On Accessibility, Trends, and Technology

I was taking my roommate’s car in for a check-up, and grabbed a quick cab back home.  On the way I had a fascinating talk with the cab driver, who repaired, restored, and resold old cars.  To him, eBay was one of the greatest blessings to his hobby, as well as various specialty sites.

He regaled me with fascinating tales of how he got obscure parts and historical doodads, often very cheaply, all thanks to eBay and the internet.  Frankly, there’s an entire world of cars out there I never thought of.  I almost wanted to pay him more to drive around a bit more and tell me other things.

He got me thinking that eBay and other specialty sites are in many ways like Netflix, Hulu, Google Books, and the like.  They’re ways to get obscure and unusual materials that others may not have, understand, or appreciate.  The internet is a boon to the specialist, the unusual, the odd, and the unknown.

Just as I’m currently indulging my love of Asian Cinema with Netflix (side note: Tsui Hark should have directed The Last Airbender), this gentleman could indulge in his love of cars.  The internet and other technologies change what is obscure and inaccessible – indeed, everything is accessible now.  If you want anime, car parts, books, pornography, religious texts, plans, etc. there’s a website for you, probably several.

This is not just a technical shift, it’s a cultural shift:

Nothing is truly “obscure” or “unknown” anymore – you’ll stumble across things you never knew about by accident, and little is hidden from serious research.  If you need it, you can probably get it.

In turn, I think this may be changing people’s ideas of what is “normal” or “common.”  With so much available and public thanks to internet technology, it’s also publicly known to people.  This changes social norms and cultural concepts as we’re seeing things we never new existed, forgot, or even tried to ignore.

This further increases the chance of not just cultural adaption, but of conflict.  How many times have we seen assorted kerfluffles break out over video games, anime, manga, pornography, etc. on the internet?  It’s going to keep happening as we have access to so much.

Now let’s take all this “stuff”, all this access and mix in our favorite subject of late – Mobile.  When you can get everything quicker and with less localization issues, when you can find out more faster, it chains how we live and work.

One cab ride reminded me of the sheer power of Access we have.  I’ve seen it from my end, the core geek market, but in this case I saw it broader, saw it through the eyes of an auto enthusiast.  That brought home just how fast things are changing – because nothing is truly obscure or hidden anymore.

I know I didn’t appreciate it.  I’m wondering how many people really do.

And, for those of us that do, who work in information and technology, what does it mean for careers?

– Steven Savage

Steven Savage is a Geek 2.0 writer, speaker, blogger, and job coach for professional and potentially professional geeks, fans, and otaku. He can be reached at https://www.stevensavage.com/

Must Read: Digital Disruption And Mobile

Ritholz comes through with this infographic that you just have to see.

There’s a lot to read over and to think about, but here’s some takeaways from my thoughts:

  • Everything is going mobile.  That means your website (personal or profssional) needs to be mobile, your projects need to keep mobile in mind, and that doing geek stuff mobile is great practice.
  • Everything is going social, so you need to as well.  Twitter, Facebook, whatever.
  • On a side note, I’m wondering what the role of traditional RSS is going to be.  I’m not sure, to be frank.  I suspect email newsletters may be a big thing.
  • Everyone is going mobile, including businesses.  This is a pretty rapid transition, and it means that if you jump on mobile you’re going to be ahead of the game.  If you’re a developer, learn to develop in mobile, if you’re in marketing, you get the idea.
  • Consumer engagement is a big factor here – people do their research in stores.  What this means for online shopping also intrigues me – people are used to the online experience and are porting it elsewhere.
  • All this move to mobile can’t last in my opinion.  At some point “mobile” will just merge into “internet stuff” so what we see now is going to change and evolve anyway.
  • I see big opportunities for developers, marketers, and analysts here.

Any thoughts on your end?

– Steven Savage

Steven Savage is a Geek 2.0 writer, speaker, blogger, and job coach for professional and potentially professional geeks, fans, and otaku. He can be reached at https://www.stevensavage.com/

Non-Gamers Should Care About Gaming

Venture Beat had an unusual article on why non-gamers should care about gaming. It’s a pretty interesting read, but what’s really interesting to me is the very idea itself.

As a gamer, I take the existence of my hobby and its industry for granted. I also assume, rather ignorantly, that there’s a certain barrier between me and non-gamers, even if it’s changing. That’s a given, a cultural assumption.

Of course as the article notes, it’s not true. Gamification, causal games, more games, etc. really do blur (and destroy) the gamer/non-gamer boundary. This boundary breaching is probably happening faster than many crusty old gamers like me may realize because of casual, mobile, and geek being chic.

So now that I’m actually thinking outside of the shrink-wrapped box, what do I see coming up in the gaming/non-gaming boundary:

  • Goodbye to boundary in the next 5-10 years. The only reason not to game will be because you don’t have access to the technology or the time. But gaming will be very omnipresent.
  • Design meltdown. Once gaming is so widespread, with more audiences than it’s used to, designing games is going to be more challenging. What demographics will game designers run into that they never encountered before?
  • Getting more businesslike. Gaming has had many a moment of not-exactly-professionalism. When it’s more widespread, that’s going to have to change. Expectations for businesses, of performance, of support, will alter.

What does it mean for future and current gaming professions:

  • If you’re not thinking out of the box you’re not moving ahead. Get ready to embrace a less bounded game world.
  • Act professional. It’ll make sure you survive and it’ll be expected.
  • Stop making the same damn game. Your audience has changed.

– Steven Savage