PSIONIC
AS A CUMULATIVE PROJECT FOR EXPERIENCE AND INTERACTION DESIGN, I DEPLOYED AN EVOLVING UNDERSTANDING OF THE DISCIPLINE OF DESIGN THROUGH STAGES OF RESEARCH, SPECULATION, DESIGN DISCOVERY, AND MAPPING INTERACTIVE DESIGN OUTCOMES. I ESTABLISHED A FRAMEWORK WITHIN THE GIVEN PARAMETERS OF POLITICS (THE ASSIGNED CIVIC ISSUE), ARTIFICIAL INTELLIGENCE (I.E. TECHNOLOGICAL PARADIGM), AND AUTONOMOUS ROBOTS IN THE YEAR 2050 (THE ASSIGNED CHANGE FACTOR) WHICH OPERATED AS A FOUNDATION TO GUIDE SUBSEQUENT PHASES. A SPECULATIVE DESIGN PROCESS WAS UTILIZED TO ACHIEVE: THE INITIAL FRAMEWORK; SCENARIO DEVELOPMENT; MEDIA ARTICLE; AND OUTCOME MAP TO IMAGINE POSSIBLE FUTURES AND DECONSTRUCT CONTEMPORARY NOTIONS OF INTERACTIVE INTERFACES. THROUGH ANALYZING THE SPECULATIVE SCENARIO THE CONCEPTUAL DIRECTION PROVIDES PROOF OF CONCEPT BEHIND THE DESIGNED ARTIFACT. THE ARTIFACT, PSIONIC, STRONGLY CONSIDERS EMERGING MODES OF INTERACTIVE EXPERIENCES. THROUGH ENABLING THE INTUITIVE EXCHANGE OF INFORMATION FROM BRAIN TO COMPUTER SYSTEMS, PSIONIC REFLECTS A CLOSED COMMUNICATION LOOP BETWEEN THE USER AND INTERFACE. LASTLY, CONSIDERING THE EMERGING RELATIONSHIPS AND THE REALITY CONSTRUCTED THROUGH BOTH THE ARTIFACT AND TECHNOLOGY, THE OUTCOME MAP CURATES AN AWARENESS OF THE PROJECTED TECHNOLOGICAL LANDSCAPE, NEW BEHAVIOURAL TRENDS, AND CULTURAL SHIFTS.
INDS - 4010 - 001 | Experience/Interaction Design | Prof. Parantap Bhatt
CONTEXT 1. Framework ...............................................................................1 2. Scenario Development ...........................................................5 3. Conceptual Direction ............................................................15 4. Media Article .........................................................................43 5. PSIONIC .................................................................................23
5.2. Interface Evolution ........................................................25
5.3. Journey Map ..................................................................27
5.4. Flowchart .......................................................................29
5.5. Prototype Development ................................................35
5.6 Prototype: Material Exploration.....................................39
5.7 Areas of Opportunity......................................................41
6. Outcome Map .......................................................................45 7. Conclusion .............................................................................51 8. References ..............................................................................55 Fall 2017
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1. FRAMEWORK POLITICS CIVIC ISSUE
ROB EVERYW 20
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INTELLIGENCE
BOTS WHERE 050
TECHNOLOGICAL PARADIGM
ANGE CTOR Fall 2017
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DICTATORSHIP IANISM THEOCRACY TOTALITAR CY AUTOCRA SM FASCI ING RITY ERG NDS ECU EM ERS CYB TRE TING D VO L ITIZE R IA DIG CTO CE ELE LLAN NT VEI ME S UR RN T VE EN GO
03
EN OP
GREEN PARTY OF CANADA
HOUSE O
F COMMO
GOVERNER GEN
NS
ERAL
HEAD OF STATE
DEM
OCR
LEGISLA TIVE
CAPITALISM
CORPORATIVISM
IRE
A LAISSEZ F
M S I X AR
M
SM
LI SOCIA
M UNIS
M COM
IZ N A
M
P A G
INDS - 4010 - 001 | Experience/Interaction Design | Prof. Parantap Bhatt
INN
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POLITICS
CONSTITUTIO NAL MONARCHY
MONARCHY
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ROB EVERYW 20
S W DAY ORK BAL -LIFE ANC E DIVID E AND WOR RULE K-LEI DICHO SURE TOMY CAREER AS IDENTITY
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COU T OF R T PROV MART CANAD A IAL INC FEDE IAL COU TAX C RAL COU RT OURT R OF CA T NADA M
NA TO PE AN G2 UN UN ITE 0 IO DN N ATI ON S SU EXE P O CUT LIT PRA IVE IC N
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CON
