http://www.guardian.co.uk/technology/2011/mar/15/sxsw-2011-internet-online/print

SXSW 2011: The internet is over

Oliver Burkeman went to Texas to the South by Southwest festival of film, music 
and technology, in search of the next big idea. After three days he found it: 
the boundary between 'real life' and 'online' has disappeared

                • Oliver Burkeman
                • The Guardian,  Tuesday 15 March 2011

If my grandchildren ever ask me where I was when I realised the internet was 
over – they won't, of course, because they'll be too busy playing with the 
teleportation console – I'll be able to be quite specific: I was in a Mexican 
restaurant opposite a cemetery in Austin, Texas, halfway through eating a taco. 
It was the end of day two of South by Southwest Interactive, the world's 
highest-profile gathering of geeks and the venture capitalists who love them, 
and I'd been pursuing a policy of asking those I met, perhaps a little too 
aggressively, what it was exactly that they did. What is "user experience", 
really? What the hell is "the gamification of healthcare"? Or "geofencing"? Or 
"design thinking"? Or "open source government"? What is "content strategy"? No, 
I mean, like, specifically?

The content strategist across the table took a sip of his orange-coloured 
cocktail. He looked slightly exasperated. "Well, from one perspective, I 
guess," he said, "it's kind of everything."

This, for outsiders, is the fundamental obstacle to understanding where 
technology culture is heading: increasingly, it's about everything. The vaguely 
intimidating twentysomethings who prowl the corridors of the Austin Convention 
Centre, juggling coffee cups, iPad 2s and the festival's 330-page schedule of 
events, are no longer content with transforming that part of your life you 
spend at your computer, or even on your smartphone. This is not just 
grandiosity on their part. Rather – and this is a technological point, but also 
a philosophical one – they herald the final disappearance of the boundary 
between "life online" and "real life", between the physical and the virtual. It 
thus requires only a small (and hopefully permissible) amount of journalistic 
hyperbole to suggest that the days of "the internet" as an identifiably 
separate thing may be behind us. After a few hours at South by Southwest 
(SXSW), the 330-page programme in my bag started triggering shoulder aches, but 
to be honest it was a marvel of brevity: after all, the festival was pretty 
much about everything.

We've been hearing about this moment in digital history since at least 1988, 
when the Xerox technologist Mark Weiser coined the term "ubiquitous computing", 
referring to the point at which devices and systems would become so numerous 
and pervasive that "technology recedes into the background of our lives". (To 
be fair, Weiser also called this "the age of calm technology", implying a 
serenity that the caffeinated, Twitter-distracted masses in Austin this week 
didn't seem yet to have attained.) And it's almost a decade since annoying 
tech-marketing types started using "mobile" as an abstract noun, referring to 
the end of computing as a desktop-only affair. But the arrival of the truly 
ubiquitous internet is something new, with implications both thrilling and 
sinister – and it has a way of rendering many of the questions we've been 
asking about technology in recent years almost meaningless. Did social media 
cause the recent Arab uprisings? Is the web distracting us from living? Are 
online friendships as rich as those offline? When the lines between reality and 
virtuality dissolve, both sides of such debates are left looking oddly 
anachronistic. Here, then, is a short tour of where we might be headed instead:

Web 3.0


"Big ideas are like locomotives," says Tim O'Reilly, a computer book publisher 
legendary among geeks, embarking on one of the grand metaphors to which the 
headline speakers at SXSW seem invariably prone. "They pull a train, and the 
train's gotta be going somewhere lots of people want to go." The big idea 
O'Reilly is touting is "sensor-driven collective intelligence", but since he 
coined the term "Web 2.0", he seems resigned to people labelling this new phase 
"Web 3.0". If Web 2.0 was the moment when the collaborative promise of the 
internet seemed finally to be realised – with ordinary users creating instead 
of just consuming, on sites from Flickr to Facebook to Wikipedia – Web 3.0 is 
the moment they forget they're doing it. When the GPS system in your phone or 
iPad can relay your location to any site or device you like, when Facebook uses 
facial recognition on photographs posted there, when your financial 
transactions are tracked, and when the location of your car can influence a 
constantly changing, sensor-driven congestion-charging scheme, all in real 
time, something has qualitatively changed. You're still creating the web, but 
without the conscious need to do so. "Our phones and cameras are being turned 
into eyes and ears for applications," O'Reilly has written. "Motion and 
location sensors tell where we are, what we're looking at, and how fast we're 
moving . . . Increasingly, the web is the world – everything and everyone in 
the world casts an 'information shadow', an aura of data, which when captured 
and processed intelligently, offers extraordinary opportunity and mindbending 
implications."

