2020 Media Futures Strategic Foresight for Ontario’s Cultural Media Industries
Interim Report Entertainment and Creative Cluster Partnerships Fund (ECCPF) October 31, 2010
Submitted to Ontario Media Development Corporation (OMDC) and Ontario Ministry of Culture
Prepared by Strategic Innovation Lab (sLab), OCAD University
Made possible with the support of the Ontario Media Development Corporation on behalf of the Ministry of Culture
Sponsored by
Contents
1. Phase I, Stage 1: Project Framing 4 1.1 Subject and Focus of Investigation 4 1.2 Project Structure 5 1.3 Key Milestones 6 1.4 Privacy and Publicity 6 1.5 Recruitment: Researchers and Participants 7 1.5.1 Core Team 7 1.5.2 Graduate Research Assistants 7 1.5.3 Partner Representatives 8 1.5.4 Partner Expectations 10 1.5.5 Contributors 11 1.6 Project Funder 11 1.7 Private Sector Sponsorship 11 1.8 Promotion 11 1.8.1 Project Website (http://2020mediafutures.ca) 11 1.8.2 Print Promotion 12 1.8.3 Conference Attendance 12 1.9 Preliminary Events Organized 12 1.9.1 Mobile Futures: Foresight in Practice 12 1.9.2 nextMEDIA Banff 13
2. Phase I, Stage 2: Horizon Scanning 13 2.1 Signals, Trends and Drivers 14 2.1.1 Definitions 14 2.1.2 Trends Workshops 14 2.1.3 Trends Wiki 14 2.1.4 Trends Package 15 2.2 Delphi Survey 16 2.2.1 Delphi Survey — Selected draft questions 16 2.3 Interviews 17
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2.4 Phase II – Foresight Scenarios 18 2.4.1 Roundtables I — Trends and Drivers 18 2.4.2 Scenarios Workshop 18 2.4.3 Roundtables II — Implications for Action 18
3. Published Results to Date 19 3.1 Web site 19 3.2 Delphi Survey 19 3.3 Trends Package 19
4. Outline of Final Report 19 4.1.1 Final Report – Planned Table of Contents 19
5. Appendices 20 5.1 Promotional Postcard 20 5.2 Project Website / Wiki — Home page 21 5.3 Delphi Survey — Selected screen 22 5.4 Trends Package 23
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2020 Media Futures: Interim Report
1. Phase I, Stage 1: Project Framing
If you cannot accurately predict the future then you must flexibly be prepared to deal with various possible futures. —Edward de Bono
2020 Media Futures is an ambitious program to bring together professionals, researchers, creators and policymakers representing the cultural and digital media industries to develop a multi-industry strategic foresight and innovation project for the benefit of Ontario’s Entertainment and Creative Cluster (“the Cluster”).
1.1 Subject and Focus of Investigation Foresight projects require an up front stage to frame the subject and scope of investigation. As project organizers we developed initial framing in the OMDC proposal. Once the project was underway, this framing was then confirmed through discussions among the project team, partner representatives, and interested members of the wider Cluster. We discerned a broad-based consensus that the research question, goals and overall process stated in our OMDC proposal would be a valuable and sound basis on which to proceed. In this way the subject and focus of investigation have been confirmed and deepened. The top-level research question serving to organize and frame this project is: In the face of sweeping and disruptive changes driven by the Internet, how can we help companies in Ontario’s Creative and Entertainment Cluster to better identify emerging opportunities, create more resilient strategic plans and partnerships, boost innovation, and compete in increasingly demanding global markets? The stated project goals are: . Produce high quality insight into the future of media – its changing forms, distribution, and patterns of consumption . Enable stakeholders to manage uncertainty through deeper understanding and anticipation of change . Build capacity and drive innovation by helping companies in Ontario’s Creative Cluster to ‘future-proof’ themselves, preparing for opportunities and challenges brought on by the rapid evolution of media . Lead Cluster companies to make improved strategic decisions and form new alliances and relationships The long-term outcomes we seek to foster are: . Improvement of competitive advantage for Cluster organizations based on new partnerships and initiatives making use of advanced research and innovative design . Support Ontario on its path to becoming a world-class jurisdiction for cultural media production and distribution
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The project is proceeding systematically to identify and draw attention toward patterns of change, emerging issues of concern to industry, innovative products, services, platforms, and business models, within regional, national and international contexts. We are on track to convene and lead project participants through a further process of experiential sharing, evaluation and learning that includes face-to-face, online, publication-based, and other forms on interaction.
1.2 Project Structure
Phase I 1. Project Framing April–June 2010 Confirm subject, scope, methods, and participants Design, build and test wiki / website
2. Horizon Scanning June–Oct. 2010 Emerging Signals. We’re developing trends and drivers of change by collecting, organizing and prioritizing emerging signals across Social, Technological, Economic, Ecological, and Values spectra (known in Foresight jargon as “STEEPV Analysis”) Trends Analysis. A deck of significant trends is being compiled and will be disseminated to the partners to inform the round table discussions. Online questionnaire. Through a highly structured process (known as “Delphi method”) we’ll collect expert responses to specific projections from local, regional and global experts (50–100 respondents)
Phase II 3. Foresight Scenarios Nov. 2010–Mar. 2011 (Scenarios Workshop late Jan.) 2020 Media Futures will produce, as its primary output, a set of three to five “Foresight Scenarios.” Scenarios are collaboratively developed, narrative accounts of possible future situations. They do not constitute strategic planning but precede and feed it, describing the potential environment in which Cluster firms will operate. Scenarios amplify existing signals in the emerging STEEPV landscape. Scenarios do not represent “predictions” but rather possibilities that may come to pass. Roundtable discussions. In two groups, we’ll meet with the partners to discuss critical issues in their industries. This information along with the trends analysis will support the identification of key drivers of change - the foundation of the scenarios development. Scenarios Workshop. The foresight scenarios that form the heart of the project will emerge from a two-day intensive workshop engaging twenty-five thought leaders across the partner network representing leading firms from the Cluster. Included will be representation from infrastructure, IP law, tech policy and related fields.
4. Visualization and Dissemination Feb–July 2011 Expert Interviews. In-depth interviews from a curated list of industry experts as well as key individuals (6–10 subjects including Cory Doctorow, Howard Rheingold, Bill Buxton, Steve Paiken) Scenarios visualization. The written scenarios will be animated with imagery and video. Report authoring and design. Online and print distribution.
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1.3 Key Milestones Calendar Duration: April 2010 – July 2011 (sixteen months) Other key dates may be set; some dates subject to change 1. Project Framing April – June 2010 Inaugural Partners Meeting June 3, 2010 Launch Project Website June 14, 2010 2. Horizon Scanning June – Oct 2010 Trends Workshops June 29 and July 6, 2010 Trends Analysis September/October, 2010 Delphi Survey November 4 and November 11, 2010 (TBC) Trends Package to Partners Early November, 2010 Interim Report to OMDC October 31, 2010 3. Foresight Scenarios November 2010 – March 2011 Roundtable discussions Late November 2010 and mid March, 2011 (dates TBD) Scenarios Workshop Late January, 2011 (dates TBD) Scenario writing February/March, 2011 4. Visualization & Dissemination February—July, 2011 Expert Interviews February – May, 2011 Edit, visualize, design outcomes March-June, 2011 Final Report to OMDC July 8, 2011 Public Release Event TBD
1.4 Privacy and Publicity 2020 Media Futures is an “open source” foresight project. We embrace this principle to enable unfettered access to the process and the resulting messages. We aim to maximize potential for ‘viral’ or interest-driven diffusion of project content. The issues involved, including future consequences arising from Canadian Content regulation, and rapidly shifting patterns in the cultural media sphere, are serious and affect all of us, as consumers and citizens as well as producers and distributors of media. In order to counter background noise, resistance to change, skepticism, and other significant risks, our strategy involves the following: . Maximize the visibility, audibility and appeal of our signal . Design the process to be as open, transparent, inclusive, and replicable as possible . Leverage OCAD and the creative community to achieve visual impact and attention
By designing the project for transparency, the process and outcomes are widely accessible to all interested parties. So, wherever relevant we will implement and advocate for openness and public
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sharing of information and opinion. That said, we acknowledge the need for secure and confidential sharing of interim work and personal opinion within the project network. To accommodate these divergent needs the project website has been built to support both: . Highly visible public zone designed for Search Engine Optimization (SEO) . Secure, encrypted private zone exclusively for members of the partner network
1.5 Recruitment: Researchers and Participants 2020 Media Futures is structured to gather and correlate insights from a wide array of sources including: . Principal researchers . Partner network . Regional and national experts and sources . International experts and sources . Interested and informed commentators from industry and the public
1.5.1 Core Team The core research team includes the principal leaders, managers and researchers whose creative and analytical work gives overall shape and energy to the project. Individual professional profiles are provided in the OMDC project proposal, and available in online form in the project site at http://2020mediafutures.ca/Organizers Name Primary Affiliation Primary Project Role Lenore Richards OCADU / sLab Lead Project Contact Greg Van Alstyne OCADU / sLab Project Leader Kathleen Webb OCADU / sLab Project Manager Suzanne Stein OCADU / Super Ordinary Lab Foresight Expert Dr. Robert Logan OCADU / sLab Senior Researcher Peter Lyman Nordicity Senior Researcher Kristian Roberts Nordicity Associate Researcher
1.5.2 Graduate Research Assistants To bring the rich benefits of strategic foresight to this context, the project is leveraging the considerable skills and research interests of students from Canada’s first graduate program in foresight, the OCAD University’s Master of Design in Strategic Foresight and Innovation (SF&I). Research Assistants contracted to the project include: Name Primary Project Role Madeline Ashby Communications Coordinator John Cassel Trends analysis, Data visualization Zan Chandler Cultural industries analyst Spencer Saunders Visualization and dissemination Gabe Sawhney Delphi Survey design and implementation Karl Schroeder Scanning and Scenarios expert
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1.5.3 Partner Representatives 2020 Media Futures is designed to build cross-industry community and develop high quality understanding concerning possible, probable and preferred futures for the entire Cluster. It does so in large part by collecting and sharing insight, opinion, and other perspectives on the future of media from a broad and diverse array of array of stakeholders. Chief among these are the Representatives from the project's Partner organizations, or ‘Partner Reps’. Partner organizations were chosen with consideration for their accomplishments and for breadth of representation of the Cluster, including a range of sizes and industries. In recruiting individuals, we asked partners to designate a “Primary Contact” and “Secondary Contact” for all project activities. The system aims to provide a ‘time-commitment buffer’, additional perspective, and encourages more dialogue within a given company. We ask each partner rep to “represent your ‘whole self’ as well as your organization.” Strategic foresight requires diverse, individual points of view, and actively questions cognitive, organizational and other biases. We acknowledge that each rep is participating on behalf of his or her organization, and we appreciate the accomplishments of our partners as a point of pride. Without the experience, generosity, and brand-name recognition of these firms and organizations, we could not hope to accomplish our goals. At the same time, we need each rep to bring his or her “whole self,” as one invested in an industry for the long term, across a broad array of professional and social connections. We sought people with: . Openness to new ideas. Whatever we say about the future, we know it will be different . Authority. Able to take appropriate action in the face of the findings (C-level or equivalent) . Progressive aims. Stated goals of innovating through a program of positive change . Track record. Those who have played progressive roles in the industry . Confidence. Willingness to share opinions in the company of peers . Leadership. Unafraid to be seen in front of the crowd. . Respect. Good listening and appreciation for diverse points of view is paramount.
2020 Media Futures partner reps include:
Company Name Title Achilles Media Robert Montgomery CEO Association of Canadian Publishers Carolyn Wood Executive Director (ACP) Diana Barry Director of Digital Services Breakthrough New Media Michael McGuigan CFO Canadian Broadcasting Lisa Clarkson Senior Director, Business, Rights and Corporation (CBC) Content John Vekar Manager of Business, Rights and Content, Television Arts & Entertainment
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Canadian Media Production John Barrack Chief Operating Officer and Chief Legal Association (CMPA; formerly Officer CFTPA|ACPFT) Jayson Mosek National Manager, Industrial and Production Relations Reynolds Mastin Senior Counsel Corus Entertainment Inc. (Corus) Gary Maavara Vice President and General Counsel Canadian Radio-television Steven Harroun Senior Manager, Strategic Research, Telecommunications Commission Convergence Policy (CRTC) Jeff Leiper Manager, Strategic Policy GestureTek Vincent John Vincent President GlassBOX Television Simon Foster Vice President, Business Development KPMG Winnie Leung Associate Partner, Audit, Information, Communications and Entertainment Italia Corigliano Senior Marketing Manager, National Industries Program, Information, Communications and Entertainment Magazines Canada Mark Jamison Executive Director Maple Leaf Sports & Entertainment Aaron Lafontaine Director, Business Development (MLSE) MarbleMedia Ted Brunt VP Interactive Production Sasha Boersma
National Film Board (NFB) Deborah Drisdell Director General, Accessibility and Digital Enterprises James Roberts Assistant Director General, Accessibility and Digital Enterprises and Director, Asset Management Nordicity Peter Lyman Senior Partner Kristian Roberts Consultant-Analyst Ontario Media Development Shari Cohen Consultant, Industry Initiatives Corporation (OMDC) Matt Hilliard-Forde Program Coordinator Keely Kemp Consultant, Industry Initiatives Ontario Centres of Excellence Martin Lord Business Development Manager (OCE) OCAD University See above under ‘Core Team’ and ‘Graduate Research Assistants’
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Sheridan Institute of Technology John Heliker Director, Screen Industries Research and and Advanced Learning Training Centre Elizabeth Littlejohn Professor, Communication, Culture & Information Tech St. Joseph Media Douglas Knight President Andrew Crane VP Operations Annie Nord Executive Assistant to the President Universal Music Canada Darlene Gilliland Director, Digital Business Development & Business Affairs York University Michael Longford Associate Chair, Department of Design Sarah J S Wilner Instructor, Marketing and Product Development, Schulich School of Business
1.5.4 Partner Expectations Phase/Stage Activity Date Req’d Optional
Project Provide comment on project outline June 3, 2010 1 hr Framing Horizon Provide technology supplier, June 7–11, 2010 1 hr Scanning developer names
Attend Trends Workshop June 29 and 3–6 hrs July 6, 2010
Read and comment on Trends Package Nov 2010 2 hrs
Roundtables I – Trends & Drivers of Change Nov 2010 4 hrs 3 hrs
Foresight Attend Scenarios Workshop in person (two Jan 2011 13 hrs Scenarios days, back-to-back); provide insight, opinion, perspective, critique, ideas, observations
Take ownership in workshop results; help Jan–Feb 2011 2 hrs ensure representative findings; carry messages from and back to constituents
Provide Expert Interview Feb–Apr 2011 1 hr
Roundtables II – Implications for Action Feb 2011 4 hrs 3 hrs
Visualization & Contribute/edit results Apr–Jul 2011 2 hrs Dissemination Spread the word, tweet, link, co-present at Apr–Jul 2011 1 hr events, talk to stakeholders
Entire project Total time commitment June 2010– 20 hrs 18–21 July 2011 hrs
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1.5.5 Contributors This project uses an array of approaches to seek input from a broad and diverse set of voices. Where appropriate, project events are open to attendees from the Cluster, beyond the formal partnership. In this way we are widening the reach and in some cases finding additional reps and organizations to invite into the partnership. Portions of the project website use collaborative wiki content management technology. The site lists those users who have gotten involved, completed a profile and have become actively involved in the research process. All Registered Users can add Comments, Signals and References. Above this level are “Contributors,” a group of users who have been granted extra editorial permissions and can develop the research content at deeper levels, including editing Signals and Trends.
