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    Technological forecasting

    and scenarios matterResearch into the use of information andcommunication technology in the homeenvironment in 2010

    H. Bouwman and P. van der Duin

    H. Bouwman ([email protected]) is Assistant Professor in the Information and Communication Technology Department

    and P. van der Duin ([email protected]) is a Research Fellow in the Technology, Strategy and Entrepreneurship

    Department, both at the Faculty of Technology, Policy and Management, Delft University of Technology, The Netherlands.

    Keywords Forecasting, Technology led strategy, Information,

    Communication, Development

    Abstract Information and communication technology (ICT) is

    increasingly being used in the home environment, making it a

    very important and interesting research topic for communication

    scientists. Future developments will influence the way and the

    extent to which ICT will be used in the home environment andtherefore the way people look for information, communicate,

    make use of entertainment services and carry out transactions.

    However, it is still very difficult to make meaningful and accurate

    forecasts with regard to the possible future use and acceptance

    of ICT in peoples homes. Important reasons are, for example,

    that more and more market parties are involved in the

    development of innovative ICT products and services. This

    makes developments more complex and the outcomes more

    uncertain. Furthermore, consumers play an important role in the

    development of new ICT-based information, communication,

    transaction and entertainment services. Since a precise

    prediction of the possible use of ICT in domestic environments

    in 2010 is hard to make, other methods of futures research must

    be used. Combining technological forecasting with scenario

    thinking is such a research method, whereon, technological

    forecasting shows the major trends in the specific technology

    domain, while scenarios cover the possible future worlds. By

    giving end-users a central place in these scenarios, the diversity

    of the use and acceptance of innovative products and services

    is captured. Thus, the addition of scenarios to the technology

    trends gives insight into the possibilities (and impossibilities) of

    new ICT-technologies and the way they may be used in the

    home environment.

    1. Introduction

    Information and communication technology (ICT) plays an

    important role in our society. Technologies are

    developing at a fast pace and will increasingly influence

    our lives in the near future. No company, entrepreneur,

    media company, school or hospital can do without

    computers. These computers are more and more linked byprivate or public networks. In households in particular, ICT,

    such as new multimedia-enabled mobile phones, digital

    televisions and PCs are being used with comparatively little

    knowledge on the part of the scientific community as to how

    they are being used, who has access to them and what the

    effects and consequences are with regard to social and

    media behaviour. The PC and its portable variety the laptop

    computer occupy an important place in everyday life, not

    only as far as the working environment is concerned, but also

    with regard to leisure, i.e. computer games, access to

    archives of television programmes, downloading mp3 and

    dvd files. Viewers can use an intelligent box (the set-topbox) to access interactive digital information using their

    television sets. The telephone has evolved from a simple

    apparatus in the hall into something that is apparently so

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    precious to a great number of people that they cannot

    relinquish it for even a second and it is used to transmit, for

    instance, digital photos, ringtones and multimedia

    messages. ICTs are not only visibly present in our houses,

    more often than not they are invisible. Washing machines,

    ironing and sewing machines are becoming ever more

    intelligent and dependent on their software. In the future,microwave ovens and refrigerators might have a display that

    enables people to access relevant information from the

    Internet, for instance about traffic jams, before they leave the

    house.

    Research into these new technologies and the way they

    might be accepted and used in the future is significant to

    industry (telecom operators, service and both commercial

    content providers and providers of content as part of an

    e-commerce trajectory), for policy makers (both within

    governments and companies) and end-users, i.e. consumers.

    In order for the research to be actually used by these actors,

    an analysis of potential technological developments in

    combination with knowledge with regard to the possible

    acceptance and usage is required. Communication scientists,

    more than product and business developers, can play an

    important role because they are in a position to translate

    lessons regarding the use and adoption of media into

    opportunities for new emerging technologies (Flichy, 1995).

    The objective of this paper is to illustrate how certain

    futures research methods, in this case technological

    forecasting in combination with scenario analysis, can be

    used to develop insight into the acceptance and use of ICT in

    the domestic environment in the year 2010.

    First, we will pay closer attention to the various methods

    of futures research. Second, we will discuss two methods,

    technological forecasting and scenarios, in more detail, and

    show how these two methods can be combined to make

    relevant and significant claims. Third, we present the results

    of a technology-forecast analysis aimed at the adoption and

    use of ICT in the home environment in the year 2010. We will

    present research conducted among e xperts which will serve

    as a validation of relevant trends. We will then describe four

    possible scenarios for the year 2010 and show in what way

    the results of technological forecasting can be used in

    scenarios to provide insight into what the adoption and use

    of relevant technologies and services might be.

    2. Methods of futures research

    Futures research (e.g. scenario analysis, judgmental

    forecasting, technological forecasting) can be defined as the

    complete range of methods that can be used to look at the

    future[1]. These methods can be categorized according to

    their function (May, 1996), whether they are predictive,

    non-predictive or a combination of both (Fowles, 1978) or

    whether they can be used for operational, tactical or strategic

    goals (Van der Duin et al., 2001). Different methods are

    increasingly being combined (Masini, 2002). Building

    scenarios usually starts with carrying out a technology, social

    and economic trend analysis. Quantitative and judgmental

    forecasting are often used to complement each other

    (Masini, 2002).

