The answer to this question will always be "Not until X is available" where X is something needed by the company of the person answering your question.
By the time everyone agrees, it'll be 10 years down the road and we'll have a new framework.
I'm assuming I would already be in a Facebook conversation with the person, so the number of steps would be relatively low. Without that assumption, Facebook is (mildly) more difficult than a physical wallet.
English, French, German, Italian, Spanish and several other European languages have mostly identical character sets and even large numbers of similar or identical words. Computers detect these languages just fine. I think we'll be okay.
The problem is they tend to be more isolated than other customers might be. It's hard to go viral with old people - I suppose you could try advertising on Fox News.
Imagine you have a coworker who is always on the phone quite loudly nearby you with a very identifiable voice. That's what these people seek to avoid - specific distractions that humans have adapted for thousands of years to pick up on.
Except you're sitting next to your coworkers - not your boss. Your coworkers don't want to out you - that only hurts their reputation and gives them more work.
If anything, this prevents one person from being singled out because it's difficult to get mad at one person for slacking when everyone is slacking to a similar degree.
At least, that's my experience being in a 4 person cubicle. It built trust between coworkers and against the company.
We have a pretty strong reliance on the estate tax for situations like these. I imagine if longevity were discovered, that would change to another kind of wealth tax within 10 years.
So, there's two major things I would suggest changing:
1. Easy answers keep users from developing Google-fu. Competitors answers should be sufficient. If they aren't, make a separate doc and have it be easily Googleable from a hint. This keeps them from developing a dependency on that "Answer" button that would show up on the end.
2. The big problem with currently existing tools for this is that they haven't come up with a gameified way to give -structure- to a program. Which is a problem because for a real program structure is the very first thing you do.
My college classes gave me 1/5th the assignments my high school classes did. It was usually less than 10% of the grade. For some classes, it was completely optional.
My high school experience was the exact opposite. I had so much homework I had to do it in other classes. It was horrible. Homework is not very effective as a learning aid and is -extremely- time-consuming.
It also discriminates against working, poor and extra-curricular students, who have less time outside of the classroom, especially if harder classes have more homework. Virtually everyone in my AP classes had rich or at least upper middle class parents. The same could be said for my college because of that.
The only way to do it is to have a job where you can complete the work in less than 5 hours a day. Preferably one that gives you the freedom to leave early/come in late so long as you're doing well on your work.
No one actually works 8 hours a day and comes home to work 4 hours sustainably. I couldn't see someone doing that for more than two months without getting burned out.
In all fairness, most desk jobs that existed in the 50's and 60's are now heavily consolidated (it now takes one journalist and Google what it used to take 10 to do). And most factory work is either also heavily consolidated or moved overseas.
Would the words "service economy" even make sense back then?
I actually started "programming" back when I was a kid working on Starcraft maps. The Starcraft editor isn't quite graphical but it definitely isn't text documents (though in Starcraft 2, I believe it compiles down to a C variant).
Starcraft has one thing that modern graphical editors don't have: reactivity. State is synchronized behind the scenes between client and server (who is also a client). You "program" predominately in response to events, which can be initiated by the game itself, player action or by another function call.
Reactivity, which is programming in response to events, in my opinion, will lead to the first useful non-notepad editors.