Alarming ones, too, of course, if you don't know exactly what's being shared 
with whom. Walking past a bank of plasma screens in Austin that were sputtering 
out tweets from the festival, I saw the claim from Marissa Mayer, a Google 
vice-president, that credit card companies can predict with 98% accuracy, two 
years in advance, when a couple is going to divorce, based on spending patterns 
alone. She meant this to be reassuring: Google, she explained, didn't engage in 
such covert data-mining. (Deep inside, I admit, I wasn't reassured. But then 
Mayer probably already knew that.)

The game layer


Depending on your degree of immersion in the digital world, it's possible that 
you've never heard the term "gamification" or that you're already profoundly 
sick of it. From a linguistic point of view, the word should probably be 
outlawed – perhaps we could ban "webinar" at the same time? – but as a concept 
it was everywhere in Austin. Videogame designers, the logic goes, have become 
the modern world's leading experts on how to keep users excited, engaged and 
committed: the success of the games industry proves that, whatever your 
personal opinion of Grand Theft Auto or World of Warcraft. So why not apply 
that expertise to all those areas of life where we could use more engagement, 
commitment and fun: in education, say, or in civic life, or in hospitals? Three 
billion person-hours a week are spent gaming. Couldn't some of that energy be 
productively harnessed?

This sounds plausible until you start to demand details, whereupon it becomes 
extraordinarily hard to grasp what this might actually mean. The current public 
face of gamification is Jane McGonigal, author of the new book Reality Is 
Broken: Why Games Make Us Better And How They Can Change The World, but many of 
her prescriptions are cringe-inducing: they seem to involve redefining aid 
projects in Africa as "superhero missions", or telling hospital patients to 
think of their recovery from illness as a "multiplayer game". Hearing how 
McGonigal speeded her recovery from a serious head injury by inventing a 
"superhero-themed game" called SuperBetter, based on Buffy the Vampire Slayer, 
in which her family and friends were players helping her back to health, I'm 
apparently supposed to feel inspired. Instead I feel embarrassed and a little 
sad: if I'm ever in that situation, I hope I won't need to invent a game to 
persuade my family to care.

A different reaction results from watching a manic presentation by Seth 
Priebatsch, the 22-year-old Princeton dropout who is this year's leading victim 
of what the New York Times has labelled "Next Zuckerberg Syndrome", the quest 
to identify and invest in tomorrow's equivalent of the billionaire Facebook 
founder. Priebatsch's declared aim is to "build a game layer on top of the 
world" – which at first seems simply to mean that we should all use SCVNGR, his 
location-based gaming platform that allows users to compete to win rewards at 
restaurants, bars and cinemas on their smartphones. (You can practically hear 
the marketers in the room start to salivate when he mentions this.)

But Priebatsch's ideas run deeper than that, whatever the impression conveyed 
by his bright orange polo shirt, his bright orange-framed sunglasses, and his 
tendency to bounce around the stage like a wind-up children's toy. His take on 
the education system, for example, is that it is a badly designed game: 
students compete for good grades, but lose motivation when they fail. A good 
game, by contrast, never makes you feel like you've failed: you just progress 
more slowly. Instead of giving bad students an F, why not start all pupils with 
zero points and have them strive for the high score? This kind of insight isn't 
unique to the world of videogames: these are basic insights into human 
psychology and the role of incentives, recently repopularised in books such as 
Freakonomics and Nudge. But that fact, in itself, may be a symptom of the 
vanishing distinction between online and off – and it certainly doesn't make it 
wrong.

The dictator's dilemma


Not long ago, according to the new-media guru Clay Shirky, the Sudanese 
government set up a Facebook page calling for a protest against the Sudanese 
government, naming a specific time and place – then simply arrested those who 
showed up. It was proof, Shirky argues, that social media can't be 
revolutionary on its own. "The reason that worked is that nobody knew anybody 
else," he says. "They thought Facebook itself was trustworthy." This is one of 
many counterintuitive impacts that the internet has wrought on the politics of 
protest. But perhaps the most powerful is the one that Shirky – himself a 
prominent evangelist for the democratic power of services such as Twitter and 
Facebook – labels "the dictator's dilemma".