    Choosing the right method is very important for the

    practical and future use of the results of these kinds of study

    (Galtung, 2003). Factors that might influence the choice of aspecific method are: the level of uncertainty, the time horizon,

    the type of variables under analysis (Van der Duin et al.,

    2001), participation, duration and costs (Miles et al., 2002),

    and phase of innovation (Twiss, 1992). There is a certain

    relationship between these various factors. For instance, a

    certain correlation between the uncertainty with regard to

    technological developments and the accuracy of results

    based on the use of specific prediction methods can be

    observed (Ascher, 1978) (see Figure 1).

    If technologies are merely discussed in scientific panels,

    R&D environment and initial stages of the innovation

    process, any prediction regarding their future adoption and

    use is rather problematic. Once a product or service is

    introduced on the market, it is easier to gain a better insight

    in its potential by analysing the results of market surveys.

    Quantitative, econometric predictions can be drafted on the

    basis of data concerning the initial adoption and use. The

    uncertainty, with regard to the product or service, is reduced

    considerably, but it is as yet unclear whether a product will

    be warmly received by consumers and whether initial

    adoption trends among innovators will persist. The ``right

    prediction horizon varies depending on the industry under

    investigation (Van Doorn and Van Vught, 1978; Albright,

    2002). Media industry has a comparatively short prediction

    horizon, while the oil industry uses a prediction horizon

    exceeding 20 years.

    2.1 Technological forecasting

    Technological forecasting is an exploration of developments

    in the technology domain in which the possible applicability

    Figure 1 Relationship between the level of

    uncertainty regarding technologies and the

    accuracy of predictions

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    is assessed over a longer term (Coates et al., 2001). In other

    words, technological forecasting can be used at the initial

    stage of the innovation process, when decision makers and

    other people involved want to know what the important

    trends might be in the years to come. Technological

    forecasting is used in many cases, ranging from vision

    development on the future to investment decisions with

    regard to emerging technologies. Technological forecasting

    offers a comprehensive view of the technologies already

    available, of emerging technologies and of the way these

    technologies influence or substitute e ach other (Porter et al.,

    1991). A disadvantage of technology explorations has to do

    with the fact that they often use long-term time horizons,

    resulting in an increased level of uncertainty and a

    corresponding low level of accuracy when it comes to the

    predictions being made. Scenarios are generally considered

    good alternatives to technological forecasting.

    2.2 Scenarios

    People who use scenarios assume that it is impossible tomake straightforward predictions and that it is wise to picture

    various alternative futures. Scenarios are expectations

    regarding possible futures that provide insight into the way

    the future may develop based on clearly defined

    assumptions concerning the relationship between relevant

    developments. Usually, these relevant developments are

    based on input from other methods of futures research, such

    as, for instance, trend analysis. R elevant trends serve as the

    primary axes along which the alternative scenarios are

    constructed. A well-carried-out scenario study addresses

    criteria such as plausibility (scenarios are not science fiction),

    consistency (prevent combining mutually incompatible

    trends), completeness (scenarios are more than a variation

    on a single theme) and the validity of the underlying

    assumptions (Van der Heijden, 1996). Scenario thinking

    broadens peoples horizon by showing them alternatives and

    allowing them to rehearse and learn from the future

    (Schwartz, 1991; Godet, 2000; Masini and Vasquez, 2000).

    Scenarios can best be used in situations with high

    uncertainty when managers or decision makers feel that the

    world is changing but are not sure in which direction.

    Scenarios enhance their ability to anticipate possible future

    developments that might affect their business. Scenarios

    allow for multiple views regarding possible future

    developments (Godet, 2000; Wilson, 2000).The scenario method is regarded as an instrument that

    can assist decision makers very well in their decision-making

    process. Famous is the example of oil company Shell who

    were able to anticipate in the oil crisis of 1973 by also

    including in their set of scenarios the possibility of a shortage

    of the supply of oil because of political tensions in the Middle

    East and the subsequent rise of the oil prices (Schwartz,

    1991; Kleiner, 1996). Ringland (1998) also gives a list of

    international companies who have benefited from using

    scenarios in developing plans for the future. Although private

    companies often address societal, cultural and political

    aspects of the future (and their impact on business) in their

    scenarios governments and other non-profit organisations

    are also active in developing scenarios for developing policy

    (see, for instance, Eames et al., 2000).

    2.3 Combining the two methods

    Technological forecasting provides valuable input forscenarios, as it is important to be aware of all the technical

    possibilities when constructing scenarios (Coates et al.,

    2001). The ``completeness criterion has the advantage that

    on the one hand scenarios present accurate pictures of the

    technical possibilities, while on the other hand making it clear

    why it is that certain technologies have a greater chance of

    becoming successful than others. By giving the human

    factor a prominent place in the scenarios, technology is

    given a ``face, which allows us to make it clear what services

    will be used in the future. In our vision, technology is nothing

    more than an ``enabler and it is only when technologies fit

    the needs and attitudes of consumers that they can beincorporated into a clear picture of the future.

    The choice in favour of a particular method to formulate

    predictions regarding the adoption and use of ICT is

    determined by the development stage of a given technology.