1.6 Project Funder 2020 Media Futures is made possible with the support of the Ontario Media Development Corporation on behalf of the Ministry of Culture. Through the Entertainment and Creative Cluster Partnerships Fund, Ontario Media Development Corporation (OMDC) has provided a significant grant of $132,500. Additional support is provided by the industry Partners through their generous commitment of time, bringing the total project value to $241,555. The project is identified by File Number 1107-27.
1.7 Private Sector Sponsorship To increase the depth and reach of 2020 Media Futures research, in addition to the core funding from OMDC, the organizers have secured support during Phase I from the sponsors below. Discussions are underway for renewal of project sponsorship for Phase II. . KPMG . nextMEDIA
1.8 Promotion
1.8.1 Project Website (http://2020mediafutures.ca) Launched June 14, 2010 A top priority was to build a flexible, robust and attractive Web presence. As an “open source foresight” project, 2020 Media Futures is using its website as a real-time, 24/7, globally accessible connection point for the download or upload of project information, and to elicit interest from a growing body of stakeholders. The project logo and website design are by Ghazaleh Etezal, an OCADU graduate. For developing the website code and functionality, we followed a competitive bidding process and chose to work closely with Nelson Ko of Citadel Rock Online Communities, a company well situated within the Creative Cluster that the project seeks to support. Nelson has extensive experience in the digital media convergence industry (spanning desktop publishing, CD-ROM production, Internet, broadband, IP video and now Web 2.0/social media). He has endeavored to contribute not just to the technology
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aspects of the website, but also to the content of 2020 Media Futures, where appropriate. Selected screens from the website may be seen in the Appendix. Site sections include: About Research Participants Supporters Get Involved About Timeline Organizers Funder References Problem Signals Partner Reps Sponsors Purpose Trends Contributors Partners Benefits File Repository Private File Rep.
At present the website include approximately 350 pages in total. The site has more than 60 registered users of whom about 30 have requested “Contributor” status (authors or future authors). The wiki software reports 46,214 visits to wiki pages (which includes author, editor, and reader access). As of this month we are tracking pageviews and we will provide an estimated number of unique visitors as of our next report.
1.8.2 Print Promotion Coinciding with the launch of the project website and signing on of sponsors KPMG and nextMEDIA, we produced a project postcard in the quantity of 2000 two-sided, full-colour pieces. To date, the cards have been used for promotion of the project at key locations in Toronto’s Discovery District, and at the events listed below.
1.8.3 Conference Attendance Project representatives have gathered insights and disseminated project information at events including the following: nextMEDIA+Banff Banff, AB 12–15 Jun 2010 Interactive Ontario, IN|10 Toronto 12–14 Sep 2010 European Commission Information Society, ICT 2010 Brussels 27–29 Sep 2010 Cross Media TO ‘Melting the Silos’ Toronto 21 Jul 2010
1.9 Preliminary Events Organized Prior to the first official meeting of project partners, several events were undertaken in order to build awareness, interest, and participation in the project. These include:
1.9.1 Mobile Futures: Foresight in Practice This special sLab Explorations event on May 19, 2010 at OCAD University served as “warm up” to 2020 Media Futures. We asked, “How can 'strategic foresight' – the imaginative and disciplined exploration of possible futures – bring criticality and success to creative media entrepreneurs?” The event drew together leading voices from several OCAD-led research communities to engage an audience of young innovators. . Through a 'brief history of the future', Greg Van Alstyne of Strategic Innovation Lab (sLab) outlined the origins and current relevance of scenario planning and other foresight methods. . Suzanne Stein, Innovation and Business Development lead for OCAD's Digital Futures Initiative, outlined research plans for her Super Ordinary Lab.
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. Michelle Perras, Director of the Mobile Experience Innovation Centre (MEIC), brought stories from the explosive world of mobile games, apps, and services, where the need for foresight increases with each unfolding opportunity.
Together with the audience we explored these tools for understanding, anticipating and managing change. The event was generously sponsored by The Quebecor Fund – Professional Development.
1.9.2 nextMEDIA Banff With the support of nextMEDIA whose CEO, Robert Montgomery, is a project partner, 2020 Media Futures was represented at the important industry event, nextMEDIA+Banff (12–15 Jun 2010, Banff, Alberta). Present were project Senior Researcher Peter Lyman, Project Manager Kathleen Webb, and Graduate Research Assistant, Spencer Saunders. Peter Lyman was given an opportunity to announce the launch of our collaborative project website, and signing on of sponsors KPMG and nextMEDIA. OCAD University and nextMEDIA issued brief media releases with the relevant details. For more details please see the OCADU release: http://www.ocad.ca/about_ocad/articles/headlines_archive/20100621_2020mediafutures_banff.htm
2. Phase I, Stage 2: Horizon Scanning The primary objective of strategic foresight is to foster organizational learning and guide decision- making through structured investigation of alternative futures. To reach this goal, the project organizers have selected an array of methods that leverage evidence, expertise, interaction, and creativity. 2020 Media Futures uses processes that are well documented in strategic foresight literature and professional practice, specifically selected to apply to the current research context. Horizon scanning refers to a widely practiced set of methods in strategic foresight practice. In a notable example, as headquarters for their Futures Analysts Network the UK government runs a Horizon Scanning Centre (http://www.bis.gov.uk/foresight/our-work/horizon-scanning-centre). Like other think tanks, the Horizon Scanning Centre develops research that later informs governmental policy. However, the resulting policies are often developed proactively, with close attention to what might happen in the future, not simply to what has happened already. In the case of 2020 Media Futures, our methods are designed around the goals of discovering Signals, Trends, and Drivers of Change; conducting a Delphi Survey; as well as conducting Interviews and Expert Roundtables. Thus far, we have identified and developed a large number of Trends. Following a pair of workshops and several rounds of analysis using our project wiki, selections from the wiki were evaluated, rewritten, and supplemented by Foresight Expert Suzanne Stein and Foresight Consultant Scott Smith to produce an easily understood Trends Package (see Appendix for the full package). In addition, Gabe Sawhney and Kristian Roberts have lead the design and implementation of a Delphi Survey (see Appendix for sample questions). Our Foresight Expert, Suzanne Stein, has been a participant in the UK Horizon Scans and has led the development of the Trends Package, advised on the Delphi process, and has outlined the guiding frame for interviews.
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2.1 Signals, Trends and Drivers Foresight analysts and futurists commonly examine signals, trends, and drivers to understand critical uncertainties in the field they are studying. For 2020 Media futures, under the leadership of project Foresight Expert Suzanne Stein, Director of Super Ordinary Lab at OCAD University, a Trends Team has been assembled including OCADU graduate students and senior researchers. Once the initial topics and signals were gathered, Scott Smith of Changeist was enlisted to help flesh the ideas out into a formal Trends Package. This Package assembles signals of change into meaningful trend frameworks with the intention of workshopping the material with participants through roundtable discussions and scenario planning sessions. Further development of signals, trends and drivers will continue with the online wiki under the leadership of Bob Logan.
2.1.1 Definitions Signals are news events, recent innovations, and emerging developments that act as concrete data points in the larger analysis. We have collected more than 225 signals via the wiki on our website: http://2020mediafutures.ca/Signals Trends and Countertrends are the rising tide of those signals, such as a critical mass of stories about people using Facebook to call for help in emergency situations pointing to a larger trend regarding the importance of social networks. To date we have identified more than 60 trends at our site: http://2020mediafutures.ca/Trends Drivers and Enablers are the undercurrents that help foster trends. Often these are systemic or policy-oriented concerns that clear the space for trends to happen. They are basic realities, such as the availability of funding, government regulations, population booms, and economic developments, which last longer than any particular trend while still influencing a variety of them.
2.1.2 Trends Workshops Tuesday, June 29th and Tuesday, July 6th Two Trends Workshops were held at sLab on Tuesday, June 29th and Tuesday, July 6th. All partners were invited to attend as an optional contribution of time and industry perspective. Together with Project Lead Greg Van Alstyne, Suzanne Stein led the participants in a series of exercises to help identify both weak and strong signals in the current media environment. Following the Trends Workshops two initiatives were undertaken to capture and analyze the high volume of information and ideas presented, attempting to discern signal from noise and then sort those signals into relevant trends and drivers.
2.1.3 Trends Wiki Draft trends in development are available at our site. Here are three pertinent examples: DIY Distribution http://2020mediafutures.ca/DIY+Distribution Digital tools and processes have enabled independent producers and creators to use the internet as a distribution channel to directly connect with the consumers and audiences, in the process circumventing some of the cultural industries traditional intermediaries. (Lead writing by Zan Chandler)
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The Game of Life http://2020mediafutures.ca/Game+of+Life As the "social web" embeds a layer of additional data on our day-to-day lives, there emerges a pattern of playfulness and competition in which some of these interactions are weighted and given value with the consequence of affecting behaviour. (Lead writing by Spencer Saunders) Corporate Chaos http://2020mediafutures.ca/Corporate+Chaos New communication tools are often slow to find their proper role in the workplace, and in the gap frustrated workers will adopt them with a revolutionary attitude. Work processes designed to reduce risk, assure quality, ensure formalities of partnerships and/or repeatable processes, are often times greeted with a brush off in favour for more agile, networked, responsive and bespoke ways of working. (Lead writing by John Cassel) The list of draft Trends also includes: • Becoming Digital: From Atoms to Bits • Blurring of Life and Work • Choice Explosion • Cloud Computing • Copyright regimes increasingly challenged • Crossmedia • Data Traffic - Nowhere But Up • DIY Distribution • Increased Reliance on Electronic Technology • Language clash - English dominance challenged • Lifestreaming, intended and not • Natural User Interface • Network as Platform: Web 2.0 • New Media New Metrics • Perpetual Beta • Pirate Bay Won't Go Away • Portability and Mobility • Remix Culture • Prosumers: Consumers as Producers • The Content of a New Medium is Some Older Medium • The Medium is Still the Message • Transition from Products to Services • Trust in Social • Value Chains Open Up
2.1.4 Trends Package Trends that were identified and discussed in the workshops have been further extended and refined in a tightly edited Trends Package designed and built by Suzanne Stein, Director of OCADU’s Super Ordinary Lab, together with foresight consultant, Scott Smith of Changeist. The Trends Package is a consistent set of pages, simpler to navigate than a wiki, and more useful as support for rapid reference in a workshop setting, and is appended to this Interim Report (see Appendix). The goal of the Package is to provide all the information developed by our group with a coherent editorial sensibility and enhanced design thinking, making it more approachable for a wider audience.
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In addition, the deck features more thorough research and explanations for each Trend, making it a complete resource for subsequent use in identifying and prioritizing Change Drivers.
2.2 Delphi Survey Survey Launch Dates: Round 1: November 4; Round 2: November 11, 2010 Delphi is a type of survey method used in strategic foresight to achieve or identify points of consensus among experts. In this instance, we will be using the survey to determine which of the Drivers are most impactful on the business affairs of Ontario cultural media (and related) industries. The survey will also identify which drivers are least predictable. This latter task will be accomplished by posing a series of questions relating to possible aspects of a driver and noting where consensus occurs (between questions). As a result each driver will have two ‘blocks’ of questions (one for importance, one for certainty). Our partnership with Nordicity and the involvement of Kristian Roberts and Gabe Sawhney has proven exceptionally helpful. They have lead the development of the Delphi Survey using an online tool that allows for rapid participant registration and data collection. In addition, they have assisted in pinpointing strategic nodes from which to spread the questionnaire, particularly among media organizations and professionals in Ontario. In view of the unique structure of Delphi Surveys, we have chosen to underscore the nature of the Delphi process, i.e. clarifying the importance of answering the same survey questions twice for our participants.
