Showing posts with label Interaction Design. Show all posts
Showing posts with label Interaction Design. Show all posts

4.15.2015

How far will wearable technology goes?

Why wearable tech will be as big as the smartphone?  
"Data will not help you if you can’t see it when you need it. For Dan Eisenhardt—a competitive swimmer for more than a decade, beginning as a 9-year-old in his native Denmark—the data he needed in the water, what he could never know in the water, was his splits. His event was the 1,500-meter freestyle, the longest slog in the sport, a near-mile of grinding exertion divided into 15 laps of 100 meters apiece. As with every distance sport, pacing is all; lag your target time on the first two laps and you may never catch up, but accidentally beat it and you’ll load your tissue with lactic acid, doom your endgame. How fast was his last lap? How did it compare to his usual pace? His coach up on the pool deck could know, his parents in the stands could know. But Eisenhardt, at war in the water, could only guess."  WASIK, BILL  (2013)

http://www.wired.com/2013/12/wearable-computers/all/



This is very interesting and make me think how it will be the wearables technologies in the future, actually not so far from today. In my opinion, we are living the decade of Ubiquitous Computing so, this is a "marriage" that probably could make sense in different areas specially for healthcare but, let's have a look on what we are dealing nowadays.


1] Wristbans Xylobands
Light devices, like the ones from Xylobands – Wristbands integrated LEDs that can be controlled via radio technologies, are an excellent example of a wearable trend for festivals or concerts. In several Coldplay concerts the engagement with their fans were an magical experience. Yes, this is what we are talking about, live experience. I agree that we could this in a kind of "Immersive User Experience" for live audience environments which make the audience as a part of the show.



Coldplay - Paradise (Live 2012 from Paris)


In live events the LED wristband is controlled by radio creating lighting effects at a range  from 200,000-150,000 people. It is compose by multiple flash patterns with RGB LED’s which can change to any colour. Can be programmed to create a vast array of amazing visual effects and images to compliment any live event. Can be RFID enabled to enhance the event with an integration with social media. 

For more information:
http://www.xylobands.com


2] “The Pepsi Bioreactive Concert” – SXSW 2014
Another example of an "Immersive User Experience" is the liver performer in real-time created by Pepsi during the SXSW 2014. The audience was using lightwave wearable wireless devices to measure different user interactions — movement, audio levels and body temperature. The objective was to visualize in real-time the collected data of the dance energy from boys and girls. This is what we call "User engagement".  





3] Narrative Clip
This small wearable camera is focus on a different trend – Collect moments that matter.
The key features are what makes this devices different from others, timeline with geotag and timestamp, explore the moments through a unique time-lapse, social media  connection to share your moments and inspire other Narrative users, write captions personalisation and so one.

(Image source: rainews)


IOS Mobile Application:

https://itunes.apple.com/us/app/narrative/id722804868?mt=8


For more information:
http://getnarrative.com


4] Project POLE  
A motion-capture sportswear with 9-axis motion sensors to track whole body movements. Combine with the app TRACKY+ it is possible to monitor the heart rate, movements captured by 3D rendering, body temperature and interpret the fitness or stress level, through the respiratory rate. My doubts here is more related wit other devices, the smartwatches. What is the environment for users get experience with this devices?  e.g. The Strava app (Running and Cycling GPS trackers, Performance Analytics) actually now synchronise with Apple Watch and what we see from the different article is that are more related with outdoor experience instead of indoor fitness. My personal experience is only related with Gamin Fenix 2. The bluetooth connection between this watch and my smartphone when I am running in the mountains it is cool because I can see how is calling me during the activity, looking only to the screen of my watch. 


http://www.coolwearable.com/tracky-motioncapture-sportswear/

(Image source: cool wearable)





Preorder in Indeigogo:
https://www.indiegogo.com/projects/projectpole-world-s-first-motioncapture-sportswear



As a researcher of healthcare technology, I am always looking forward for new and relevant ideas related, even if they are a prototype. 

5] Fashion-Inspired insulin delivery 
Designer: Designer: Devina Kothar

"Devina Kothari’s innovative solution for insulin delivery easily integrates into the user’s lifestyle with fashion-inspired wearable tech they can set and forget! It uses a closed-loop delivery method that detects blood glucose levels before slowly dispersing the appropriate insulin dosage. Not only automated, the process is also made pain-free by use of a micro-needle array where the diameter is smaller than that of a mosquito’s probe! Additionally, integrated bio-sensors detect any unusual fluctuation in the patient’s glucose levels, pulse rate and other metrics and will automatically notify the appropriate party in the event of an emergency."