    When looking at the year 2010, the only thing we can say for

    sure is that the products and services that will be used in

    households by that time are now either in their start-up phase

    or even in the embryonic stage of their development.

    Between a technology, i.e. the ``bare knowledge that it is

    available in a conceptual or experimental format in

    universities or R&D laboratories, and a service that a large

    number of people will utilize on a daily basis, is a world of

    difference and an ocean of time. Technology explorations

    show us how the technology as such is developing, but it

    offers much less information regarding its possible

    applications. An example is UMTS, the third generation (3G)

    mobile communication. At the moment we can make

    reasonably accurate predictions as to in which period this

    much-discussed technology will become available. It is less

    clear, however, what the explicit services are that will be

    marketed on the basis of this technology (location-based or

    multimedia services), let alone how consumers will respond

    to and adopt these services.

    To combine the two methods discussed above (at least)

    two conditions need to be fulfilled (Van der Duin et al., 2000):(1) Technological forecasting and scenarios must have the

    same level of abstraction. When technological

    forecasting focuses on the adoption and use of personal

    digital assistants (PDAs) it makes little sense to combine

    it with the trend of globalisation because the two

    phenomena have little in common. When we combine

    PDAs with the need of consumers to be able to access

    information ``anywhere, anyplace we can develop an

    idea as to how this trend might affect the use and shape

    of PDAs.

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    (2) Technological forecasting and scenarios must have the

    same unit of analysis. When scenarios address the

    possible political future of a country and when they are

    based on scenario axes ``more vs less freedom and

    ``centralisation vs decentralisation of political power it

    will not be possible to apply them to the use of new

    mobile devices.If both conditions are met, the relationship between

    technological forecasting and scenarios can be interpreted

    as follows. Scenario development starts where technological

    forecasting ends. Technological forecasting is an

    extrapolation of developments that begin at some point in

    the past (the line running diagonally from ``2000). We

    assume that these developments will continue for some time

    into the future (the dotted line). However, after a certain

    length of time it becomes impossible to extend the line (or

    development) because there is too much uncertainty (see

    also Porter et al., 1996, p. 50). From this point onwards,

    scenarios (the four diverging lines) can be used to explorethe future. The horizontal line shows that for different

    variables the moment at which there is too much uncertainty

    to extrapolate may vary. For example, forecasts concerning

    the birth rate are usually relatively accurate for a time horizon

    of 15 years, whereas it becomes increasingly difficult to

    make accurate predictions concerning the number of mobile

    telephones beyond a two-year time frame (Figure 2).

    Thus far we have described how we deal with

    technological forecasting and scenarios. In the next section

    we will illustrate how we collected the data we used to

    develop technology forecasts and discuss the main results.

    3. Technological forecasting for 2010

    We collected data for technological forecasting with regard

    to ICT in households through: desk research on

    developments in technological domain; and brainstorm

    sessions with selected experts in the fields of technology and

    communication, with an emphasis on expertise regarding

    adoption and use behaviour, organised to validate the major

    trends.

    3.1 Desk research

    Fundamental technological developments, often in the field

    of physics, electronics and microelectronics, facilitate

    products and services that can be accessed and used by

    everyone, independent of carrier, location and time. At thehardware level key developments are digitisation, increased

    processing power, microelectronics, reduced use of energy,

    miniaturisation, technical integration and the use of sensors.

    At the software level the focus is on compression techniques,

    increased intelligence, agent technology, security and an

    improved interface between man and machine (Bouwman et

    al., 2000).

    Hardware and peripheral equipment will become

    increasingly interchangeable. TV, PC and telephone will follow

    their own specific paths towards a multimedia and even VR-

    station (Biocca and Levy, 1995). Eventually the equipment will

    be characterised especially by its portability and thepossibility to access both speech and moving images.

    Dependence on broadband (mobile) data communication

    networks will increase (Anderson et al., 2002).

    As far as networks are concerned, we s ee a development

    towards ever-increasing capacity within the transportation

    network. The consumer is more interested in the access

    network. There, we find a continuing increase in choice and

    flexibility. Consumers wanting direct access to the

    telecommunication infrastructure have at their disposal a

    variety of equipment that is linked to a specific network, be it

    the telephone network, the cable network or the mobile

    telephone network. The link between equipment and the type

    of network being used becomes ever less obvious. The

    telephone apparatus can be connected to a telephone line, a

    cable, or a data communication network. The network used

    to access a service will no longer automatically be the

    delivery network. This provides opportunities for intermediary

    network management services. Through these services it will

    be possible, for example, to order a movie by telephone, to

    have it delivered through xDSL at a local server for later

    viewing, or directly via optical fibre cables for direct

    consumption (Bouwman et al., 2000).

    The next generation of these services will be more intuitive

    and there will be a trend towards real hypermedia. This

    intuitive character is expressed in all forms of usage(Dertouzous, 1997). Information services will be

    characterised by their multimedia nature. People will no

    longer look for textual information, but they will visit virtual

    reality sites and communities. The abundance of information

    produces selection mechanisms such as push media in

    combination with highly improved intelligent agents that

    increasingly use individual and collective user profiles (Brown

    and Duguid, 2000; Dertouzous, 2001; Kurzweil, 1999).

