Well, here it is, 2013. Kinda blew the schedule on this series.
There was a Part 23; published privately (note the date). And a Part 24 … and a Part 25.
Mixed in was also a piece intended for my Futurismic column, Future Imperfect. I thought I’d submitted it, but maybe not; I recall that one being a rush job.
They’re all now tucked away on my hard drive.
I may take a look at them; perhaps cull something worth posting.
Part 23 was ready to go, but now seems dated. The Future Imperfect piece was decent, but is probably past its expiration date. And Parts 24 and 25 were and still are a tangle of thoughts and links; too outdated and convoluted to extract something decent at this point.
So. What to do with this blog?
I’ve been giving that some thought. Can’t say I have that question answered, but I do have some ideas.
Now let’s see if I can find the time.
While “mere apprehension of using a 3D application is no longer an issue preventing them from attempting to learn” (reLink), there is still the issue of learning.
So, picking up from where I left off, at this stage one major issue would seem to be educating people in the use of next generation product development tools.
Then again, maybe it’s not as big a hurdle as one might expect.
The idea for this series originated over a year ago with something I witnessed in Second Life: a mother and daughter collaboratively designing virtual clothes with the help of an in-world, user-created tool. I was astounded simply because I knew them to be unsophisticated computer users.
The motivation to write this series came shortly after, and mostly from what I learned subsequent to writing “A Virtual World-Based PLM for the Fashion Industry” (reLink). How could I not dive into this topic after learning of IBM’s work with FIT and also seeing what Optitex was doing?
In my last entry I ended with this question: “At what point do non-monetary motivational factors – reputation and empowerment – overwhelm the barriers to entry for average people?” It’s an especially timely question because the interface barriers are dropping so rapidly.
Minority Report technology no longer seems like science fiction; in fact, YouTube is filling with it. And once-daunting 3D application tasks are routinely simplified into “I can do that” activities (e.g. ILoveSketch).
Consequently, it may not be long before increasingly sophisticated users reach the proverbial tipping point where mere apprehension of using a 3D application is no longer an issue preventing them from attempting to learn. And of course, when the barrier to entry lowers, so does the necessary motivation.
In Parts 1-6, I mostly covered hardware; starting off with an entry which showcased a low-cost augmented reality demonstration video as a pointer to the future, and then covering fabrication processes which included a video showing how electronically “captured” movements could be converted into tangible objects.