Tuesday, March 10, 2009

The Paradox of Creativity

Many people have drawn parallels between Linden Labs, the creators of Second Life and Xerox Palo Alto Research Center, the creators of the graphical user interface. For those of you who have not heard this story, I will summarize it. The now very familiar mouse input device and the omnipresent graphical user interface that we have become accustomed to on our computers was originally invented, as the story goes, at the Xerox Palo Alto Research Center. Unfortunately, after inventing this wonderful technology, Xerox PARC was unable to exploit it. That is they failed to employ the technology in useful applications. It wasn't until the Macintosh computer employed the technology that the public became aware of it. Why is it that Xerox PARC was creative enough to develop this landmark technology and yet failed to be creative enough to see applications for it? I am calling this the paradox of creativity simply for lack of a better term. It seems to occur when one has abundant creativity in one area but creative blind spots in other areas that are necessary to fully exploit the first creative leap.

Linden Labs seems to be suffering from the same paradox of creativity. The creation of Second Life required an enormous leap in creativity. Granted many of the pieces were around in video games and other virtual worlds. But, the way these piece came together in Second is truly a leap of creativity of astonishing proportions. And yet, as with the people at PARC they seem unable to envision applications for it.

I think I have had my fill of bashing Linden Labs. Perhaps I have gotten it all out of my system now. So, as I turn this in a more positive direction, I am going to suggest four quite distinct but not necessarily mutually exclusive application areas for Second Life. I call these 1) Creative Second Life, 2) Social Second Life, 3) Business Second Life, and 4) Educational Second Life. Over the next few posts, I will sketch out these very different application area and, hopefully, it will become obvious why Second Life cannot work as long as Linden Labs continues to pursue these possibilities simultaneously.

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