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DECISION THEORY
DEEP LEARN ING NEURAL NETWOR KS CYBER NETIC S
OTIC S
ATI O
GAME THEORY
UNSUPERVISED LEARNING SUPERVISED LEARNING REINFORCED LE ARNING
ROB
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COMPUT LEARNINATIONAL G THEOR Y
L TH
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ND T
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ER UT MP N CO VISIO
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MA OT NI ION PU & LA TIO N
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EMPATHY
DECISION THEORY
ARNING
G
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THM I R GO E L A RY GENC A N IO TELLI T U L N EVO ARM I SW INING M DATA S’ LAW RE O O M
Y G O L S O T ON I N T A O IZ M I T P O E NG I E G N C I G N ED RIN CHO ENT PLA L W NEE AG I T O L I G MU ICS T KN NG N S I I E LOG ANN L P TED LING A M U IAL AUTO SCHED ARTIFICIOUSNESS & NSC ERAL O N C E G CIAL LIGENCE I F I T R A GY INTEL PSYCHOLO SCIENCE E IV IT N G O E C IV T C AFFE COMPUTING COMPUTER SCIENCE
MACHINE LE
BOTS WHERE 050
LIC
ELL T AI I IN A D TE L AI NAL LOGY A U A IO O SIT ISTIC UTAT ONT OGY T MP AIN OL E A T T N S CO OM G D PER O NGUA UP B LA WE
HO T Y P
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A EN L TIA L
RS ON MO AL EX R
PE
IN T
RA
L-SPA TIAL BALLING BOD UIST ILY-K IC MU I N E SIC STH A ETIC L-RH NA TU YTH R M IC ALI INT STI LO GIC ERPE C RS AL /M ON AT AL HE
T INTE LLIGEN CE VISU A
MU INT LTIPLE TH ELLIG EO RY ENCE S
SUBCONSCIOUS CONSCIOUSNES S PSYCHE/IN TUITION HUMAN / ANIMA L PLAN
SPIRITUAL INTELLIGE NCE
INTELLIGENCE
N IT O RIP
C
I G LO
N
CE
N IGE
+
C+
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ROBOTS TAKE OVER AS ALMOST ALL PARTS OF DAILY LIFE AND WORK ARE AUTOMATED. TECHNOLOGICAL PARADIGMS: ARTIFICIAL INTELLIGENCE CIVIC LENS: POLITICS AND GOVERNANCE YEAR: 2055
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2. SCENARIO DEVELOPMENT ECONOMY: The main drivers that contributed to the rising influence of robots came from mega-tech corporations (i.e., Amazon, Microsoft, Apple, Google, Facebook, and Tesla). These companies were the early investors in both robotic and artificial intelligence innovation. As such, they reaped the rewards through increasing profit margins and reduced human labour. With the increase in monetary value, these tech companies grew into mega corporations that gained increasing global influence and reduced imposed limitations.
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WORK: The increasing popularity of autonomous bots in the workforce resulted in massive layoffs. While some optimistically envisioned the creation of new job markets, they simply turned out to be ‘janitorial’ in nature; humans were tasked with maintaining the autonomous robots, and as the technology developed these tasks decreased in frequency and duration (part-time/seasonal work).
EDUCATION: At first, the response to these changes were for an education that emphasized STEAM (Science, Technology, Engineering, Arts, Mathematics). Even with this adaptation, there was a growing unpredictability for future generations to plan out their careers. INDS - 4010 - 001 | Experience/Interaction Design | Prof. Parantap Bhatt
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GOVERNMENT: With the sudden increase in unemployment rates, local governments had to step in and adjust employment insurance, and create additional social services. However, this wasn’t enough to deal with the increasing wealth disparity gap. The economy was unstable, many were living in poverty, and protests (such as “The 99 Percent Movement) were gaining in popularity. It was through collaborative efforts -- that began at the United Nations meetings -- that a Global Government was created to deal with this concern. Corporations were de-privatized, restructured with an emphasis on cooperation, and Basic Universal Income was introduced.
