It is worrying to think about the impact that all this IP wrangling will have on product development in mobile and information and communications tech (ICT) in general. Sneaky portfolio acquisitions, tit-for-tat bickering over who can sell what phone in Australia or Germany, make it harder than ever to innovate on mass market products, while none of this benefits the end user. Meanwhile, there has been a noticeable shift in the behaviour of users around the world towards increased experimentation with technology. This is an observation rather than an empirical finding, but here's why I believe it to be true:
- Throughout history when product categories have matured to a certain point, society begins to shape its own uses and meanings for the technology. This has been the case in mobile for a while.
- The barriers that have previously restricted experimentation with ICT componentry are lifting thanks to modular kits like Arduino and Bug Labs or open source devices such as Open Moko that move invention from the lab to the bedroom, classroom or shed.
- The ability to experiment with technology (creative hacking) has become more aspirational and widespread in society and the commercial world, with tech-forward consultancies like BERG prospering.
- In a recession, the incentives for individual entrepreneurial activity are high.
A great example of hackable technology is Microsoft's motion capture device,
Kinect for XBox. The "
fastest selling device of all time". Since it was released, the device has been adapted for hundreds of experiments, art installations, flying robots and performances on
YouTube. I don't know if Microsoft expected this level of engagement with the Kinect, but they have certainly embraced it:
Rather than trying to "own" the consumer, Microsoft has provided an accessible tool with which people can build their own products and experiences that bridge the divide between physical and digital. With modular products such as Arduino or Lego's
MindStorms and accessible programming applications like Google/MIT's
App Inventor, or even Stencyl's
game making platform, I believe these variations of
co-creation will have a growing impact on all aspects of life, including education, retail, healthcare and even energy management. Remember that old saying: "in a gold rush it's the people who sell the spades who make the money first", I think now is a good time to get into providing these tools for creation. Profit from the long tail of small-scale product development rather than dredging the river-bed for margins in the mass market.
I would love to hear your opinions on these issues – get in touch on
Twitter or in the comments below.