“Needs” Project Brainstorm (in no particular order)

  1. An (affective?) technology solution to word poverty.
  2. One of the mottos of a union such as the I.W.W. is “Education, Organization, Emancipation,” but such unions often neglect (or take for granted, I think unwisely) the very first step. I would love to research this problem and work out, design, a technological solution–or at least aid to a solution.
  3. I believe that science fiction (especially dystopian science fiction) can be an extremely potent pedagocial tool. If feel there needs to be more technological (or teaching-with-technology) resources that utilize some of this pedagogical power, as opposed to using something like a science fictional frame or skin to present traditional educational material (e.g. “Now you’re solving equations on Mars!”).
  4. There needs to be more every-day-accessible technology for people with learning disabilities. One step towards addressing this need could be the development of such technology for people with print disabilities–reading and writing. Despite the rise of new media, we still live (and are assessed, judged, rewarded, etc.) very much in a print-based world. Some assitive tech exists, to be sure, but much of it is still largely desktop/laptop bound. This technology needs to be lighter, more mobile. Might Google Glass offer a site for development?
  5. Psychoeducational testing needs to become much more accessible to many more children (and even more adults for that matter) much more regularly. A technological solution may be out there.
  6. We need to figure out the right–or at least a much-better-for-now–balance between learning with/on screens and without/off. Perhaps this would look something like Common Sense Media, but with much, much more cognitive research involved.
  7. I feel we need to find a useful solution to video game addiction. I think Jane McGonigal’s argument in Reality Is Broken is a bit too ambitious, but I would love to find a way to extract the engagement and dedication from gaming while leaving behind all the bad characteristics of addictive/addicted behavior. (I don’t know much about Games For Change, but has anyone ever created such a game where addiction really became a problem? Does the connection between the two previous sentences make sense?)
  8. More tools for participatory (and empowerment) design.
  9. An inexpensive/accessible technological solution (or aid) to international solidarity movements and/or solidarity unionism where language barriers are a problem.
  10. More–technologically–exciting designs/interfaces for museums (and not just science museums).

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