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NEW CONCEPT OF EDUCATION: After the introduction of a Basic Universal Income, and the loss of full-time work (due to robots taking on greater work tasks), education systems changed as well. For instance, there was an emphasis on solving “wicked” problems (such as global warming, and the depletion of resources). Additionally, the school schedule changed/decreased to reflect the decreased “work week” that people faced posteducation. Due to the efficiency and speed of autonomous robots, the global education and culture shifted away from a focus on time and productivity towards self-actualization and being a good citizen.
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EMERGING DOMESTIC/LEISURE/SOCIAL BEHAVIOURS: Similar to the workplace, robots became increasingly active in the domestic sphere. Domestic tasks were tended to and completed by robots, leaving the human inhabitants both pacified and with increased personal time. The increased leisure time afforded citizens the opportunity for personal-reflection and the pursuit of self-actualization. For some, this manifested as life-long learning. Many became aware of a deeper connection with their community - and this resulted in the rise of many “volunteer� jobs and the rise of not-for-profit systems. Lastly, the increased leisure time also afforded users more time to spend on digital social media. This had both positive and negative outcomes, but new forms of psychology and categories of anxieties manifested in response to this behaviour. INDS - 4010 - 001 | Experience/Interaction Design | Prof. Parantap Bhatt
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Nearly 40% of jobs in the U.S. may be vulnerable to replacement by robots in the next 15 years. - PwC.
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Robotic automation will result in the net loss of more than 5m jobs across 15 developed nations by 2020 - World Economic Forum. Fall 2017
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3. CONCEPTUAL DIRECTION
CONSTRUCTION WORKERS
VULNERABLE SECTORS BLOGGERS
TAXI DRIVERS
MUSICIANS ACTORS
JOURNALISTS
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INSURANCE UNDERWRITERS
STOCKISTS CLAIMS
CUSTOMER SERVICE
REPRESENTATIVES
INVENTORY MANAGER
N
ADMINISTRATIVE
FINANCIAL ANALYST
TRUCK DRIVERS URBAN AGRICULTURE FARMERS
BANK REPRESENTATIVES
HORTICULTURE
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COMPUTATIONAL ETHICS
EMERGING INDUSTRIES SOFTWARE DEVELOPMENT SYSTEMS ENGINEERING
TRAINERS TEACHERS
COMPUTER SYSTEMS ANALYST
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P
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PERSONAL CARE WORKERS
MEDICAL TECHNICIAN
HEALTH CARE RENEWABLE ENERGY
L
ROBOT PERSONALITY DESIGNER
PUBLIC RELATIONS NEW MEDIA LITERACY MARKETING SPECIALISTS
AUTONOMOUS BOT TECHNICIANS AUTONOMOUS VEHICLE INFRASTRUCTURE DESIGNER
CAD DESIGN
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4. MEDIA ARTICLE NEW BILL TO HELP RAISE CANADIAN EMPLOYMENT RATES AMONGST GLOBAL RECESSION EXTRA EXTRA — TWEET ALL ABOUT IT — MicroSoft is looking for young, cyber enhanced followers with the latest cerebral implant technology from Neuro-Com. Previous employees with older technology are slated to be shipped out within a fortnight.
NOTE: The following article has not been sponsored or otherwise promoted by Psionic. -With a global recession, and unemployment rates at an all time high for the province (42%), it is clear that a lack of modern brain to computer interfaces is putting the province at a disadvantage. As a method of encouraging Ca-
nadians to recieve psionic devices, and brainwave-to-computer communication training, today, Parliament passed Bill0010010101, that allows the device to be more accessible to Citizens of Ontario (proof of Canadian Citizenship required) through the Digital Enhancement Plan (“D.E.P”). Once legal reviews are completed by the robotics department this new bill is expected to take effect starting in the new
INDS - 4010 - 001 | Experience/Interaction Design | Prof. Parantap Bhatt
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year. Assuming proper forms are submitted in triplicate, electronically, the D.E.P. will provide reimbursement for 50% of the cost of the device to those under 25, with proof of school enrollment. Additionally, local tech companies can apply for company devices, which upon approval, will allow for up to 20% compensation. Originally, privately offered through tech companies for their employees to synthesize the introduction of AI into the work-
place, device has developed significantly. It is now capable of reducing the users requirement for sleep, augmenting their ability to withstand information overload, adjust emotions, and acts as a preventative measure against neurodegeneration and mental health disorders. These are just some of the reasons that the World Health Organization has cited for promoting t he global implementation of Psionic.
