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Mediaspaces:
       Life After Convergence

               Kari-Hans Kommonen
ARKI, Media Lab, University of Art and Design Helsinki
      http://arki.uiah.fi • Geneva • 5.6.2003
Setting
• Introduction
• Visions
• Digital dimension and Mediaspace
• Users
• Ideas for future RD&D
Introduction
• University of Art and Design Helsinki, Media Lab UIAH,
 ARKI
• digitalization and convergence
University of Art and Design
Helsinki
• Design, audiovisual communication, art
• Largest university of its kind in Europe
• Active in developing research in its field
• 15% of students from other countries
Media Lab UIAH
• Department of digital design and new media
• MA in New Media, DA
• transdisciplinary
• research groups
ARKI

One of the research groups, involved in
• sensemaking design research,
• developing insight of the future of digital technology,
• of its potentials for everyday life, and
• of the related interests and needs of people.
The usefulness of visions?

If earlier visions failed is it better to abandon the effort to create
them?

All development is based on visions and assumptions of the
future – unfortunately mostly personal, implicit and unarticulated.
Quality of the vision matters
• Bad or contradicting visions and false assumptions are more
 likely to lead to failure and waste.
• An insightful vision and set of concepts shared by stakeholders
 can contribute to success.
• Even a weak vision is probably better than uncertainty and
 confusion because it provides language for negotiation.
Examples of useful visions
Memex (Vannevar Bush)
Dynabook (Alan Kay)
Man-Computer Symbiosis (J.C.R Licklider)
Xanadu (Ted Nelson)
Examples of recent attempts
Knowledge Navigator (Apple)
Ambient Intelligece (EU IST HLEG)
Ubiquitous Computing (Mark Weiser/Xerox PARC)
Wireless World Research Forum
ARKI concepts
• Digital Dimension (digdim)
• Mediaspace
Digitalization
• convergence creates a digital dimension
• touches all areas of life
• supports further convergence of activities and media
Evolution of the digital dimension
Driven by pursuit of efficiency

Digital technology brings dramatic increases in efficiency. Most
systems and structures in society will eventually take advantage of
this. It becomes expensive and solitary to be left out.
Pervasive development

The convergence of all kinds of activities and applications in the
same equipment, and the special characteristics of software make
this development fast and pervasive – in all areas of life.
Digital technology has great impact
and potential

Digitalization influences all people and all areas of life; also those
who want to choose not to get involved. Strong dependencies are
created; opportunities and competitiveness are at stake. The social
and political dimensions are crucial.
Mediaspace
A concept for describing the direction of development of the
media environment.
(from the EBU Digital Strategy Group report / November 2002)
Mediaspace

Digital convergence creates a new media environment which we
call the Mediaspace.

The Mediaspace presents several new characteristics and
potentials.
Key characteristics of the
Mediaspace

         hard boundaries -> soft boundaries

            one-to-many -> many-to-many

       consumer/receiver -> creator/distributor

            mass media -> diverse media
Mediaspace potentials
Open             Available    Reconfigurable
Diverse          Structured   Redistributable
Navigable        Semantic     Organizable
Changing         Individual   Appropriate
Interconnected   Shareable    Unbounded
                              Software
Lack of Mediaspace R&D

Problems in the R&D activities:
1) the systemic nature of convergence has not been taken
   sufficiently into account
2) old formats still define the ideas of the future
3) content creators and users or their interests are not sufficiently
   included/considered in the development
4) the development does not really even see the user’s point of
   view
Media is seen through old structures

Beliefs of the future uses of media are constrained by ideas of
media that rely on the old structures that will be replaced or
transformed: newspaper, television channel, radio etc.
Failures overlook social and cultural
aspects

The social and cultural evolution of media has been neglected and
ignored even if it is the critical prerequisite for actual success.
Users have needs that are not met

