It is up to us to decide what human means, and exactly how it is different from machine, and what tasks ought and ought not to be trusted to either species of symbol-processing system. But some decisions must be made soon, while the technology is still young. And the deciding must be shared by as many citizens as possible, not just the experts. In that sense, the most important factor in whether we will all see the dawn of a humane, sustainable world in the twenty-first century will be how we deal with these machines a few of us thought up and a lot of us will be using.
~ Howard Rheingold
Mobile communications and pervasive computing technologies, together with social contracts that were never possible before, are already beginning to change the way people meet, mate, work, war, buy, sell, govern and create.
There is never going to be a substitute for face-to-face communication, but we have seen since the alphabet, to the telephone and now the Internet, that whenever people find a new way to communicate, they will flock to it.
Personal computers were created by some teenagers in garages because the, the wisdom of the computer industry was that people didn't want these little toys on their desk.
Technologies evolve in the strangest ways. Computers were created to calculate ballistics equations, and now we use them to create amusing illusions. Creating amusing illusions is a big business if you play it right.
Schoolchildren are not taught how to distinguish accurate information from inaccurate information online - surely there are ways to design web-browsers to help with this task and ways to teach young people how to use the powerful online tools available to them.
Technology no longer consists just of hardware or software or even services, but of communities. Increasingly, community is a part of technology, a driver of technology, and an emergent effect of technology.
Inexpensive phones and pay-as-you go services are already spreading mobile phone technology to many parts of that world that never had a wired infrastructure.
When designers replaced the command line interface with the graphical user interface, billions of people who are not programmers could make use of computer technology.
The Amish communities of Pennsylvania, despite the retro image of horse-drawn buggies and straw hats, have long been engaged in a productive debate about the consequences of technology.
A forecasting game is a kind of simulation, a kind of scenario, a kind of teleconference, a kind of artifact from the future - and more - that enlists the participants as 'first-person forecasters.'