Written By: AI Journalist 1001010101 Fall 2017
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PSIONIC
THE WEARABLE BRAIN-TO-COMPUTER INTERFACE THAT ENABLES PRODUCTIVITY THROUGH DIRECT THOUGHT TO SOFTWARE COMMUNICATION.
RUNS OFF OF BIOELECTRICITY.
BASE LAYER CONSISTS OF STICKY BIOFILM THAT EASILY ADHERES TO SKIN.
EEG SENSORS
EEG MICRO-PROCESSOR &, WIRELESS MODULE
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5.2 PRODUCT EVOLUTION
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5.3 JOURNEY MAP N
CI EX
O
TI RA
PI AS
O H
T
US
RN
EN
TI PA
IM
L
D
FU
TE
AL
PE
O
CE
RI
N
CU
CO ED
AWARENESS ACTIONS
Alongside the progress of neurotechnology, the product market is saturared with wearable products that incorporate EEG sensors and processors.
PURCHASE
S
THOUGHTS
Students would be required to order or rent their own product through the school. Tech employees would either be provided with a work-psionic device, or be alerted to acquire one as part of the hiring process.
The user opens follows prompt software. After the user is prom individualized b
The user orders the product online, it is shipped out and recieved through drone delivery. User shipping addresses are replaced by real-time smartphone GPS’s.
Once complete users brainwave the user creates
With a decline in available jobs, users are concerned over their economic future.
“I will be able to do so much more with Psionic!”
“This is taking s
Users are curious and hopefule of the possibilites that Psionic could provide.
“I’ll be able to diretly control and communicate with technology.”
The User becomes aware of Psionic through various networks.
INDS - 4010 - 001 | Experience/Interaction Design | Prof. Parantap Bhatt
“I’m finally finish “My brainwave beautiful, I want
28 CO Y ER
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AC
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E AT D
SET-UP
s up the package and ts to download, and install r installing the software, mpeted to create an brainware imprint.
ed a visualization of the e imprint is shown, and s an account.
IN-USE When beginning a task for the first time, the user uses their Psionic device along with their mouse and keyboards. As their comfort with Psionic grows, so does their reliance. Eventually, they no longer rely on other tools. The user relies on psionic to communicate with robots and artificial intelligence.
so long!”
“I’m going to have to relearn software...”
hed!”
“I feel like I’m having a conversation with a real person.” (AI interactions)
imprint is so unique and to share it on social media.” “Wow, I got so much done in such a short amount of time!”.
LONG TERM USUAGE Psionic collects performance data on the user, this can later be retrived by the user to improve their workflow, or during a performance review. Additionally, users will now be working collateratively with AI and autonomous robots. The ability to work together will be valued. “I have access to feedback anytime I want. I know the areas I need to improve on. I can take accountability.” “I get so much more done when I work with Psionic, and AI, I can’t imagine life without it.” Fall 2017
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5.4 FLOW CHART: SET-UP SET-UP
User downloads Psionic Software from the Psionic website, or from the app store.
Psionic Device: User takes device in both hands and presses first pressure point into place above ear. Then follows with second pressure point on temple.
Psionic Device: User turns on device by pressing on silicone button.
INDS - 4010 - 001 | Experience/Interaction Design | Prof. Parantap Bhatt
User installs the Psionic Software, restarts comput and opens software.
Psionic Device: Ringing sound to c device is properly
Psionic Device: Haptic feedback to device is not prope connected.
ter,
confirm in place.
o indicate erly
30
Psionic Software: Install new device prompt.
Psionic Software: Press “connect” button, and new window “connecting” appears.