2.2.1 Delphi Survey — Selected draft questions A sample screenshot from the online tool is included in the Appendix. Below is a sample question from the Delphi Survey illustrating the format:
The Role of Mobile Devices How significant a role will mobile and tablet devices (including phones, tablets, eBooks and similar devices) in overall media delivery? o Extremely unimportant - overall, consumers will choose to stick with 'traditional' formats o Very unimportant o Somewhat unimportant o Balanced - these devices will be important in just certain cases, to just certain audiences o Somewhat important o Very important o Extremely important - these devices will become the de facto media delivery platforms
How important is this issue (the role of mobile & tablet devices) to your company's success over the next 10 years? o Extremely important o Very important o Somewhat important o Mostly unimportant o Entirely irrelevant
Comments: ______
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Subjects in the Delphi Survey include the following: . Bandwidth Limitations . Digital Infrastructure's Relationship to Global Competitiveness . Consumer Choice & Plan Flexibility . Business Environment: Corporate Ecology . Interoperability of Devices and Software . Exclusive Distribution of Content . Distribution and Piracy . Digital Distribution of Media Content . File Sharing Concerns . The Evolving Use of Social Media . Public Policy, Support and Regulation . Easing of Foreign Ownership Restrictions . Public Policy & Convergence . Network Neutrality in Canada . Talent, Competitiveness and Workforce . Talent Development for the Digital World . The Role of Outsourcing & Foreign Workers . The Impact of Digital Production Processes . The Role of Institutional Investors . Media on a Global Stage . Consumer Attitudes and Other Concerns . Evolution of Attitudes Towards Privacy . Likelihood of Media Overload . Role of Environmental Concerns in Media
2.3 Interviews Scheduled for November 2010 and February–March, 2011 Interviews will be used to gather perspective and opinion from experts and notable commentators. We will leverage the opportunity to build our network. In selecting subjects we are aiming for maximum reputation, recognition and renown, in part to help build the project's visibility and impact by association. Whereas the Delphi is anonymous and quantitative, the interviews will be the opposite — we will seek highly memorable, idiosyncratic and personal comments, and potentially be able to offer them as striking, epigraphic provocations. Toward this end, interviews will be recorded and transcribed, subject to budgetary constraints. We will seek waivers from interview subjects permitting use of material in the project, for example, in podcast form or voice-over for later videos. Subjects should be 80% Canadian to foster original, locally relevant and pertinent content. By seeking 20% international perspective we provide global context and intellectual contrast. Each interview will begin by following a pre-determined set of topics with preliminary questions, and concludes with an open-ended, unscripted segment. The structured part will produce a desirable level of consistency, enabling comparative analysis. The open format will seek unexpected and divergent material. The outline for the structured questions will follow a general thread, devised by Suzanne Stein and refined from a series of interviews she conducted while at Nokia in their annual trends scanning program regarding goals, dealing with change, hindsight, and managing conflict. We have developed a draft interview guide (questionnaire) for the structured part of the interviews. Our next steps include selection of candidate names as a subset of the master list already developed
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for the Delphi Survey. Interviews will be conducted in two rounds. The first round will be completed prior to the Scenarios Workshop, in order to produce input for the scenarios. The second round, which will function in part to elicit response to our work, will be completed for integration in Final Report (July 8, 2011).
2.4 Phase II – Foresight Scenarios
2.4.1 Roundtables I — Trends and Drivers Scheduled for Late November, 2010 We are organizing two sets of roundtables — a set prior to the Scenarios Workshop and a set after. The first set of two roundtables aims to rank Trends and Drivers of Change according to impact and uncertainty, and to formulate similarities and differences between industries regarding the meaning of these changes. This set will directly prepare participants for the scenario planning session. Here partner reps will discuss the Trends Package, debating the Trends and underlying Drivers. Having received the Trends Package in advance, they will proceed to identify additional Trends that should be included in scenario building. This is an important feedback and supplementation phase. Underlying themes will be discussed through the concept of Drivers. These will be refined into summary statements of underlying drivers (larger forces of trends). The session will also involve a ranking of the trends and drivers for highest impact and uncertainty. Each table will discuss the highest ranked trends and drivers, in light of the implications for their industries. The tables will present back to each other and the session will close. A report will be circulated to all participants detailing the findings per roundtable. This report will also compare results of impact, certainty and implication across the industry alignments, looking at similarities and differences.
2.4.2 Scenarios Workshop Scheduled for Late January, 2011 The heart of the project, a two-day Scenarios Workshop slated for January 2011. Preceding and following that centerpiece are two sets of face-to-face Expert Roundtables, and a series of Expert Interviews. We will use these as an opportunity to work closely with the partners to gather, share and refine insights, questions, and assumptions, and to lay the necessary ground work for provocative scenario building.
2.4.3 Roundtables II — Implications for Action Scheduled for Mid March, 2011 The second roundtable drives the implications for each industry in light of possible futures – four vivid worlds made up of several interacting trends. These roundtables help to drive the initial implications further and allows for a more focused discussion on decision-making and strategies for industry health and leadership in the future. The report from the second roundtable will outline the top strategies for the group as a whole and it will also compare the differences of opinion between industries, and tensions within industries. A list of agreed-upon strategies and ones that require further investigation or research will result.
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3. Published Results to Date Published results to date include the following: 3.1 Web site Please see Section 1.8.1 for site sections; Appendix for selected screen. 3.2 Delphi Survey See Section 2.2.1 for question structure and subjects; see Appendix for sample screen. Initial survey results are forthcoming prior to Roundtables I, in late November. 3.3 Trends Package See Appendix for complete content.
4. Outline of Final Report The final report is planned as a multi-platform offering that comprises a written document in PDF form supplemented and extended by online materials. The written report will be designed to present the core data and arguments of the study in a form that is clear and typographically appealing. It will include information graphics based on the data gleaned from the research, including the Delphi Survey (demography and responses), as well as qualitative responses gleaned from participant sessions. Ultimately, we want the final report to serve as both an informative summary of the many possible futures facing our Creative Cluster, as well as a thoughtfully designed document that will be legible and visually arresting for a wide variety of readers and participants. The final report is planned to contain the following sections (subject to revision for structure, sequence and terminology):
4.1.1 Final Report – Planned Table of Contents I. Executive Summary II. FRAMING & SCANNING Trends and Drivers of Change. In depth analysis and extrapolation of 20–30 key trends impacting the Cluster within the designated time frame Delphi Survey. Purpose; Methodology; Analysis; Summation Expert Interviews. Qualitative analysis; Selected quotations Round Table I. (Drivers of Change). Methodology; Results analysis; Representative quotations III. SCENARIOS & IMPLICATIONS The Scenarios. Proceedings: Program; Methodology; Scenario Narratives Round Table II. (Implications for Action). Methodology; Results analysis; Representative quotations Visualization and Dissemination. Process and Tactics; Participants; Results; Links IV. Appendices. Project participants. Bibliography.
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5. Appendices Visual representations for selected Project Deliverables.
5.1 Promotional Postcard
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5.2 Project Website / Wiki — Home page
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5.3 Delphi Survey — Selected screen
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5.4 Trends Package The Trends Package was developed by:
Lead Suzanne Stein, Super Ordinary Lab, OCAD University Foresight Consultant Scott Smith, Changeist
The draft Trends that served as points of departure for the package were developed within two Trend Workshops held on 29 Jun and 6 Jul 2010, at Strategic Innovation Lab, OCAD University. Contributors included participants from the Cluster who attended these open sessions, as well as the following: Research Team Suzanne Stein Greg Van Alstyne Bob Logan Peter Lyman Grad. Research Assistants Madeline Ashby John Cassel Zan Chandler Spencer Saunders Karl Schroeder Attending Partner Reps See section 1.5.3 above for full list
For full Trends content and Contributors please see http://2020mediafutures.ca/Trends http://2020mediafutures.ca/Contributors
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2020 Media Futures Trends Package for internal review
October 31, 2010 Suzanne Stein, Super Ordinary Lab & Sco Smith, Changeist
Contents
Social: Technological: • Remix Culture • Hybrid Technologies • Educa on 2.0 • Network as Pla orm • Game of Life • Atoms to Bits • A en on Fragmenta on • Data Traffic Crunch • Language Clash • Portability and Mobility
Environmental: Economic: • Genera onal Differences • Agile vs. Formal Produc on • Green Considera ons • DIY Distribu on • The Problem of Stuff • Aggrega on • Prosumers • DIY Technology Poli cal: • A Neutral Net or Not? Values: • IP Challenges • Blurring Life and Work • Inver ng Privacy • Social Collec vity
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2020 Media Futures Trends Package SOCIAL
Super Ordinary Lab & Changeist
Social Trends
• Remix Culture: Remix Culture describes the emergence of cultural ar facts and processes created to include recombina on of other works, enabled by the digi za on of media, as well as the availability of knowledge about others’ crea ons provided by open global networks. • Educa on 2.0: New technologies in the classroom, and the dynamics of the Web, are transforming the ways in which students and teachers interact with educa onal media and prac ces, opening the learning experience up to many new approaches. • Game of Life: As the "social web" embeds a layer of addi onal data on our day to lives, playfulness and compe on are assuming larger roles in driving behaviors, connec ons and discovery. • A en on Fragmenta on: The fragmenta on of content into smaller bits, consumed rapidly and frequently, has both been driven by and is causing further shi s in cogni ve pa erns, toward shorter a en on spans. • Language Clash: While English has been the dominant language of online content for the past two decades, shi ing demographics of technology usage, as well as changing na onal popula ons, means this dominant posi on may be relinquished in the next two decades.
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Trend type: Social Remix Culture Industries: All
Trend Summary: Remix Culture describes the emergence of cultural ar facts and processes created to include recombina on of other works, enabled by the digi za on of media, as well as the availability of knowledge about others’ crea ons provided by open global networks.
Trend Descrip on: Wikipedia defines a remix as “an alternate mix of a song made using the techniques of audio edi ng…” Remix was a feature of recorded music long before “new media” appeared but has grown in importance because of the ease with which digital content can be remixed. We expand this defini on to incorporate the contemporary prac ce of crea ng new cultural ar facts by remixing prior cultural elements to create something new.
Although remix has always been an aspect of human culture the phenomenon takes on more significance in the digital age, because of the ease with which a creator of a new cultural ar fact can “steal” to use the term from Stravinsky’s observa on that all composers steal and the great composers steal the most. Music, text and images are easily transferred from one digital device to another especially because of the Internet which allows this phenomenon to take place on a global scale.
Signals: •The rise of, and subsequent success of, hip-hop music from the 1980s to the present has relied in part on the crea ve re-use of sampling from other works, recombined in new ways to form new work. This has become a mainstay of both mainstream music in the 2000s, with the tools to create it increasingly easy to obtain and manage. •The mashup, a type of applica on, service or content made famous by the rise of Web 2.0 technologies, recombines other pieces of content, programming and experience to generate a new experience or capability.
Implica ons: •Remix culture has encouraged openness, as producers of remixed materials place their own crea ons back into the realm of public use. This in turn has driven growth of remix culture by crea ng opportuni es for new crea ve voices and entrepreneurship, as more creators seek to leverage exis ng content to create new product. •The popularity of remix culture has driven a rethink of intellectual property frameworks. Lessig’s Crea ve Commons framework, which provides different levels of permission for remix and reuse of material, has become an established pla orm for managing rights in remix culture.
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Remix Culture
Countertrends: •Some countries and industries have taken steps to ghten intellectual property frameworks and aggressively pursue alleged copyright violators to slow loss of revenues and maintain control of content.
Extrapola ons: •Con nued expansion of remix culture could radically alter intellectual property frameworks and mechanisms such as digital rights management in areas not yet touched by it as content protec ons in core media industries shi to accommodate further openness. Producers would have to look to new revenue sources as the ability to capture full “return” for created works would be weakened, as we are already seeing with some categories of content such as music and video.
Other Resources: h p://www.henryjenkins.org/ — Blog of Dr Henry Jenkins, Provost's Professor of Communica on, Journalism, and Cinema c Arts at the University of Southern California and expert on convergence and fan culture. h p://aramsinnreich.typepad.com/ — Blog of Dr. Aram Sinnreich, author US lawsuits for illegally copied media surged in 2010 as legal and media groups of “Mashed Up” and visi ng professor at NYU’s department of Media, developed a new strategy for defending copyrights. Source: ars technica h p://arstechnica.com/tech-policy/news/2010/06/the-riaa-amateurs-heres-how-you- Communica on and Culture. sue-p2p-users
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Trend type: Social Educa on 2.0 Industries: Books, Interac ve Trend Summary: New technologies in the classroom, and the dynamics of the Web, are transforming the ways in which students and teachers interact with educa onal media and prac ces, opening the learning experience up to many new approaches.
Trend Descrip on: Text alone will not hold the a en on of today's school children who are digital na ves. Google, blogs, social media and collabora ve knowledge management mean students are not only exposed to more informa on they can also easily search and access any informa on or knowledge they desire, access expert knowledge and collaborate real- me over distances. The amount of informa on available outside the classroom today is greater by an order of magnitude compared to what was available just 10 years ago. More recently, textbooks are beginning to face pressure from e-books and the Web, as more ins tu ons look to both leverage digital media and cut costs as budget pressures grow.
Signals: •The global market for e-learning market reached an es mated USD$27 billion in 2009, according to Ambient Research, a figure expected to double by 2014. Of this, North America is and will con nue to be the highest spending region globally for the foreseeable future. •Investment in digital educa on ini a ves are gaining an increasingly high profile as public educa on metrics weaken across major countries and budget shor alls become more frequent. Major founda ons, such as the Bill and Melinda Gates Founda on, have put forward grants to help further develop digital learning to help educa on meet 21st century needs. •With the advent of inexpensive netbooks and e-readers, regional educa on authori es in many areas have begun to look at digital textbooks as a low- or no-cost way of delivering up-to-date curricula to students already savvy in technology usage.
Implica ons: •Use of digital educa on tools and content has the poten al to completely reorder the educa on “supply chain” in many areas, with curriculum creators needing to shi to new development processes, sources of content and delivery structures to feed electronic learning. •Tradi onal one-to-many models of learning will increasingly need to shi to one-to-one and collabora ve models of teaching and learning as technology allows students, teachers and others involved inside and outside the classroom to interact in many different ways. •Digital educa on divides may be exacerbated as school systems with access to funding and resources pull further ahead of resource-poor areas. •Digital educa on ini a ves will give a boost to innova on around content and collabora on, and will also draw in other industries.
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Educa on 2.0
Countertrends: •Conserva ve governments in developed countries are pushing for smaller government and less investment in public services, of which educa on is one. As a result, development of educa on 2.0 may be slowed or even halted in some areas due to a desire to focus on other services, or on perceived core educa on building blocks, such as the old “3Rs”.
Extrapola ons: •Full implementa on of digital educa on would mean a complete reworking of educa on systems, away from the Fordist model of the 19th and 20th centuries, toward a more co- crea ve system that provides cradle-to-grave access to both learning and teaching. Educa onal ins tu ons would more closely resemble media startups and laboratories than today’s schoolrooms.
