Understanding Discord NSFW Servers A Guide for Responsible Users.pdf
2020 future trends
1. Future 2020. Trend driven mapping.
People aged 65 and
over will soon outnumber
children under age of 5.
urba
niz
a
n
tio
(Fith Popcorn)
a
gein
gp
tion
ula
op
bei
ng
ali
Awareness that good health
extends longevity and leads
to a new way of life.
With more than 60 %
of the world population
expected to live in urban
cities by 2025.
(Ray Hammond)
ve
n
tio
(Cisco)
w
ome
ne
werment
po
m
inte
rne
to
By 2020 there will be 50
billion things connected
to the internet.
glo
bal
iza
The process of interaction and
integration among the people,
companies, and governments
of different nations.
The way women think and
behave is impacting business,
causing a marketing shift away
from a hierarchical model to a
relational one.
(Fith Popcorn)
gs
hin
ft
hedo
nis
Consumers are having a secret
bacchanal. They’re mad as hell
and want to cut loose again.
(Fith Popcorn)
m
coco
on
in
The need to protect oneself
from the harsh, unpredictable
realities of the outside world.
(Fith Popcorn)
g
Consumers, anxiety-ridden by
simultaneous social, economic,
political and ethical chaos, find
themselves beyond their ability to
cope with today or imagine tomorrow.
(Fith Popcorn)
opulation
ep
lin
(Ray Hammond)
futu
re
ten
se
ubi
qui
tos
A wireless super web creates
the world in which people and
things will be ‘always on, always
connected’
glob
al
on
Global online population
will reach 4-5 billion
people by 2020.
ctivity
nne
co
2. Future 2020. Trend driven mapping.
down ageing
silver market
tion
ula
op
culture mix
ethic shifts
fertility
decline
small
indulgences
single person
household
context aware
computing
no more
waiting
wo
me
ne
werment
po
m
shared value
creation
pleasure
revenge
changing family units
hedo
nis
focus on the ‘self’
reduction of the
world’s poor
open-source
discovery &
inventions
rise of the
middle class
m
inte
rne
to
autonomous
systems and
devices
young
immigrants
gs
hin
ft
all devices interact
cooperatively
lack of patience
local production
peer to peer lending
mobile payments
go mainstream
ubiquitous sensors
g
near field communication
c
oco
on
in
machine to machine
communication
internet driven
burn out
blurring life
and work
lack of privacy
se
clanning
vigilante
consumers
reputation economy
fu
ture
ten
ubiq
uit
os
total information
transparency
information
overload
gadgets
dependency
‘snacking’
multitasking
attention
fragmentation
content broken down
into micto episodes
lack of deep
thinking capabilities
g
loba
lo
n
virtual
workplace
every moment
recorded
instant digital gratification
(microboredom)
lack of face-to-face
social skills
telecommuting
Mobile education
opulation
ep
lin
ve
hybrid
technologies
workforce
ageing
n
tio
health
management
systems
n
tio
deafness is
fully curable
raised
retirement age
natural
language
interpretation
glo
bal
iza
self-tracking
ag
ein
gp
bein
ga
li
gene hacking
real time mobile
translation
mega corridors
smart cities
steam cells
personalized
medicine
mega regions
urba
niz
a
synthetic
biology
social realities
that ignore
cultural context
mega cities
ctivity
nne
co
3. Today we as designers already
understand how customers
interact with products. But as
need to consider every nuance
of our everyday activity and
understand human behaviour
every bit as well as novelists or
4. The internet of things. Trend based scenario.
Devices become autonomous. They update without
user input, they communicate among other devices,
they are smart as never before.
inte
rne
to
gs
hin
ft
to access invisible
digital interactions to
optimise our real-world
experiences.
In the coming era of ubiquitous sensors
and miniaturised mobile computing, our
digital interactions won’t take place simply
on screens. They will happen all around
us, constantly, as we go about our day. We
will be creating not products or interfaces
but experiences, a million invisible
transactions. Within the next five years we
will be surrounded by embedded devices
and services. Just as the rise of the screen
challenged designers to create software
interfaces, the rise of screenless digital
interactions will challenge them anew. It’s
one thing to invent a unique kind of digital
experience, in a way that feels both natural
and inevitable. This new discipline called
experience design, according to it we
need to focus not on products or devices
themselves, but on the impact they have
on people’s lives.
There is no need to turn the light on and off, now
it’s automatically controlled. Everything from light
to water temperrature is automatically adjusted to
the user preferences, biorythms or even the mood.
Here we may need a new ‘smartphones’ to let
systems recognize who’s using it.
Consider the phone syncing built into many cars.
After you link your phone, the vehicle boots up
its own voice-recognition technology so you can
make hands-free calls. When you leave the car,
you grab your phone and it blinks to life again. The
car and phone engage in a quiet dialogue geared
towards providing only the capabilities you actually
need. Moreover, car is warning you you are driving
inefficiently
You notice a minor feeling of sadness. Your display
activates a HappyMoments highlight reel of you
sitting during happier times; the images were taken
by coworkers’ FlagpinCams and cross-listed with
your Circadian Rings Neurolvleter.
You’re guided toward the nearest attractive person
whose NeuroMeter is reading “very lonely”. You
two can select from a menuof ]ealousMakingTM“
options—but you see that this stranger’s Circadian
Ring has more Other People Touches than yours,
and now your NeuroMeter announces that you’re
feeling inadequate.
6. Without a proper design, any new
technology can be terryfying.
where the challenge comes in.
to engineers alone. Otherwise we
amazing capabilities that people
As designers we need to use
new technologies in a proper
very accurate way. We need to be
creative and openminded as well
as rational and realistic.