People do have needs for media that are not met, while they have
been remarkably little interested in many of the past and current
new product offerings.
User point of view
• Users are first of all people – ‘user’ or ‘consumer’ is a role that
 describes the reality of people inadequately.
• People are in practice system integrators that end up with the
 responsibility of adapting the products to their environment.
• The products become alive when used – the users perform the
 final design – in communities of practice – through a process of
 social innovation.
How to study users’ needs?
• Focus on applications and uses instead of products
• We do not worry about the business opportunity – if there is a
 need someone will find a way to make a business out of it
• Ecosystemic reality – we are interested in all kinds of
 applications
Areas of needs
• Manage and organize the complex personal mediascape
• Useful informative media for specific purposes
• Create and share media with others
• Media to support collaboration and social processes
Manage and organize the personal
mediascape

People have increasing amounts of media to manage, and the only
tools for that are tapes, CDs and shelves.

Millons of empty tapes are bought yearly. Where do they all
disappear?
Useful informative media for specific
needs

If I want to learn about something, it is useless to expect that a
program about that would come from the broadcast tonight. TV
and radio do not serve specific needs. Books, libraries and the
internet do. Future audiovisual media can as well.
Sharing media
Support social processes
Impact of digitalization
on users
Everyday life will become very
digital

If technology wants to become more pervasive and intimate, it
will need to respect users’ needs to manage, configure, customize
and control it within a compatible, coherent ecosystem.
Making a living is a basic priority

As everything becomes digital, also making a living becomes more
and more digital. Those who can take advantage of digital means
and be creative with them, will have a significant advantage over
the others.
Products are not the final stage of
the design process

The designed offering from the industry is taken up and
domesticated by people and incorporated in their daily life in
another stage of the design process. In fact, if this does not
happen, products do not succeed in the market.
Digital potential is in enabling
design and creation

The shrink-wrap formula is overemphasized and its potential
exhausted.

More and more people can’t afford being consumers of fancy
new products.

They need to focus more on how to make a living – increasingly
within a digital context.
Focus on ecosystemic contribution

Products depend on becoming components in social systems.
Instead of focusing on standalone products (tools or media)
producers should focus on their contribution to the creative
processes in society.
Key question becomes:

How can we support the current or future activities of others
with our work and products?
Media is where society thinks

The society negotiates its beliefs and designs in the various
media that its members share; therefore its design has a central
influence on society.
Role of PSBs in a digital society

Instead of seeing themselves as media companies, PSBs could
position themselves strategically as strategic organs of the civil
society, as allies of citizens, as the enablers and facilitators of a
reflective process of collaborative construction of a fair and
sustainable society.
Key ideas
• strategic alliance with citizens
• freely available and highly accessible high quality media
 resources and processes
• parallel and complementary to the library, school, university,
 and governance systems
• radical and energetic content and use oriented RD&D
RD&D issues
• new culturally and socially viable media formats
• dynamic, software powered media to support social processes
• speed up the adoption of key transformative technologies and
 policies with new kinds of media that demonstrate the benefits
• redesign IPR for fair social use and compensation
Near term potential
• Increase value of media collections and mediabases with new
 structures and functions
• Increase value of high quality media by providing more
 responsive and higher resolution access strategies
• Increase the added value of the user community
• Increase the range of applications of rich media
• Increase the ability of people to create useful and
 communicative rich media
Immediate technologies
• Internet >> future universal platform
• IP Datacast >> cheap ubiquitous mass distribution channel
• PVR >> navigable local storage
Immediate RD&D areas
• Peer-to-peer architectures
• How to facilitate creation of new content formats
• Social recommendation
• Community applications
• Management, organization and navigation of large collections
• Models for media compilation, re-editing, evolution
Need for concerted efforts

There is a need to set up a concerted, convergence and ecosystem
inspired, content and use oriented European RD&D effort based
on this kind of philosophy.
Anticipating the life after
convergence with user/content focus

It should aim to build a design vision of the future Mediaspace
and create a diversity of experimental productions and pilots that
focus on creating new media formats that demonstrate the
practical possibilities of delivering new value for people in a
converged media environment.

