Note from Max: As part of a short series for Nir and Far, I recently interviewed Jane McGonigal who is a game designer at The Institute for the Future and bestselling author of Reality is Broken and SuperBetter. We discuss the impact of future technologies on behavior, habits, and the way we design products.
Q: You recently worked on a project designed to visualize the future of technology. The idea was that using some future, not-yet-existent product, nicknamed FeelThat, people could actually share emotions with each other. (Here’s a link to the video.) What was the thinking behind it?
Jane McGonigal: This is a project with Institute for the Future to look at some of the emerging technologies that are being prototyped, tested, and innovated right now. We try to imagine where technologies might take us in a decade or more if they became widespread and popular. We use a process to collect signals, or “clues,” about the future that suggest things that might have the potential to change our lives down the road. Then we try to extrapolate where these signals will lead if they’re amplified. The video is the result of gathering around 50 different signals, such as technologies that are sensing or collecting data on our emotions, sharing them with others, or technologies that stimulate us neurologically so we change our feelings in real time.