Preview-Get Smart! Hack Your Brain for Peak Performance

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January 27, 2012 at 4:53 pm


It has been said that once you get to a certain age, everything and everyone some how becomes set in their ways.  A routine in what to do, where to go, and how to think about doing it all.

Perhaps, our mindsets aren’t as concrete as first glance would suggest.

Get Smart! Hack Your Brain panel is all about increasing the brain’s–your brain’s–capabilities.  Panelists range from leaders in research to practicioners to nero-scientists.

Co-founder of Lumosity.com Michael Scanlon will talk about neroplasticity (the ability of the brain to change) and how to enhance the ability of the mind.

http://www.lumosity.com/

“We’ve seen a great deal of research recently that demonstrates that the brain changes all the time,” said Scanlon.  “We are working with a network of the top-25 neuroscience programs with the goal of using Luminosity.com as a platform for learning about cognitive enhancement and brain performance.”

One method of increasing brain-power to be discussed is the power of sleep to improve brain function.

Megan Miller, Bonnier R&D technology researcher, will also present some of the trends of cognitive enhancement as well as some applications to communicative technologies and overall trends.

Overall, Get Smart! Hack Your Brain, will be a stimulating look into how people think and ways to break those mindsets.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Preview-3D Printing: Not Everyone Will Be Excited

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January 27, 2012 at 4:47 pm


A 3D Printer with an object being printed

3D Printer

Matters of copying and copyrighting 3D printed objects are some of the main highlights of Michael Weinberg’s panel on 3D printing.  

 3D printing is an ever evolving process that uses a scan of real life objects or a computer generated objects and takes those object from the  virtual-reality to reality.  The process uses the computer images as the template to create physical objects building those objects from the ground up layer by layer. 

  The innovation of 3D printing and the issues of copyright, though seeming unrelated, are emerging as an intertwining ideas.  Specifically in understanding of where and how 3D printing and its advancements will impact the conception of creative licensing.  

 “Right now it’s hard to say where 3D printing is going to go,” said Weinberg. “There are a lot plausible futures and forms it will take and will determine what property issues that will pop up.”

 One concerning notion was the attempts of regulating use and delegating how 3D printing innovations should protected by law.  

 “It’s very unlikely that the world you imagine today what will in fact be the world that manifests itself years from now,” Weinberg said.

 What are some of the issues that will come about as more and more people turn to 3D printing as a means to develop and produce items?  How is the regulation of the original design or the original computer design going to be addressed?

 As, the accessibility and innovation of 3D printing evolve into the mainstream, communicating and sharing information  about what can be created  is also evolving.  What were limited to just images on a computer screen are now rapidly becoming feasible objects.


Preview – Future of Entertainment: Viewer Becomes User

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January 25, 2012 at 6:15 pm


Generally speaking, there aren’t many things surpassing the popularity of entertainment television, in terms of consumption nowadays in the U.S. But when you think about it, there is one thing that just might rival it: mobile social networking. So what do you think happens when you mesh both of those elements together? Speakers from the “Future of Entertainment” panel at next year’s SXSW Interactive festival will be explaining just that.

Of the five speakers set to participate in this session, three will focus on the social media aspect of this discussion: Jared Hecht, of GroupMe; Kimber Myers, of GetGlue; and Tom Thai, of Bluefin Labs. The remaining two participants, Mike Scogin of MTV Networks and Paul Chang of Showtime, will speak about the entertainment television aspect of the panel.

GroupMe is a social media application that focuses on collectivism. This application focuses overall on connecting its users with multiple others, instantly. The prominent features of this app are group messaging and conference calling. The application also offers its potential consumers a free number from which to message the members of its chosen social circle. According to Tech Crunch, the company was acquired by social and video messaging giant Skype in August of this year.

The social media company GetGlue is already in the entertainment lane, in terms of mobile networking. This application tailors to the social media audience that is interested in check-ins, but alters this element to apply to what the user is watching, reading, or listening to, rather than physical or geographic check-ins. GetGlue’s primary focus centers on television events, whether they be sporting events, prime time shows, or any other category of television entertainment. GetGlue representative Kimber Myers explained the concept of the GetGlue company, and how users are, and potential users can, apply and incorporate the social media application to their lives.

“People are looking for new ways to connect to their favorite shows on TV, as well as [to] other people who are watching them,” Myers said. “The growing prevalence of smart phones and tablets is making this a seamless experience for viewers.”

Bluefin Labs is a different sort of social media tool, in the sense that it focuses more on the statistics related to social media consumption. In a very unique approach, Bluefin Labs analyzes how consumers respond to television. The elements of this analytics tool range from “response level,” which measures the number of commenters for any given episode of a show, to “response share,” which is described as the percentage of a program’s share of social response within a specific part of the day. The results gathered from the Signals analyses are available to audiences such as programmers, marketers and buyers in order to enable them to better understand the meaning behind the numbers, and apply that knowledge to the television market.

MTV Networks and Showtime are relatively well known forces in the entertainment industry. The representatives (Scogin and Chang, respectively) of these companies will factor into the panel discussion by offering the perspective of how entertainment networks are adjusting to the upsurge in social media usage, and how this influx is influencing the entertainment field to integrate social media elements into the the television genre.

GetGlue panelist Myers believes that this session as a whole can factor into the SXSW experience for attendees of this particular panel.

“Attendees of SXSW have traditionally been ahead of the curve where tech is concerned, and social TV continues to be an emerging, growing field for people to enter,” Myers said.



Preview: Think Before You Pink

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January 25, 2012 at 5:30 pm


Designing Experiences for Women

Assignment: Design a website for a female demographic.

Typical Solution: background-color: pink; img src: url(flowerprint.jpg)

Well, Jessica Ivins is here to tell you that’s not always the right solution in her discussion, Designing Experiences for Women.

Jessica Ivins is an experience designer for Happy Cog, a website development company which handles everything from site structure to interface design and from branding to content development. She explains,”Just because most of your users are women, it doesn’t mean that you should create a site with pink and floral embellishments. Understanding women’s behaviors and motivations for using the site (especially if they’re different from men’s) will truly help you make an informed design decision.”

SXSWi Jessica Ivins

Women demand intuitive design because between cooking, working, and taking care of everyone around them, they don’t have time to fumble around with complex navigation and unnatural functionality. Ivins explains, not only what women want, but also what a designer can do to please both genders if the product calls for that. Products fall on a spectrum and some products require a design that caters to both men and women. Contrary to popular belief, women do watch ESPN and women are part of gaming communities.

Designing Experiences for Women will discuss many issues plaguing designers today. For instance, “Why would women and men respond differently to designs or when does gender matter with regard to design?” Ivins says that, “Understanding women’s and men’s roles in decision-making has helped me to create effective designs.”

So why is it important that we please women on the web?

  • Women account for 58% of the e-commerce market
  • Women use social media more than men
  • Women are gamers (Two words: Angry Birds)

 

For more stats, check out this TechCrunch article on the women and the internet.

Also, the discussion on designing for women extends upon previous talks on the subject. For more background on the topic there a serious of slides below where Ivins explains what it means to design experiences for women and why it’s important.


Slider by webdesign