Personal Identity Interface Implications
 
The Identity and Information section is a discussion about how one's self and information interplay in a time when information is powerful but we still want privacy.
The Interaction and Interface section allows for the user to contemplate the design of the technology just viewed, and how these forces were developed with or without the user in mind.
The Implications section lets the creators of scenarios forecast the next step in the technology they have created and discuss the social and cultural implications contained therein.
IDENTITY AND INFORMATION
The computer dominates the Tarik's life. He eats what the computer makes him, dresses as it tells him, and reads what it gives him. He has no personal freedoms because the computer monitors his condition and reacts to limit his choices in order to enhance the quality of his life.
The computer records and stores every piece of information about the user into its database. From what the user mumbles in his sleep, to when he mutters under his breath when talking to a friend, the computer remembers. +
The user allows his "self" to be defined by the computer. It tells him that he likes orange juice, so he drinks orange juice. It selects the kind of clothes that his type of person wears, and he wears them. It leaves him just enough choice to make him feel like he is in control of the interaction.
In this scenario, the character has little control of his personal information and thus, little power. Save never entering the room, the user cannot avoid giving away personal information to the computer and whoever has access to its data files. +
The computer, with its information collection procedure, is tied to corporations. Both share an awesome amount of information control and thus, power. After the interactions take place with the user, data is shared with sponsoring corporations, files are stored for future reference by the computer, and the computer develops new routines in response to the information. +
The designer of the interface has initial control and power. The interface designers setup the structure through which the computer gathers information, but once the program becomes operational, it no longer needs them. If each designer made a few functions, and the computer interface is a compilation of several million functions, it is probable to conclude that designer does not really have control over the information once he or she has concluded the design process.
INTERFACE/INTERACTIVITY
There are many interactions taking place in this room. There is a blanket that adjusts its temperature, a computer that assists in clothing selection, a food preparation device, interaction with media and entertainment pre-filtered by the computer, and the user being allowed to change the environment of the room. +
The blanket helps to keep the user at a constant temperature and is a very useful tool. The closet and the selection device could represent a loss of control because the user does not have the final choice in clothing, but rather the computer decides what is in style. The user is also restricted because he cannot cook his own food, but rather has it prepared by the system. While the entertainment system allows the user to focus on his interests, the user may never be exposed to new ideas and ways of thinking. +
It is difficult for the user to breakout of his preference pattern. Once he likes something, it is repeatedly offered to him, and if he dislikes something, he only has to say so once and he never sees it again. This room exists in an economy where the government neglected to protect personal privacy from private industry and an environment where the user losses his true "self," his own self-reliance, and even his privacy. To afford all of his great technology that exists in the see-what-you-want environment, with the possibility of a long and healthy life, the character had to sell his personal information to the highest bidders.
IMPLICATIONS
In a social realm, there will be less meaningful interaction between people. The computer will become more important than friends and family. On a broad cultural level, fragmented audiences and cultures will become the norm. Culture will no longer be geographically bound. Culture will be bound only by personal beliefs and preferences.
Designers will continue to have steady work tweaking databases and developing information gathering techniques. Possible elimination of personal choice may be a consequence. +
Corporations will continue to purchase data concerning habits, living preferences, and personal beliefs to be used to specifically market products to the individual. A probable information overload is in the works. A new method of organizing information will have to come into play.
In the future, corporations may buy the right to advertise to a person without competition.
"Bill's birth has been brought to you by Reebok."
"Phoebe's life has been sponsored by Proctor and Gamble."