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  • Activ Right Brain
  • About Dean
  • Designing The Future
  • Speaker
  • Keynotes
  • Blog
  • Art
  • Contact

eVolution: Humanising the Future of Mobility

I’d like to introduce you to Adam. He’s in his mid thirties, single, has a physical space in an office but also travels for work and takes his digital life and enterprise with him. Adam lives in the suburbs but spends a lot of time in the city, other regional hubs and visits relatives in rural neighbourhoods.

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Adam’s pretty average, but let’s not hold that against him as he also likes gin, Guns N’ Roses and fast cars, so he has his moments!


Adam’s life is timeless, but his relationship with the car isn’t. Everything above works in a given environment – the home, the office, leisure activities. Even a decade ago, Adam could take his digital life with him as smartphones began to offer him previously unknown freedom, but the car has always been a barrier to seamless digital activity.


Ten years ago Adam marvelled at in-car connectivity via Bluetooth audio. Now he lives in a world of Apple CarPlay and Android Auto offering additional messaging, navigation and audio integration – but it’s still a ‘hands-on’ environment, where distraction is more than discouraged – it’s illegal.


Adam loves listening to music in his car from the same point he left the house or office or sidewalk or transferring Google mapping to his vehicle for navigation short cuts, but the near-future promises a whole new chapter.


When we move from semi to fully-autonomous vehicles – at least Level 4, because the self-driving story doesn’t really begin until then – we’ll enter a new world of distraction and the closest thing to a time machine since Marty and Doc scorched the tarmac in their Delorean.


It’s very easy to get hung up on the technicalities of autonomous vehicles. Sounds obvious when you’re tasked with making that happen for clients and partners, right? It’s essential, but ultimately confusing for consumers as they don’t need to understand how the magic happens, but they MUST know the tech works and how it benefits them. The essential processing happens below the skin of each vehicle, but this technology empowers us as humans to maximise our potential above the surface.


Back to Adam and his time machine. As a box-ticking exercise, autonomous vehicles will help us to work, rest and play inside the vehicle we own, lease or summon on demand, but this isn’t new. The way we’ll engage with content and activities may be – via VR or AR experiences and user interfaces, with the support of AI assistants that interact with occupants to hunt and gather information, access key functions and streamline communication.


Adam’s initial response to a self-driving car is like his view that the development of AI will result in robots taking over our lives. Intelligent tech will initially replace the humans responsible for production lines and service industries. Naturally, the reaction to this is one of concern that “we’ll all be out of a job” – but the truth is we’ll be gifted time. Time to do what humans do best – to create, love, play, empathise and ultimately interact with one another.


Autonomous vehicles too will do what they do best – reduce accidents relating to fatigue, stress, distraction and a lack of information, improve efficiency and communicate directly with each other, along with the cities and road networks they inhabit. Ironically, the unknown random factor is the human when a mixture of AI and human drivers share road space.


Adam believes Uber drivers will lose out (he’s right) and he’s worried he’ll spend even more time working or staring at a screen – he’s wrong, because he’s forgetting about the improved quality time outside a vehicle.


And this is how the time machine works. If your car knows the fastest route to any given location and where everyone else is, you’ll gain more time in your world out of the vehicle. A regular two hour car journey could include traffic congestion, refuelling, route deviation and parking. Travelling door to door (including first and last mile) on the most efficient and least congested route could shave up to 25% off Adam’s travel time. So this becomes about quality of life gained ‘outside’ the vehicle as well as the interior experience.


The technology ‘just has to work’ (no pressure!) leaving us with the human – the most important piece of the autonomous puzzle.


I read a fascinating book recently ‘The Passengers’ by John Marrs, questioning the pace of development for autonomous vehicles. It didn’t put forward a case against them, but held authorities and manufacturers accountable for the security of the ‘hackable’ vehicle operating systems and the even bigger topic – ethical selection in the event of a road accident. Should the passenger or pedestrian take priority and why? I would highly recommend everyone working in the business of mobility should read this and apply the thinking to their current and future plans for autonomy.


