The Doors 50
50 GOOD IDEAS GENERATED BY THE WORKSHOPS

KARMA CARD
RITUAL ECHANTMENT
ECO-NET
TABLE TOP
CAFÉ
GARDEN X-CHANGE
MEMORY COOKBOOK
OPEN TABLE
MEMORY WALL
GRANDAD BANK

FLUID BRIDGES
FLUID PLACES
FLUID NET
SLOW CITY
VIRT 2ND HAND

VIRT SCHOOL
BLUE BUTTON
ACTIVE ENVI
BE A TREE
ECOREALITY

PILGRIM
INFOPOD
DIGI-VISAS
TRAVEL VISAS
TRAVEL POINTS

TRAVEL CENTRE
SMARTIFACT
DIGI P-CARDS
TRAVELWEAVE
TAKE-AWAY INFO

INTERSKIN-SUIT
REEF STARTER
REEF FARM
SIM-REEF
GAIA U

INTELLI-CITY
SMART MVMNT
TRAFFIC ALERT
SINGAPORE LASH
SMART APPLIANCES

SMART BUILDINGS
ECO-BILL
VIRTUOUS CIRCLES
SHOPPING HELL
VIRTUAL TABLE

URBAN INDICATORS
AFRICAN DRUM
MEMORY STONE
SUPERBUG
NANOTECHNOLOGY

The Doors of Perception 3 workshops generated a lot of ideas for an `Info-Eco' future. Here's a shortlist of the 50 most inspiring, provocative and silly ideas, that address different perspectives on the central question: How can information technology contribute to sustainable development?

KarmaCard (virtual vs. real communities) A credit-card sized ID card which contains a wide selection of personal and public data, controlled by the owner, not by a corporation of government. The card acts as a sort of 'semi-permeable membrane' to the world; you let out only what you want, as appropriate. The card can act as a gatekeeper to online communities, museums, health care, social meetings in public spaces, etc. The purpose of the card is to encourage new possibilities for community (eco-restoration, elderly care, teaching each other, and so on).

Ritual Enchantment (electronic storylines) A Website for offering and receiving stories. It is designed as a `sanctified' site with a convivial atmosphere, self-regulating and open for evolution. The storyteller's voice can be used and appropriate sounds and images can be added. This might be a small step to help people connect with each other, with themselves and with the planet, which is our ultimate self.

EcoNet (mapping global processes) The `econet' uses a network infrastructure to enable `network-based understanding through collaboration', connecting appropriate people (scientists, policy makers, industrialists, media, local government, policy makers and above all practicioners, such as fishermen) at all levels (possibly from all over the world) to focus on local problems.

Through the Table Top (info-eco social care) The table is taken as a metaphor for new user interfaces. It can be in your living room or bedroom, in the park, the school, or the local shop or café. It will respond to familiar objects and to touch rather than keyboards and codes. This combination of hardware and software is called 'through the table-top'.

Café with Possibilities (info-eco social care) An existing café that is used in off-peak hours for `table top' enhanced communication among the elderly. Since 'through-the-table-top' aims at supporting real world transactions, the café can function as a meeting point where these transactions take place.

Garden Exchange (info-eco social care) `Garden exchange' is an online magazine, accessible through the 'table top' interface. It allows users to exchange surplus vegetables with neighbours, exchange recipes, join a gourmet club and discover a fund of ethnic and traditional knowledge about food, etc.

Memory Cookbook (info-eco social care) 'Memory Cookbook' is a service from 'through the table top', where people can store and retrieve (conserve, if you will) traditional recipes, thus preserving a valuable heritage -- providing a sense of cultural diversity and richness.

Open Table (info-eco social care) 'Open Table' is a service from 'through the table top' that aims at bringing people together for meals: people can 'publish' open invitations for others to share their meals or look for others to cook for them. It is even possible to ask someone who is far away to join you at dinner time virtually.

Memory Wall (info-eco social care) The "Memory Wall" is a social graffiti system. It contains the oral history of a community. The collective memory of people - once conserved and spread by story telling - is now available on screen-like `walls' of the format of former whiteboards. They can be found in several places, connected to each other. The Wall at the community center will display what was written on the Wall at the bus stop or at that blank wall around the corner. History will be accessible to all: from houses, shops, malls and walls. Older people can get in touch with memories long gone...

Granddaddy bank (info-eco social care) At an older age, some men feel that they've missed out on their childrens' growing up. At the same time, children need to listen to the life stories of men and to have male role-models. The granddaddy bank is a local electronic network offering male babysitters. To reduce the anxiety parents might feel about entrusting their little darlings into the hands of a stranger, an electronic photo album or memory wall will visualize the lives of the available babysitters.