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Mediaspaces: Life After Convergence / Presentation at EBU Multimedia Forum 5.6.2003

  • 1. Mediaspaces: Life After Convergence Kari-Hans Kommonen ARKI, Media Lab, University of Art and Design Helsinki http://arki.uiah.fi • Geneva • 5.6.2003
  • 2. Setting • Introduction • Visions • Digital dimension and Mediaspace • Users • Ideas for future RD&D
  • 3. Introduction • University of Art and Design Helsinki, Media Lab UIAH, ARKI • digitalization and convergence
  • 4. University of Art and Design Helsinki • Design, audiovisual communication, art • Largest university of its kind in Europe • Active in developing research in its field • 15% of students from other countries
  • 5. Media Lab UIAH • Department of digital design and new media • MA in New Media, DA • transdisciplinary • research groups
  • 6. ARKI One of the research groups, involved in • sensemaking design research, • developing insight of the future of digital technology, • of its potentials for everyday life, and • of the related interests and needs of people.
  • 7. The usefulness of visions? If earlier visions failed is it better to abandon the effort to create them? All development is based on visions and assumptions of the future – unfortunately mostly personal, implicit and unarticulated.
  • 8. Quality of the vision matters • Bad or contradicting visions and false assumptions are more likely to lead to failure and waste. • An insightful vision and set of concepts shared by stakeholders can contribute to success. • Even a weak vision is probably better than uncertainty and confusion because it provides language for negotiation.
  • 9. Examples of useful visions Memex (Vannevar Bush) Dynabook (Alan Kay) Man-Computer Symbiosis (J.C.R Licklider) Xanadu (Ted Nelson)
  • 10. Examples of recent attempts Knowledge Navigator (Apple) Ambient Intelligece (EU IST HLEG) Ubiquitous Computing (Mark Weiser/Xerox PARC) Wireless World Research Forum
  • 11. ARKI concepts • Digital Dimension (digdim) • Mediaspace
  • 12. Digitalization • convergence creates a digital dimension • touches all areas of life • supports further convergence of activities and media
  • 13. Evolution of the digital dimension
  • 14. Driven by pursuit of efficiency Digital technology brings dramatic increases in efficiency. Most systems and structures in society will eventually take advantage of this. It becomes expensive and solitary to be left out.
  • 15. Pervasive development The convergence of all kinds of activities and applications in the same equipment, and the special characteristics of software make this development fast and pervasive – in all areas of life.
  • 16. Digital technology has great impact and potential Digitalization influences all people and all areas of life; also those who want to choose not to get involved. Strong dependencies are created; opportunities and competitiveness are at stake. The social and political dimensions are crucial.
  • 17. Mediaspace A concept for describing the direction of development of the media environment.
  • 18. (from the EBU Digital Strategy Group report / November 2002)
  • 19. Mediaspace Digital convergence creates a new media environment which we call the Mediaspace. The Mediaspace presents several new characteristics and potentials.
  • 20. Key characteristics of the Mediaspace hard boundaries -> soft boundaries one-to-many -> many-to-many consumer/receiver -> creator/distributor mass media -> diverse media
  • 21. Mediaspace potentials Open Available Reconfigurable Diverse Structured Redistributable Navigable Semantic Organizable Changing Individual Appropriate Interconnected Shareable Unbounded Software
  • 22. Lack of Mediaspace R&D Problems in the R&D activities: 1) the systemic nature of convergence has not been taken sufficiently into account 2) old formats still define the ideas of the future 3) content creators and users or their interests are not sufficiently included/considered in the development 4) the development does not really even see the user’s point of view
  • 23. Media is seen through old structures Beliefs of the future uses of media are constrained by ideas of media that rely on the old structures that will be replaced or transformed: newspaper, television channel, radio etc.
  • 24. Failures overlook social and cultural aspects The social and cultural evolution of media has been neglected and ignored even if it is the critical prerequisite for actual success.
  • 25. Users have needs that are not met People do have needs for media that are not met, while they have been remarkably little interested in many of the past and current new product offerings.
  • 26. User point of view • Users are first of all people – ‘user’ or ‘consumer’ is a role that describes the reality of people inadequately. • People are in practice system integrators that end up with the responsibility of adapting the products to their environment. • The products become alive when used – the users perform the final design – in communities of practice – through a process of social innovation.
