Is Your Phone Smarter Than You Yet?

IoT
      Image by Chen from Pixabay

Predictions can be interesting, but people rarely look back at ones to see if they were correct. I wrote a post titled "In 4 Years Your Phone Will Be Smarter Than You (and the rise of cognizant computing)"  It has more than 969,000 views since I posted it in November 2013. Next year will be 10 years since that prediction. Is your phone smarter than you yrt?

That was not my prediction but it was an analysis from the market research firm Gartner. They weren't as concerned with hardware as with data and cloud computational ability. I said then that phones will appear smarter than you IF you equate smarts with being able to recall information and make inferences. Surely, those two things are part of being "smart" but not all of it.

"Smart" is also defined sometimes as being knowledgeable of something especially through personal experience, mindful, even cognizant of the potential dangers. Cognizant is a synonym for awareness. I have bee reading a lot about artificial intelligence lately. While cognizant computing does use algorithms to anticipate users' needs, dpong so doesn't approach actual "consciousness."

If an app has my browsing history, purchase records, financial information, and whatever is available somewhere on the cloud (known or unbeknownst to me) it can be pretty good at predicting somethings about me.

Cognitive computing isn't the same thing, though so much of all this seems to overlap. Cognitive computing (part of cognitive science) and attempts to simulate the human thought process.

As I said, these things overlap, at least to someone like myself who isn't really working in these fields. Maybe it makes a kind of sense that AI, cognitive and cognizant computing, signal processing, machine learning, natural language processing, speech and vision recognition, human-computer interaction and probably a dozen I'm forgetting. I suspect that all these things will converge at some point in the future to create the ultimate AI.

I don't see as many mentions these days to the Internet of things (IoT) as I did a decade ago. Internet-enabled objects exist in my home as "appliances." This morning I was checking my Ecobee app which is my wireless home energy monitor. I assume that it is already and will in the future be better at a kind of cognizant device that monitors my home environmental conditions and make adjustments based on my settings and the three sensors that monitor our activity. It knows that no one is upstairs and so drops the temperature there - though no lower than what I have told it. It also suggests changes to my settings and reminds me to change the filter every three months. I always di that on the solstices and equinoxes anyway but if I miss that date by a day or two, it adjust the next change accordingly. Quite a fussy and OCD device. It could connect to my Alexa devices but I haven't allowed that yet. Maybe one day it will just do it on its own and tell me "It's for your own good, Kenneth."

The Subtle Art of Persuasive Design

child smartphone

Image by Andi Graf from Pixabay

Tech companies use “persuasive design” to get us hooked. Some psychologists say it’s unethical. Children are particularly susceptible to "hidden manipulation techniques," but lots of adults are also taken in by its use, especially in social media and advertising on the Internet. by companies like Facebook and Twitter. 

It is in front of our faces when we are getting notifications on our phone and even when that next episode or video on Netflix or YouTube loads itself as soon as we finish one.

Back in the 1970s, there were plenty of articles and theses written about the dangers of too much television affecting children. Kids have 10 times the amount of screen time now compared to just 2011. Of course, now we are talking about more screens than just the family TV set. They spend an average of 400 minutes using technology, according to Common Sense Media.

Media companies have been using behavioral science for decades to create products that we want to use more and more. Remember how the tobacco companies were sued for the ways they hooked people on cigarettes? Big tech uses persuasive technology which is a fairly new field of research based on studying how technology changes the way humans think and act.

Using persuasive design techniques, companies incorporate this research into games and apps. As soon as a child begins to move on to Twitter, Facebook, Snapchat, Amazon, Apple, and Microsoft apps, they have been pre-conditioned for specific behaviors. 

Apple CEO, Tim Cook, has warned that algorithms pushing us to catastrophic results, though critics will say that Apple itself is not free from using persuasive design.

Social media companies are being targeted for deliberately addicting users to their products for financial gain. Some design features, such as infinite scroll, are features that are seen as highly habit-forming. Along with features that may appear as a "plus", like notifications, they keep us on our devices and looking at advertising and clicking longer. They encourage the "fear of missing out" (FOMO).

The infinite scroll was a feature designed by Aza Raskin when he was working for Humanized - a computer user-interface consultancy. He now questions its use.

He is not alone. Leah Pearlman, co-inventor of Facebook's Like button, said she had become hooked on Facebook because she had begun basing her sense of self-worth on the number of "likes" she had. But Ms Pearlman said she had not intended the Like button to be addictive, and she also believes that social media use has many benefits for lots of people.

Defenders of persuasive tech say it can have positive effects. There are apps that remind/train people to take medicine on time or develop weight loss habits. But critics are concerned with persuasive design that is not intended to improve lifestyles but to keep people on their devices in order to sell.

A letter signed by 50 psychologists was sent to the American Psychological Association accusing psychologists working at tech companies of using “hidden manipulation techniques” and asks the APA to take an ethical stand on behalf of kids.

