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How do you imagine
social interaction
within 10 years, taking
into consideration the
impact of technology
on human relations?
2

A chicken-and-egg dilemma




         Human interaction as the root of
       social media or the other way round?
3

The paradox of social interaction
Social media
↗   are changing the way human beings interact
↘   will not replace physical-human interaction and the
    reasons why we interact




             Building relationships and connecting emotionally
             would not be possible without human values.
4

  The future? It's all about antonyms…

  Depending on the use of technology, social interaction can
  develop in multiple ways.

                                                        MULTIPLE
                                                      INTERACTIONS
  SINGLE INNOVATION

  Any of those social evolutions fall in three main categories
  (each being yin/yang), on their imaginary axis:

                                 ORDER                           CONTROL
     FREEDOM

 PARTICIPATION
                             ENGAGEMENT                          ALIENATION

                              EXPERIENCE                         LEAN-BACK
LEAN-FORWARD
5

ORDER
                                              Consequences on social interaction
   Technological
   breakthroughs                          FREEDOM                                            CONTROL
                                                                               Loss of control of personal and sensible
Cheaper personal        Major visibility/presence of marginalized voices in
                                                                              data
portable devices        public debate
                                                                               Lack of protected privacy/opt-out options
                        Proliferation of mechanisms (e.g. “sousveillance”)
Nanosensors and smart                                                          Lack of protected privacy/opt-out options
                        aimed at improving governance and enabling
networks                                                                       Enhanced “panopticon” surveillance
                        more efficient use of government resources
                                                                               Enhanced “panopticon” surveillance
                         “Multi-local” services
Augmented reality        Virtual citizenship
                                                                               Loss of control of personal and sensible
                                                                              data

Digital IDs             Virtual citizenship                                   Social reputation issue (social “prankster)

                        Virtual places where same interests, sentiment,       Amplification of inequalities and
Niche social networks   passion are shared                                    segregation

Speech-to-speech        Major visibility/presence of marginalized voices in
                                                                                                  ——
translation             public debate
6




IMPACT OF TECHNOLOGY ALONG ORDER AXIS


FREEDOM      Cheaper personal
             portable devices
                                Augmented reality
                                                           Niche social
                                                           networks




                                                                          Speech-to-speech
                                                                          translation



                                             Digital IDs



          Nanosensors and
           smart networks

CONTROL
7

ENGAGEMENT
                                            Consequences on social interaction
  Technological
  breakthroughs                     PARTICIPATION                                        ALIENATION

Virtual and             Enhanced everytime/everywhere online               Personality disorders
tele-presence          education                                            Physical boundaries independence
                        Cross-media/immersive media consumption            Potential psychological dislocation
technologies
Smart connected                                                             Media hyperactivity
                       Cross-media/immersive media consumption
devices                                                                     “Artificial” friendship

                                                                            Addiction to “virtual”
                        Enhanced everytime/everywhere online
                                                                            Personality disorders
Augmented reality      education
                                                                            Potential psychological dislocation
                        New/improved sense of community
                                                                            Physical boundaries independence
                        Gaming socialization
                                                                            Loneliness and depression
                        New/improved sense of community
Gamification                                                                “Artificial” friendship
                        Virtual places where same interests, sentiment,
                                                                           Fraud risks
                       passion are shared

Volumetric and                                                              Personality disorders
                                             ——
holographic displays                                                        Potential psychological dislocation

Ultra paper flexible        Enhanced everytime/everywhere online                                ——
thin screen                              education
8


   IMPACT OF TECHNOLOGY ALONG ENGAGEMENT AXIS


PARTICIPATION     Virtual and
                      tele-presence   Augmented reality
                  technologies




                                                                         Volumetric and
                                                                         holographic displays




                                                                                       Ultra paper
                                                                                       flexible thin
                                                                                       screen
                Smart connected                           Gamification
                devices