    Communication services develop from speech-oriented

    systems into systems where people can see one another

    Figure 2 Combining technological

    forecasting and scenarios in time

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    ``real time. In addition, communication services will focus

    more on the management of communication flows and on

    intelligent ways to solve coordination problems (Doherty and

    Miller, 2000). Transaction services will play an increasingly

    important role and by the year 2010 will have a variety of

    forms: e-commerce, m-commerce, and c-commerce and

    communication channels will be adapted to user needsdepending on the phase in the transaction process.

    Entertainment services will, to a large degree, have acquired

    the characteristics of personalised and individualised

    interactive game-like services. Broadcast service will, to a

    certain extent, be replaced by on-demand services.

    3.2 Brainstorm

    The results of the technology forecast were validated in

    several brainstorm sessions. These brainstorm sessions

    were supported by an electronic group decision support

    system. In all, 28 experts took part. They were selected to

    guarantee a diversity of perspectives, and thus to promote

    the independence, accuracy and validity of the results. The

    experts came from the business community, the scientific

    community and from user groups such as the elderly,

    immigrants and artists.

    The participants were presented with the following three

    questions with regard to a ten-year time span:

    (1) What are the main underlying technologies that will

    determine the use of ICT?

    (2) What technologies in the area of ICT will we find in the

    domestic environment?

    (3) What services will people use in their domestic

    environment?

    3.3 Fundamental technological trends

    Personalisation is important: technologies and s ervices in

    the area of ICT are increasingly geared towards individual

    demands. The architecture of systems can be increasingly

    attributed to individual wishes and needs, especially since

    standardised elements offer the user greater possibilities to

    arrange the system according to his wishes. Users

    themselves have more and more control over the way

    services are being accessed. Various technologies allow

    users to access the same service and the users specific

    context will determine which is the preferred technology.

    Wireless and mobile systems are becoming increasinglyimportant. Developments can only be slowed down by a lack

    of radio spectrum, but that is primarily a political issue. Much

    is expected, especially from the third and fourth generation

    mobile systems (UMTS also indicated as 3G and beyond).

    It is expected that in-home data communication networks,

    whether or not based on wireless techniques, will play an

    increasingly important role within the domestic environment

    as well. It will be important to link applications through

    networks. There will be a convergence of ICT and household

    appliances, which is partly made possible by the increasing

    intelligence in networks, facilitated by a central in-house

    server, and appliances.

    As far as the man-machine interface is concerned,

    experts expect a trend towards increased intelligence,

    whereby information and communication interfaces will be

    less visible. System interfaces are increasingly being built

    into existing appliances (embedded systems) and adapted

    to peoples communication habits. Past behaviour will help

    determine the choices that are being offered. ICT is

    integrated in a natural interface. Image, speech, pointing,

    etc. are important elements in this process, along with agent

    technologies.

    3.4 ICT in 2010

    The participants expect PDA-like equipment, as well as

    built-in intelligence and communication possibilities in

    existing appliances, to play a significant role in household

    use. PDAs will serve as a medium for telephony, agenda,

    carrier of electronic money and authentication unit for all

    kinds of different access systems. In other words, all thingsthat are convenient to carry around will be incorporated into a

    single electronic PDA-like device. The most advanced form is

    the incorporation of this type of system in clothing, so-called

    wearables. These are clothes with stimulators and sensors,

    and smart coats that can, for example, regulate the

    temperature. These will be part of the person area network

    (PAN or 4 G mobile networks).

    Appliances already being used in the house will more and

    more be equipped with intelligence. The front door will only

    open after identification and authentication. Monitoring,

    security and sensing systems will be a part of the living

    environment. The heating and lighting units will be remote-

    controlled. Various systems will be integrated through home

    networks. The alarm clock will send a signal to the water

    cooker or coffee machine. Intelligent fridges and washing

    machines will be monitored at a distance and if necessary

    new software will be downloaded to the machines. Intelligent

    toilet bowls will be able to give advice on healthy life styles on

    the basis of bio-chemical analysis.

    Many of the developments surrounding TV and PC

    assume that the difference between the 3ft and 10ft space

    will erode, the result of which will be individualised screen

    machines. Nevertheless, there are generic developments, for

    instance TVs and PCs the size of a watch and separate

    developments for the PC and TV. With regard to 3ft spaceappliances the experts believe that PCs with communication

    functionality will be widely accepted in 2010. IP-telephony,

    GroupWare systems, videoconferencing will be standard PC

    add-ons. The PC interface will be based more on speech,

    visualisation and the ability to share information in real time.

    The interface has a multi-functionally layered structure

    designed to match the users experience. This development

    that can be compared to the levels already found in

    computer games. The PC will thus become a learning

    system adapting itself to the user.

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    future, but it will also describe the dynamics of the final

    situation. It can be seen as a causal diagram in which the

    axes serve as important starting variables on the basis of

    which the status and direction of other variables and trends

    are determined.

    The final step involves the perfection of the scenarios

    stories and a further description of the effects of these stories

    on our central question, what the use of ICT in the domestic

    environment will look like in 2010.

