A new series from Microsoft and Gimlet Creative, about making the future happen.
In the final episode of this season of .future, we hear how our jobs continue to evolve in the modern workplace. Many of us still spend 40 plus hours in a physical office, but the internet and new digital communication tools are changing how we collaborate and communicate.
This story brings you voices that explore work philosophies of the past, job practices of the present, and the digital office spaces of the future.
Show Notes:
You can check out Ram Devineni’s filmography at his IMDB page: http://www.imdb.com/name/nm3128813/
This episode features:
Ram Devineni — Documentarian
Anton Andrews — Director of Office Envisioning, Microsoft
Ben Waber — CEO of Humanyze
Janice Marturano—Founder of the Institute for Mindful Leadership
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Inclusive design is a widely-used concept in the design world. The idea is that when you create products, you actively choose to design that product for everyone.Â
This is particularly important for technology companies like Microsoft. As more and more of our lives become digital, we rely on tech for our livelihoods, our social lives, keeping in touch with our families… everything.
But unlike in the physical world, where buildings with stairs instead of elevators might pre-date our current understanding of inclusivity, new technology has no excuse. And that’s the choice we’re talking about today. The choice to widen your world, and design from a perspective that allows everyone to participate.
You can check-out Angela Glover Blackwell’s piece on The Curb-Cut Effect here: https://ssir.org/articles/entry/the_curb_cut_effect
This episode features:
Dan Formosa — Designer and ConsultantÂ
Angela Glover Blackwell — Founder of PolicyLink
Jenny Lay-Flurrie — Chief Accessibility officer at Microsoft
Sean Marihugh — Escalation Engineer at MicrosoftÂ
Crystal Jones — Escalation Engineer at Microsoft
Erin Williams — Senior Supportability Program Manager at MicrosoftÂ
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With over 122 million copies sold, Minecraft is one of the most popular computer games of all time. Minecraft’s game play is designed to be completely open-ended. Now, people are using the game itself as a tool to change the world around them.
This episode brings you stories of how people around the world have used Minecraft to reinvent themselves, help others heal, say goodbye to a loved one, and empower their communities.
Show Notes Learn more about the Block by Block Foundation at https://blockbyblock.org/. You can also download the “My Mother’s House” Minecraft Map at http://www.thecommonpeople.tv/.
This episode features:Lydia Winters — Brand Director at Mojang, formerly known as MinecraftChickJosh Wulf — creator of MCT1 and founder of Magikcraft.ioVictoria Bennett — poet and co-author of “My Mother’s House” Trupti Amritwar — Chief Executive Officer at Mumbai Environment and Social Network
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Last year, the gaming industry made roughly $90 billion in sales worldwide. That’s more than double what movies made at the box office last year.
And here’s why that comparison to Hollywood is relevant. Because, like with films, the most popular video games are HUGE. They have great graphics, popular characters, and the franchises keep getting repeated over and over again. Unfortunately, blockbuster games and movies can be as thin on diversity as they are on plot.Â
In this episode, we’re talking about The Moonlights and Napoleon Dynamites— the indie games that are breaking out, changing paradigms, and making a case for independence in gaming.
This episode features:
Navid Khonsari — Co-Founder of iNK Stories
Larry Hyrb — Xbox’s Major Nelson
Rik Eberhardt — Studio Manager at MIT Game Lab
Mia Consalvo — The Canada Research Chair in Game Studies and Design at Concordia UniversityÂ
Sherida Halatoe — Found of Tiger & Squid Game Studio
Karla Zimonja — Co-Founder of The Fullbright Company
Katie Stone Perez — Developer Experience Lead at Xbox
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We’re constantly collecting data about our health with brand new tools and methods. But how does this new data affect us individually and globally?
From a mindful cyborg to the creator of a smart tampon, we meet those who are collecting and analyzing health data with brand new technology. This episode explores how data may be the key in solving health problems all around the world.Â
This episode features:
Chris Dancy — the World’s Most Connected Man/Mindful Cyborg
Gary Wolf — journalist and curator of Quantified Self
Ethan Jackson — Lead Researcher for Microsoft’s Project Premonition
Ridhi Tariyal — CEO of NextGen Jan
Ziad Sankari — founder of CardioDiagnostics
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In this episode, we examine a new battlefield: the cloud. The information we store in the cloud makes it especially vulnerable to attack. So, what it takes to create a safeguard against bad actors? We explore how a digital Geneva Convention could be the solution.
You can wait for the future to happen to you or engage with it right now and ahead of the curve on .future — a branded podcast from Microsoft, produced in partnership with Gimlet Creative.
This episode features:
Steven Petrow — a journalist who writes about digital life
Scott Charney — a security expert at Microsoft
Cyrus Farivar — editor at Ars Technica
Brad Smith — Microsoft’s president and chief legal officer
Heidi Tworek — professor who writes about the history of media and technology
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A new series from Microsoft and Gimlet Creative. Cristina Quinn hosts as we explore what we can learn about ourselves from the choices we make about the stories we tell and the games we play— and how that all shapes the future we’ll be living in. You can wait for the future to happen to you or engage with it right now and ahead of the curve on .future— a branded podcast from Microsoft, produced in partnership with Gimlet Creative.
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