Other Resources: •The Golden Swamp, h p://www.goldenswamp.com/ •Mobile Learning Foresight, h p://mamk.research-update.info/ Libraries and classrooms in educa onal ins tu ons may see fewer books •Future Now, Ins tute for the Future: and more digital devices in future, as cheap e-readers and electronic h p://future.i f.org/educa on/ books create the ability to store, move and collaborate around thousands of available texts. Source: Flickr/Katerha
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Trend type: Social Game of Life Industries: Interac ve, Television Trend Summary: As the "social web" embeds a layer of addi onal data on our day-to-day lives, playfulness and compe on are assuming larger roles in driving behaviors, connec ons and discovery.
Trend Descrip on: Playfulness has expanded beyond the tradi onal realms of gaming and learning into many new social applica ons on the Web, on our mobile devices, and through linkages between interac ve media and tradi onal media such as television, and even beyond into health care, transporta on and other new areas. This has been driven in part by the desire to appeal to younger consumers of content and technology, and also to find new ways of persuading and engaging social usage of technology in ways that engender posi ve behaviors and outcomes through harnessing of our natural inclina ons toward both compe on and coopera on. Leading edge manifesta ons of this trend including augmented reality (AR), alternate reality gaming (ARG), geo-cache games, loca on-based social media and the reward and point-based accomplishments associated with these interac ons.
Signals: •So-called mobile social loca on applica ons, such as Foursquare, Gowalla and the newer SCVNGR encourage users to “check in” to loca ons as a means of no fying others nearby. By rewarding check-ins with badges or other awards, these services encourage both individual users and groups of users to coordinate behaviors or compete for rewards, including promo on offered by businesses. Foursquare had an es mated 2.8 million registered users in August, 2010. •Using the driver’s sense of play, Toyota designed the visual feedback system for its Prius hybrids to engage the driver with his or her interac on with the vehicle and its energy consump on. It’s instrument console makes drivers aware of how their driving behaviour affects energy consump on, and has been noted to encourage friendly compe on among owners. Ford has expanded this to provide posi ve visual feedback of leaves growing in one instrument display as driving pa erns become more fuel efficient. •A number of emerging health and wellness applica ons are harnessing gaming dynamics to encourage healthy behavior through compe on. Nike’s + system for runners now allows group sharing of running data to ins ll an element of play in social groups of casual runners.
Implica ons: •Use of playful interfaces, gaming dynamics and reward systems is opening up increasing overlap among disciplines such as game design, medical research, and behavioral economics, cross-pollina ng ideas from other disciplines into technology and media. •Adding casual gaming elements to technology and media has expanded user popula ons from tradi onal “core” technology adopters to broader “shoulder” markets such as women, youth and seniors. Nintendo has been par cularly successful doing this through its Wii and DS gaming pla orms. 6/29/10
Game of Life
Countertrends: •Using playfulness in technology and media as described in this trend does not have a long track record, and may be simply a phase of commercial innova on that declines as users become more sophis cated. Even as services such as Foursquare’s base grows, there is evidence that many registered users fail to stay with these applica ons over me.
Extrapola ons: •Playful interfaces could follow their push into areas such as automo ve design and health care into other “serious” industries and areas, such as law enforcement, enterprise so ware, government and beyond as a genera on familiar with and embracing of these game dynamics ages.
Other Resources: •Claire Cain Miller, “Cellphone in a New Role: Loyalty Card,” New York Times, May 31, 2010, h p://www.ny mes.com/2010/06/01/technology/ 01loopt.html?_r=1&hpw
•Alexia Tso s, “Facebook Places vs the Loca on-based World,” TechCrunch, August 19, 2010, A number of compe ve social loca on applica ons have emerged in h p://techcrunch.com/2010/08/19/facebook-world/ recent years—the most recent from Facebook—which reward users’ checkins and other loca on-based behaviors. Source: TechCrunch.
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Trend type: Social A en on Fragmenta on Industries: All Trend Summary: The fragmenta on of content into smaller bits, consumed rapidly and frequently, has both been driven by and is causing further shi s in cogni ve pa erns, toward shorter a en on spans.
Trend Descrip on: “Snacking” is the term most used today to describe the media and informa on consump on pa erns of average Internet users, spreading me across mul ple media, o en at the same me. While the hyper-connected Web established this behavior with the digital genera on, the advent of smartphones, bringing instant delivery of mobile media and messaging to almost any loca on, has exacerbated this fragmenta on of a en on, leading us to fill any empty moment with Twi er, Facebook, YouTube, e-mail, text messaging, casual games and dozens of other distrac ons.
Signals: •Mul tasking on digital media is on the rise. Data from 2009 suggested that over 80% of US Internet users in a survey were also consuming some other form of media at the same me they were online. Almost two-thirds of respondents to the Burst Media study were watching TV while surfing the Web. •The average US teen between 13 and 17 sends and receives over 3,000 texts per month, according to Nielsen data. •Globally, average me spent per month by Internet users on Facebook, Twi er and other social networks topped five hours per day at the end of 2009. •Time spent viewing video on mobile devices, typically on the move, rose 600% between 2009 and 2010, according to ComScore data.
Implica ons: •Tradi onal media consump on behaviors that have driven television, newspaper and radio adver sing models for the past 50 years are fragmen ng along with a en on, disrup ng adver sers’ and media companies’ abili es to develop consistent revenue models that can predict behavior. •Content crea on and produc on must take into account changes such as shorter formats, new forms of portability, cross-media connec vity with other forms of content and communica on, meshi ing and placeshi ing. •Consumers may begin to “burn out” on fragmented media consump on and cut back me spent on digital media. Already academics and psychologists are beginning to track forms of Internet-driven burn out and disloca on thought to be driven by constant connectedness and the stress of keeping up with so many available media and informa on sources.
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A en on Fragmenta on
Countertrends: •A small number of consumers are repor ng cu ng back on connec on me as a response to this fragmenta on. •Local and na onal authori es in some areas are implemen ng bans on mobile phone use, including bans on tex ng while driving, in response to the impact of fragmented a en on in causing accidents.
Extrapola ons: •Content may con nue to be broken down into micro-episodes and other very small packages to be delivered on any screen at any me, intended to follow con nuously shi ing consump on. •New forms of media tracking and consump on measurement may be developed, including forms of neurological and biometric measurement that directly track users’ behavior and reac ons.
Other Resources: •“The Three Screen Report,” NielsenWire, September 2, 2009, h p://blog.nielsen.com/nielsenwire/online_mobile/three- In his 2010 book The Shallows, author Nicolas Carr contends that screen-report-media-consump on-and-mul -tasking-con nue- current informa on and content consump on habits are having nega ve impacts on the human brain, poten ally rewiring cogni ve to-increase/ processes and limi ng so-called “deep engagement” with informa on. •Nicholas Carr, “The Shallows: What the Internet is Doing to Our Brains,” WW Norton & Co, June 2010.
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Trend type: Social Language Clash Industries: All Trend Summary: While English has been the dominant language of online content for the past two decades, shi ing demographics of technology usage, as well as changing na onal popula ons, means this dominant posi on may be relinquished in the next two decades.
Trend Descrip on: The rise of Internet usage in Asia, South America and Africa is bringing millions of new users online each year, and with it a change to the balance of languages used in content and communica on. Chinese language usage is counted among some 440 million users as of 2010, just behind the 550 million English language users online today. With peaking penetra on in developed countries that count English as a major language, and major growth s ll to come in countries such as China, India, Brazil, and parts of Africa, the shape of content and communica on will change as new languages take on more weight on the global network.
Signals: •ICANN, the body charged with managing Internet domains, switched on capabili es earlier this year for new mul lingual domains, ini ally in Cyrillic for Russian, and Arabic. This is the first me non-Roman characters have been used in top-level domain names. •Google’s Eric Schmidt last year forecasted an Internet that will be dominated by Chinese language content in the next five years. Google and other search companies have made great strides in recent years developing non-English search technology, and Facebook has seen its growth explode worldwide as it adds na ve language versions of the dominant social network. 48% of Facebook content was es mated to be in languages other than English, with Turkish and Indonesian among the top six languages used on the network. • A study conducted in early 2010 showed only 50% of all Twi er messages are in English. Japanese, Portuguese, Malay and Spanish make up next most frequently used languages.
Implica ons: •Areas such as search and social media emerging in new languages will have a disrup ve effect on the development of Internet content as these changes will reach into the seman cs of these networks, from search engine op miza on to adver sing to content tagging and beyond. Adver sing in par cular will see significant changes in coming years to adapt to new languages. •Real- me transla on will become an increasing necessity as users access material in other languages across the ghtly integrated links of global pla orms. Tools such as Google Translate, already offering automa c transla on within the browser, and this is likely to be developed into addi onal tools that reside closer to the na ve content. •Technical considera ons around domain management, content management and content design will have to take into account new character sets, such as Mandarin, Cyrillic and Arabic. 6/29/10
Language Clash
Countertrends: The principal countertrends are primarily around growth of English language educa on worldwide, and the con nued use of English as a neutral language among cultures. This won’t slow languages such as Chinese or Arabic as much, as many new users are coming from less educated social groups and rural regions less likely to use English as a bridge language.
Extrapola ons: •Design accommoda ons, par cularly for Chinese and Arabic, will begin to impact visual design on content and media. Spending power within these language groups will dictate the level of this change, from shi ing page layouts to how extensive transla on will be applied for English language audiences, if at all. This also applies to technologies such as e- readers, which will need both hardware and so ware accommoda ons to mul ple languages.
Other Resources: •Susan Su, “Facebook’s Top 10 Languages,” Insidefacbook.com, May 24, 2010, h p://www.insidefacebook.com/2010/05/24/facebooks-top- ten-languages-and-who-is-using-them/ •Robin Wauters, “Only 50% of Twi er Messages are in Englsh, Study Says, February 24, 2010, h p://techcrunch.com/2010/02/24/twi er-languages/ •Top 10 Internet Languages, Internetworldstats.com, h p://www.internetworldstats.com/stats7.htm The Internet is finally becoming a truly mul lingual pla orm as new users join the network from developing markets, forming a linguis c long tail of content and communica ons.
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2020 Media Futures Trends Package TECHNOLOGICAL
Super Ordinary Lab & Changeist
Technological
• Hybrid Technologies: Powerful new pla orms are beginning to emerge through the hybridiza on of two or more technologies or media, such as Internet TV, portable video, or mobile messaging, crea ng new possibili es to modify and extend media in new ways. • Network as Pla orm: The second major wave of technology innova on on the Web, known as Web 2.0, posi oned the network as the primary pla orm for compu ng. This is pushing media with it out onto the so-called “cloud,” making locally stored and played media more and more irrelevant. • Atoms to Bits: More and more content is being converted from both physical or non-digital formats to digital ones for easier distribu on online. • Data Traffic Crunch: Numerous forecasts show demand for digital media, coupled with the massive amounts of storage required to host both professional and DIY content, may drive us toward a bandwidth crunch in coming years • Portability and Mobility: Mobile devices are permea ng more and more areas of our lives, strongly shaping the consump on and communica on behaviors of society, changing how we interact with loca on and each other.
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Trend type: Technological Hybrid Technologies Industries: Film, Interac ve, Television Trend Summary: Powerful new pla orms are beginning to emerge through the hybridiza on of two or more technologies or media, such as Internet TV, portable video, or mobile messaging, crea ng new possibili es to modify and extend media in new ways.
Trend Descrip on: While technology analysts o en speak of a trend toward convergence, a trend toward simpler “hybridiza on” of media and technologies has evolved over recent years, where several key func ons are embedded in a device or media that allows it to serve not just one but several key uses, without becoming fully convergent. While these devices and media may be capable of more fully convergent behavior, the simple flexibility and u lity of serving a limited number of important func ons is the defining factor, o en dictated by the op mal storage, processing or form factor of the device.
Signals: •The integra on of data carriage capabili es into the simple mobile phone, ini ally designed for voice only, has created a boom in development of mobile devices toward the smartphone, allowing these powerful portable computers to be used for several key func ons—voice when needed, or messaging and data communica on when necessary. While the modern smartphone has evolved into a highly capable compu ng device, billions of users worldwide simply use the mobile phone for these two basic capabili es. •Internet-capable televisions, of which a new genera on is emerging, also provide similar func onality as the mobile phone—in this case designed for video delivery, but also capable of basic interac vity through Internet access. Likewise, simple devices like Apple TV and Roku can stream both video and music to TVs, and the Wii and Xbox play games and also stream video. •The newest genera on of e-readers bring not only the capability to store and read digital books, but also have data access to give them simple access to interac ve services.
Implica ons: •Most if not nearly all future media devices will have data access to allow them to send and receive content, and possibly connect with networks of other consumers’ content and devices. The phrase “_____ and Internet access” will become a common descriptor of new products’ capabili es. •The nature of how we think about basic behaviors—reading, communica ng, shopping, watching, listening—is steadily being shi ed to include other possible func ons, or how that behavior is defined in context of access to others doing the same, or to vast libraries of content or services beyond the simple ac on. •The ability to store large quan es content or media will become as important as data access in new devices.
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Hybrid Technologies
Countertrends: •A countertrend toward single func on devices, par cularly for emerging markets, or where space, cost or other constraints dictate func onality be limited. Storage-only USB keys, voice- only phones for the elderly, or types of dumb data access terminals may s ll be the most appropriate technologies for certain situa ons.
Extrapola ons: •The so-called Internet of Things is one important extrapola on of hybridiza on, where most everyday objects also have an IP address and read-only data access, enabling them to report loca on, status or otherwise be queried. In each networked object, it has its primary nature or func on, and the addi onal hybrid func on of being a data reporter.
Other Resources: •Sco Smith, “Don’t Judge a Book by It’s Coverage Area,” Changeism, April 23, 2009, h p://www.changeist.com/changeism/2009/4/23/dont-judge- a-book-by-its-coverage-area.html Simple TVs are likely not to con nue to be so simple, as Internet access becomes an expected feature. Source: Flickr / Re-ality.
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Trend type: Technological Network as Pla orm Industries: Interac ve, Television, Music Trend Summary: The second major wave of technology innova on on the Web, known as Web 2.0, posi oned the network as the primary pla orm for compu ng. This is pushing media with it out onto the so-called “cloud,” making locally stored and played media more and more irrelevant.