Does Education Have a 'Next Billion?'

next billion"Next Billion" is a term you will find used in talking about the future of the internet. It refers to not only the exponential growth in connectivity in emerging markets, such as India, but also the growth of next-level technology in more mature markets. 

One thing that is evident is that the next billion internet users are much more likely to be using mobile phones than a computer.  Globally, half of all internet users got online in February 2017 using mobile devices. It is still a close race with 45% accessing the web on laptops or desktop computers, but break out the number for emerging markets, like India, and the mobile wins easily. In India and other countries that did not have wired infrastructure in place for Net connectivity, and did not have a population able to purchase computers, mobile and wireless are the only choice. Indians accessed the internet through their mobiles nearly 80% of the time. 

This is also changing the way providers, carriers, phone manufacturers and related companies (such as Google/Alphabet) design.

For example, the emerging next billion tends not to type searches, emails, or even text messages. These newcomers avoid text and use voice activation and communicating with images. Part of this is due to their unfamiliarity with the devices, and partly it is due to a less educated and literate population. They are using low-end smartphones (Android dominates) and cheap data plans along with the most intuitive apps that let them navigate easily.

What does this have to do with education?

My first thought is that even if your students are part of the "first billion" population, delivery of learning online needs to very seriously address mobile use, and the user interfaces need to be intuitive and less text-based.

My second thought is that educational providers, especially post-secondary, need to be prepared for the next billion learners who will not be coming to them in the same ways, or with the same goals, or with the same devices. When I say "educational providers," I am thinking of much more than schools and universities.

No doubt some of this has already been taking place through online learning and especially with the rise of Massive Open Online Courses (MOOC) and Open Educational Resources (OER), but the pathways are not even well established for the first billion, and certainly not for the next billion.

 

 

 

The Augmented Reality of Pokémon Go

Go
People have been searching for creatures and running down their phone batteries this month since Pokémon Go was released.
Is there any connection of this technology to education, Ken? Let's see.

First off, Pokémon Go is a smartphone game that uses your phone’s GPS and clock to detect where and when you are in the game and make Pokémon creatures appear around you on the screen. The objective is to go and catch them.

This combination of a game and the real world interacting is known as augmented reality (AR). AR is often confused with VR - virtual reality. VR creates a totally artificial environment, while augmented reality uses the existing environment and overlays new information on top of it.

The term augmented reality goes back to 1990 and a Boeing researcher, Thomas Caudell, who used it to describe the use of head-mounted displays by electricians assembling complicated wiring harnesses.

A commercial applications of AR technology that most people have seen is the yellow "first down" line that we see on televised football games which, of course, is not on the actual field.

Google Glass and the displays called "heads-up" in car windshields are another consumer AR application. there are many more uses of the technology in industries like healthcare, public safety, gas and oil, tourism and marketing.

Back to the game... My son played the card game and handheld video versions 20 years ago, so I had a bit of Pokémon education. I read that it is based on the hobby of bug catching which is apparently popular in Japan, where the games originated. Like bug catching or birding, the goal is to capture actual bugs or virtual birds and Pokémon creatures and add them to your life list. The first generation of Pokémon games began with 151 creatures and has expanded to 700+, but so far only the original 151 are available in the Pokémon Go app.

I have seen a number of news reports about people doing silly, distracted things while playing the game, along with more sinister tales of people being lured by someone via a creature or riding a bike or driving while playing. (The app has a feature to try to stop you using from it while moving quickly, as in a car.)

Thinking about educational applications for the game itself doesn't yield anything for me. Although it does require you to explore your real-world environment, the objective is frivolous. So, what we should consider is the use of VR in education beyond the game, while appreciating that the gaming aspect of the app is what drives its appeal and should be used as a motivator for more educational uses.
AR
The easiest use of VR in college classrooms is to make use of the apps already out there in industries. Students in an engineering major should certainly be comfortable with understanding and using VR from their field. In the illustration above, software (metaio Engineer) allows someone to see an overlay visualization of future facilities within the current environment. Another application can be having work and maintenance instructions directly appear on a component when it is viewed.
Augmented reality can be a virtual world, even a MMO game. The past year we have heard more about virtual reality and VR headsets and goggles (like Oculus Rift) which are more immersive, but also more awkward to use.This immersiveness is an older concept and some readers may recall the use of the term "telepresence.” 

Telepresence referred to a set of technologies which allowed a person to feel as if they were present, or to to give the appearance of being present, or to have some impact at place other than their true location. Telerobotics does this, but more commonly it was the move from videotelephony to videoconferencing. Those applications have been around since the end of the last century and we have come a god way forward from traditional videoconferencing to doing it with hand-held mobile devices, enabling collaboration independent of location.

In education, we experimented with these applications and with the software for MMOs, mirror worlds, augmented reality, lifelogging, and products like Second Life. Pokémon Go is Second Life but now there is no avatar to represent us. We are in the game and the game is the world around us, augmented as needed. The world of the game is the world.