 ALIENATION
9

EXPERIENCE
                                             Consequences on social interaction
  Technological
  breakthroughs                     LEAN-FORWARD                                           LEAN-BACK
                        Enhanced shopping experience: additional
                                                                              Too much confidence in virtual and
                       product information, context-aware interfaces,
                                                                             electronic data/identities; uncritical and
                       new purchasing processes (virtual currencies for
NFC payment                                                                  passive acceptance
                       virtual goods)                                         Deception issues
                        Social recommendation and loyalty program -
                                                                              Fraud risks
                       consumer-rewarded mechanisms
                                                                             Too much confidence in virtual ed
Voice and pattern
                                              ——                             electronic identities; uncritical and passive
recognition                                                                  acceptance
                        Overlaying of virtual/electronic data with real
                       life world (e.g. to get further information about a    Dangers of fractured attention
Augmented reality      masterpiece in a museum)                               Uncritical acceptance of the “others”
                        Virtual presence, remote meeting
                        “Now” vs “in my own good time” entertainment        Too much confidence in virtual ed
Gamification           consumption                                           electronic identities; passive acceptance.
                       Enhanced shopping experience: additional
Volumetric and         product information, context-aware interfaces,
                                                                             Inability to distinguish between real/virtual.
holographic displays   new purchasing processes (virtual currencies for
                       virtual goods)

Gesture control        Virtual presence, remote meeting                      Dangers of fractured attention
10




  IMPACT OF TECHNOLOGY ALONG EXPERIENCE AXIS

LEAN-FORWARD

                                                                 Niche social
                               Augmented reality                 networks
                 NFC payment




                                                                                Gesture control


        Voice and pattern
        recognition
                                                   Digital IDs



 LEAN-BACK
11

  Truth lies in the middle


      A manichean approach help us categorize technological
      improvements depending on how they influence human
      relations, but…



                                                         CONTROL
                             ER CE
     FREEDOM
                            D N
                         OR RIBREAKTHROUGHS
                 TECHNOLOGICAL E
                           PE MENT
 PARTICIPATION                                           ALIENATION
                         EX GE
LEAN-FORWARD
                            GA                           LEAN-BACK
                         EN
12

Truth lies (somewhere) in the middle

 …we cannot fully foresee the exact degree of
 influence, but only its range (which might even be
 across both edges)…

        ORDER

                                  EXPERIENCE




                                        ENGAGEMENT
13

Let’s make a (good) example                                  HOW
(history repeats itself…more or less)                        WA     IT
                                                             (six S
                                                                 ties)




                        Cathodic tube high prices lead people to gather
                        together in one place and enhances physical
                        socialization.

                        TV introduces a new sense of
                        community, freedom and participation,
                        yet being a lean-back experience.
14

Let’s make a (good) example                                 HOW
                                                                IT
(history repeats itself…more or less)                        IS
                                                              (now
                                                                  )


                                        TV gradually turns into a couch-
                                        potato passive experience.
                                        Its consumption become restricted
                                        within the family boundaries.

                                        TV experience loses its
                                        socialization strength. It
                                        enforces uncritical
                                        acceptance and therefore
                                        acquires greater capacity to
                                        influence people.
15

  Let’s make a (good) example                                  WO
                                                                 HOW
                                                                  ULD
                                                                BE IT
  (history repeats itself…more or less)
                                                                 (202
                                                                      0)




TV is a seamless social experience, enhanced by internet connection and
second screen devices interaction.

A social-gathering mechanism grows beyond
the living room and water cooler.