Fluid Bridges of Communication (beyond being there) I accept to live in a small, local (in the physical sense) community. But I don't want to be isolated there: how can I still enjoy the excitement of knowing and contacting distant cultures? One possible answer is to connect my local community with other local (distant in space) communities. This could also be done in a permanent way (for example having children in a school of Amsterdam growing up together with distant classmates in a suburb of Beijing). The model of communication used here is called `fluid bridges of communication'. Information is shared continuously, and the communities evolve together.

Fluid Place of Communication (beyond being there) I have a `fluid curtain of communication' in my home. It is a beautiful, large screen, curving through my living room with curtains that can cover it. With the curtains closed, I may feel the presence of my friends in an intimate way, although I am not available for direct communication. When I slightly open the curtain, my friends are more present: I can hear their voices, see their faces.The model of communicaton is the `fluid place of communication'. I can access a shared environment, where the presence of my friends can be felt in varying degrees of intimacy.

Fluid Net of Communication (beyond being there) When I am in my home, or when I go around the city, I may encounter the presence or the traces of others through more or less abstract visualisations. I may sense their presence in a comfortable way, but there may be no need for explicit communication. This model is called a `fluid net of communication'.

Slow City (urban footprints) As the city changes under the impact of teleworking and other factors, we need to look at the consequences: can the city be (re)designed in a way that reinforces and maybe creates new kinds of urbanity? The idea of the Slow City is appealing for its association with some of the precious things of the city: contemplation, accidental encounters, the unpredictable.

Virtually Second Hand (urban footprints) A system of virtual and real second hand shops can be used to redistribute goods. The online system informs people about how and where to shop. The real second hand shops feature repair, reconfiguration and recovery services.

Virtual School (urban footprints) A new kind of school. Children still go to study in a local classroom, but it's part of a city-wide school-network. Their classroom is connected with other classrooms around the city. They have an electronic window, a wallboard to create collaborative environments and they have access to a pool of teachers. But they also meet from time to time, for sport and social functions. This way, one classroom has access to all the resources of the best schools in the city.

Blue Button (virtual vs. real communities) A blue button on domestic phone sets randomly connects you with one of a 1,000 fellow blue-buttoneers (or maybe the chances of connecting with someone depend on how often you've conversed in the past). The blue button helps transform random encounters into longer term relationships.

Active Environmental Workshops
(Winterschool/travels to the edge)
Active Environmental Workshops provide an opportunity for the individual to think globally but act locally by taking part in tree-planting schemes, composting or recycling courses, or perhaps car-free weekends. These workshops earn Travel Points and reductions in e.g. a CO2 tax.

Be a Tree (info-eco education/playware) A multi-user computer game for children, 5-7 years of age. The child enters a virtual park and can identify itself with the objects, plants and animals it meets. It can for instance become a rock, bird, tree, dog, etc. Through actions in the virtual world of `Be a Tree', the child becomes more aware of the `real' natural world around him.

EcoReality (info-eco education/playware) A multi-user computer game for teenagers and adults. The players re-enact the real world in the virtual, only now they have to take their `ecospace' into account with every decision they make. `Wrong' decisions do not only affect the individual, but the other players (`society') as well. The idea is that the players become more aware of their actions and the (ecological) consequences over time.

Pilgrim (travels to the edge) The Personal Integrated Learning Guide and Reflexive Information Machine is a device used by travellers with a multitude of functions, including:

- A global positioning system (pinpoint your location anywhere on earth within a metre)

- Global connectivity (instant access to info, including that from local people and other travellers)

- Guide (eco-smart guide)

- Factor 20 calculator (tracks resource usage)

- Digital scrapbook (images, notes, sounds, smells - can be personal or public)

- Entertainment (music, games, lessons, etc)

- Language translator.

Infopod
(Winterschool/travels to the edge)
The Infopod was developed from current portable computers, CD Rom discs and GPS satellite technology. It conveys visual images, sound, text and data, and tracks and locates the traveller. Its aim is to enrich the tourist experience in more 'common' environments, through providing additional information about seemingly 'boring' things. It operates in remote locations and rough environments. It is as transportable as a camera, and as widely owned and used for travel. By assisting and encouraging more intelligent travel with a powerful eco focus, the travel experience will change the perception of the traveller.

