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Toys of Tomorrow
nicholas.negroponte
wired 6.03Why would Professor Michael Hawley swallow a computer? Because he plays. He
plays the piano. He plays hockey. He plays with ideas. In fact, he plays with notions like
running the Boston Marathon with a radio transmitter pill inside his stomach, from which
his core body temperature measurements would be broadcast to any and all media willing to
listen (ttt.www.media.mit.edu/pia/marathonman/).
The wild, the absurd, the seemingly crazy: this kind of thinking is where new ideas
come from. In corporate parlance it's called "thinking out of the box." At the
MIT Media Lab, it's business as usual. The people capable of such playful thought carry
forward their childish qualities and childhood dreams, applying them in areas where most
of us get stuck, victims of our adult seriousness. Staying a child isn't easy. But a
continuous stream of new toys helps.
"You get paid for this?"
Many people accuse the MIT Media Lab of being a giant playpen. Well, they're right. It is
a digital wonderland overflowing with outrageous toys: all imaginable sorts of computers
and interface paraphernalia. Play, however, is a pretty serious business in the hands of
students and professors like Hawley - it's 24 hours a day, seven days a week. And some
profound results, both scholarly and commercial, come out of this play. Of course, a few
naysayers forget that the world has a lot more money than good ideas. Such behavior, the
killjoys insist, is something companies cannot afford, in terms of either money or image.
Thus the duty of academic institutions to be, among other things, more playful.
This sounds simple, but is so true: When people play, they have their best ideas, and
they make their best connections with their best friends. In playing a game, the learning
and exercise come for free. Playing produces some of the most special times and most
valuable lessons in life. Still, many teachers and parents consider the classroom and the
playground to be worlds apart. But are they?
When a young child plays with a toy, the interaction can be magic. Toys unlock that
magic - part in the toy and part in the child's head. Toys are the medium and the catalyst
of play. Recognizing the power of play, Hawley and company are fundamentally rethinking
toys, exploring the convergence of digital technology and the toys of tomorrow - another
case where bits and atoms meet. Computers have changed almost all forms of work. And,
since play is the work of children, it is time to revisit the tools of their trade.
TNT: toy networking technologies
The Internet is largely composed of desktop computers, assembled like the world's biggest
pile of Tinkertoys. These days, many people talk of extending the network beyond desks and
into all sorts of appliances, large and small. There is no question that appliances like
refrigerators or doorknobs should be networked. But what might happen if toys were
networked, too? If each Mickey Mouse and Barbie had an IP address, their population would
exceed that of a small, well-connected country.
Every year, 75 percent of all toys are new, meaning newly designed that year. The toy
industry lives and dies on invention. Toys gush into homes every Christmas and Hanukkah,
every birthday, and lots of other days besides. This tremendous churn rate means that toys
are well matched to the pace of change in the digital world. You can and should put some
form of computing in a refrigerator, but a new fridge enters the house only once every 20
years. With their far faster turnover, toys may be the fastest moving and fastest evolving
vehicles on the infobahn.
Toys of tomorrow will be networked. Today, they rarely intercommunicate. There is no
MIDI for toys, no Internet link. Once tomorrow's powerful networks, simulators, and
synthesizers are commonly interconnected through toys, a next generation of exquisite
musical toys - a wonderful idea to begin with - will emerge. A toy piano that sounds like
a Steinway. A baby rattle that conducts a symphony. Blocks that build a melody. Shoes that
carry a tune (think karaoke for your feet). Every toy a link in a worldwide toy box.
And every toy must be inexpensive. Today's typical toy costs about US$20, which means
it wholesales for $14, and must be built for about $5. Forget the $1,000 computer or the
$200 set-top box - invent a $5 computer that doesn't look or act like a computer. That's a
grand challenge for the digital industries: melt a Cray down into a Crayola.
The real toy story
Today, a conservative computer industry still seems determined to push laptops into the
hands of fat-fingered 50-year-olds, with "Net PCs" just an infrared click away
from tomorrow's couch potatoes. Surely we can do more than that. But how?
Hawley and others at MIT have been making new friends around the world to help invent
toys. Their new business partners these days include Lego, Disney, Mattel, Hasbro, Bandai,
Toys "R" Us, and others. Their other playmates are computer, communications, and
entertainment companies like Intel, Motorola, Deutsche Telekom, Nickelodeon, and, believe
it or not, the International Olympic Committee. Never before have the world's leading
toymakers, technology companies, and sports organizations collaborated in such a way -
which is just terrific, because the new world of digital toys won't be invented by any one
group.
Nobody is quite sure what will turn up on this new road to invention. The program just
started. Stay tuned. But one thing is clear: Toys of tomorrow will carry some of the most
awesome and inspiring technology humankind has yet created and place it in the hands of
children. Where it belongs.
Think of it this way. Being "wired" does not mean becoming "computer
literate" any more than driving an automobile requires becoming "combustion
literate." The power of toys is that they reach back to and shape the earliest years
in our lives. One day, our grandchildren will naturally assume that teddy bears tell great
stories, baseballs know where they are, and toy cars drive themselves with inertial
guidance. Lucky them.
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