                  A participative, immersive,
              democratic, lean-forward ecosystem.
16

  Let’s make a (good) example
  (history repeats itself…more or less)



            Consequence of TV on social interaction   (sixt
                                                           i   es)


     FREEDOM                                                         CONTROL


 PARTICIPATION                                                       ALIENATION


LEAN-FORWARD                                                         LEAN-BACK
17

  Let’s make a (good) example
  (history repeats itself…more or less)



            Consequence of TV on social interaction   (now
                                                          )


     FREEDOM                                                  CONTROL


 PARTICIPATION                                                ALIENATION


LEAN-FORWARD                                                  LEAN-BACK
18

  Let’s make a (good) example
  (history repeats itself…more or less)



            Consequence of TV on social interaction   (202
                                                          0)


     FREEDOM                                                   CONTROL


 PARTICIPATION                                                 ALIENATION


LEAN-FORWARD                                                   LEAN-BACK
19

In the end…




      “THE MEDIUM IS THE MESSAGE” (M. McLuhan)

      A medium affects the society in which it plays a role
      not by the content delivered over the medium,
        but by the characteristics of the medium itself.
20

…you reap what you sow



THE MEDIUM IS (SIMPLY) THE MEDIUM.
        AND WHAT IF MAN…
THANK YOU

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How do you imagine social interaction within....

