Get All Weeks Collaborative Foresight: How to Game the Future Coursera Quiz Answers
Week 2: Collaborative Foresight: How to Game the Future Coursera Quiz Answers
Quiz 1: Future Wheel Basics
Question 1: What goes at the center of a future wheel?
- A question you have about the future
- A forecast or scenario you want to explore the consequences of
- A prediction of what you believe is the most likely future
Question 2: What question is the main question you ask, in order to fill out your future wheel?
- If this future change happened, what might happen NEXT?
- How likely is this change to happen?
- Do I want this future change to happen? Why or why not?
Question 3: What is the primary goal of filling out a future wheel?
- To uncover hard-to-predict, surprising consequences of any future change or event.
- To determine the most likely positive consequences and most likely negative consequences of any future change or event.
- To brainstorm responses and strategies for dealing with any future change or event.
Week 3: Collaborative Foresight: How to Game the Future Coursera Quiz Answers
Quiz 1: The Future of Empathy Technologies
Question 1: This week’s quiz is a kind of “true or false” quiz. Which of these are real signals of change that already exist today? Which are made up, and do not in fact exist? (All of the “real” signals appear in this week’s videos and readings!)
Here’s your first signal:
A neurosensing headband monitors how “focused” or “bored” you are. If you are deeply focused on a task, it automatically cancels notifications to your phone and hides new emails so you can stay focused on your job.
- This is real, it already exists.
- This is not real.
Question 2: A smart wallet that knows how much money you’ve spent this month so far and what your total monthly budget is. It becomes harder and harder to pry open the closer you get to your maximum budget.
- This is real, it already exists.
- This is not real.
Question 3: A smart shirt for rugby fans that uses haptic feedback to help them “feel” the action on the sports field. For example, the fan would feel a strong rumbling in their chest when a player is tackled in a real match.
- This is real, it already exists.
- This is not real.
Question 4: A videogame that uses mind-reading technology to allow two players to cooperate. The player can see the screen and “thinks” of what they want to do in the game. Player two controls the joystick but cannot see the screen. The muscles in the second player’s finger are connected to player one’s brain, and automatically fire and do whatever the first player thinks of doing, essentially creating a remote, mind-controlled hand.
- This is real, it already exists.
- This is not real.
Question 5: A radio that can detect your feelings like anxiety and stress when you walk by it. It does this by bouncing wi-fi signals off of your body, to detect heart rate and breathing rate.
- This is real, it already exists.
- This is not real.
Question 6: A small, non-invasive wearable earpiece that stimulates the vagus nerve to change your mood. You get to pick how you want to feel. You can set it to increase your energy and alertness or to decrease anxiety, and feel calm and peaceful.
- This is real, it already exists.
- This is not real.
Question 7: A global social network that allows users to share their feelings with others by sharing heart rate, breathing rate, hormone levels, and more. A peripheral headset can stimulate the same feelings so you can literally “feel” what someone else is feeling.
- This is real, it already exists.
- This is not real.
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