With the arrival of hundreds of millions of smart devices, interactivity has become public and widespread. Today because the system has become global (and almost all citizens are becoming interactive) they must acquire a common media literacy (chapter 7, no.9).
We are moving from individual interactivity to forms of collective consumer interactivity.
Two examples of interactive objects currently in development for 2020 : a personal drone capable of monitoring and a coffee table :
We are witnessing the emergence of a new phenomenon : the enthusiasm of participants. This enthusiasm is due to the fact that for the first time opinions are being sought : many participants are happy to speak out.
But what does this participation bring us? At the moment, the benefits are reaped mostly by developers. What will happen when users become jaded, when they become fatigued by months of repetitive interactivity? What happens when the consumer becomes dissatisfied?
In the United States this business, which converges with the Internet of Things (chapter 3, no 16) and the new connectivity areas is called Consumer Electronics :
It is a thriving and growing industry celebrated in an annual exhibition known as CES. Below is a graphic that analyzes it in terms of technologies :
Others see it instead as four markets :