A Dance Interlude
/Because sometimes a dance break is what's needed.
Exploring the ways in which artists, artisans and technicians are intelligently expressing their creativity with a passion for culture, technology, marketing and advertising.
Because sometimes a dance break is what's needed.
Claire Cain Miller, NY Times Bits Blog:
Computers are once again transforming the business of marketing, infusing the art with science. This time, though, the change is being driven by cloud computing and the processing of huge amounts of data about what customers do and what they desire.
Unlike the computer on “Mad Men,” which took up an entire room, the computers processing the data are not even in marketers’ offices but in far-off data centers. But just as in the fictional company depicted on “Mad Men,” the new technology is causing tensions among the quants, or quantitative data analysts, the artists and the information technologists.
...
For consumers, the result is personalized marketing.
...
Ideally, consumers do not notice the computing and data-crunching in the background and instead just see more relevant messages from brands, said Ian Schafer, chief executive and founder of Deep Focus, a digital agency. But when marketing is too personalized, it can feel creepy.
Maria Konnikova, The Verge, introduces us to Alex Pentland:
Pentland might be credited as the grandfather of wearable tech, but he does have a few predecessors: more than a decade before he arrived at MIT, mathematician Edward Thorp and computational theorist Claude Shannon devised an intricate contraption with the admirable goal of cheating at the roulette table. The device, which was the size of a cigarette case and captured speed data on both the wheel and the ball, relied on two switches in the wearer’s shoes: one press turned on the computer, the other press initiated the timing. A musical tone would sound in the bettor’s ear to signal when the ball had three or four revolutions left — he would (naturally) be wearing a hearing-aid-like device, attached to the computer by wires camouflaged to match his skin and hair.
Though Thorp and Shannon’s invention was ingenious, it remained unwieldy, capable of performing only a single task. It would take much more to make wearable technology both widely functional and widely usable. And that "more" came from the first place dedicated exclusively to the creation of wearables: the Wearable Computing Project, inaugurated by Pentland upon returning to MIT in 1986, and then formally launched as its own entity in 1998 under the auspices of Pentland’s lab.
The first wearable prototypes that looked anything like those of today emerged from the lab in the early 1990s. And by 1998, Pentland’s "wearables closet" had grown, he recalls, to include "glasses with a private, full-resolution computer display; a health monitor in a watch that records my temperature, heart rate and blood pressure; a computer-in-a-belt with a wireless internet connection; a lapel pin that doubles as a camera and microphone; and a touchpad or keyboard literally sewn into a jacket."
All the recent talk about wearables continues to intensify as the various developer conferences happen and we see (or not) what the main players are thinking in this area. I still believe that the key to this market is going to be the company or product that utilizes software and hardware to actually encourage behavior change. Many reports indicate people start using wearables and within months seize to wear them. It's all in the name, if you are not wearing them they don't really help you. And the best wearable is a good habit.
Krista Donaldson uses design to fight jaundice, create prosthetic limbs, and solve some of the developing world’s most vexing problems. This is why we was selcted as the 2014 ALVA Award winner, a special prize presented by Behance in partnership with GE to recognize remarkable serial inventors.
In this 99U talk, she offers a peek into her team’s design process for getting complicated medical treatments to all corners of the world for a price anyone can afford. Chief among her advice? Talk to your customers. Then talk to them again. And use all that feedback to iterate and, when needed, drastically shift your design process. “We want closure on our projects…but people and society and technologies change. You want to be okay with the ambiguity.”
A collection of links, ideas and posts by Antonio Ortiz.
What are you looking forward to?
What has surprised you?
What have you learned today?
Copyright © 2009-2024, Antonio Ortiz. All rights reserved. Shop at Amazon.com and support Smarter Creativity.