Adam’s typical day revolves around technology. He doesn’t regard it as tech, it’s just there unless it stops working – then he’s all too aware of it. And the more seamlessly it works the better as Adam checks the temperature of his house whilst locking his smart door, walking to his car as he listens to his favourite podcast. His audio picks up where it left off when the vehicle awakens, charged and ready to go. He knew the charge level at a glance during his shower because it sits on the home screen of his smartwatch and the car already has his destination thanks to the Google route he planned on his phone.


This technology exists and is delivered when all the dots are joined, then the car journey begins. Currently, Adam interrupts his digital potential at this stage and concentrates on driving from start to finish. Any interaction happens on a truly functional level. Soon, the totally distracted ‘Autonomous Adam’ will have access to extraordinary experiences with integrated VR headsets (and ‘VR Hair’), projected AR and multiple interactive surfaces – but that creative potential can be explored another time because it is vast and exciting, not seamless and invisible. 


So what do you do if you’re an auto brand hoping to appeal to Adam? How do you sell in the idea of a self-driving car? If Adam was 15 years younger, the chances are he’d never experience car ownership. It’s possible he wouldn’t ever touch a steering wheel – that would have been taken care of by relatives and Uber drivers. First steps into an autonomous vehicle would come naturally as there would be no real sense of loss of control or a sentimental yearning for a time when humans used to race away from the lights or ‘get the back end out’.


But Adam’s torn. He likes fast cars and loves driving, but he’s not in love with commuting or parking. He’s human and craves a relationship with a brand, a vehicle and relatable technology – and that requires a human touch.


This highlights an uncomfortable middle ground where the auto industry is moving towards digitalisation in almost every area. Online sales, virtual test drives, digital documentation and AI assistants. They all have their merits but aren’t the only future scenario, especially when introducing an audience to the concept of self-driving vehicles.


Adam – and everyone else yet to experience an autonomous journey needs first-hand demonstrations of the technology in action. Next steps beyond this will be peer-to-peer recommendation from those that have lived to drive another day following a demo. This conversion will only come from a physical experience, not a digital representation.


Tesla championed the pop-up showroom because it brought the brand to the people. Elon Musk has announced plans to close many of his physical stores and take all vehicle ordering online. This, at a time when Amazon is investing in bricks and mortar and Apple Stores go from strength to strength, may seem a bad idea. It would be for many other brands but Tesla is known for its innovation, groundbreaking technology and disruption of the market and they have a secret weapon – the Musk Factor.


Elon brings the human element to a brand in a way no other CEO has since the late Steve Jobs did for Apple. He provides the word of mouth reassurance of a friend or relative and down-to-earth language devoid of marketing spin or technological jargon, whilst injecting his vision of the future that makes us all feel part of the journey.


Before all the auto brands set off on a path to digitisation, they must win over their audiences in a physical world with personal relationships and exceptional service.


So for his first steps into the autonomous world, Adam needs reassurance, relevance and reality – but most importantly, he needs to feel human.


And as Doc Brown pointed out – where we’re going, we don’t need roads.




The original version of this article was published as ‘Autonomous Adam: A new chapter in the self-driving story’ on Arm’s Embedded blog.




tags: Mobility, Autonomous cars, autonomous driving, iot, ai, smart cities, cars, Tesla, Uber, Arm
categories: Artificial Intelligence, Augmented Reality, Automotive, cars, Connected World, Futurology, Innovation, Mobility, Travel, time travel, Virtual Reality
Sunday 10.20.19
Posted by Dean Johnson
 

Our Xtended Futures: The Reality of Reality

The future promises a world serviced by robots and AI personal assistants, self-driving cars and headsets offering virtual and augmented experiences as far as the eye can see. But who’s telling the story and does this narrative even begin to consider the greatest and most important hurdle in the quest for technological advancement – human beings?

Reality of Reality.jpg


No.


