Third and last part of the great article series written by Tim Chang (Mayfield Fund). "The Aspirational Self and the Quantified Self dovetail to create a kind of feedback loop that drives self-promotional behavior in the user on social networks"
As devices get smarter, users more discerning, and boundaries between personal and medical devices less defined, innovative device manufacturers should rethink the role design can play in the success of their products.
That didn't take long. Quit literally about 5 days from the date of the FDA's warning letter to 23andMe (11/22 – here) and the filing of a class action law suit in the Southern District Court of California (11/27 – here).
A new paper in American Psychologist, the flagship journal of the American Psychological Association, looks at the positive effects of video game play. I’ve already written about the 5 reasons I’m buying my kids a Wii U this holiday season.
With the increase of mobile technology and applications, we have also witnessed an increase in data tracking and the “quantified self” trend. Put simply, the “quantified self” involves associating metrics with personal tracked information. There are food logs used to track one’s diet, applications that track running/walking activity, and wearable hardware that tracks other physical activities. SiliconANGLE has covered several of these trackers (you can find some of them here, here, and here.) But what, if any, are the downsides to this tracking and self-quantifying trend?
In this video Timothy Jordan gives developers a sneak peek of the brand new Glass Developer Kit.
“Unlike Google Mirror API, the interface that Glass developers have been using up to now, the GDK will allow for offline Glassware functionality, real-time user response and ‘deeper access to hardware, such as the accelerometer and the GPS.’ Jordan went on to demonstrate each of these additions via specific apps that take advantage of the GDK’s abilities,”
Control, compounded by an immersive first-person perspective, may be the key to the first-person shooter’s appeal.
(...) Nacke, along with cognitive scientist Craig Lindley, who directs theIntelligent Sensing and Systems Laboratory at Australia’s Commonwealth Scientific and Industrial Research Organization, decided to look at the game-playing experience of the first-person shooter on a physical level: What happens to a player’s body during the game?
Olivier Janin's insight:
Intersting analysis and research related to the "flow" which sustains all of our engagement designs.
The tool developed by London-based uMotif enables patients suffering from serious, long-term illness to monitor their own condition and also gives them exercises to do, reducing much of the to-and-fro between doctor and patient.