1. WHERE ARE ALL THE REAL INTERACTIONS?
2014 SXSW
Presented by Teague, Intel and Starbucks
Products over place
Walk into a cafe in any city. People are sitting at tables
hunched over laptops and tablets. They are presumably trying to
be productive.
But these situations separate people from place and others around
them. Isolating behavior happens everywhere.
WHERE ARE ALL THE REAL INTERACTIONS?
2014 SXSW
Presented by Teague, Intel and Starbucks
2. Products over place
Walk into a cafe in any city. People are sitting at tables
hunched over laptops and tablets. They are presumably trying to
be productive.
But these situations separate people from place and others around
them. Isolating behavior happens everywhere.
Products over place
Walk into a cafe in any city. People are sitting at tables
hunched over laptops and tablets. They are presumably trying to
be productive.
But these situations separate people from place and others around
them. Isolating behavior happens everywhere.
Products over place
Walk into a cafe in any city. People are sitting at tables
hunched over laptops and tablets. They are presumably trying to
be productive.
But these situations separate people from place and others around
them. Isolating behavior happens everywhere.
3. The antithesis of interaction
While social media keeps us connected through space and time,
current hardware solutions take us away from the ‘here and now.’
According to Google, 90% of our daily media interactions are
screen based.
Super-mobile devices try to seamlessly emerge and disappear
throughout the day. A traditional laptop, on the other hand,
immediately signals, ‘Don’t bother me’ by putting up a physical
barrier to collaboration.
The antithesis of interaction
While social media keeps us connected through space and time,
current hardware solutions take us away from the ‘here and now.’
According to Google, 90% of our daily media interactions are
screen based.
Super-mobile devices try to seamlessly emerge and disappear
throughout the day. A traditional laptop, on the other hand,
immediately signals, ‘Don’t bother me’ by putting up a physical
barrier to collaboration.
The antithesis of interaction
While social media keeps us connected through space and time,
current hardware solutions take us away from the ‘here and now.’
According to Google, 90% of our daily media interactions are
screen based.
Super-mobile devices try to seamlessly emerge and disappear
throughout the day. A traditional laptop, on the other hand,
immediately signals, ‘Don’t bother me’ by putting up a physical
barrier to collaboration.
4. Are you designing anti-social situations?
As we work to understand the next gen digital experiences, we must
avoid designing anti-social situations.
This panel will enlighten us about what technologies are enabling
truly humanized social experiences:
What social technologies move beyond the idea
of persistent screens in front of our faces?
What current solutions blur the line between
devices and environment?
What types of public places support our social
nature in dynamic ways?
When do we see design for the screen in
isolation?
When do we see design used for real interactions
grounded in the ‘here and now’?
Are you designing anti-social situations?
As we work to understand the next gen digital experiences, we must
avoid designing anti-social situations.
This panel will enlighten us about what technologies are enabling
truly humanized social experiences:
What social technologies move beyond the idea
of persistent screens in front of our faces?
What current solutions blur the line between
devices and environment?
What types of public places support our social
nature in dynamic ways?
When do we see design for the screen in
isolation?
When do we see design used for real interactions
grounded in the ‘here and now’?
Are you designing anti-social situations?
As we work to understand the next gen digital experiences, we must
avoid designing anti-social situations.
This panel will enlighten us about what technologies are enabling
truly humanized social experiences:
What social technologies move beyond the idea
of persistent screens in front of our faces?
What current solutions blur the line between
devices and environment?
What types of public places support our social
nature in dynamic ways?
When do we see design for the screen in
isolation?
When do we see design used for real interactions
grounded in the ‘here and now’?