Longevity: Now Available in Cans!

Through my work at the Bassetti Foundation (a Technology Bloggers partner) I have been fortunate enough to lecture at universities and schools about responsibility in innovation. At the Foundation we have a concept that we call Poiesis intensive innovation, and I try to put this idea into practice during my lessons. Poiesis could be thought of as the art or craft of being able to do something. It resides within an individual as well as an institution. It might be the ability to use a machine or piece of technology in a way that it was not necessarily designed for, or to use skills that could be seen as from a different field.

With Angelo Hankins as collaborator, I use my theatre training and secondary school teaching experience in a lecture called Longevity: Now Available in Cans! This lecture aims at getting students to think about the role of technology design in future-making, based on the idea that technological development plays a role in steering society and as a result the way we behave and experience life. We only have to think about the development of the internet, or its commercial development from an initial military role, to see how our lives have been changed by a few individuals who built the system we now use every day.

And I would say that they crafted these developments, or that they are crafting them as they develop.

During the lecture we present a (near future) drink called Longevity. The drink contains nanobots, a form of nanotechnology. The nanobots are really switches that can be turned on and off. These switches stimulate your body to produce different levels of adrenaline. The user downloads an app which they use to control their own adrenaline levels, offering the possibility to lower levels at night so that sleeping patterns can be made regular, and once asleep, levels can be lowered to such an extent that they go into a form of hibernation. This allows the body to rest more, offering the chance to live 30% longer!

The presentation brings in lots of topics for discussion related to how the introduction of such a product might affect society. Will it be fairly distributed? How will it change demographics? Which questions does it raise about marketing and claims about truth, values and life itself?

After the product launch, we have a sketch in which a great grandchild comes home to his/her grandparent to discover that they no longer want to take the drink. They say it is unnatural (currently 107 years old) and that all of their friends (including partner) have died. This means that they can’t look after the great great grandchildren any more, and this causes a conflict in the house. Are they just being selfish? What are societal and familial expectations.

The students then play with the props (pictured above) and improvise conversations, before reporting to the class. The idea is that the design process can be seen and decision-making moments can be talked about.

This game is not limited to schools and universities though. It makes a great party game. We have published an article which is free to download here that explains everything. It has a description of how to make the props, a fake video of the company announcement of its discovery, as well as notes so that anyone can use it anywhere. Everything is open access and free to use.

And I didn’t even mention the Happiness: Now available in cans! version. Dopamine on demand. With adrenaline!

So why not take a look and play it with your friends?

Parenting in the Age of Digital Technology

Last month the Northwestern University in the USA published a national survey entitled Parenting in the Age of Digital Technology. The report is available for free download through the Parenting CC Portal , but here I would like to take a quick look at some of the findings and questions raised and see if we can provoke some debate.

Multiple Screen Viewing

Multiple Screen Viewing

The study explores how parents are incorporating new digital technologies (iPads, smartphones) as well as older media platforms (TV, video games, and computers) into their family lives and parenting practices, and it gives an idea of how parents use and view this technology.

We should point out that this is a US based survey.

The 10 key finding could be seen as the following:

1 While new media technologies have become widespread, a majority of parents do not think they have made parenting any easier.

2 Parents use media and technology as a tool for managing daily life, but books, toys, and other activities are used more often.

3 Parents still turn to family and friends for parenting advice far more often than to new media sources like websites, blogs, and social networks.

4 Parents do not report having many family conflicts or concerns about their children’s media use.

5 There is still a big gap between higher- and lower- income families in terms of access to new mobile devices.

6 Parents are less likely to turn to media or technology as an educational tool for their children than to other activities.

7 Parents assess video games more negatively than television, computers, and mobile devices.

8 For each type of technology included in the survey, a majority of parents believe these devices have a negative impact on children’s physical activity, the most substantial negative outcome attributed to technology in this study.

9 Many parents report using media technology with their children, but this “joint media engagement” drops off markedly for children who are six or older.

10 Parents are creating vastly different types of media environments for their children to grow up in, and, not surprisingly, the choices they make are strongly related to their own media use.

Some other interesting points arise, such as that 40% of families are described as media heavy and spend more than 11 hours a day in front of the screen. Half of all families surveyed have 3 TV’s or more in the house. 40% of 6 to 8 year olds have a TV in their bedroom. 70% of parents state that having mobile devices has not made parenting easier with 40% stating that they have a negative social skills effect upon the children.

The conclusions are in some ways surprising though as the authors demonstrate evidence that parents are still more likely to resort to traditional means of entertainment as rewards and punishment, and they are convinced enough about the educational possibilities offered by so called new media to not worry too much about their negative effects.

An interesting read if you have half an hour, but comments and debate about the summary above would also be educational.

Tracing the Evolution of Batman Video Games

Batman has appeared in video games for over two decades. The main theme of these games centered on Batman fighting against villains. Several versions were launched over the years, featuring different tasks and characters. Batman comics were the inspiration for these games, which later went on to incorporate features from the films.

Development of Batman video games: 1986 – 1988

In 1986, Ocean Software, a Manchester based company developed the first ever Batman game based on the comic book. The batman featured in this version was rather cute and chubby, and wandered around 150 rooms in search of Robin. Two years later, Batman: The Caped Crusader was launched, which was better in terms of digital color and had two campaigns, one with the Penguin and the other with the Joker. These could be played in any ordered decided upon by the player. Even though the launch of this version coincided with the release of Tim Burton’s Batman film, they showed no similarity.

1989 – 1992

In 1989 NES featured the Batman based on the movie. The goal was to reach the big boss, played by the Joker, by tackling smaller bosses that came first. The Batman was purple and was put up against robots and Gotham city thugs. The next year saw the arcade version by Atari and the pinball version by Dataeast. 1992 witnessed ‘Return of the Joker’, which was a sequel to the NES version. This game had improved graphics and funny commentary.

1993 – 1994

Batman Returns launched in 1993 was inspired by Tim Burton’s movie, it even featured the movie soundtrack. This game was more advanced with limited 3D features. Batman had to fight with several thugs, Catwoman and the Penguin to move up the streets. 1994 saw the release of The Adventures of Batman, which was a cartoon version of the game; it was powered by SNES and Genesis and met some criticism.

1996 – 2001

1996 and 1997 saw the release of Batman Forever by SNES and Genesis and Batman and Robin by PlayStation. Both these games did not have great graphics and met unfavorable reviews.
Batman: Gotham City Racer, Batman: Vengeance and other games were released in 2001. The graphics were average, although Batman Vengeance was the better of the two. The games were based on the New Adventures of Batman cartoons. City racer featured the famous Batmobile, while the latter saw batman fighting street thugs in Gotham city yet again.

2003 – 2007

In 2003, Batman: Rise of Sin Tzu was noteworthy, as it introduced a new villain and also highlighted several unlikely characters. Clayface, Bane and Scarecrow were some such characters. Batman Begins (2005) was more realistic than its forerunners. It had superior graphics and the plot followed the Christopher Nolan movie. The voices for the game were given by the cast from the film. Justice League Heroes (2006) featured Batman among other heroes like Superman fighting enemies.

The Lego Batman Video Game for the Wii

2008 – 2009

The Lego Batman released in 2008 was an upward turn in the series. It combined attractive Lego characteristics with Batman characters and made it enjoyable for both serious gamers and casual players. Batman: Arkham Asylum was launched in 2009 was a bench mark for the game. The graphics and settings were exquisite. The eerie atmosphere was lent by the Arkham mansion. This Batman could be controlled in very superior manner and he took on several villains in order to get to the Joker who was at the heart of the plot.