Digi-visas (travels to the edge) All tourists are required to travel with digi-visas. These have replaced the paper visas common in the 20th century. Tourists submit their itineraries electronically, which are approved or altered by local eco/cultural communities, depending on current local conditions. Numbers of people, duration of visit, consumption of scarce resources are all taken into account in granting digi-visas. Changes in itinerary can be arranged instantly and automatically through PILGRIM. Exceeding the limits of a digi-visa may incur a penalty - either money or difficulty in obtaining further visa.

Travel visa
(Winterschool/travels to the edge)
By the year 2010 the Information Visa may come into being. It will be a necessary stamp in your passport to have in order to visit Designated Environmentally Sensitive Sites. You obtain the visa by attending a information seminar about the site you plan to travel to or by obtaining it from your home using interactive information technology to learn about these sites.

Travel Point System
(Winterschool/travels to the edge)
An electronic currency comes into place in the year 2000 known as Travel Points. Similar in some ways to Frequent Flyer Points, Travel Points are only earned by reducing consumption rather than increasing it. For example, if you reduce your electricity consumption, you earn points, or if you compost all the solid waste from your home, you earn points. Some tourist destinations redeem Travel Points, and receive tax breaks and bonuses for doing so.

Travel Centre
(Winterschool/travels to the edge)
The Travel Centre is the place to go for a completely virtual travel experience. By the year 2039, if you want to visit a Designated Environmentally Sensitive Site, you have to virtually visit the site first by spending three real time days at the Travel Centre. This is your real time investment in education and information about your proposed travel destination, and for Designated Sensitive Sites, your only means of obtaining a ticket there. Because of the existence of Travel Centres, mass consumption of sensitive sites is reduced, and being a tourist is an ecologically involved experience.

The Smartifact
(Winterschool/travels to the edge)
A technology designed to enhance and extend the involvement of Eco-Tourists with the sites they visit, while minimising their physical impact upon them. On arrival home, the Smartifact will function as a information souvenir, reminding of the travel experience while always in real-time connection with sensors at the original site.

Sites of ecological sensitivity are equipped with a wide range of camouflaged sensors installed in the landscape. A wall mounted, ultra-thin, full colour "screen", visualises the data from the remote location and displays it in the home. For example, data on temperature, humidity, seismic activity, ultra-violet levels, etc can be called up, allowing the visitor to extend and deepen their relationship to a site long after their physical departure. Such augmented sensitivity to a location would also enable people to monitor any environmental degradation which might be occurring, and to respond to this through channels such as the Internet.

Digital Postcards
(travels to the edge)
Using a digital camera (for instance as provided in PILGRIM), the tourist can email the digital pictures with scenic views to friends and family. These photographs include information about the eco-status of a site.

Travelweave
(Winterschool/travels to the edge)
The travelweave is a blanket that functions as a full-body interface, created from a woven technology of 'infothreads'. It is a life time companion which becomes personalised through time and experience. The travelweave functions as a blanket, shelter, protector, informer, educator, container... In a way, it is a conveyor and recorder of emotional and environmental elements.

Take Away Information Pack
(Winterschool/travels to the edge)
The Take Away Information Pack is a short term virtual tour. It can last from several minutes to several hours, and it is a form that is quite familiar to us today through virtual reality. It provides education and information about a site, so tourists can decide whether or not they want to visit a place. Using a Take Away Information Pack improves a traveller's knowledge of the environmental issues involved in their journey.

Interskin Suit (travels to the edge) The Interskin suit enhances the VR touristic experience. When virtually diving in the Great Barrier Reef, the tourist wearing the Interskin suit can touch and feel coral, and can `communicate' with cuttlefish -- e.g. by changing colour when they do. The suit stores all sensations of the trip in its memory, ready for replay at any time.

Home Reef Starter Kit
(travels to the edge)
Grow your own mini-Reef and self-contained eco-system. Learn how initial conditions determine future evolution and how fragile an ecological balance can be.

Reef Farm (travels to the edge) A business that specialises in artifically grown coral reef, which is harvested for its coral souvenirs.

SIM-Reef (travels to the edge) A computer simulation game enabling the tourist to get acquainted with the Great Barrier Reef. The game teaches tourists about the Reef before they actually visit it.

World Heritage Site-based Gaia University
(travels to the edge)
PILGRIM links in directly with the World Heritage Site-based Gaia University. The goal of Gaia University is to transform tourism from consumption to learning life-long attitudes and behaviours.

Intelligent City (urban footprints) Accepting the city as an intelligent organism that responds to change in its surroundings helps in conjuring up information technology-based ideas that reduce the ecological footprint of the city: how can a city reflect on its behaviour in an intelligent way?

