4. Trend Description
Describe shortly what the change is all about in societal
terms including: ”..change from.. to..” ” ..especially because
of..” ”..Influencing on / resulting as..”
Write also a hypothesis where it might go next.
Driving Forces & Counter trends
List other trends and forces that push the trend forward.
Use STEEP/PESTEC: Political, Economic,
Social/Cultural, Technological, Environmental
Select picture
VIsualization for the trend (﴾mark source)﴿
People & Consumption
Describe who or what started the trend.
Describe who or which factors are driving the trend forward.
Describe who are affected by the trend and in what kind of context they live in.
Discuss what the trend means to from people perspective.
HIGH speed of change.
MEDIUM speed of change.
LOW speed of change.
Key Words: Urban-‐Rular, Developing -‐
Developed,
Country/Region.
Trend name
Maturity & Speed I Coverage & Context
6. Internet of things, Cyborgs,
Wearables, Accessories, Hybrids
Cybernetic or Cyborgs is an organism is a being with both
organic and cybernetic parts. The beginning of Cyborg
creation began when HCI (﴾human-‐computer interaction)﴿
began. There is a clear distinction between the human and
computerized technology in HCI, which differs from
cyborgs in that cyborgs act out human functions.
Driving Forces & Counter trends
Advanced technologies, advanced studies in empowering
human abilities and skills -‐ Near Field Communication
(﴾RFID)﴿ -‐ Inbuilt in Android & Window Phone (﴾not IOS
though)﴿ -‐ QR codes -‐ Needs downloadable apps, inbuilt
to Windows Phone -‐ GPS, gyroscope, accelerometer for
gestures & pointing. Bluetooth 4.0 -‐ Very low energy
connectivity with BTLE -‐ Capacitive patterns in physical
toys. Google Glass -‐ Augmented reality with near-‐eye
displays -‐ Disney Research Touché – Nanotechnology.
People & Consumption
This trend will create new demand and consumption of media and entertainment
content -‐ It will also create demand for medical service providers who are able to
plant cyborg parts to humans.
HIGH speed of change
Urban, Developing, Country
Technology as human extension
True Wearable, by Propeller
Google Glass
Samsung
paper screen
Maturity & Speed I Coverage & Context
8. Living and Creating
Virtual Realities
With the development of superhuman intelligence, people
will begin creating virtual realities, which will change the
way entertainment is experienced -‐‑ There realities will be
very close to real life experience, because of the advanced
IT technology, and therefore very realistic -‐‑ People will be
part of information networks that are connected
everywhere and with everything -‐‑ By creating and living
virtual realities, people can expand their experience of life,
and also share their virtual realities with others.
Driving Forces & Counter trends
Technological development: born of superhuman
intelligence -‐‑ Environmental: people still want to
experience things, but travelling will be more dangerous
and expensive -‐‑ Similar experiences can be experienced
virtually -‐‑ Entertainment: Movie industry is already
including this subject to movies -‐‑ Political: War -‐‑ Health:
Virtual realities are found to be harmful?
People & Consumption
Birth of social media and real life role play games are a beginning of this trend -‐
Also the accelerating speed of technological development -‐ Everyone will be
affected by the trend -‐ People will find ways to deepen their lives through virtual
realities. It could also become some people's profession to create services for
virtual realities or to provide help to create new virtual realities -‐ People will share
the virtual realities they created with their friends and this will become one form of
social network of being a human -‐ This trend will reduce the amount of services
used outside the virtual realities and therefore alter the targets of consumption -‐
People will buy services to enhance their experiences in the virtual realities.
HIGH speed of change
Global
Living and Creating Virtual Realities
Google Glass
Samsung
paper screen
Maturity & Speed I Coverage & Context
http://kootation.com/virtual-‐reality.html
Matrix Movie
Minority Report movie
10. http://
www.playingiseducational.info/
wp-content/uploads/2012/04/5-
Senses.jpg
Senses techs
Computers can produce content for all 5 senses -‐ Senses
can be experienced through Internet -‐ Services can be
provided including content for senses (﴾smell, touch, seeing,
feeling)﴿ -‐ Entertainment will use this trend to enhance the
media and entertainment content. -‐ Games will be highly
interactive with more dimensions to play with.
Driving Forces & Counter trends
Technology: Touch tech development (﴾textures -‐ Feel
Screens) - Market demand: People's interest to experience
new things and marketers desire to produce new
successful business areas -‐ Globalization: With Senses
Tech people can be connected also physical experiences
with each other.
People & Consumption
It will cause an increase in the sales of the technology providing these
experiences -‐ Game and entertainment developers will have lot of new customers.
MEDIUM speed of change
Urban, Developed
Senses techs
Maturity & Speed I Coverage & Context
http://dendeg.fi
13. How was the work
The most challenging phases were the categorization and evaluation: to know precisely which trends
were more relevant and do the prioritization. The topic is very interesting and everything looks
innovative and we were surprised how technology has been improving in such a short time.
Technology can contribute even more for Media & Entertainment segments, it is easy fall in love and
be very intuitive and predictive.
Almost all the information was gathered from the Internet, previous experiences, workshops and
books. All content was collected individually and combined in a Prezi file. From there we’ve got a .pdf,
which was printed, helping us to better visualized the content. Other method used was Internet
qualitative questionnaire. We spread the survey around our friends and we got only 10 answers, the
few results were maybe because the amount of questions, mostly of all open to interpretation.
However the results were fantastic.
The trends titles were decided by the group during the second workshop. We looked for the most
reasonable names for the grouped data. It was clear that many trends referred to the same technology
but named in different way, i.e. wearables and tech accessories.
Futures Thinking & Foresight Methodologies 01032
17. Group:
Deborah Isikaiye
Erkki Salo
Jane Vita Costa
Mahmoud Abdelrahman
Teija Hakaoja
Tero Byman
Futures of Media & Entertainment
Futures thinking group work
Futures Thinking & Foresight Methodologies 01032