Trend Descrip on: Technology analyst Tim O’Reilly, one of the early proponents of Web 2.0, defines it thusly, "Web 2.0 is the network as pla orm, spanning all connected devices; …delivering so ware as a con nually-updated service that gets be er the more people use it, consuming and remixing data from mul ple sources, including individual users…” Similar to Sun Microsystems’ declara on in the 1990s that the “network is the computer,” Web 2.0 and related evolu ons of programming, so ware development, network architecture, and media have put the network at the center of the system map, with media, content, compu ng power and data increasingly residing in what is commonly referred to as “the cloud” of Internet- connected servers and applica ons, delivering whatever consumers want, wherever they need it. Increases in access speeds for many consumers, and falling costs of storage and processing, has accelerated this trend to a point where now the network is a substan al “pla orm” for media delivery itself.
Signals: •Peer-to-peer media services such as Pandora, Napster and Last.fm applied a similar network-as-pla orm strategy as Internet telephony service Skype by borrowing both files and bandwidth from users to turn the public Internet into a pla orm for media delivery. This model has been con nued by dozens of smaller, similar media networks that deliver content from the network as host. •Companies such as Microso , Sun, HP, and IBM have made extensive investment in developing and distribu ng various new networked compu ng tools and applica ons to reinforce the network as pla orm for both consumer and business use. •Apple is expected to push its dominant pla orm for media, iTunes, to a cloud pla orm in the next year, and has already made investments in technology and infrastructure to power this. Such as move would trigger a new wave of movement to the network by compe ng players, further powering this trend. It has already opened up the system to social networking, allowing the network to be the pla orm for media as social object.
Implica ons: •Using the network as pla orm will increase both media portability and the reach of many media companies, as it lessens the reliance on physical infrastructure. •This trend has implica ons for controlling flows of media, as networks cross borders. Storage and transmission of media in the cloud now has to take careful considera on of na onal and regional rights structures, and implement new technologies to manage this.
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Network as Pla orm
Countertrends: •Growing capacity and falling price of local networks and storage represent a minor countertrend, which, along with local media ecosystems, could encourage some measure of re- localiza on of media.
Extrapola ons: •Loca on of media sources would become unimportant as consumers chose to trade this for access to media anywhere, on any device. This would result in a shi of media devices toward quality of playback and breadth of access (i.e. iPad) and away from the local storage (i.e. iPod).
Other Resources: •Ma Buchanan, “The Seeds of Apple’s Cloud,” Gizmodo, September 3, 2010, h p://gizmodo.com/5628255/the-seeds-of-apples-cloud
This image from a patent applica on by Apple for a tagging system for cloud-based media shows the complex flows that are emerging in the virtualized network world.
10 11/2/10
Trend type: Technological Atoms to Bits Industries: Books, Film, Magazines Trend Summary: More and more content is being converted from both physical or non-digital formats to digital ones for easier distribu on online.
Trend Descrip on: The emergence of both convergent (smartphone, PCs, tablets) and specialized devices to store and play digital media has driven the digi za on of billions of bytes of physical and analog media into digital form, adding hundreds of thousands of new ar cles, songs, chapters and episodes to digital libraries and stores. As described in Chris Anderson’s blog and book by the same name, The Long Tail, digital formats open up vast new niche markets interested in narrow topics or li le-known ar sts, crea ng a boon for digital media producers.
Signals: •Movie and TV produc on studios have been steadily adding to back catalogs of available digital versions of their proper es as the main aggregators and distributors of digital video have stabilized. Major digital distributors such as iTunes, Amazon, Ne lix and Hulu have grown substan ally as online video content consump on has accelerated growth, crea ng a more viable business case for direct-to-online release. •With the emergence of the blockbuster Amazon Kindle e-reader pla orm, e-book libraries have swollen to meet demand for both current bestsellers and back catalogs of publishers. One es mate at the beginning of 2010 put the number of e-book tles available at around 10 million, including 500,000 made available as public domain by Google. •While most major magazines and newspapers have been available via the Web for the past decade, the advent of tablets such as Apple’s iPad, as well as larger format e-readers, has magazine publishers rethinking how they adapt their content, adver sing and overall format to the similar form factor of these devices. Wired, the New York Times, the Wall Street Journal, the Guardian and several other high profile global tles are trying different design innova ons to appeal to their reader base, an increasing percentage of which is mobile and armed with these devices.
Implica ons: •The shi from physical presenta on to digital delivery is pu ng pressure on tradi onally successful tles to innovate in areas they are not yet fully familiar with, giving the lead to those which are able to define the online reading or viewing experience early. •Deeper interac ve integra on will be necessary to take advantage of the benefits of connected, powerful, high-resolu on devices. As with the Web, digital reading, in par cular, opens avenues for integra on of mul media, within certain constraints. •Marke ng and promo on abili es afforded by physical retail and distribu on are vastly diminished in a direct-to-digital space. With li le additonal “real estate,” new forms of marke ng, such as sample chapters, limited downloads and other “taster” versions of media will need to be created to catch the digital consumer’s a en on.
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Atoms to Bits
Countertrends: •With the rush to digital formats, countertrends to digi za on are not strong at present. Some new development in the area of limited-run or specialist print media is happening, but even these are o en leveraging digital e-ins.
Extrapola ons: •Already several large newspapers in North America have ceased physical publica on but con nued life as digital media. It is possible that, within two decades, most analog and physical media delivery will be replaced with all-digital delivery on demand, as many of the infrastructural pieces already exist.
Other Resources: •The Long Tail, h p://www.longtail.com/ •Project Gutenberg, h p://www.gutenberg.org/wiki/Main_Page •Ma hew Flamm, “Wired Magazine’s iPad Li off,” Crain’s New Amazon’s mul screen Kindle strategy has created an a rac ve and York, June 6, 2010, viable pla orm for digital distribu on of print media, enabling readers to access the same content on most major personal devices, and h p://www.crainsnewyork.com/ar cle/20100606/FREE/ maintain con nuity of experience. 306069969
11 11/2/10
Trend type: Technological Data Traffic Crunch Industries: All Trend Summary: Numerous forecasts show demand for digital media, coupled with the massive amounts of storage required to host both professional and DIY content, may drive us toward a bandwidth crunch in coming years.
Trend Descrip on: Technologists and telecom engineers have been concerned for some me that various factors, including aging infrastructure, outdated core technologies and rapidly networks are reaching the limits of their capacity to support Internet growth going forward. Various ini a ves and proposals have been put forward, from charging for ers of usage, to upgrading IP technology to a new genera on to developing new global networks, and other measures. While consumers of digital media have not yet seen many indicators of the forecasted bo lenecks and failures, experts say we are approaching the edge of what our current global Internet can do.
Signals: •Internet bodies have been planning for implementa on of the proposed IPv6 system, to replace the older system for alloca ng Internet addresses, for several years. Analysts say the current IPv4 system will run out of available addresses in 2011. •Plans have been discussed for some me to create alterna ve Internets for certain kinds of traffic and applica ons, such as Internet 2 for academic ins tu ons, research and government, as a means of segrega ng the o en dense traffic these users flood the system with. •According to Google VP Marissa Meyer, the amount of data on the Internet jumped 56 mes from 2002 to 2009, and stood at approximately 281 exabytes last year. This leap in data, partly due to the amount of informa on consumers upload via social media, will be outstripped by the influx of networked objects—the so-called Internet of Things—in coming years.
Implica ons: •The rela vely low cost of digital consump on may rise drama cally in coming years if capacity doesn’t expand to keep pace with demand, leading to charging for ers of service. •Quality of service of more data-intense content, such as high-defini on video, will be difficult to maintain as network outages and bo lenecks occur at cri cal pinch points. Major events such as the World Cup, which is increasingly broadcast online, will flood networks with both dense mul media content and millions of new consumers, crea ng major problems for both viewers and providers. •Cloud-based data services will be impacted as the amount of data shi ed in and out of the network increased with uptake of these services. Major companies such as Microso , Apple and Google, all of whom have been moving major services to the cloud, will have to deal with maintaining quality of experience and guaranteed access as the crunch hits.
6/29/10
Data Traffic Crunch
Countertrends: •Major technology companies and network providers are rapidly trying to solve this poten al crunch at network, services and hardware levels. •A protracted economic downturn might at least slow data usage from the levels of more aggressive forecasts.
Extrapola ons: •Con nued degrada on of public Internet capacity could slow demand, and therefore the rate of innova on that can be supported on the Internet as users ra on their access of the medium. Digital video, a major growth area as IPTV services expand, may be curtailed as the networks reach capacity and service degrades.
Other Resources: •Cisco Visual Networking Index, h p://www.cisco.com/en/US/netsol/ns827/ networking_solu ons_sub_solu on.html •Carrie-Ann Skinner, “Fibre Broadband Could Hit Bandwidth Capacity Wall,” CIO, October 19, 2010, h p://www.cio.co.uk/news/3244721/fibre-broadband-could- hit-bandwidth-capacity-wall/
Networking company Cisco projects the growth in digital video over the Internet to be the main component of traffic growth in coming years.
12 11/2/10
Trend type: Technology Portability and Mobility Industries: All Trend Summary: Mobile devices are permea ng more and more areas of our lives, strongly shaping the consump on and communica on behaviors of society, changing how we interact with loca on and each other.
Trend Descrip on: Since the emergence of the first mass market portable computers, demand has driven increasing levels of miniaturiza on, new form factors, greater power and new func onality into mobile compu ng devices, resul ng in the slim smartphones, postage-stamp sized media players, tablets, pads and folding devices we have today. The advent of loca on-based services and social media have further accelerated the value of mobility as they provide context-based func onality and a social dimension to personal technology.
Signals: •There are more than 5 billion mobile phone subscrip ons ac ve in the world today, with the most recent billion being added in just last 18 months. This puts global mobile penetra on at aproximately 74%, according to the GSMA. •The func onality of mobile devices has expanded phenomenally in the past five years as the devices have become more powerful and Internet- connected. As a sign of this convergence, the world’s largest mobile phone manufacturer, Nokia, is also the largest maker of MP3 players, digital cameras and GPS devices, as all of these func ons have become ghtly integrated with the mobile phone. •As of the end of 2008, laptop sales surpassed desktop PC sales worldwide, with netbooks rapidly encroaching on laptop sales soon a er. Now tablet and slate devices are ea ng into a significant por on of portable compu ng sales, showing a dynamic, accelera ng evolu on of demand.
Implica ons: •Media consump on and communica ons can no longer be considered primarily sta onary ac vi es, as they were un l rela vely recently. Portability and mobility are among the foremost design concerns for not only compu ng and media devices, but the applica ons, services, content and data that they carry as well. •Placeshi ing , or moving, content, ac vity or behavior from its tradi onal geographic base to another is also becoming commonplace. Media is being acquired and consumed on the move, with outside of the tradi onal framework of retail and home. •Interac on with media that is tradi onally print, such as books and magazines, has been radically altered by the digital form factor, which designers are s ll struggling with. Delivery into interac ve formats that portable devices enable requires wholly different user experience and injec on of video, audio and other interac ve components to best use the capabili es most mobile pla orms
6/29/10
Portability and Mobility
Countertrends: •There are in effect no evident countertrends that could stall or reverse the movement toward portability and mobility in the near future. Even failure of tradi onal media to cope with new requirements just leaves the door open to new innovators, who will step into the gap and provide compelling experiences to con nue to drive the trend.
Extrapola ons: •Physical form factor con nues to be the area of greatest change, with devices becoming thinner and smaller while more powerful. Ultrathin, small and flexible devices will con nue to shape innova ons in content and media design to fit the form and novel capabili es of the technology, including innova ons such as body-based displays, fabric-like folding interfaces and even smaller storage and playback forms that exist today.
Other Resources: •Mizuko Ito, “Personal, Portable, Pedestrian,” MIT Press, 2005. •h p://www.M-Trends.org •h p://www.textually.org •h p://www.mobilecrunch.com
Worldwide forecasts show Internet-ready mobile and portable devices con nue to increase penetra on for the foreseeable future, with the excep on of portable gaming, which is being overtaken by smartphones and other mul purpose devices.
13 11/2/10
2020 Media Futures Trends Package ENVIRONMENTAL
Super Ordinary Lab & Changeist
Environmental
• Genera onal Differences: Differing technology uptake pa erns among different genera ons are crea ng a genera onal divide in demand, which will further shape the delivery channels we use in the future. • Green Considera ons: Year-on-year growth in consump on of digital devices is crea ng environmental pressures, both around the disposal of unused electronics, their packaging, and the power our current devices consume. • The Problem of Stuff: Despite the promise of dematerializa on implied by the digital revolu on, we seem to be drowning in stuff, poten ally impac ng demand, and shaping tolerances for new innova ons due to acquisi on fa gue.
14 11/2/10
Trend type: Environmental Genera onal Differences Industries: All Trend Summary: Differing technology uptake pa erns among different genera ons are crea ng a genera onal divide in demand, which will further shape the delivery channels we use in the future.
Trend Descrip on: As the Internet and Web have matured, clearer segmenta ons have emerged around differing behaviors as defined by age. Each genera on has become comfortable with par cular services and channels, shaping communica on pa erns within and among age cohorts. Younger users are more likely to be online, and more likely to consume media and use lightweight communica on tools such as SMS, while older users aim more for u lity, research, and more formal, long-form communica on channels such as e-mail. Some newer applica ons are beginning to knit the genera ons together online, however—social networking is now being embraced by older users almost as much as by younger ones.
Signals: •Choice of communica on channel varies widely when viewed by age group. Teens are far more likely to use SMS, or text messaging, in high volumes, and rely on it as a principal form of communica on. Recent Nielsen research puts the average number of texts for a US teen at over 3,000 per month sent and received. •The social media boom began among younger Internet users, more keen to connect and share personal informa on and crea ons, media and finds with chosen online communi es. Older users were later comers to social media and social networks, preferring mainstream informa on sources and blogs. However, this gap has closed as Boomers and seniors flooded social networks in recent years connec ng to younger family and friends. •Designers have begun to take into account genera onal differences in areas such as dexterity and visual acuity in crea on of par cular types of devices and services, for example. Mobile phones have been principal among these, as they shrank in form factor and increased in func onal complexity over the past decade.
