Posted: October 07, 2013
More snapshots from the future
"My game told me I should meet you."By Thomas Frey
The new fall lineup was always cause for excitement, as NBC, ABC, and CBS each dedicate what seems like a billion hours of ad time hyping each of their new fall shows.
Renting movies was also a popular option, causing many to make frequent trips to the local Blockbuster store to check out the latest releases. Late fees were common practice, and most renters learned quickly to both “rewind and return” promptly to avoid police-like fines and penalties.
2014 – Large cathode ray tubes of the past have morphed into today’s high definition flat panel displays. Screen sizes have mushroomed from 32” (a huge TV in 1994) to often 60” or larger.
Cable television providers went from offering dozens of channels to hundreds of channels, along with a DVR, and Internet connection, and a telephone landline that no one cares about.
Many TVs also get connected to either an Apple TV or Roku box for on-demand viewing of any show at any time. People who don’t mind spending the money can avoid commercials altogether.
The TV watching experience first involves finding the coffee or end table with 8-10 remote controls on it, finding the one that turns the TV on, followed by finding the surround sound remote to fire up the audio equipment, followed by finding either the Cable, Apple TV, or Roku remote, followed by finding the remote for your electric recliner.
The remotes are often mixed in with game controllers, an iPod, light dimmers, a cellphone or two, old reading glasses, and at least one remote that no one remembers what its good for.
Teens often have their own gadget caves with computers, TVs, game consoles, audio players, smartphone, and at least 37 chargers and cords connected to a single extension cord.
Teens will often try to do their homework with a TV on, while writing entries on Facebook, sending a Snapchat or two, and talking on the phone. As a form of limit-testing most are constantly testing the geek capacity for doing everything simultaneously.
2034 – Most houses are now designed around video surfaces with one room designated as the primary viewing center. Gone are TVs as an appliance and in their place are either projection walls or digital wallpaper.
Most video watching is now in life-like holographic 3D that doesn’t require any special glasses. However, most will choose to wear some form of heads-up display to enhance the experience.
Teenagers will be notorious for attempting to watch 2-3 shows or movies simultaneously while carrying on a quirky dialog with their friends.
Walking down the street, teens switch to music/game mode where the world as they see it is part of the game itself. Some games send players on eclectic treasure hunts, often getting them to stop at their favorite retailer to try a free sample and learn about the latest in-store special. Others will be less commercialized and more social-based, giving kids a reason to connect – “My game told me I should meet you.”
Many houses will be equipped with turn-on windows to either view the surrounding neighborhood or their favorite view of the ocean. Others will be designed around turn-on sky projectors shine the weather outside on the ceiling.
One of the major difference with teens over the past 20 years has been the technology. We’ve gone from big clunky expensive devices to things that most young people own and interact with all the time today.
With this introduction, I was hoping to set the stage for a more in-depth look into the personal side of teen life – past, present, and future.
Being a teenager has never been easy, but how we develop during these formative years is critically important to everyone’s future.
I’d love to hear your thoughts on what’s missing and what still needs to be included. This is a hugely important topic with lots of facets, so please feel free to weigh in.
Thomas Frey is the executive director and senior futurist at the DaVinci Institute and currently Google’s top-rated futurist speaker. At the Institute, he has developed original research studies, enabling him to speak on unusual topics, translating trends into unique opportunities. Tom continually pushes the envelope of understanding, creating fascinating images of the world to come. His talks on futurist topics have captivated people ranging from high level of government officials to executives in Fortune 500 companies including NASA, IBM, AT&T, Hewlett-Packard, Unilever, GE, Blackmont Capital, Lucent Technologies, First Data, Boeing, Ford Motor Company, Qwest, Allied Signal, Hunter Douglas, Direct TV, Capital One, National Association of Federal Credit Unions, STAMATS, Bell Canada, American Chemical Society, Times of India, Leaders in Dubai, and many more. Before launching the DaVinci Institute, Tom spent 15 years at IBM as an engineer and designer where he received over 270 awards, more than any other IBM engineer.