  • 1. How do you imagine social interaction within 10 years, taking into consideration the impact of technology on human relations?
  • 2. 2 A chicken-and-egg dilemma Human interaction as the root of social media or the other way round?
  • 3. 3 The paradox of social interaction Social media ↗ are changing the way human beings interact ↘ will not replace physical-human interaction and the reasons why we interact Building relationships and connecting emotionally would not be possible without human values.
  • 4. 4 The future? It's all about antonyms… Depending on the use of technology, social interaction can develop in multiple ways. MULTIPLE INTERACTIONS SINGLE INNOVATION Any of those social evolutions fall in three main categories (each being yin/yang), on their imaginary axis: ORDER CONTROL FREEDOM PARTICIPATION ENGAGEMENT ALIENATION EXPERIENCE LEAN-BACK LEAN-FORWARD
  • 5. 5 ORDER Consequences on social interaction Technological breakthroughs FREEDOM CONTROL  Loss of control of personal and sensible Cheaper personal Major visibility/presence of marginalized voices in data portable devices public debate  Lack of protected privacy/opt-out options Proliferation of mechanisms (e.g. “sousveillance”) Nanosensors and smart  Lack of protected privacy/opt-out options aimed at improving governance and enabling networks  Enhanced “panopticon” surveillance more efficient use of government resources  Enhanced “panopticon” surveillance  “Multi-local” services Augmented reality  Virtual citizenship  Loss of control of personal and sensible data Digital IDs Virtual citizenship Social reputation issue (social “prankster) Virtual places where same interests, sentiment, Amplification of inequalities and Niche social networks passion are shared segregation Speech-to-speech Major visibility/presence of marginalized voices in —— translation public debate
  • 6. 6 IMPACT OF TECHNOLOGY ALONG ORDER AXIS FREEDOM Cheaper personal portable devices Augmented reality Niche social networks Speech-to-speech translation Digital IDs Nanosensors and smart networks CONTROL
  • 7. 7 ENGAGEMENT Consequences on social interaction Technological breakthroughs PARTICIPATION ALIENATION Virtual and  Enhanced everytime/everywhere online  Personality disorders tele-presence education  Physical boundaries independence  Cross-media/immersive media consumption  Potential psychological dislocation technologies Smart connected  Media hyperactivity Cross-media/immersive media consumption devices  “Artificial” friendship  Addiction to “virtual”  Enhanced everytime/everywhere online  Personality disorders Augmented reality education  Potential psychological dislocation  New/improved sense of community  Physical boundaries independence  Gaming socialization  Loneliness and depression  New/improved sense of community Gamification  “Artificial” friendship  Virtual places where same interests, sentiment, Fraud risks passion are shared Volumetric and  Personality disorders —— holographic displays  Potential psychological dislocation Ultra paper flexible Enhanced everytime/everywhere online —— thin screen education
  • 8. 8 IMPACT OF TECHNOLOGY ALONG ENGAGEMENT AXIS PARTICIPATION Virtual and tele-presence Augmented reality technologies Volumetric and holographic displays Ultra paper flexible thin screen Smart connected Gamification devices ALIENATION
  • 9. 9 EXPERIENCE Consequences on social interaction Technological breakthroughs LEAN-FORWARD LEAN-BACK  Enhanced shopping experience: additional  Too much confidence in virtual and product information, context-aware interfaces, electronic data/identities; uncritical and new purchasing processes (virtual currencies for NFC payment passive acceptance virtual goods)  Deception issues  Social recommendation and loyalty program -  Fraud risks consumer-rewarded mechanisms Too much confidence in virtual ed Voice and pattern —— electronic identities; uncritical and passive recognition acceptance  Overlaying of virtual/electronic data with real life world (e.g. to get further information about a  Dangers of fractured attention Augmented reality masterpiece in a museum)  Uncritical acceptance of the “others”  Virtual presence, remote meeting  “Now” vs “in my own good time” entertainment Too much confidence in virtual ed Gamification consumption electronic identities; passive acceptance. Enhanced shopping experience: additional Volumetric and product information, context-aware interfaces, Inability to distinguish between real/virtual. holographic displays new purchasing processes (virtual currencies for virtual goods) Gesture control Virtual presence, remote meeting Dangers of fractured attention
  • 10. 10 IMPACT OF TECHNOLOGY ALONG EXPERIENCE AXIS LEAN-FORWARD Niche social Augmented reality networks NFC payment Gesture control Voice and pattern recognition Digital IDs LEAN-BACK
  • 11. 11 Truth lies in the middle A manichean approach help us categorize technological improvements depending on how they influence human relations, but… CONTROL ER CE FREEDOM D N OR RIBREAKTHROUGHS TECHNOLOGICAL E PE MENT PARTICIPATION ALIENATION EX GE LEAN-FORWARD GA LEAN-BACK EN
  • 12. 12 Truth lies (somewhere) in the middle …we cannot fully foresee the exact degree of influence, but only its range (which might even be across both edges)… ORDER EXPERIENCE ENGAGEMENT
  • 13. 13 Let’s make a (good) example HOW (history repeats itself…more or less) WA IT (six S ties) Cathodic tube high prices lead people to gather together in one place and enhances physical socialization. TV introduces a new sense of community, freedom and participation, yet being a lean-back experience.
  • 14. 14 Let’s make a (good) example HOW IT (history repeats itself…more or less) IS (now ) TV gradually turns into a couch- potato passive experience. Its consumption become restricted within the family boundaries. TV experience loses its socialization strength. It enforces uncritical acceptance and therefore acquires greater capacity to influence people.
  • 15. 15 Let’s make a (good) example WO HOW ULD BE IT (history repeats itself…more or less) (202 0) TV is a seamless social experience, enhanced by internet connection and second screen devices interaction. A social-gathering mechanism grows beyond the living room and water cooler. A participative, immersive, democratic, lean-forward ecosystem.
  • 16. 16 Let’s make a (good) example (history repeats itself…more or less) Consequence of TV on social interaction (sixt i es) FREEDOM CONTROL PARTICIPATION ALIENATION LEAN-FORWARD LEAN-BACK
  • 17. 17 Let’s make a (good) example (history repeats itself…more or less) Consequence of TV on social interaction (now ) FREEDOM CONTROL PARTICIPATION ALIENATION LEAN-FORWARD LEAN-BACK
  • 18. 18 Let’s make a (good) example (history repeats itself…more or less) Consequence of TV on social interaction (202 0) FREEDOM CONTROL PARTICIPATION ALIENATION LEAN-FORWARD LEAN-BACK
  • 19. 19 In the end… “THE MEDIUM IS THE MESSAGE” (M. McLuhan) A medium affects the society in which it plays a role not by the content delivered over the medium, but by the characteristics of the medium itself.
  • 20. 20 …you reap what you sow THE MEDIUM IS (SIMPLY) THE MEDIUM. AND WHAT IF MAN…

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