Implica ons: •Communica on gaps may emerge as genera ons flock to different communica on and messaging pla orms, segrega ng channels of interac on and crea ng communica on barriers. •Differences in visual design may increasingly demarcate products, services and media targe ng different age groups. •Venues for media consump on may also segregate by age over me, with younger consumers more likely to prefer media in mobile formats, small screens, and social channels for sharing, while older users lean toward larger displays, group consump on and fixed delivery, for example.
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Genera onal Differences
Countertrends: •In areas such as social networking, the same venues are being used by different age groups alongside one another. Though specific ac vi es may differ, it represents a shi in choice of similar channels and pla orms, poten ally reconnec ng age groups online and driving convergence around similar communica on tools.
Extrapola ons: •Completely separate communica ons channels could emerge among different age groups, including radicaly different communica on protocols and formats—an extension of the TXT “language” that has emerged on SMS, or gaming “lingos” that have grown up around mul player games.
Other Resources: •“The Millenials: Confident. Connected. Open to Change,” Pew Research Center, February 24, 2010, h p://pewresearch.org/millennials/
Nielsen data from 2009 suggests teens and young adults in the US are least likely of all age groups to use Twi er as a communica on tool. This may be because tex ng was well entrenched before the emergence of Twi er as a popular tool in 2007-2008.
15 11/2/10
Trend type: Environmental Green Considera ons Industries: All Trend Summary: •Year-on-year growth in consump on of digital devices is crea ng environmental pressures, both around the disposal of unused electronics, their packaging, and the power our current devices consume.
Trend Descrip on: From produc on impact on natural resources to energy consump on of ac ve devices to the moun ng problem of e-waste, governments, industry, interest groups and consumers are all beginning to count the cost of our love for digital technologies on the environment. Some major companies and na onal and state governments in par cular have begun taking a closer look at how this impact can be mi gated, and some are taking dras c steps from design to regula on to lessen this impact going forward. The results may reshape how we use these devices and the services and media that they carry.
Signals: •Affected by brown-outs par ally a ributed to the massive energy consump on of its growing popula on of digital devices, the state of California put new regula ons in place to limit the amount of electricity TVs can consume, a move which is being considered by several other US states in the wake of its implementa on. •As far back as 2004 the European Union began addressing management of e-waste. Various countries, including Germany, have taken steps to limit the disposal of electronics such as televisions and PCs. Other na onal and regional governments, including some in Canada, have moved to ins tute similar rules. Canada made a symbolic gesture at the 2010 Winter Olympic Games, manufacturing event medals from e-waste material. •Indicidual companies have stepped up efforts to produce greener electronics as well, including major manufacturers such as H-P, Nokia, and Apple, with varying degrees of success. Nokia has scored highly in ra ngs by interest groups for its work in changing charging and power consump on technologies, and elimina ng certain materials from the manufacturing process.
Implica ons: •Limits on device disposal may eventually slow purchases of new electronics, impac ng upgrading cycles, and changing consump on habits. •As more informa on about energy use and e-waste becomes public through government and industry ac on, consumers may change their usage habits, curtailing media consump on as they have altered energy usage in the home in some areas. •Countries that encourage research and development in green electronics may begin to benefit from the “halo” effect of suppor ng resource management in technology. Already, Finland, Korea and Japan are becoming noted for their environmental management efforts in this area.
6/29/10
Green Considera ons
Countertrends: •Rapidly rising uptake of new products and device categories, increasing consump on of power-intensive media, and faster innova on cycles that produce new product on a shorter mescale are all ac ng as countertrends to the greening of technology. In par cular, growing uptake in developing markets threatens to create e-waste crises in these markets.
Extrapola ons: •Funding for investment in green electronics technologies may be rewarded by consumers eager to get more out of their technology investments. R&D choices will increasingly be driven by both regula on in this area and consumer demand for low-power, low-impact devices. Major moves, such as agreement on common power charging pla orms, display and Interna onal environmental group Greenpeace has been issuing regular materials standards may reshape the devices we use, and the reports scoring major global electronics makers on their progress toward media and services we consume. greener products.
Other Resources: •Greenpeace Guide to Greener Electronics h p://www.greenpeace.org/usa/en/media-center/reports/ guide-to-greener-electronics-12/ •Greener Gadgets Blog and Conference h p://www.greenergadgets.com/
16 11/2/10
Trend type: Environmental The Problem of Stuff Industries: All Trend Summary: Despite the promise of dematerializa on implied by the digital revolu on, we seem to be drowning in stuff, poten ally impac ng demand, and shaping tolerances for new innova ons due to acquisi on fa gue.
Trend Descrip on: With household ownership of personal technology at an all- me high in many developed countries, a trend toward recognizing and ra onalizing this glut of electronics, non-interoperable devices, accessories, and separate “ecosystems” has emerged. Under the various umbrellas of lifestyle simplifica on, burn-out, tech overload, “deleveraging” and “going off-the-grid,” consumers are beginning to ask ques ons of themselves and industry alike about how much technology, informa on, media and accoutrements are necessary.
Signals: •US data from the Consumer Electronics Associa on showed a significant jump in personal technology acquisi on in the midst of a recession, with spending climbing over 10% year-on-year, and a jump from an average of 23 to 25 individual devices in each household. In Canada, spending on technology services and some electronics was also up, reflec ng greater reliance on mobile phones and Internet access, according to Statcan. •Landline and cable replacement have become hot topics, with the number of households dropping landlines for mobiles and cable for Internet access to TV programs rising. For many younger consumers with ght budgets, this reflects a desire to spend less and make be er use of household space, as well as accommoda ng their more mobile habits. Some 12% of Canadians have dropped landlines, but two-thirds of those s ll with landlines told IDC they were considering dropping them as well. •Rapid update cycles are encouraging consumers to “trade up” in shorter me increments to keep the pipelines of product moving. Apple, which wasn’t even in the mobile phone or slate compu ng business before three years ago, has now released four itera ons of its popular iPhone product in this meframe, and now sees around 60% of its global revenues from these products only recently introduced, according to some analysts. As one of the few markets which has seen growth in the recession, manufacturers and related businesses are looking to con nued consumer purchasing of their goods for an economic boost.
Implica ons: •Consumer may slow their rate of acquisi on of new products and services as they reach economic, psychological and spa al limits to manage the rising number of devices. •Consolida ons into convergent devices and services is likely to increase. Products such as the iPad, which can func on as a video player, Web devices, gaming device, remote control etc., may become more popular as consumers seek to cut down while not cu ng out.
6/29/10
The Problem of Stuff
Countertrends: •Con nued introduc on of single-func on devices, such as e- readers or GPS devices, and introduc on of technologies into new areas, such as vehicles, health care, educa on and other areas may drive uptake of even more technology into the household.
Extrapola ons: •Manufacturers and developers alike may have to turn more toward “upcycling” technology, allowing consumers to upgrade without acquiring new items, mainly through updates in so ware and capabili es. This may also be a route to adding new func ons, as we have seen with recent smartphone models having completely new services enabled with a new purchase.
Other Resources: •12th Annual Household CE Ownership and Market Poten al Study, CEA,org, h p://www.ce.org/Press/CurrentNews/ press_release_detail.asp?id=11900 Purses, pockets, backpacks and countertops are filling with more and •Peter Nowak, “More Canadians ditching landlines: report,” more gadgetry, leading to piles of unused or “re red” devices and CBC News, June 1, 2010, accessories in the average home. Image: Flickr/Stevelyon h p://www.cbc.ca/canada/story/2010/06/01/wireless- cellphone-subs tu on.html •Survey of Household Spending, Sta s cs Canada, h p://www.statcan.gc.ca/daily-quo dien/091218/dq091218b- eng.htm
17 11/2/10
2020 Media Futures Trends Package ECONOMIC
Super Ordinary Lab & Changeist
Economic
• Agile Vs. Formal Produc on: Tradi onal top-down models are increasingly running up against agile bo om-up approaches on the Web, crea ng a clash of cultures, but also driving innova on. • DIY Distribu on: Digital tools and processes have enabled independent producers and creators to use the internet as a distribu on channel to directly connect with the consumers and audiences, in the process circumven ng some of the cultural industries tradi onal intermediaries. • Aggrega on: The vast amount of content on the Internet provides ample opportuni es to become an aggregator, helping users navigate and curate consump on. • Prosumers: Inexpensive digital produc on tools, digital storage, the prolifera on of free online social pla orms (Facebook, MySpace, YouTube, Flickr etc), increasing broadband speeds and computer processing power have made it easy and inexpensive for non-professionals to create content. • DIT Technology: Open source so ware and hardware is making it easier for individuals and groups to assemble customized devices that provide the func ons they desire.
18 11/2/10
Trend type: Economic Agile vs. Formal Produc on Industries: All Trend Summary: Tradi onal top-down models are increasingly running up against agile bo om-up approaches on the Web, crea ng a clash of cultures, but also driving innova on.
Trend Descrip on: New communica on and development tools and processes are entering the crea ve arena with increasingly speed—and some might argue, power. They are most readily adopted by younger cohorts who are coming of age in an environment where fast, open, and lightweight—and o en based on personal tools such as social networking—are the coins of the realm, in contrast to the o en risk-averse, slow, and siloed tradi onal development approaches, tools and business models. This migra on is also a result of the increasing overlap between technology development and media development as more media goes digital, bringing technology models with it. As a result, crea ve industries are among those grappling with a fric on between this new agility and the more formal models.
Signals: •During the development of the Lord of the Rings trilogy, director Peter Jackson made extensive use of more informal, personal technology to speed development cycles on the epic films which were spread across development teams worldwide, including a system of iPods loaded with rushes, which were couriered from New Zealand to London and other produc on sites daily. •Anima on pioneers Pixar brought the agile development processes which many of its animators and technicians picked up in graphics so ware and hardware circles to the studio’s crea ve processes, enabling it to innovate quickly on new anima on techniques and speed produc on of films. •Accelera ng release cycles for new media, such as newspaper, film and band Web sites, increasingly integrate Web 2.0 and social networking technologies which rely on agile development processes themselves—including using features and technologies that are o en novel and unproven, or for personal use, leading to quickly morphing sites and services.
Implica ons: •New skills, techniques and mescales must be integrated into larger media organiza ons’ internal processes, leading them to behave more, not less, like startups. •Changes to economic models will be forced onto more tradi onal businesses as they seek to remain compe ve and innova ve, including accommoda ng shorter, more intensive development cycles, and the ROI horizons that accompany them. •Tradi onal businesses will have to come to terms with the implica ons of exis ng in a constant state of alpha and beta release, which is common in the technology industry. This means less poten al control over crea ve processes, and fluctua ng economic models, with greater opportunity for nega ve as well as posi ve outcomes. h p://2020mediafutures.ca/ 6/29/10
Agile vs. Formal Produc on
Countertrends: •Some organiza ons may embrace a return to authen c, auteur cultures, with slow, careful and risk-averse produc on cultures that produce more Released Movie Name Worldwide Gross Budget considered output to fill gaps le by less tradi onal media. Independent filmmakers, musicians and media, for example, may slow release cycles 11/22/1995 Toy Story $361,948,825 $30,000,000 and produce more costly but unique product as an inten onal counterpoint. 11/20/1998 A Bug's Life $363,109,485 $45,000,000 •The “consumer as producer” trend may also lead to slower, less innova ve produc on techniques re-entering the arena more 11/19/1999 Toy Story 2 $484,966,906 $90,000,000 prominently, as it centers on careful handmaking with less regard for innova on. 11/2/2001 Monsters, Inc. $526,864,330 $115,000,000 •Large MMORPGs, such as Starcra II and World of Warcra , are seeing years between release cycles due to the technical complexity of 5/30/2003 Finding Nemo $867,894,287 $94,000,000 development. As the underlying structures and delivery of these games —a mix of online and offline, social network and tradi onal gameplay— 11/5/2004 The Incredibles $632,882,184 $92,000,000 grow more entangled, produc on mes and processes may con nue to grow. 6/9/2006 Cars $461,923,762 $70,000,000
Extrapola ons: 6/29/2007 Ratatouille $620,495,432 $150,000,000 •The shi to agile produc on could encourage further fragmenta on of media products into more lightweight, episodic forms, reminiscent of 6/27/2008 WALL-E $532,743,103 $180,000,000 earlier eras of media produc on, with many upstart print journals or film serials made by smaller producers. Shorter films released in episodic 5/29/2009 Up $731,304,609 $175,000,000 fragments, the digital equivalent of EPs in music, and serialized books released in chapters as they are wri en, all fed to digital devices as 6/18/2010 Toy Story 3 $1,054,112,427 $200,000,000 released, could be a result.
Pixar has released 10 blockbuster animated films since 1995, with reasonable control Other Resources: over development budgets over that me, but escala ng economic returns. •“Hollywood 3.0” Wired, June 2010, h p://www.wired.com/wired/ Source: h p://www.the-numbers.com/movies/series/Pixar.php archive/6.10/hollywood_pr.html
19 11/2/10
Trend type: Economic DIY Distribu on Industries: All Trend Summary: Digital tools and processes have enabled independent producers and creators to use the internet as a distribu on channel to directly connect with the consumers and audiences, in the process circumven ng some of the cultural industries tradi onal intermediaries.
Trend Descrip on: •While DIY distribu on is not a new trend, it has found new life over the last decade with the combina on of digital produc on technologies and globally distributed networks. These two factors have helped to reduce the complexi es and costs associated with distribu on and lowered the bar to entry such that creators and independent producers of cultural content have been able to contemplate distribu ng their own work. The success of this trend challenges the roles of tradi onal intermediaries such as distributors, publishers and broadcasters, many of whom are increasingly looking at ways to tap DIY Distribu on as an adjunct to tradi onal channels.