Smart Movement (urban footprints) A psychological advantage of the private car is that it has the apparant feature of certainty - you know where it is and that it will get you from here to there. You may not know how long the journey will take but at least you know with certainty when the journey can commence. With public transport (say, a bus) by contrast you know that you probably won't get to exactly where you want to go, but you generally know roughly how long the journey will take; but perhaps the critical psychological issue is that you don't know when the journey will begin. A simple feedback system showing the arrival time of the next bus is relatively easy to introduce (using transponders to mark cellular position and by monitoring the traffic situation and speed of the bus).

Traffic Warning System (urban footprints) As an example of intelligent feedback and monitoring: good timely warnings to inform drivers about upcoming traffic jams can enable drivers to make choices regarding traffic flow.

Singapore Lash (urban footprints) Monitor devices in the city measure the air quality. The city is shut down (i.e. roads, train stations, airports) when preset levels of congestion and pollution are reached.

Smart appliances (urban footprints) Refrigerators can monitor conditions like how frequently the fridge door is opened, how much ice is built up on chiller coils, external temperature, etc., and adapt temperature and defrosting cycles to suit conditions: eco-feedback on a personal level.

Smart buildings (urban footprints) A building that can take care of itself... in relationship to the environment. Its walls function as skin -- sensitive to outside as well as inside conditions like air quality and temperature. Its intelligence takes the 'tactile' data and responds... acting to optimise energy consumption, establishing itself as a comfortable as well as responsible member of the urban community.

Ecological Behaviour Bill (urban footprints) The amount and ecological quality of products bought is measured, as well as the mobility of the household members. This is done through a special credit card which allows entering the types of products and their eco-points into the information system. Through the monthly EBB (Ecological Behaviour Bill), the user is given economical incentives from the positive points acquired in the buying of environmental products, the reduced consumption of water, gas, etc., and on the use of `sustainable' transportation.

Virtuous Circles (urban footprints) Communities can form "Virtuous Circles" where eco-savings are rewarded in tax reductions which cause property values to rise there.

Shopping in hell (urban footprints) Teleshopping could enable us to do `shopping in hell', i.e. the kind of shopping we loathe to do -cat litter, detergent, etc. Teleshopping will not replace the `fun shopping', i.e. that which requires tactility or stimuli in general. Teleshopping could reduce packaging and waste production in home, by facilitating consumption of fresh versus frozen food. It could in this way contribute to the local economy, by consumption of locally purchased food.

Virtual Table (urban footprints) The "Virtual Table" which is a "real space" in the form of a table where you can sit down with telepresent others.

Database of Urban Environmental Indicators
(urban footprints)
A database of urban environmental indicators for individuals (to reflexively change their individual behaviour) and for governments (to prioritize and frame appropriate public policies, to improve community education and to generate support for public policies). Interactive virtual neighbourhoods (comparable to digital cities) could be used as effective interfaces to enable rapid communication and assimilation of indicators.

African Drum (eternally yours) The african drum can be used as an example of and metaphor for `eternal products': durable products that age with dignity. Using an African drum involves intimacy, physicality, effort and care. The drum is able to absorb and reflect events in time; it is repaired, improved, and its use is embedded in daily communal life.Taking these characteristics into account when designing `modern' communication machines might make such products a bit more `immortal'.

Memory Stone (eternally yours) The memory stone is a pleasurable object that contains the owner's personal diary--there may be picures, sounds, text, clips from the past. The control is designed in such a way that it takes more effort to delve deep into the past and less effort to plan the future.

The memory stone's communication interface is like a chain of beads, that can be used as a toy and moved rhythmically. The owner may contact faraway friends by shaking the beads and thus play music together. Furthermore, every bead - they all have a different shape, texture and softness - represents someone: a friend or a family member, maybe even a group of people. By handling a bead in a certain way, for instance by pinching it, other persons may be contacted and communicated with.

And.... If the above ideas don't deliver, the following two are guaranteed to solve all our problems:

Superbug (health and inefficiency) `Superbug' represents millions of genetically engineered benign bacterial and viral species (comparable to e-coli or Yakult). By infecting humanity with the benign Superbug, there will be no room for the more dangerous plague-causing species anymore. Superbug buys us time to downsize the human population to more sustainable quantities.

Nanotechnology (eternally yours) Whenever people want to get rid of something, they do so by throwing it in the canal. Here, billions of bacteria and tiny nano-machines take care of breaking down the object into its atomic essentials. Now, whenever someone would need something, they would just have to think of it and through some miraculous interface it would be generated from the nano-soup in the canals.

 

updated 1995
url: DOORS OF PERCEPTION
editor@doorsofperception.com