    In the case of the KPN scenarios we ended up with the

    following axes (see Figure 3):& Individual vs collective. The difference between

    individualists and collectivists lies in the degree to which

    they let their own interests prevail above those of the

    group to which they belong. Individualists have a strong

    consciousness of self and put their own needs first

    whenever possible without giving much thought to the

    groups needs.

    Collectivists on the other hand are more conscious of

    the people around them, and strive to achieve aharmonious balance between individual and collective

    interests. They feel inextricably involved in broader social

    issues, and this is reflected in their interest in what

    happens to other people.& Active vs passive. The difference between active and

    passive people lies in the degree to which they explore

    and change their environment rather than conform to

    external influences. Passive people, on the other hand,

    tend to conform to external influences and values. They

    simply wait for things to happen and suppress their

    internal impulses.

    The results of this is the construction of four scenarios for2010 which are summarised below (Van der Duin et al.,

    1999):

    (1) Adventure. The ``adventure scenario of 2010 is based

    on egocentric fun-lovers that, above all, crave more

    excitement, variety and pleasure in their lives. They want

    to have a good time with lots of thrills. Life is a fairy tale

    and society is the theme park where it is played out.

    Everyone is shamelessly selfish and unwilling to conform

    to established social patterns. They are even less

    prepared to make any kind of sacrifice for others.

    ``Flexibility and ``mobility are the catchwords. Life is all

    about keeping on the move and it unfolds against the

    background of a booming economy. These are the

    ``roaring 2000s, with economic growth and stock

    exchange listings exceeding all conceivable limits. Theglobalisation of the economy is taking place at

    breakneck speed. Companies consist of d ynamic,

    independent networks.

    (2) Budget. In 2010, the European economy is facing

    problems. The economic bubble has burst, resulting in a

    period of economic and social decay. Many companies

    have gone bankrupt and the housing market has

    collapsed. As a result, economic growth is far more

    sluggish than it was in the 1990s. People work relatively

    hard at highly irregular hours in an attempt to turn the

    tide. With hard work, thriftiness and an occasional lucky

    break, most people manage to keep their heads above

    water. Money is a constant worry. The most striking

    aspect of this scenario is peoples extreme price-

    consciousness, with everyone attempting to squeeze

    the most out of every last penny. In this world, certain

    traits are crucial, such as the ability to calculate rapidly

    and accurately, to be assertive during negotiations, and

    to network successfully. An extensive network of

    contacts has enabled people to establish and maintain

    a system of mutual support, which has all the features of

    an informal economy.

    (3) Comfort. The keywords to describe this scenario in 2010

    are ``comfort and ``usefulness. Its catchwords are

    ``reduced complexity, ``time saving and``rationalisation. After the turn of the century, society

    responded to an increasingly complex world by

    expressing a collective desire for control and comfort.

    Consumers no longer want to choose from a whole

    range of options, but want companies and organisations

    to provide products and services that are fully tailored to

    their needs. The most popular organisations are those

    that provide a sound service and do the thinking for their

    customers. Resolving day-to-day problems, providing

    security, dealing with problems for consumers; these are

    the services that rate high on the busy consumers list of

    priorities. Consumers are extremely demanding andwant to be waited on hand and foot. High quality and

    service at affordable prices are key requirements.

    (4) Durable. This scenario of 2010 focuses on the quality of

    life and is opposed to the idea that progress usually

    means ``more. People are tired of innovations and have

    slotted into a new mindset, giving them more time to

    enjoy nature and each other. Success is no longer

    measured according to income and possessions, but to

    well-being and social behaviour. Rejecting the constant

    desire for more has become a valued way of thinking.

    Figure 3 Scenario framework

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    People no longer want to be manipulated by advertising

    and promotional campaigns. Consumerism is less

    rampant. More and more people feel it is time to

    re-examine the consumer society. They no longer want to

    be pushed, but want to live life at a slower pace. Peace

    and quiet are what counts, not joining in the rat race.

    5. Combining technological forecasting with

    scenarios

    We will combine the results of the forecast regarding

    equipment, networks and services with the scenarios so that

    we can see to what extent the scenarios enrich technological

    forecasting. For each scenario we will briefly describe what

    those ICT categories might look like after 2010 and how they

    might be used.

    5.1 Equipment: TV

    Currently many households have a stereo TV with teletext

    connected to a VCR or DVD player. Technological

    forecasting states that in 2010 there will be householdswhich will have TVs with flat digital wide screens and built in

    set-top boxes. However, this forecast fails to give us any idea

    about the (approximate) number of households where this

    will be the case, how this TV will be used and which role it will

    play in the household. Combing the technological forecasts

    with the four scenarios should give us more insight in

    possible adoption and use patterns:

    (1) Adventure. Since the ``adventure scenario consists of

    households (many of them single person households)

    that have a very innovative attitude, an interactive digital

    TV is indeed a regular phenomenon. Peoples homes

    are filled with TV screens and some already have TV with

    ambient technology-type of services, that is to say that

    wherever they are in the house, the screens ``recognize

    them and immediately start broadcasting their favourite

    TV shows or give information regarding these

    programmes. People who cannot afford the ambient

    technology, have intelligent agents programmed in their

    TV set which keep them up to date about shows to

    come and provide links to other types of media. TV is no

    longer a large, fixed device situated only in peoples

    homes, they also watch TV on their mobile devices.