Authoritarian leaders and protesters alike can exploit the power of the 
internet, Shirky concedes. (At least he notes the risks: in another session at 
the conference, I watch dumbstruck as a consultant on cyber-crimefighting 
speaks with undisguised joy about how much information the police could glean 
from Facebook, in order to infiltrate communities where criminals might lurk. 
Asked about privacy concerns, she replies: "Yeah – we'll have to keep an eye on 
that.") But there's a crucial asymmetry, Shirky goes on. The internet is now 
such a pervasive part of so many people's lives that blocking certain sites, or 
simply turning the whole thing off – as leaders in Bahrain, Egypt and elsewhere 
have recently tried to do – can backfire completely, angering protesters 
further and, from a dictator's point of view, making matters worse. "The end 
state of connectivity," he argues, "is that it provides citizens with increased 
power."

The road to that end state won't be smooth. But the compensatory efforts of the 
authorities to harness the internet for their own ends will never fully 
compensate. Either they must allow dissenters to organise online, or – by 
cutting off a resource that's crucial to their daily lives – provoke them to 
greater fury.

Biomimicry comes of age


The search engine AskNature describes itself as "the world's first digital 
library of Nature's solutions", and to visit it is to experience the curious, 
rather disorienting sensation of Googling the physical universe. Ask it some 
basic question – how to keep warm, say, or float in water, or walk on unstable 
ground – and it will search its library for solutions to the problem that 
nature has already found. The idea of "biomimicry" is certainly not new: for 
much of the past decade, the notion of borrowing engineering solutions from the 
natural world has inspired architects, industrial designers and others. Austin 
is abuzz with examples. "Nissan, right now, is developing swarming cars based 
on the movements of schooling fish," says Chris Allen of the Biomimicry 
Institute. Fish follow ultra-simple mathematical rules, he explains, to ensure 
that they never collide with each other when swimming in groups. Borrow that 
algorithm for navigating cars and a new solution to congestion and road 
accidents presents itself: what if, in heavy traffic, auto-navigated cars could 
be programmed to avoid each other while continuing forwards as efficiently as 
possible?

The Bank of England, he adds, is currently consulting biologists to explore 
ways in which organic immune systems might inspire reforms to the financial 
system to render it immune to devastating crises. "And what we're looking for 
now," Allen says cryptically, "is an interactive technology inspired by snakes."

'We are meant to pulse'

Until recently, the debate over "digital distraction" has been one of vested 
interests: authors nostalgic for the days of quiet book-reading have bemoaned 
it, while technology zealots have dismissed it. But the fusion of the virtual 
world with the real one exposes both sides of this argument as insufficient, 
and suggests a simpler answer: the internet is distracting if it stops you from 
doing what you really want to be doing; if it doesn't, it isn't. Similarly, 
warnings about "internet addiction" used to sound like grandparental cautions 
against the evils of rock music; scoffing at the very notion was a point of 
pride for those who identified themselves with the future. But you can develop 
a problematic addiction to anything: there's no reason to exclude the internet, 
and many real geeks in Austin (as opposed to the new-media gurus who claim to 
speak for them) readily concede they know sufferers. One of the most popular 
talks at the conference, touching on these subjects, bore the title Why 
Everything Is Amazing And Nobody Is Happy.

A related danger of the merging of online and offline life, says business 
thinker Tony Schwartz, is that we come to treat ourselves, in subtle ways, like 
computers. We drive ourselves to cope with ever-increasing workloads by working 
longer hours, sucking down coffee and spurning recuperation. But "we were not 
meant to operate as computers do," Schwartz says. "We are meant to pulse." When 
it comes to managing our own energy, he insists, we must replace a linear 
perspective with a cyclical one: "We live by the myth that the best way to get 
more work done is to work longer hours." Schwartz cites research suggesting 
that we should work in periods of no greater than 90 minutes before seeking 
rest. Whatever you might have been led to imagine by the seeping of digital 
culture into every aspect of daily life – and at times this week in Austin it 
was easy to forget this – you are not, ultimately, a computer.


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