Technology Humans Machines To love and be loved vs devoid of emotion Personalisation vs one size fits all Easy to use interfaces vs unnatural devices Persistent history vs blank pages Facilitated new discovery vs delivery of existing Understanding & Wisdom vs Memorisation Need to be Connected vs isolated Motivation and challenge vs boring & repetitive Creative expression vs standard responses
  • 22. Humanising Technology Tamagotchi is technology which responds tohuman relationships
  • 23. Technology bringing a Human Touch Yesterday Today Tomorrow ? One size fits all Intelligent entertainment
  • 24. Immersive Applications are Humanising Technology Delivering more control over our lives, our world andour relationships – giving us access to a global network – building personalised relationship with our technologies
  • 25. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies deliver personalised experiences based on building “intelligent” relationships
  • 26. Some Examples 2010 1949 More speed, power, capacity, less cost PLUS ?
  • 27. Humanising Transport Technology 2010 1949 Using your car as a navigator, entertainer and mobile phone
  • 28. Serious Social Networks Artificial intelligence, geo-location, profiling
  • 29. Our Relationship with Technology To love and be loved To trust and be trusted Treats me as an individual Easy to get on with Remember everything about me Every day brings new discoveries Help me to understand Encourage & challenge me Help me to express myself We will drive technology to empower us to shape our world and in the process the world will shape us
  • 31. Dating Direct Technology facilitated relationship creation
  • 32. Facebook Technology facilitated relationship management
  • 33. Amazon Technology facilitated relationship management
  • 34. Barbie World Technology facilitated social engineering ?
  • 35. Tesco Self-Merchandising – shop of favourite goods
  • 36. Farmville Building your own world with friends
  • 37. WeForest Social Network Games which change our world
  • 38.
  • 39. Avatar Creation Realistic personalisation
  • 40. Shaping the Future - BOTS and Things
  • 41. The Internet of Things Ubiquitous Sensor Networks
  • 42. Bots BOTS – Intelligent Agents – shaping our personal world
  • 43. Collective Human Wisdom “The Mechanical Turk” Combining the power of humans and machines
  • 44. How will you manage your relationships ?
  • 45. Immersive Technologies and Customer Relationship Management David Wortley FRSA Director Serious Games Institute dwortley@cad.coventry.ac.uk