    Satellites are very popular and watching the 6 oclock

    tango show broadcast in Argentina is just as normal as

    the 8 oclock news provided by Dutch broadcasters. Allthis does not imply that p eople in this scenario watch TV

    all evening, that would be too boring to them. Because

    of their busy lives they only watch selectively which also

    means that the TV guide follows them and the

    ``adventurous TV watcher decides which (by an

    intelligent agent) pre-selected programmes his TV will

    show, making use of all kinds of new interactive and

    digital services, such as recording live broadcasts

    simultaneously to ensure that the viewer does not miss

    a thing.

    (2) Budget. Owing to bad economic times people are not

    very eager to adopt all kinds of new technology so the

    good old TV set is still one of the most important sources

    of entertainment in this scenario. Screens have almost

    the same size as ten years before and the remote control

    has gained some extra intelligence. People are not

    prepared to invest a great deal of money in sets withspecial features because they consider them to be

    simple devices suited merely to transmit TV signals. TV

    and VCR/DVD players as yet are not integrated, nor is TV

    integrated with other devices such as the PC or

    telephone. Because people are mostly busy solving their

    own problems they do not have a very broad social and

    cultural orientation: national programmes are more

    popular than foreign ones. End-users are constantly

    making deliberate choices on what to spend money and

    they, therefore, only want to pay for those channels that

    they watch regularly. There is relatively little demand for

    exotic and interactive TV channels. TV is considered

    amusement, and a way for people to forget their

    everyday worries, at a price they can afford.

    (3) Comfort. As people consider all the various

    communication and information devices in their busy

    households too much of a nuisance, a device has been

    developed that combines TV, VCR/DVD and PC. The

    result is a kind of central controlling unit that is used not

    only for watching TV but also for sending e-mails,

    video-mails, shopping, agenda coordination and

    domestic services such as regulating the in-house

    temperature. The display screen more than ever before

    occupies a place at the centre of the household and it

    combines many functions of which saving time andmaking the daily routine as easy as possible are two of

    the most important ones more important than

    watching television. Just as in the ``adventure scenario

    there are TV screens in many places in the house. Most

    of them are nicely designed flat screens with easy user

    interfaces (such as speech recognition), guaranteeing

    up-to-date information tailored to the users needs. And,

    at last, the VCR/DVD player has become a device that

    everybody can control!

    (4) Durable. Watching TV is a family affair and parents try to

    make sure that their children do not watch too much.

    Because many people value other things, such ashaving many personal (and local) contacts, adults also

    try not to watch too much TV, as that may hinder those

    personal contacts. And if they do watch TV they do so in

    a very deliberate way: information programmes are the

    most popular ones. Many TVs have ``filters, i.e. V-chips

    that prevent children from seeing pornographic and

    violent programmes, etc. An important function of the TV

    is to provide background information regarding TV

    programmes. Because people watch TV in a

    conscientious way, it does not occupy a central place in

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    their homes, but is located somewhere in a corner so

    that people who really want to watch have to make an

    effort to do so.

    5.2 Networks: local loop (telephony)

    Nowadays almost every household has a telephone

    connection (a copper wire). Technological forecasting

    expects that in 2010 there will be a huge competitionbetween various fixed and mobile infrastructures and

    technologies with high capacity, ranging from telephone-

    based xDSL, through fibre-optic links for cable to broadband

    mobile services (3G and beyond). We will show that these

    technologies can be varied based on the four scenarios. For

    each scenario we will describe shortly how those networks

    and matching services might look after 2010:

    (1) Adventure. The competition between fixed and mobile

    telephony is won by mobile (3G and beyond). All the

    innovative ``adventurous end-users just love 3G and its

    services because of its huge bandwidth and flexibility,

    which offer a wide range of possibilities regarding all kindsof information services. 3G has become the dominant

    mode of mobile communication (especially for business

    people and youngsters) and in the average household we

    see a lot of Wireless Local Loop (WLL) or Wireless LAN

    techniques. Rather than focusing on the quality of the

    services, end-users are very demanding in terms of the

    type and amount of services that these technologies allow

    them to access. By using a variety of services, brought to

    them by all kinds of companies who looking for a market

    niche, consumers can distinguish themselves from other

    people. Mobile devices have really become a way of life to

    which people are almost addicted.

    (2) Budget. The development of network technologies is, to a

    large extent, determined by economic motives. People do

    not feel that mobile has enough added value to warrant

    paying more money. As a result the competition between

    fixed and mobile is to a large degree decided in favour of

    fixed lines. Mobile turned out to be too expensive for

    many people and the communication needs did not grow

    at the pace they were expected to at the start of the new

    millennium. Most people settle for being reachable.

    Peoples mobility did not grow all that much either, which

    meant that there was no great demand for mobile

    services. People are happy with their fixed copper lines

    and have resisted the operators attempts to sell themnew mobile services. They stick to 2 and 2.5G.