Psionic Software: User populates questionnaire to produce new User Account. Types in Serial Number for personal Psionic Device.
Psionic Software: Success - connection reached.
Psionic Software: No connection. Try again, or charge Psionic.
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5.4 FLOW CHART: CALIBRATIO CALIBRATION INDIVIDUALIZED BRAINWAVE IMPRINT IS CREATED.
Exercise 5: 3-D geometries are presented on screen. User visualizes them and then visualizes SCALING them, while checking the screen to see the results.
Exercise 1: User follows audio guided meditation that guides user through a spectrum of emotion.
Exercise 2: A: Text appears on and user reads alo B: Text appears on and user reads me
Exercise 6: 3-D geometries are presented on screen. User visualizes them and then visualizes ROTATING them, while checking the screen to see the results.
INDS - 4010 - 001 | Experience/Interaction Design | Prof. Parantap Bhatt
Exer 3-D g on th visua TRAN form softw
32
ON
n screen, oud. n screen, entally.
Exercise 3: A: 1-dimension geometries are presented to user. User traces along with their eyes. B: User closes eyes and visualizes 1-D forms.
rcise 7: geometries are presented he screen. The User alizes them and then trys to NSFORM and change the m following promts from the ware.
Exercise 4: A: 3-Dimensional objects are presented and user traces the objects with their eyes.... B: User closes their eyes and visualizes 3-D geometries at softwares prompt.
Success! Calibration achieved.
User can install Psionic software on other smart devices, and log-in to their personalized brainwave imprint.
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5.4 FLOW CHART: IN-USE
IN-USE
When using software, commands would be accessed through mentally speaking the name of the command.
Psionic (Software) is running in the background. Acts as a plug-in for other softwares. When appropriate, a window will pop-up to communicate with user.
U e it is processing a task. Psionic device allerts user through sound that the task has been completed.
INDS - 4010 - 001 | Experience/Interaction Design | Prof. Parantap Bhatt
User opens software to w on: 2D (Illustrator, Photoshop 3D (Rhino, AutoCad) Language (Word, Arduin Processing, etc).
Pre-existing comm can be placed into plug-in for the soft to carry out when e RAM is available.
work
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END-USE
User saves work, and turns off software they are working with. Psionic Alert Window: “Recalibration....”
p, etc.)
no,
mands o the tware enough
Psionic Alert Window: “Low battery....”
Psionic Alert Window: “Not focusing....why not take a short break?”
Psionic Software: User clicks “disconnect” button, and waits for disconnection.
Psionic Device: User removes device from face. Presses “off” button.
Psionic Software: User closes Psionic software. Psionic Alert Window: Coaching: “Good work!”
Psionic Device: User places Psionic Device on inductive charger.
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5.5 PROTOTYPE DEVELOPMENT COMPUTER AIDED DESIGN
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3D PRINTING
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5.5 PROTOTYPE DEVELOPMENT SILICONE
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5.6 PROTOTYPE: MATERIAL EXPLORATIO BIOFILM
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ON
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S
5.7 AREAS OF OPPORTUNITY ARTIFICIAL INTELLIGENCE
Through leveraging the technologies of ubiquitous computing and the internet of things, Psionic has the potential to enhance communicative interactions. Such possibilities would include: direct brain-to-brain communication; brain to computer; brain to Artificial Intelligence; brain to smart object; and finally brain to environment communication. SOCIAL NETWORKS PHYSICAL DEVICES SPACES SYSTEM/SERVICES
INDS - 4010 - 001 | Experience/Interaction Design | Prof. Parantap Bhatt
APPS / WEBSITES
AMA PRIM
WATSON
HOSPITALS
CALO
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GOOGLE NOW
NuPIC
COMMUNITY CENTRES
AUTONOMOUS ROBOTS
WEARABLES
TV
SIRIS
GOOGLE BRAIN
TRANSIT
HOMES
DIRECT B.2.B
AUTONOMOUS VEHICLES
COMMUNITY SMART SENSORS
SMART WATCH
URBAN LANDSCAPE
RETAIL
DRONES TABLET
AZON ME