Signals: •The book industry has begun to take no ce of print-on-demand services such as Lulu.com and Amazon.com’s BookSurge, which allow direct prin ng and distribu on by authors. Lulu.com claims to have published over 1.1 million authors via its service. •While the vast number of smartphone apps are sold through app stores of major pla orms, an increasing number are distribu ng their paid and free apps via the Web, par cularly for the more open Android pla orm. This follows the model set by freeware developers over the past two decades distribu ng their so ware and games via the Internet. •David Byrne, Radiohead and an increasing number of major independent ar sts are using direct distribu on channels for music to augment distribu on through media companies. Radiohead’s groundbreaking experiment for its In Rainbows album, which allowed purchasers to pay what they wanted for the product raised the profile of direct self-distribu on for music. •YouTube, torrents, and other Web-based channels are enabling producers of video content, even in the form of the serial television program, to reach audiences directly without need for broadcasters to carry their content.
Implica ons: •Development of major pla orms for self-distribu on, and growing consumer comfort with direct online purchases, may weaken the already fractured landscape of major corporate distribu on channels. •Rights distribu on structures may be weakened by the pullout of more major content creators, dilu ng their economies of scale. •Strengthening DIY Distribu on may spur further development in formats, standards and pla orms for digital media transfer, including not only from the creators’ side of the equa on, but also for hardware and so ware makers that want to include these new formats.
h p://2020mediafutures.ca/ 6/29/10
DIY Distribu on
Countertrends: •Major content companies and distributors con nue to shop for independent distribu on channels to co-opt into their businesses, effec vely bringing channels and pla orms for DIY Distribu on back under their wings when economically possible.
Extrapola ons: •Major content distributors could be severely weakened as digital channels proliferate across different media (as is happening now with electronic books) and consumers become more comfortable with searching for, paying and obtaining independently produced content. •New aggregators may emerge, as search engines and content portals and pla orms like the newer video-on-demand services are doing now, helping content consumers navigate through thousands of independent sources. •Producers may further develop their own self-organized distribu on channels, much as services like Etsy have done today for cra and design, but with a greater degree of decentraliza on with lightweight coopera on around func ons such as payment and fulfillment.
Other Resources: •David Byrne, “David Byrne’s Survival Studies for Emerging Ar sts—and Bri sh band Radiohead’s 2007 experiment with self-distribu on raised Megastars,” Wired, December 2007, awareness of the possibili es it holds, and also shook up the music h p://www.wired.com/entertainment/music/magazine/16-01/ff_byrne? industry. The band claims to have distributed 1.2 million versions of the In Rainbows album in the first day of its online availability, though the currentPage=al band’s label disputes this figure as high. h p://en.wikipedia.org/wiki/ •John Horn, “DIY Means Distribute It Yourself,” Los Angeles Times, In_Rainbows October 30, 2008. h p://ar cles.la mes.com/2008/oct/30/entertainment/et-word30
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Trend type: Economic Aggrega on Industries: Books, Film, Interac ve, Music, TV Trend Summary: The vast amount of content on the Internet provides ample opportuni es to become an aggregator, helping users navigate and curate consump on.
Trend Descrip on: Since the earliest days of the Web, aggrega on has been seen as an important func on, providing order and access to large amounts of distributed or otherwise disorganized or un-contextualized content and services. With the open nature of the Internet, aggrega on is seen as not only a naviga onal neccessity, but a means of climbing to higher posi ons in informa on hierarchies as well as in gaining commercially advantageous posi ons to draw users. In the post-portal era, where aggregators are less gatekeepers and more des na ons, vast new catalogs of content, from raw data to video and other media, are the new fodder for aggrega on.
Signals: •Companies such as Google, which has been masterful at turning collec on and analysis skills into “eyeball” aggrega on, show that, even a er 15- plus years of the commercial Web, successful aggrega on is rewarded economically more than any other ac vity online. •With the data boom of the Web 2.0 phase of Internet growth, where thousands of startups emerged to organize, curate and filter data and social media, successful businesses have been those that best aggregate informa on and make sense for users. •The growing importance of data visualiza on approaches as a means of making sense of larger and larger sets of aggregated content and imforma on points to the central role that aggrega on will con nue to play as the amount of data, content and services we have to manage grows as our use of and reliance on the Web increases. •Microso , IBM and man other large and small companies have been involved in development of enterprise aggrega on tools to help organiza ons make internal use of both internal and external content over the past decade.
Implica ons: •As informa on on the Web con nues to increase in volume from an es mated 988 exabytes today, and the user popula on expands well beyond 1 billion, new forms of aggrega on will be necessary as basic tree-and-branch “catalogs” and other simple means of organizing and sor ng fail to keep up with both the shi ing nature of data and content and modes of usage. Visualiza on, as the current “new” approach, may give way to new forms of contextual aggrega on, with sor ng and presenta on determined by the dynamic needs and context of the user. These techniques may be able to make use of thousands of “values” of content to sort in different ways. •As aggrega on maintains and grows its commercial value, commercial en es will con nue to seek ways of capturing and organizing so-called “free” data created by the public, such as consumer-generated content. •Innova ve new means of aggrega on will con nue to be highly sought as a means of maintaining its commercial value. 6/29/10
Aggrega on
Countertrends: •Though there are few indicators of this at present, con nued commercial aggrega on of publicly generated content, such as behavioral data, consumer generated content, and the increasing output of an expanding range of sensors and monitoring technologies in the environment may provoke push-back against this exploita on, with individuals seeking to “free” data from commercial aggrega on, and seek direct distribu on channels.
Extrapola ons: •With the growth of the seman c and mobile Webs, aggrega on is likely to become increasingly contextual as informa on and content becomes more open and freely manipulated. We may begin to see everyday things such as maps as merely an aggrega on interface to show us contextual informa on aggregated geographically based on our par cular loca on and needs. Likewise, content such as media could easily re-aggregate and resort based on the current viewer and his or her context, even within the same interface. Such dynamic aggrega on is beginning to show itself in services such Popular social photo aggregator Flickr became one of the early users of as Amazon.com, iTunes and Ne lix, as they reaggregate and the tag interface as a means of naviga ng vast amounts of generated represent content based on the last ac on of the user. content. As with many Web 2.0 uses of tagging, tag size correlates dynamically to frequency of tag use, giving visitors a way of not only finding informa on, but finding out which content is most popular.
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Trend type: Economic Prosumers Industries: Film, Interac ve, Music Trend Summary: Inexpensive digital produc on tools, digital storage, the prolifera on of free online social pla orms (Facebook, MySpace, YouTube, Flickr etc), increasing broadband speeds and computer processing power have made it easy and inexpensive for non-professionals to create content.
Trend Descrip on: Inexpensive digital produc on tools, digital storage, the prolifera on of free online social pla orms (Facebook, MySpace, YouTube, Flickr etc), increasing broadband speeds and computer processing power have made it easy and inexpensive for non-professions to create content. And create it, they have in vast quan es. Today, the average digital consumer is: •wri ng content for blogs, online newsgathering organiza ons, Twi er, Facebook, self-published books; •shoo ng and edi ng her own videos/films; •crea ng, recording and producing her own music; •shoo ng her own photographs, etc.
While much content is of low produc on quality and not intended as a money making venture, some non-professional content producers are crea ng professional quality content, gaining recogni on within industry circles and star ng careers as professionals in the cultural industries.
Signals: •The meteroic rise of social media, including blogs and social video services such as YouTube have been strong indicators of consumer desire to create and share their own media. •The popularity of tools specifically developed for the enthusiast in the making of this content is another indicator of this trend’s growth. The low- cost and easy accessibility of tools such as high-defini on video cameras and powerful edi ng so ware, for example, has a racted more so-called prosumers into the crea ve arena.
Implica ons: •The growth of prosumer-created media is having a direct impact on consump on pa erns of professionally produced media, ea ng into me spent viewing, reading or otherwise consuming the la er. This has put prosumer media in direct compe on to tradi onal media. •Distribu on pla orms are opening up and becoming more democri zed, even blending professional with prosumer content in order to a ract audiences. This is happening with gaming, news, music and video, where some pla orms mix both sources.
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Prosumers
Countertrends: •As with many trends driven by democra za on, there are few notable countertrends to the rise of prosumerism. There are no evident signals of a return to expert specializa on in the near future, though con nued economic weakening could result in less ability by prosumers to engage in their favored ac vi es. Already some companis are scaling back or canceling extension of prosumer tool lines, notable high-end camera maker RED.
Extrapola ons: •Steady expansion of prosumerism, combined with plen ful open technology and networks, could lead to extension of what author Chris Anderson calls the long-tail phenomenon, with as many niche markets and “channels” for content as there are consumers.
Other Resources: •Duncan Riley, “The Rise of the Prosumer,” TechCrunch, June 15, 2007, h p://techcrunch.com/2007/06/15/the-rise-of-the-prosumer/
Previously the purview of trained professionals, high powered s ll and video cameras are now designed as much with the prosumer in mind, such as this Sony DSLR. Source: Flickr/ The Other Mar n Tyler
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Trend type: Economic DIY Technology Industries: Interac ve Trend Summary: Open source so ware and hardware is making it easier for individuals and groups to assemble customized devices that provide the func ons they desire.
Trend Descrip on: An increasing number of technology consumers are exploring various degrees of DIY technology, from open source opera ng systems to custom hardware, displaying a growing comfort with technology, fa gue with closed, one-size-fits-all offerings, and o en a desire to innovate or experiment. This is yielding a growing industry for open technology, encouraging makers to nker with the plumbing of their own devices, applica ons and services.
Signals: •While homemade technology was popular in Silicon Valley of the 1980s, both hardware and so ware remained largely controlled un l open source opera ng system Linux emerged in Scandinavia in the 1990s. Thought it remained a somewhat niche environment for the be er part of a decade, in the past five years, Linux has become the core of numerous new devices, such a set-top boxes, interac ve TVs and other media devices, and OSs, including Google’s increasingly popular Android OS. •Open source hardware, such as the Arduino programmable circuit board, and easily modified devices such as the Chumby mul media device, have opened up interest in DIY innova on with programmable technology. Maker Faires, which have become increasingly popular across North America among both technology enthusiasts and a more mainstream audience, provide access to the parts and know-how to create new pla orms for interac vity. •Modular approaches to so ware and pre- fab components such as object libraries for so ware and simple authoring systems enable less knowledgeable users to configure their own devices. •Modifying or “ modding” so ware and hardware is becoming more acceptable and popular among early adopters. From iPhone “jailbreaks” to mods for Android devices and popular gaming pla orms such as the Wii and Xbox are more widely available, enabling those with an interest to add func onality or remove unwanted limita ons from devices.
Implica ons: •Users are star ng to have a greater voice in shaping the func ons of their devices, and are increasingly pushing innova on from formal sources that feel pressure to accommodate the func onality modders desire. •Bo om-up innova on is becoming a recognized force in technology markets, with important disrup ons increasingly coming from informal sources. •Hegemony of a small number of technology companies is weakening. The phenomenal growth of the Android system, available to anyone who wants to make a mobile phone, has put pressure on companies like Apple and Microso in a short me since its release. 6/29/10
DIY Technology
Countertrends: •Some of the major technology companies have pushed back at openness, crea ng more restric ve licensing, implemen ng digital rights management and other measures to ensure control of their technologies and markets.
Extrapola ons: •Technology markets, and the content and media that rely on them, will doubtlessly become more fragmented over the next decade, driven in part by a boom in bo om-up innova on and new entrants, but also due to the fight for control of these markets by tradi onal leaders, driving even more users in search of choice and personaliza on.
Other Resources: •Make Magazine •O’Reilly Radar, h p://radar.oreilly.com/
Tech enthusiasts are turning to DIY technology in a search for the experiences they desire, a sense of control, and contribu on to the larger community. Magazines like Make, and various DIY tech sites provide supplies and instruc ons to aid creators in their quest.
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2020 Media Futures Trends Package POLITICAL
Super Ordinary Lab & Changeist
Poli cal
• A Neutral Net or Not?: Governments and private interests con nue to explore the necessity of ered Internet access to provide differen al quality of service based on the status of the consumer. • IP Challenges: P2P technologies, remixing, and hacker culture's cycle of rapidly breaking technological protec ons is steadily eroding the posi on of intellectual property protec on of content worldwide. Some commercial en es have responded by altering business models to reflect this change.
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Trend type: Poli cal A Neutral Net or Not? Industries: Interac ve Trend Summary: Governments and private interests con nue to explore the necessity of ered Internet access to provide differen al quality of service based on the status of the consumer.
Trend Descrip on: As far back as the early 1990s, conflicts have existed regarding ISPs’ obliga on to allow access to its network by all applica ons and services publicly available on the Internet. As infrastructure buildout investment has increased, usage and traffic levels climbed, and compe on increased, carriers in different parts on the world have argued for the need to charge different tariffs for different classes of service, and to be able to restrict or charge more for bandwidth intensive applica ons. While the poli cal arguments ebb and flow around the issue, forecasted bandwidth crunches in coming years have raised the ques on of maintaining equal access principals.
Signals: •Since 2005, carriers in the US, Canada and the UK in par cular have been pushing back against government requirements to maintain open access to networks, provoked by the increasingly powerful presence of companies such as Google and Skype that have not invested as much in network infrastructure. •In various countries, bidding for new wireless spectrum has triggered fights about the responsibili es of winning bidders to allow most ac vi es over the networks which will use this spectrum. •The explosive growth of online video and peer-to-peer services has driven carriers to ques on whether they should pay for the network infrastructure to carry services they do not benefit from.
Implica ons: •Even under the current regimes worldwide, many carriers have selec vely blocked or “thro led” certain services seen as being parasi c on their networks. One impact of this has been to encourage hacking and other means of subver ng these controls. •Concerns have been raised that crea ng clearly ered access levels with differen al charging may crea ng dispari es based on economics, with lower income users having less access to broadband-enabled services and content, such as online video, IPTV and Voice over IP. •Carriers are becoming more circumspect about their willingness to invest in new infrastructure, poten ally holding back new services and exacerba ng future capacity issues.
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A Neutral Net or Not?
Countertrends: •Governments more focused on consumer protec on, such as the current US administra on and some in Europe, have con nued to enforce a neutral Internet.
Extrapola ons: •Tiered access would resemble a turbocharged version of the dial-up access era, with major speed and cost diferen als resul ng in “haves” and “have nots,” with pockets of fast access and rich applica ons and next genera on services segregated from slower access areas or households locked out of some services based on high costs.