    (3) Comfort. The need of end-users for easy and high

    quality communication connections has resulted in a

    situation whereby the competition between fixed and

    mobile has ended in a draw. End-users are quite content

    with the combination of fixed and mobile communication

    and the easy-to-use services that combination makes

    possible. The most important criteria for end-users are

    high bandwidth and high quality (expressed in better

    reachability and less redundancy). They are also willing

    to pay more for that because they value the extra

    comfort. Optical fibre has in many places substituted for

    the copper wire because of the extra bandwidth that is

    needed for all the information services and because of

    the fact that people can afford it.

    (4) Durable. Fear of radiation has had a negative impact on

    mobile communication as compared to fixed networks.

    People are trying to balance their digital and physical

    communication. In addition, end-users pay a great deal

    of attention to the health risk of their communication

    device and connection. People are locally oriented, which

    means that their mobility has remained roughly at the

    same level. As a result mobile communication, already

    having to deal with the problem of radiation, grows at a

    relatively low rate, if at all. People are trying to balance

    their professional and private activities. To avoid traffic

    jams and unnecessary travelling, people increasingly

    work at home and to do so they need sufficient

    bandwidth, not for amusement but for serious work.

    5.3 Services: entertainment

    Nowadays, entertainment plays an important role in the

    diffusion of new products and services, mainly because it

    turns out that increasingly the early adopters are young

    people (Rogers, 1962) and they value entertainment more

    than other aspects such as functionality or user friendliness.

    Also, the entertainment industry is growing very fast

    (Howkins, 2001). Nevertheless, entertainment, for example,

    in the form of computer games or gambling, most of the time

    is consumed on stand-alone machines or in a non-interactive

    way, although in Korea the so-called PC-Bangs, where

    interactive networked games are played by groups of

    youngsters, are very popular (Stewart and Park Choi, 2003).

    Another development, often described as the ` experience

    economy (Pine and Gilmore, 1999) means that

    entertainment is not only presented by companies as a

    service in itself but that it is also used as a way to sell other

    products or services:

    (1) Adventure. Because fun is one of the keywords in this

    scenario one can imagine that entertainment is of crucial

    importance! People are constantly looking for more and

    new types of entertainment, such as gaming, to satisfy

    their fast-growing appetite for entertainment.

    Interactivity, personalisation and multimedia are

    necessary conditions and it would seem as thoughpeople cannot get enough. Killer-apps of most new

    products and services contain a high amount of

    entertainment and people are very fond of games that

    they can largely build themselves which means that

    these products are to a much larger extent tailor-made.

    Games are played to meet new people. Television is

    considered a passive and boring medium. Although this

    scenario does focus on the egocentric, games are often

    played with and against other people; playing games on

    your own is considered dull. On the other hand,

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    competing with others allows people to stand out

    expressing their individuality. People do not play games

    just in one place; because the ` need to play games can

    come up anywhere, they want to have the possibility to

    play games anywhere. This means that it is a common

    thing to see people playing interactive games on mobile

    devices in the streets and on the train.(2) Budget. In this scenario entertainment is seen as

    something that is synonymous with wasting money. The

    only purpose entertainment can serve is to forget the

    harsh reality for a few moments and to experience some

    old-fashioned happiness. Entertainment ranks lowest as

    a motive to buy after value for money and utility. As

    entertainment is something of a taboo, not many people

    are seen enjoying it in public. Instead, they will do so in

    private. People prefer watching a soccer game on a pay-

    per-view basis to taking an expensive trip to a stadium.

    Games are still being played the old-fashioned way and

    Monopoly is still the most popular game (perhaps this

    has something to do with the suggestion of being rich

    and owning streets and houses).

    (3) Comfort. In this scenario entertainment is mainly viewed

    from a family perspective. This means that, for instance,

    entertaining games should not only be fun to play but

    should also have an educational value. Products and

    services can have two (or more) functions

    simultaneously, which saves time. In this respect it is

    important for the entertainment to have a certain level of

    quality, not only from an ethical point of view but also in

    the sense that entertainment should be more than just

    plain fun. Watching a television show should be a nice

    family activity just as playing games on a TV set which

    has integrated many PC functionalities.

    (4) Durable. In the durable scenario, entertainment is

    something which one does not enjoy on ones own but

    together with ones friends, family, school or the

    community to which one belongs. Entertainment should

    have an educational or cultural value, allowing people to

    learn something about the world in which they live.

    Entertainment is seen as a way to communicate and

    establish contact with other people rather than a

    pleasant way to pass the time. Playing games on

    modern mobile devices and PCs is not a goal in itself

    but is only considered worthwhile when it enhances theeducational and entertainment value.

    6. Conclusion and discussion

    The main reason to combine technological forecasting and

    scenarios is that this combination offers a number of

    advantages over the isolated use of the two separate

    techniques. These advantages are linked to both techniques.

    By including specified technological developments the

    scenarios are given more detail. Most scenarios focus on the

    use of technology or the attitudes companies adopt with

    respect to investment in technology rather than on what the

    development of a specific technology will look like. Adding

    detailed information concerning possible technological

    developments enriches the scenario stories. Many scenarios

    only contain a picture of, for instance, society at a particular

    point in the future. But it is very important for the scenarios to

    be plausible, so that it is also clear how, in this case, societywill develop between the present and that point in the future.