HIVE MIND
COLLECTIVISM
SMART PHONE
VIRTUAL
WORKPLACE LAPTOP
WI-FI
UBER APPLE HOME
CLOUD COMPUTING
LIBRARIES/ MUSEUMS
GOOGLE MAPS
PARKS
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6. OUTCOME MAP
CONTE URBAN FABRIC
SOCIAL
CUL
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EXTUAL TECH NOLOGY
LTURE
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DISPLACED METROPOLIS
COLLECTIVISM
DIG IMM ENVIRO
CONTE SOCIAL
DIGITAL COLLECTIVE CONSCIOUSNESS
CUL
EMERGING INTERACTIONS
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DYN A
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GITALLY MERSIVE SYNTHETIC ONMENTS LANDSCAPES HYPER CAPITALISM
ARTIFICIAL INTELLIGENCE
EXTUAL TECH NOLOGY
LTURE
NAMIC AGE
COGNITIVE ENHANCEMENTS TRANSHUMANISM
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MO VEM
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CUL
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DYN A
ACR MUL A TILOC ATIO N PR ESEN CE SELF-M ULTIP LICITY COGNIT IVE DET ERIATIO N BIOLOGICA L DETERIAT ION INCREASED LIF E EXPECTANCY
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7. CONCLUSION
In consideration of the future, this project has been grounded in a breadth of research, particulalry emerging technologies, and contemporary signals. Therefore, the application of brain-to-computerinterfaces is predicted to be situated in the category of preferable future as it will continue to enable human influence in a vastly technological world - one that risks surpassing the human intellect.
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POSSIBLE PLAUSIBLE PROBABLE PREFEREABLE
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8. REFERENCES RESEARCH: Chernoff, Melanie. “What is open government?” OpenSource.com, https://opensource.com/resources/opengovernment. Accessed 20 September 2017. Grothaus, Michael. “Bet You Didn’t See This Coming: 10 Jobs That Will Be Replaced By Robots.” Fast Company, https://www.fastcompany.com/3067279/you-didnt-see-this-coming-10-jobs-that-will-be-replaced-by-robots. Accessed 25 October 2017. Perry, Philip. “47% of Jobs will Disappear in the next 25 Years, According to Oxford University.” Big Think, http:// bigthink.com/philip-perry/47-of-jobs-in-the-next-25-years-will-disappear-according-to-oxford-university. Accessed 25 October 2017. Silins, Valdis and Vira, Udit. “Crises of -Cracies, Who Will Shape 21st-Century Politics?”. MISC Summer 2017: 58 - 61. Print. Symons, Xavier. “The risk of a transhumanist future.” BioEdge, https://www.bioedge.org/bioethics/the-risk-of-atranshumanist-future/12371. Accessed 25 September 2017. “Artificial Intelligence.” Wikipedia, https://en.wikipedia.org/wiki/Artificial_intelligence. Accessed 29 September 2017. “Empowering robots for ethical behaviour.” Frontiers Blog, https://blog.frontiersin.org/2017/07/27/frontiers-in-ro botics-and-ai-empowering-robots-for-ethical-behavior/. Accessed 5 October 2017.
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54 “File: Complex systems organizational map.” Wikipedia, https://en.wikipedia.org/wiki/File:Complex_systems_organi zational_map.jpg. Accessed 17 October 2017. “List of federal political parties in Canada.” Wikipedia, https://en.wikipedia.org/wiki/List_of_federal_political_par ties_in_Canada. Accessed 15 October 2017. “Meta.” Wiipedia, The Free Encyclopedia, https://en.wikipedia.org/wiki/Meta. Accessed 20 September 2017. “Open Government Licence.” WikiMedia, Meta-Wiki, https://meta.wikimedia.org/wiki/Open_Government_Li cence. Accessed 20 September 2017. “Metagovernment”. MediaWiki, http://www.metagovernment.org/wiki/Main_Page. Accessed 23 September 2017. “Open-source governance.” Wikipedia, The Free Encyclopedia, https://en.wikipedia.org/wiki/Open-source_ governance. Accessed 23 September 2017. “Open Government.” Government of Canada, http://open.canada.ca/en. Accessed 24 September 2017. https://en.wikipedia.org/wiki/List_of_federal_political_parties_in_Canada “Structure of Government.” Government of Canada, https://www.canada.ca/en/government/system/structure.html. “Whole government framework.” Government of Canada, https://www.canada.ca/en/treasury-board-secretariat/ser vices/reporting-government-spending/whole-govern-ment-framework.html. Accessed 20 October 2017.
