Last week I was in London. One of the main reasons for the trip was to meet with members of the press to discuss our new initiatives focused on the impact of massively multiplayer online games (MMOG) on business, in particular those games that are truly best thought of as virtual worlds or virtual environments, like Second Life. Joining me for the press briefings were some of my colleagues in IBM who are experimenting with these new capabilities. Some were physically with me in London, but most were distributed around the world - in the US, India, Canada, Australia and the UK - and joined as part of a virtual meeting conducted in Second Life.
For awhile now, I have felt that one of the most exciting areas of innovation is to recast our interactions with computer applications in terms of the humans that use them rather than the machines and software that run them. In particular, since our brains are basically wired for sight and sound, it is not surprising that the more visual an application, the more intuitive and human oriented it is likely to feel.