Addictions are evolving with technology and will continue to change in the future. Some potential new forms of addiction mentioned include social media and loneliness avoidance, immersive virtual reality experiences that allow people to choose alternate realities, and "smart drugs" that enhance cognitive abilities. These developments could lead people to spend more time in virtual worlds than in reality. User experience designers will need to study addiction science to avoid exacerbating compulsions and ensure people's well-being is supported as technology continues advancing. Security, exploration, treatment, and balancing virtual and real-world experiences will be important design challenges.
5. 3. Continuing its use despite its
negative consequences.
Image Link: h-ps://www.flickr.com/photos/porsche-‐linn/5561412422
6. Today, ADDICTIONS are recognized as chronic diseases that modify both the structure as
well as the function of the brain. This happens as the brain undergoes a series of changes,
starting with identifying pleasure (a powerful boost of the neurotransmitter DOPAMINE)
and ending with a drive toward compulsive behavior.
(Source: http://www.helpguide.org/harvard/how-addiction-hijacks-the-brain.htm)
Image link: -ps://pixabay.com/en/nerves-‐cells-‐dendrites-‐sepia-‐346928/
7. With the evolution of humans and
technology, ADDICTIONS and
COMPULSIONS are undergoing constant
metamorphosis as well.
They have progressed from substance,
behavioral and impulse controlled
disorders to addictions encompassing
social media, electronics and applied
science.
(Source: h-p://www.helpguide.org/arQcles/addicQon/internet-‐and-‐computer-‐addicQon.htm)
Image link: h-ps://it.wikipedia.org/wiki/Internet_dipendenza#/media/File:Internet_addicQon.jpg
9. 1. LONELINESS AVOIDANCE
WILL BECOME ADDICTIVE
AS TECHNOLOGY AIDS SOCIAL MEDIA.
Image Link: h-ps://www.flickr.com/photos/smemon/5123843901/
10. The future is
progressing towards
integration of the
human body with
technology, to
augment its traits.
Soon, augmented
reality as products
(Bionic eyes, Virtual
Prosthesis) will
become easily
available.
Image link: h-p://orig15.deviantart.net/711a/f/2010/211/f/e/my_bionic_eye_by_eisenkiller.jpg
11. USING BODY MOVEMENTS AND GESTURES TO CONSTANTLY
RESPOND TO FACEBOOK, INSTAGRAM, TWITTER MESSAGES
THROUGH WEARABLE TECHNOLOGY.
In order to avoid loneliness and a constant need to glamorize one’s
personal life, social media obsession will be excessive. We will be
constantly connected to our virtual selves and be able respond and
comment while doing everyday chores. Our virtual existence will become
our reality.
12. “But this is just the start.... we're
going to make Oculus a platform
for many other experiences … By
feeling truly present, you can
share unbounded spaces and
experiences with the people in
your life. Imagine sharing not just
moments with your friends online,
but entire experiences and
adventures.”
(Extract sourced from: http://www.businessinsider.in/Mark-Zuckerberg-Heres-Why-
I-Just-Spent-2-Billion-On-A-Virtual-Reality-Company/articleshow/32689038.cms)
MARK ZUCKERBERG ON
ACQUIRING
OCULUS RIFT –
Image link: https://www.flickr.com/photos/sergesegal/9084799176/
13. 2. CHOOSING A SPECIFIC TIME AND SPACE
OVER ONE’S EXISTING REALITY
WILL BECOME ADDICTIVE
14. The ability to explore worlds,
environments and landscapes, at
any possible time, unlike in real life,
will redefine time travel, through
virtual reality.
This constant possibility of virtually
travelling through time and space,
will lead to travel obsession.
Image link: h-ps://www.flickr.com/photos/torley/238912784/
15. Popular soap operas and television
shows with a huge fan-base
(ex: Game of Thrones) might introduce
merchandise, which will allow its fans to
become a part of the plot. One will be
able to skip through different time frames
within the sitcoms.
IT WILL BECOME ENTIRELY
EXPERIENTIAL AND PEOPLE WILL
GET IMMERSED IN AN ALTERNATE
REALITY OF THE SHOW, INSTEAD OF
JUST BEING SPECTATORS.
