We are taking some time out here to reflect upon where we are at and where we are going.
It is important to acknowledge all of those people at our affiliate links, the research and efforts that you have seen posted here at SUPERSEDED are really the results of a group effort and dialogue. Whilst most of the work here can be attributed to SUPERSEDED its important to note that workshops and paths of inquiry follow a "bigger than me" scenario. The dialogue within our little group has been essential to developing elements of our project.
Through this group work a number of elements have emerged that interest SUPERSEDED;
REFLECTIONS (bananas)
A large quantity of useful information came out of our studies, the existing and future condition of Sydney. The virtual environment never really was a true or enacted reflection of the real world. Today it plays out on its own, and in the future it will feed back into the real.
GAMING - the concept of gaming was introduced in about the foruth week of SUPERSEDED's life, and it has helped develop the scenarios and situations for the future. Gaming dialogue and taxonomies provide useful insights into how future interactions can be played out.
IMAGE/SPACE - as virtual environments and information delivery becomes more sophisticated, as they multiply ~image and/or diagram~ will be the way of interacting. Information will be presented in more complex, but easy accessed ways. It would be useful at this point to return and do research on how information can/ is /will be / would be delivered in these game / virtual / physical environments.
ANTHROPOLOGICAL HOLDBACK - we have discussed the tendancy of collections of people to hold on to what they know. The technological gap between me and my parents is much larger than the gap between my grandmother and my mother. As technologies advance in faster speeds there will always be those that chose to step aside, switch off, opt out and "dwell in a cave".
PROJECTIONS (pajamas)
SYSTEM - the real project should be a system, the idea of designing a game with presupposed outcomes is pointless. In the future games and interactions will happen on a multiplicity of levels, the physical city is only one of them. The site of interaction is the place / thing / object / time / moment / technology / FORMAT / project / forum that needs to be developed / DESIGNED. The outcome is open ended, an anthropological organism.
The random elements of human nature play a role into the future. Its important to recognise that new lucrative technologies in the hands of Rupert Murdoch would have a different outcome if they were in the hands of Richard Branson. We can't account for this, but we acknowledge that the ultra-rich will be key players in the future.
GLITCH - There should always elements of protest/criticism in any established western system. The opportunity for people to exercise their own will, in various capacities will not only be granted, but will BE DEMANDED. As technologies seem to intrude our lives further people will always want to "turn it off"; people unjustly treated and those with too much spare time will always seek to disrupt.
GAP - The future gap between the wealthy, not so wealthy and poor will grow. Those at the top will control and those in the middle and at the bottom will upset and protest.
GAP - Those that chose not to interact with the technologies will either be programed in or left behind, the division between those who are techno-savy and those who are not MUST be mediated or truncated.
GAP - The potential for environmental and resource problems to exaggerate the gap must be illustrated.
"the future is in our hands" the eventual project outcome should acknowledge this and provide people with the chance to input. The democratic and economic systems of the future must allow all citizens to play a part, and the ever connected virtual world is one way in which people can play out, play in, test and imagine their interests.
Here at SUPERSEDED we are keen to develop the project with our affiliates.
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