  • 27. How to study users’ needs? • Focus on applications and uses instead of products • We do not worry about the business opportunity – if there is a need someone will find a way to make a business out of it • Ecosystemic reality – we are interested in all kinds of applications
  • 28. Areas of needs • Manage and organize the complex personal mediascape • Useful informative media for specific purposes • Create and share media with others • Media to support collaboration and social processes
  • 29. Manage and organize the personal mediascape People have increasing amounts of media to manage, and the only tools for that are tapes, CDs and shelves. Millons of empty tapes are bought yearly. Where do they all disappear?
  • 30. Useful informative media for specific needs If I want to learn about something, it is useless to expect that a program about that would come from the broadcast tonight. TV and radio do not serve specific needs. Books, libraries and the internet do. Future audiovisual media can as well.
  • 33.
  • 35. Everyday life will become very digital If technology wants to become more pervasive and intimate, it will need to respect users’ needs to manage, configure, customize and control it within a compatible, coherent ecosystem.
  • 36. Making a living is a basic priority As everything becomes digital, also making a living becomes more and more digital. Those who can take advantage of digital means and be creative with them, will have a significant advantage over the others.
  • 37. Products are not the final stage of the design process The designed offering from the industry is taken up and domesticated by people and incorporated in their daily life in another stage of the design process. In fact, if this does not happen, products do not succeed in the market.
  • 38. Digital potential is in enabling design and creation The shrink-wrap formula is overemphasized and its potential exhausted. More and more people can’t afford being consumers of fancy new products. They need to focus more on how to make a living – increasingly within a digital context.
  • 39. Focus on ecosystemic contribution Products depend on becoming components in social systems. Instead of focusing on standalone products (tools or media) producers should focus on their contribution to the creative processes in society.
  • 40. Key question becomes: How can we support the current or future activities of others with our work and products?
  • 41. Media is where society thinks The society negotiates its beliefs and designs in the various media that its members share; therefore its design has a central influence on society.
  • 42. Role of PSBs in a digital society Instead of seeing themselves as media companies, PSBs could position themselves strategically as strategic organs of the civil society, as allies of citizens, as the enablers and facilitators of a reflective process of collaborative construction of a fair and sustainable society.
  • 43. Key ideas • strategic alliance with citizens • freely available and highly accessible high quality media resources and processes • parallel and complementary to the library, school, university, and governance systems • radical and energetic content and use oriented RD&D
  • 44. RD&D issues • new culturally and socially viable media formats • dynamic, software powered media to support social processes • speed up the adoption of key transformative technologies and policies with new kinds of media that demonstrate the benefits • redesign IPR for fair social use and compensation
  • 45. Near term potential • Increase value of media collections and mediabases with new structures and functions • Increase value of high quality media by providing more responsive and higher resolution access strategies • Increase the added value of the user community • Increase the range of applications of rich media • Increase the ability of people to create useful and communicative rich media
  • 46. Immediate technologies • Internet >> future universal platform • IP Datacast >> cheap ubiquitous mass distribution channel • PVR >> navigable local storage
  • 47. Immediate RD&D areas • Peer-to-peer architectures • How to facilitate creation of new content formats • Social recommendation • Community applications • Management, organization and navigation of large collections • Models for media compilation, re-editing, evolution
  • 48. Need for concerted efforts There is a need to set up a concerted, convergence and ecosystem inspired, content and use oriented European RD&D effort based on this kind of philosophy.
  • 49. Anticipating the life after convergence with user/content focus It should aim to build a design vision of the future Mediaspace and create a diversity of experimental productions and pilots that focus on creating new media formats that demonstrate the practical possibilities of delivering new value for people in a converged media environment.