    Technological forecasting can serve as a kind of roadmap

    for the scenarios.

    As much as the scenarios are enriched by the use of

    technological forecasting, they in turn acquire greater depth

    from the context provided by the scenarios, obtaining a more

    specified meaning or goal. Of course, technological

    forecasting focuses mainly on technology and not so much

    on its use (embodied in products and services) or on the

    users themselves. Scenarios can give technological

    forecasting a ``face by picturing possible future users and

    the way they handle the products. Because technological

    forecasting is being supplemented by a set of scenarios, the

    technology becomes more real and to a certain extent this

    helps prevent the common mistake of making erroneous

    predictions. In other words, the forecast acquires a broader

    perspective which makes it also more valuable for decision

    making.

    Scenarios make it easier for decision makers to use

    technological forecasting in their decision-making processes.

    Technological forecasting focuses exclusively on a single

    outcome and often does not assess the risks and

    uncertainties surrounding a specific decision. In scenario

    analysis it is common to use the concept of ``wind tunnelling,

    that is to say, to test several decisions, for instance with regardto the allocation of R&D budgets, product development

    projects or corporate strategies, in different scenarios, and it

    can be used, for instance, by developers of peripheral

    equipment, like Philips or Ericsson. Scenario analysis allows

    the robustness of a decision to be tested because a certain

    decision can be analysed in a number of scenarios. For

    instance, a reduction of investments in innovation would be a

    very bad decision in the ``adventure scenario because

    consumers value companies that constantly come up with

    new products and services. In the ``budget scenario this

    decision would yield better results. By assessing various

    possible decisions in all the scenarios it becomes clear whichidea is most likely to be successful in the various scenarios

    and how uncertain specific decisions might be in the worlds

    depicted in possible scenarios. The scenarios can be used as

    a tool to assess the risk of decisions and to determine under

    what conditions certain decisions can have positive or

    negative consequences for society, the business community

    as a whole or a specific company. In addition to helping us

    gain more insight into possible future developments in various

    domains of our society, scenarios or scenario thinking can

    help companies cope with uncertainty.

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    Furthermore, by combining scenarios for different related

    technologies, such as peripheral equipment, networks and

    entertainment services we can create a more coherent and

    consistent picture of possible futures and indicate the

    interdependencies between the various domains. Combined

    with ``wind tunnelling, technological forecasting together with

    scenarios make a powerful decision-making tool. By applyingthis tool to companies involved in media and communication

    we are able to show that the scenarios can have different

    consequences for those companies involved, not only in

    terms of their strategy and the competences they need to

    carry out that strategy but also with regard to the relationship

    to each other. For instance, in the ``adventure scenario the

    strategy of ``product leadership is important for every

    company but for a content provider that means renewing its

    content as often as possible while a broadcasting company

    constantly has to produce new TV shows, combining all the

    various forms of content in an exciting and intelligent way. The

    relationship between them will become more competitive

    because they both will have enough opportunities to choose

    suppliers. As a result, they have to look for new ways to work

    together which probably mean that linear concepts with the

    kind of steady relationships expressed in ``value chains are

    no longer sufficient.

    In the ``comfort scenario this will be different. Companies

    will strive to deliver as much comfort as possible to their

    customers and try to offer one-stop-shopping, offering tailor-

    made products and services. For broadcasting companies

    this will mean that they must focus not only on broadcasting

    TV programmes, but they also have to try to be active in

    other fields such as the Internet. For content providers it will

    mean that the content they offer should have a more mixed-media character, in other words their content must be

    accessible using various types of media. As far as

    relationships are concerned, the ``comfort scenario will force

    companies to cooperate very closely to make one-stop-

    shopping possible. This close cooperation might even result

    in big mergers and acquisitions.

    Of course, the use of scenarios is not without its risks,

    which is why we chose to combine it with technology

    forecasting. Although many scenario projects are successful

    (see section 2.2), there are also many that fail. This can, for

    instance, be due to a lack of diversity with regard to the input.

    In those cases scenarios do not provide additional or newinformation. Another problem can be a lack of involvement

    on the part of clients who may be disinclined to use the

    scenarios because they feel the scenarios are insufficiently

    relevant to their business. With regard to the construction of

    (corporate) strategies, the ``wind tunnelling exercise may

    result in a very broadly formulated strategy (``we do

    everything for everybody for the lowest price and the highest

    quality) which lacks the focus required to be really

    successful in business (Porter, 1996). It also fails to take into

    account that companies operate and formulate their strategy

    in a situation of economic scarcity, which means that they do

    not have the economic and organisational resources to carry

    out those broad and generalised strategies.

    Notes

    1 In this article we use the term ``futures research. Other terms for

    looking at the future include: foresight, forecasting or futures

    studies. We prefer to use the term futures research because of its

    comprehensive character. Foresight refers often only to looking at

    the future as carried out by and for governments; forecasting in

    general refers to just predictive methods of looking at the future;

    and futures studies is often found in relation to specific topics such

    as sustainability and green politics.

    2 KPN Research was, until 2003, the R&D organisation of KPN, the

    Dutch incumbent telecom operator. Currently it is a department of

    TNO, a Dutch research institute, and is called TNO Telecom.

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