Other Resources: •Network Neutrality, Wikipedia, h p://en.wikipedia.org/wiki/Network_neutrality •Network Neutrality in Canada, h p://en.wikipedia.org/wiki/Network_neutrality_in_Canada •EU Launches Net Neutrality Inquiry;Joins US, UK, and Canada, Arstechnica, June 30, 2010, h p://arstechnica.com/tech-policy/news/2010/06/eu- Canadian consumers have joined their peers in the US, UK and beyond launches-net-neutrality-inquiry-joins-us-uk-and-canada.ars to argue against ered access to the Internet as proposed by some carriers. Deep packet inspec on and traffic shaping are two prac ces opponents argue carriers have used to impose a type of de facto ered access. Image: Flickr/JasonWalton
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Trend type: Poli cal IP Challenges Industries: All Trend Summary: P2P technologies, remixing, and hacker culture's cycle of rapidly breaking technological protec ons is steadily eroding the posi on of intellectual property protec on of content worldwide. Some commercial en es have responded by altering business models to reflect this change.
Trend Descrip on: The increase of copying, piracy and modifica on of media in the digital era has put pre-digital intellectual property regula on in the crosshairs as producers and owners of media struggle to fight, adapt or co-opt these and other forms of copyright abuse and IP rights viola ons. As new protec on mechanisms are developed, they are o en quickly broken by hackers, feeding a substan al, complex global network of illegal digital media. At the same me, legal owners’ ability to transfer licensed media from one device to another, fed by the media ecosystems that have been marketed by technology companies, have been curtailed. The net result has been shi s in both legal and commercial thinking about the role and rules of intellectual property protec on in the digital age.
Signals: •Peer-to-peer digital media pla orms such as Napster, BitTorrent. LimeWire and hundreds of similar systems enabled possibly millions of Internet users to exchange copyrighted digital media illegally over the past decade, star ng in the late 1990s. •Pirate Bay, a Swedish Website that has undergone con nued legal challenge, scaled up torrent distribu on to a global, and very public, level, confron ng legal authori es as it con nued to act as a distribu on point for copyrighted media. Founders of the group and Web site have since formed a poli cal party in Sweden, the Pirate Party, which won 7% of the vote in 2009 elec ons in Sweden. •Created by noted legal scholar Lawrence Lessig in 2001 with colleagues, the Crea ve Commons framework sought to establish a means of licensing works in an alterna ve fashion to tradi onal copyright, in order to facilitate sharing and reuse of intellectual property. Created originally with US IP frameworks in mind, the CC system has since been “ported” to 52 countries and jurisdic ons. •A er resis ng a flexible digital rights management system that would allow purchased digital media to play on other devices and pla orms than its dominant pla orms, Apple introduced iTunes Plus, which provides media DRM free in return for a higher cost. Other digital media distributors have followed suit.
Implica ons: •Rather than solely rely on increased DRM protec on, some major media owners have begun to shi to new frameworks. This movement is likely to con nue and spread as media owners seek greater revenues from interconnected digital pla orms. •Costs for digital media, and media in general, to the end buyer will likely con nue to increase, as both direct and indirect result of looser IP protec on. 6/29/10
IP Challenges
Countertrends: •A number of public and private interna onal nego a ons and dra trea es seek to ghten IP protec on with a specific view to staunching digital media piracy. As digital tracking and surveillance capabili es grow, some groups and governments will con nue to fight loosening of IP frameworks.
Extrapola ons: •Na onal governments and interna onal bodies may con nue to rethink IP frameworks as they seek to adapt to the digital era. Frameworks such as Crea ve Commons may begin to be accepted within formal IP frameworks, altering how we think about property rights and trade.
Other Resources: •Lawrence Lessig, “The Future of Ideas: The Fate of the Commons in a Connected World,” (Vintage, October, 2002) Major media producers and distributors have been concerned about the •Berkman Center for Internet & society, impact of digital networks on media revenue for over a decade. The h p://cyber.law.harvard.edu/ chart above from Forrester Research shows the decline in US music revenue coinciding with the spread of file sharing.
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2020 Media Futures Trends Package VALUES
Super Ordinary Lab & Changeist
Values
• Blurring Life and Work: The 24-hour nature of always on access, availability to networks and demand for produc vity means we are losing the ability to keep work and personal consump on and behavior compartmentalized. • Inver ng Privacy: The rise of social networks and boom in DIY content have together changed the nature of privacy, allowing people to expose far more informa on about themselves on public networks, o en for an incen ve of lower cost services or other network efficiency. • Social Collec vity: Online access to millions of other individuals and the ease with which networks of like-minded or otherwise connected people can be created has created the founda on for new forms of technology-enabled collabora on.
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Trend type: Values Blurring Life and Work Industries: Interac ve Trend Summary: The 24-hour nature of always on access, availability to networks and demand for produc vity means we are losing the ability to keep work and personal consump on and behavior compartmentalized.
Trend Descrip on: A lifestyle that was once the purview of business road warriors has been made part of many people’s lives through the spread of always-on connec vity, powerful devices, fluid life and work arrangements and applica ons and services that range across almost all of our screens. Two streams—the encroachment of consumer interac vity and communica on into the workplace, and applica ons from business creeping into our homes, has created a blended, though not always welcomed, con nuum of work/life existence online.
Signals: •The rise of the smartphone as a consumer devices signaled the spread of powerful e-mail and applica ons to the pockets of tens of millions of consumers. There will be an es mated 5 million smartphones in Canada by year-end 2010, based on Nielsen data, the largest percentage made up of RIM’s BlackBerry smartphone, which is adap ng more toward consumer markets from its tradi onal base as a business device. Nearly all smartphones now handle not only produc vity applica ons but are able to carry games, video and other consumer-focused features. •Researchers are increasingly tracking the use of technology during what used to be considered sacred personal down me, such as on holiday with family, or weekends, nights and during me with family. Several studies in the past few years have indicated that around two-thirds of adults take technology with them on vaca on with the intent of working or checking into the office. •As applica ons such as instant messaging, calendaring and contact management have jumped from business to home, more workers are using social networking, watching video and other media-intensive applica ons from the office and while working on the go. Shi ing genera onal values have created an expecta on among many Gen Y workers that these ac vi es bring some produc ve benefit. Some companies have sought to harness these formats to communica on internally, recognizing their social and produc ve value.
Implica ons: •More and more media is being carried into the workplace as a result of companies equipping their workers with, or expec ng them to have, smartphones or other powerful communica on and produc vity technology. Device makers have begun “spli ng the difference” in design of their products in terms of style and func on to accommodate this. •The Web face of some consumer-focused media tools, such as YouTube, and e-mail services, such as Google’s Gmail, have become more business-friendly, offering ways for businesses to customize these applica ons.
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Blurring Life and Work
Countertrends: •Some companies have issued outright bans of consumer technology or services in the workplace, ci ng impacts on produc vity and security. •Going “off the grid” has become an increasingly used phrase, describing the desire to disentangle from this blur of work and life technology.
Extrapola ons: •Technology itself is enabling a constant, fluid state of work and living. Coupled with the changing landscape of work and economics, the media and produc vity device itself is becoming the core of our ability to work, communicate, and relax, with the structure of both work and living being shaped around it.
Other Resources: •Pew Internet and American Life Project, h p://www.pewinternet.org/topics/work.aspx. According to recent Nielsen data, over half of online consumers watch video from the workplace worldwide. In countries such as Canada, the US and UK, where home Internet penetra on is high, many employers block outside media and social networks at the firewall. For consumers in many countries, however, the workplace provides the main access to broadband and fast PCs. Image: Flickr / Jasha J.
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Trend type: Values Inver ng Privacy Industries: Interac ve Trend Summary: The rise of social networks and boom in DIY content have together changed the nature of privacy, allowing people to expose far more informa on about themselves on public networks, o en for an incen ve of lower cost services or other network efficiency.
Trend Descrip on: As Internet users embrace a wider range of services, purchase from more Web sites, exchange informa on about themselves and their preferences, download applica ons and par cipate in communi es, join social networks and share media, they are exposing, both uninten onally and through their par cipa on an increasingly extensive amount of informa on about themselves. From financial informa on to friendships to consump on habits, ‘ne zens essen ally live in public. While many younger users in par cular claim to care about their privacy, online norms and choices portray a range of a tudes toward what is private, and how valuable privacy is.
Signals: •Un l recently, there were notable varia ons in genera onal use of online e-commerce and financial services, largely due to concerns about exposure of private data. Success of newer payment systems, such as PayPal, e-taling based on the honor system, such as eBay, peer-to-peer classifieds such as Craigslist and newer, Web-based financial tools such as Mint indicate shi ing public a tudes toward risk around disclosing personal informa on. •Online ad tracking has fallen under scru ny as more is known about the technologies and prac ces used by adver sers and data miners following user habits online. While some Internet users employ various security technologies, many con nue to expose personal ac vity data either willingly, as much is known about these prac ces, or unwi ngly. •Social networks have also become a focal point of concern around the issue of privacy, as sites such as Facebook enable far greater levels of transparency around personal connec ons, individual behavior reported or captured by social media, and ac vi es. Gen Y is some mes referred to as the “Facebook Genera on” as a commentary about different a tudes regarding sharing of informa on. •Loca on-based services have become the latest area of personal informa on disclosure, as public services such as Foursquare, Facebook places and Gowalla allow users to broadcast their loca on and movements to other users and par cipa ng businesses.
Implica ons: •Social media sites have become goldmines of personal data, giving individuals, businesses and hackers alike massively increased access to personal informa on of users. Reac ons to this have increased focus on data privacy and may be leading to a backlash around disclosures. •Businesses may begin to think differently about what level of informa on they are able to solicit from customers, as users become numb to the effects of leaving a trail of behavioral data online. 6/29/10
Inver ng Privacy
Countertrends: •There has been some movement back toward privacy protec on in the past year, with an open Facebook alterna ve called Diaspora Project gathering the most a en on. Con nued problems of data leakage from major e-commerce, financial and social network services may build to the point where a larger backlash sets in, with users either curtailing online ac vity or demanding greater protec on, beyond what is offered now.
Extrapola ons: •Services which aggregate large amounts of an individual’s disparate online ac vi es and trails are already emerging through simple data mining technologies. Full-on ‘lifelogging” services may grow to create extensive online records of individuals’ daily ac vi es.
Other Resources: •Electronic Freedom Founda on, h p://www.eff.org •Pew Internet and American Life Project, h p://www.pewinternet.org/
Facebook’s Beacon service, launched but then retracted in 2008, enabled the network to broadcast informa on about users’ purchases and other ac vi es to their social networks online, ostensibly to encourage similar ac vi es among friends. It was taken down a er furious protest from both network members and privacy advocates.
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Trend type: Values Social Collec vity Industries: Interac ve, Books Trend Summary: Online access to millions of other individuals and the ease with which networks of like-minded or otherwise connected people can be created has created the founda on for new forms of technology-enabled collabora on.
Trend Descrip on: The ability to connect with other people, around background, affinity, need, social links, exper se and many other a ributes in a nearly fric on- free manner has encouraged the emergence of many forms of social collec vity online, and has helped this dynamic become one of the defining trends of the Internet era. Some might argue it is so fundamentally defining of the medium that social collec vity is now shaping new genera ons for whom digital technology and communica ons are core to their lives. In the realm of digital media, it means everything from collec vely producing content through social media to collabora ve consump on. Increasingly, these pa erns are bing tracked, measured and used to drive how media is delivered, and how it is perceived, through vo ng, comments, recommenda ons, viral transmission, etc.
Signals: •The online ra ng site Digg was one of the first major pla orms to harness the idea of the social collec ve on the Web, allowing users to “digg” or vote a news story to the top of its site, and thus power the story or item to broader public a en on. Digg led the way for social media such as Facebook and it’s “like” feature, and YouTube’s viewing sta s cs, and both of these services’ embedding strategies that weave social collec vity into many other Web, mobile and now TV services, retail and beyond. •Amazon’s early use of buyer comments as an addi onal decision filter for products it sells also set the tone for opening e-commerce and other areas up to the social collec ve. It has now taken this dynamic to new levels with the Kindle e-reader, enable social commen ng and annota on of e-books read on the device—allowing users to see what others think about certain passages. •Social networking is now the top applica on used on the Web in terms of me spent. Social networks have become the primary means of the social collec ve mobilizing, whether around entertainment or social causes or prac cally any other ac vity which can be connected or documented online.
Implica ons: •Peer ac ons and transparency provided by the Web are both now heavily influencing both online and offline behavior, par cularly as oflline ac vi es and consump on can be linked to online services. Consumers are “swarming” to a much greater degree around topics, products, and media because of this transparency into social ac ons. •Product development and innova on, including around media, are becoming strongly shaped by collec ve social ac ons enabled by the digital networks. From fan support for TV shows, instant reac on to film, and downloading of book chapters all now func on as an instant indicator of demand, 6/29/10
Social Collec vity
Countertrends: •There is emerging discussion about the failures of social collec vity online, par cularly around pu ng too much reliance on crowdsourcing idea genera on, or reac ng too quickly to the digitally expressed whims of social groups online, as the network tends to magnify impact and effect or collec ve sen ment. However, deeper embrace of broader social effects of technology appear to be “hardwired” into the expecta ons of a genera on raised on technology.
Extrapola ons: •Social collec vity on digital networks impacted the very highest levels of government in the US elec ons of 2008, and con nue to do so there and in other countries. Despite setbacks along the way, the so-called “hive mind” of the social collec ve may become the primary source of inspira on and approval on new media and product development in future, contribu ng not only ideas but content and components for many forms of media.
Other Resources: •Clay Shirky, “Here Comes Everybody: The Power of Organizing Without Organiza ons” (Penguin Group, February 2008) . Rachel Botsman and Roo Rogers discuss the power of social collec vity •Rachel Botsman and Roo Rogers, “What's Mine Is Yours: The and the Internet on both on- and offline consump on pa erns, Rise of Collabora ve Consump on” (Harper Business, October par cularly how technology-enabled sharing is shaping how we live. 2010). •h p://www.smartmobs.com/ •Henry Jenkins, “How YouTube Became OurTube,” Confessions of an ACA/Fan, October 18, 2010, h p://henryjenkins.org/2010/10/ how_youtube_became_ourtube.html.
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