Image link: h-ps://www.flickr.com/photos/torley/3404644338/
16. TAILOR-MAKING OUR ALTERNATE REALITY: Selecting our
best years from the past or a possible future scenario and
moving through time and space virtually will be possible through
open sourcing and DIY technology.
One will be able live vicariously and break all the rules of
the real world.
(DIY Technology: http://www.instructables.com/id/The-NovaA-DIY-Oculus-Rift/)
17. 3. MIND ALTERING ELIXIRS
WILL BECOME AS ADDICTIVE AS
CLASS-A NARCOTICS
18. Also known as “brain boosting” drugs, SMART DRUGS are selected supplements
created to fight distraction, increase concentration, enhance mood, increase perceptual
capabilities, and improve concentration and motivation.
(Extracted from: http://www.druginfo.adf.org.au/drug-facts/cognitive-enhancers-smart-drugs)
Image Link: https://www.flickr.com/photos/jurvetson/16318918399/
20. The pharmaceutical industry, has recently felt shockwaves, with the
entry of a new ‘SMART-PILL’, now being called 'Viagra for the brain'.
It has been named ADDIUM™ (medical name: E-Huperzine).
21. “…Heavily praised by Gary Stix
as 'the missing link in human
evolution' in his report
‘Turbo-charging the brain’,
when released, the use of
ADDIUM™ became
widespread amongst young
professionals.”
(Extracted from h-p://theiqhacker.com/)
Image Link: h-ps://www.flickr.com/photos/niaid/5950870236/
23. ‘THE SCIENCE OF ADDICTION’
will have to be studied by designers in order to
design systems with caution, for future users.
Image Link: h-ps://upload.wikimedia.org/wikipedia/commons/2/2f/Surveilluminescent_Lights_in_MoQon_handwash_faucets_03.jpg
24. VIRTUAL BIOMETRICS / PASSWORDS.
High security measures will have to
be taken, to ensure safety of our virtual selves.
Image Link: h-ps://www.flickr.com/photos/68397968@N07/17053054742/
25. PEOPLE WILL START TO BECOME ABSENT FROM THE REAL WORLD
due to limitless possibilities offered through virtual reality.
Image Link: h-ps://www.flickr.com/photos/idhren/5580213420/in/photolist-‐9v743d-‐nHzs3r-‐nJgLyb-‐nCu36D-‐ndK58U-‐fvqJbP-‐hU5xMc-‐drgowK-‐bVka26-‐dAqXgQ-‐nS799x-‐aQ3RKP-‐9eKtsf-‐biT4qv-‐nCNuXV-‐ezYL1J-‐a41AaM-‐nuWM2k-‐
hh4pYY-‐5ag11u-‐eaXHsn-‐aD9pEC-‐aPkAon-‐fUq3FR-‐aUASUV-‐aCRKWs-‐dQae32-‐ezVHMp-‐jexpX-‐ezZZWq-‐eja129-‐ka7tqC-‐nbUjF4-‐geTHV6-‐nSaCRM-‐aPmmNF-‐58q9iW-‐grru7L-‐lHDd8-‐dDWSpJ-‐oaXxDy-‐9dKHmS-‐ayr4qB-‐criHWo-‐kAeoHr-‐nHZZfK-‐
aNt4Hx-‐aoYkym-‐o62sM2-‐o1F6jB
26. DESIGN FOR ACTIVE EXPLORATION AND LEARNING
will have to be undertaken to not deprive the body of feelings or
responsiveness.
Image Link: h.ps://www.flickr.com/photos/familymwr/4922472602/
27. TREATMENT OF TECH OBSESSIONS.
Further research will be done on what elements of substance addiction
treatments can be applied to counter / treat tech obsession.
Image link: h-ps://www.flickr.com/photos/keoni101/7069578953
(Source: h-p://www.medicalnewstoday.com/arQcles/258703.php, h-p://www.whiteriveracademy.com/the-‐possibility-‐of-‐immunotherapy-‐treaQng-‐heroin-‐addicQon-‐2/#sthash.lgHN72jW.E3onKXGt.dpuf)
28. THANK YOU.
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Write to us at: ice@humanfactors.com
A REPORT BY:
Pankhuri Jain
Kalika Sharma