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.
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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.
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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.
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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.
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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."