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IMAGES: Introduction: Cool-tech-backgrounds. 2017. Web. September 30 2017. https://wallpapercave.com/cool-tech-backgrounds Table of contents: Hardware Technology HD Wallpaper #4280. 2017. Web. September 28 2017. https://wallpapersonthewe.net/4280-hard ware-technology/ Page 5: Dotan, Donna. Reflection Series. 2016. Web. October 21 2017. http://www.europapress.es/desconecta/curiosity/noti cia-nueva-york-pies-asi-ve-simetria-ciudad-rascacielos-20150506141127.html Page 8: Free Hd Wallpapers Computer Cicuit Bord Download. 2017. Web. October 22 2017. http://www.hd-freeimages.com/ free-hd-wallpapers-computer-cicuit-bord-download/ Page 9: Riot Police Protest Selective Colouring. 2013. Web. September 26 2017. http://hdwall.us/high-definition-wallpaper/ riot-police-protest-selective-coloring-desktop-hd-wallpaper-523790/ Page 11: Structure In Space. 2014. Web. October 21 2017. https://www.istockphoto.com/ca/photo/structure-in-spacegm485338111-38124684 Page 14: Baraty, Navid. NYC - Intersection. 2016. Web. October 21 2017. https://www.thephoblographer.com/2016/06/01/ interesection-navid-baratys-study-urban-geometry/ Page 27: Neuron. 2013. Web. October 22 2017. https://wallpaperscraft.com/download/neuron_structure_shape_connections_ cell_15951/3840x2160 Pages 28-29: Akyurt, Engin. Eyewear Women’s Model Exposure Product Photo Sexy. 2012. Web. December 8 2017. https://pixabay. com/en/eyewear-women-s-model-exposure-2313988/ Page 30: Keyboard. 2015. Web. December 10 2017. https://www.pexels.com/photo/alphabets-close-up-computer-connec tion-532173/ Vintage White Computer Mouse. 2016. Web. December 10 2017. http://www.stickpng.com/img/electronics/com puter-mice/vintage-white-computer-mouse
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56 Page 31: Siri. 2017. Web. December 10 2017. https://www.techfire.in/how-to-access-siri-with-keyboard-shortcuts-in-macoshigh-sierra/ Smartphone writing Hand Screen Man. 2017. Web. December 10 2017. https://pxhere.com/en/photo/1092332 Iphone Smartphone Mobile Hand Screen. 2017. Web. December 10 2017. https://pxhere.com/en/photo/722543 Page 40: Mangat, Mandeep. “Rendering 1.” 2017. JPG. Page 41: Mangat, Mandeep. “Rendering 2.” 2017. JPG. Mangat, Mandeep. “Rendering 3.” 2017. JPG. Mangat, Mandeep. “3-D Printing.” 2017. JPG. Page 42: Mangat, Mandeep. “Thermoformed Mold.” 2017. JPG. Page 43: Mangat, Mandeep. Mangat, Mandeep. Mangat, Mandeep. Mangat, Mandeep.
“Silicone: Mixing.” 2017. JPG. “Silicone: Cutting.” 2017. JPG. “Silicone: Removal.” 2017. JPG. “Silicone: User Testing.” 2017. JPG.
Page 44: Mgarten. Mature Kombucha. 2007. Web. December 10 2017. https://commons.wikimedia.org/wiki/Category: Kombucha#/media/File:Kombucha_Mature.jpg Page 45: Mangat, Mandeep. “Kombucha - Wet.” 2017. JPG. Mangat, Mandeep. “Kombucha - Dried.” 2017. JPG. Page 47: Cognitive Computing. 2016. Web. December 9 2017. https://simplified-analytics.blogspot.ca/2016/09/what-is-cog nitive-computing_18.html Page 51: A Female Voice Mandala Made Visible By A CymaScope. 2017. Web. December 10 2017. http://www.theeventchronicle. com/metaphysics/metascience/the-physics-of-cymatics-how-and-why-sound-heals/#
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