(Image source: yanko design)


















4.22.2014

No limits for Natural Gestures with FIN

NUI (Natural User Interfaces)
This gesture control object will revolutionise the interaction through natural gestures.  FIN is a small hardware that users can use as a ring. It is composed by sensors that recognise each segment of the fingers (phalanges): It has bluetooth connectivity that can be used to connect the FIN to other devices like smartphones, TV's or other similar devices wearable. 

(Image source: FIN)

You can assign each activities and act like "Hot Keys". Each of your fingers are connected to the devices segments. e.g.: Just tap using the thumb on the segment of the finger to make your phone silent - Mode ON / OFF - while the phone is in your pocket. FIN tiny wearable device wear the thumb of your hand and it will make your whole palm, fingers and numeric keypad a gesture space.

Image source: Indiegogo

Image source: Indiegogo

Pre-order
http://www.wearfin.com




Prototype
This is a prototype but the initial initiative of a public funding for the project, was a overwhelming success that managed to raise over $200,000 USD from over 2000 people to develop this invention. "FIN is one of the TOP 15 Startups in the world in TechCrunch Hardware Battlefield 2014 during CES2014 at Las Vegas." 



11.28.2013

Biophilia apps available for Android and Windows 8 – Biophilia Educational Program

Overview (Biophilia)

 


Biophilia is a multimedia project that includes an album with ten apps integrated in one mother app. The main objective is to explore areas where music, cosmic nature and technology meet, showing people how sound can transmit specific emotions while at the same time users are exploring the infinite length of the universe, from planetary systems to atomic structure. Biophilia artwork earned the Grammy Award for Best Recording Package (2013 Grammy Awards).

Scott Snibbe (Image source: www.labkultur.tv)

Every app includes a game related to the song. The animations and a musical essay was written by Dr. Nicola Dibben. The interactive artist Scott Snibbe produced the apps, as well as the images for all live shows trough a combination of his visuals from National Geographic imagery mixed with live using tablets and computers. He encouraged Björk not to use the apps only for music, but as a vital component of a whole interactive project. 

Biophilia Educational Program 
The BEP (http://biophiliaeducational.org/), a non-profit and volunteer-based, is a new way to teach children about science and music using technology. The beginning started by offering free interactive science and music workshops for children that travel with Björk’s Biophilia live show residencies. In each city, the program has worked with local school to create lessons, complete with a core syllabus and curriculum topics. The aim was to bring together knowledge of nature and science, music and technology. It is clear that learning and teaching using touch screens enables students of different levels exploring their creativity in an intuitive way and develop their musical imagination without them needing academic and technical skills.

The feedback from workshops


“The Children’s Museum of Manhattan ran Biophilia workshops with an unusual focus on kids from age 5 and up, the workshops invited children and their families to explore the themes of Biophilia while enjoying hands-on science experiments, movement, dance and even some simple music theory. CMOM educators who conducted the workshops guided families through the Biophilia App Suite to foster creativity and inspire children to tap into their own musical creativity.”
The app's embarrassment 
According to BEP it makes sense for Biophilia apps be available on all touch screens because the most interest feedback has come from students with low-income households and schools without budgets. The only way to provide Biophilia's contact for them was to reprogrammed to Android and W8. However, due to the costs involved, the application in the beginning was only accessible to people with Apple devices (iPhones and iPads).


Resolution strategy 
Through a Kickstarter campaign, they wanted to raise the money to bring Biophilia to Android and Windows 8 touch screens .

Kickstarter Campaign - A new way to fund creative projects


"We’re a home for everything from films, games, and music to art, design, and technology. Kickstarter is full of projects, big and small, that are brought to life through the direct support of people like you. Since our launch in 2009, 5.2 million people have pledged $892 million, funding 52,000 creative projects. Thousands of creative projects are raising funds on Kickstarter right now"
Björk hoped to fund the development of Android and Windows 8 app through a crowdfunding campaign on the Kickstarter website. It was launched in January 2013 seeking for 448,613€ from fans, but unfortunately was closed 10 days after only with 18,387€. 

http://www.kickstarter.com

Finally 
With the creative partner Snibbe Studio, Björk found a partner, Apportable Inc. (A San Francisco start up that automates the process of turning an iOS app into an Android app.). After two years it was released like the iOS version: 10 Individual sections, one for each song on her Biophilia album, including mini-games, interactive art and music creation tools. 
The apps are available on Google Play Store by 9,99€ and like iOS version contains 10 individual sections: one for each song on her Biophilia album, including mini-games, interactive art and music creation tools. 


"They came up with a new way of converting apps to Android that costs a whole lot less and takes far less time than previously expected. Luckily for us, technology had developed so now it is possible to do this at a fraction of the cost."
https://play.google.com/store/apps/details?id=com.bjork.biophilia&hl=en