Lee Gomes in his column, Portals, in today's Wall Street Journal lists his top technology trends of 2007 and one is flash memory which allows people to download and view movies on their mobile phones. He mentions that this is something that young people in particular and doing and it echoes something that Chris Anderson observed in The Long Tail and that is that many young people are growing up listening to music on iPods, watching movies on iPods or phones and generally reading most of their content on computers. In other words, while they are still listening to music, reading and watching movies they are doing this on none of the same devices that many of us used when we were growing up. And, further, these are devices that no one would have believed would either be available or used in this way even 15 years ago.
I think that this change is an excellent example of the pitfalls of inside-out design which I have observed in many of the discussions with my classmates in library school. I mean inside-out design to refer to the approach to design which overweights how the individual feels about the product or service. Reactions to electronic books have been typical of this inside-out approach. Many people will say that they love books, love the feel of a physical book and therefore reading books on the computer or on an e-book will never catch on. But, of course, people do read on computers and will certainly embrace e-books if they have certain features such as the ability to search and annotate and eventually decouple the devices from proprietary formats. I must admit that I am looking forward to such a device because I currently carry around several books that I may be reading and notebooks to record my thoughts. The thought of carrying around one device is very appealing and given the positive reaction to the e-ink displays I imagine that it will appeal to other people as well. Of course, maybe this is just another example of inside-out design because it is what appeals to me.
We must be more open to the opportunities that new technology applications bring to our users and even if we do not yet see a role for a device or technology we must become familiar with it and think about how it can be used. Perhaps, we should spend some time interviewing or shadowing the youngest generation of library users and see how they do things.
The dramatic increase in storage capability has made the iPod, digital cameras, powerful laptops and phones that can act as music players and video devices. In 1983, I visited a computer graphics company that did some of the first computer animations. According to Wikipedia, they did 27 minutes of animation for The Last Starfighter and at the time this was considered to be an astonishing amount of animation and this was done on a Cray X-MP supercomputer. I had my photo taken in the midst of the Cray and it was in a single room, incredibly large and shaped like a horseshoe. No one would have believed then that computer animation could be so ubiquitous and that we would now have incredible computer power available from such small and portable devices as our current laptops.
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