Playing with the Future
When it comes to innovation, work may be a thing of the past
September / October 2006
Leif Utne Utne magazine
'Hope is a gentle breeze, but fear is a whipping icy wind.' So
explained 8-year-old Elsie, one of nine children between the ages
of 8 and 14 who took the stage in June at Minneapolis' Walker Art
Center to demonstrate the Kids Philosophy Slam. The program, which
culminates in an annual contest, is designed to get young people
across the United States thinking about the big questions, in this
case, 'Which is more powerful, hope or fear?' It was clear from the
awestruck faces in the crowd that young people also have some big
answers.
RELATED CONTENT
Are garage genetic engineering labs the next thing?...
Media sites change fast as they chase elusive profits...
Is Rush Limbaugh Right? Not quite. Republicans may be on top, but that doesn't mean the rest of us...
Beyond the empty campaign rhetoric that passes for public debate today lie the seeds of a dramatic ...
The kids were one of the biggest draws at the 2006 PUSH
conference, a three-day idea fest that brings together futurists,
artists, technologists, scientists, policymakers, and business
strategists to explore what's 'pushing' the future. This year's
theme, 'A New Life,' was explored in talks on everything from
cosmology, global climate change, and nanotechnology to
humanitarian architecture, digital storytelling, and the emerging
field of 'cooperation studies.' And whether by coincidence or by
design, a leitmotif that emerged across many of the presentations
was another lesson learned from youth: the value of play as a
creative force.
Take the explosion of blogs, podcasts, and social networking
sites. According to Ze Frank, the comic genius behind the popular
video blog at www.zefrank.com/theshow, what's driving this
torrent of online creativity is people's innate desire to play with
new toys and to engage in conversations with each other.
Ultimately, this is 'a social revolution, not a technological one,'
Frank said, warning businesspeople in the PUSH audience that they
ignore this wave of 'user-generated content' at their peril. 'If
you don't talk with your audience, they will talk behind your
back,' he said. The Kryptonite Corporation, he pointed out, was
blindsided when a short film that showed how to pick one of its
bike locks with a Bic pen hit the Internet in 2004.
The business world, in fact, might do well to get into the game.
In a demonstration of their Croquet Project, computer scientists David
Smith and Mark McCahill showed how they created a virtual reality
that can merge the tiresome task of formulating spreadsheets with
the fun of using characters like those in a video game.
The open-source system builds interactive three-dimensional
virtual worlds in which multiple users can manipulate their avatars
to cooperatively edit text files and spreadsheets. Smith and
McCahill foresee language teachers using Croquet to create virtual
classrooms far richer than textbooks or CDs. Architects and
engineers may use it for three-dimensional prototyping of buildings
or machine parts. And work teams scattered across the globe could
use it to hold meetings with visual aids like a shared
whiteboard.