Actually, that’s probably not the level of detail you were looking for. I’ll provide a few examples.


I don’t wear glasses – except for reading (I’m wearing them right now) but I would prefer not to because when in face-to-face conversation, or simply enjoying the environment around me, I make a point of breaking down as many barriers as possible between reality and the virtual or augmented world.


This may seem at odds with the barriers I’ve pushed and the research I’ve carried out in both VR and AR (and ultimately XR) for the past 6 years but I never simply talk about technology for the sake of it. I always think about the consequence of its existence – not just the facts, but how and, most importantly, why it will feature in our lives.


Every second counts so we should make that precious time feel as comfortable as possible. To achieve this, the story behind why we need something or would wish to use it is every bit as essential as reliability, sustainability and security.


At their recent OC6 developer conference, FaceBook confirmed it was planning to build AR glasses and map the world. Even if the glasses are delivered in the sleekest designer frames, I still don’t wear glasses AND I have no wish to share my every move with FaceBook – including my every view!


Virtual Reality is another amazing creative platform with immense potential. Neither VR nor AR are new technologies. They have both been with us for decades in one form or another, but the platforms and devices are making the greatest impact in this current era of digital realities.


Of course, content is king and the quality and experience must be extraordinary in order to entice an audience back again and again or encourage others to make the effort to do so.


And therein lies another problem. We live in a society that is time-poor and effort-deficient. To convince consumers to adopt emerging technologies and then have brands (or Mark Zuckerberg) give the reasons we’ll use them in the future and how they believe they will fit into everyone’s lives takes a huge leap of faith and a great deal of inconvenience and discomfort.


I spent 48 hours in VR a couple of years ago and the combination of virtual and physical experiences was incredible for research, inspiration and visual reference. It was however extremely uncomfortable and I wouldn’t encourage anyone else to undertake this.

VR48_biplane.JPG


Of course, immersion for that length of time isn’t reflective of regular device usage and we intentionally took things to extremes. Dial this back and consider a real human in a real environment (shopping mall, expo, arcade, training room, school, etc) and you’ll still find a level of discomfort unacceptable to many – and an end result that isn’t great for your physical appearance.


And I refer to VR Hair. This is a very real thing – a direct result of a very virtual experience.

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VR Hair is something I’ve spoken about to clients and audiences since 2016 and it still isn’t recognised as a potential roadblock to consumers. It’s not an issue for enterprise and training because that’s a closed environment. It is a very different matter for consumers.


I tested an incredible experience with Renault two years ago where I drove, then was driven by their autonomous SYMBIOZ electric concept car. When I transferred control to the car, I was handed an Oculus Rift headset featuring software developed by Ubisoft. The VR content displayed an identical vehicle interior, followed by scenes outside the windows that transformed from the existing road network to a future smart city, a dramatic eclipse, then the car dropped away as my viewpoint rose and I continued my journey in the sky – every bit the flying car of the future!

Symbioz.JPG


Holoride now offers a similar experience as part of its collaboration with various auto manufacturers – from Audi to Porsche to Ford. This combination of tech, platform and content illustrates the potential for in-car entertainment in our self-driven future to great effect.


However, at this point everyone emerges from the car with VR Hair. A genuine issue for anyone heading to a meeting, journeying to a night out, travelling to a shopping destination. Or anything that involves meeting other human beings upon exiting the vehicle.


When focusing purely on the technology already available to us or planned for production, the assumed development route is similar for both VR and AR:

  • Increasingly powerful headsets

  • Cutting the cord and delivering wireless free-roaming (6DoF) experiences

  • Familiar, user-friendly platforms

  • More impressive passive and interactive content

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The story being told about our technological future includes greater duration and deeper immersion for VR experiences (as per Ready Player One) and the Augmented future paints a picture of a global audience wearing designer glasses, consuming vast quantities of information and targeted advertising material.


And then the reality of reality kicks in. If at any stage VR Hair is an issue (ie, you have hair and plan for anyone else to see it) or if you don’t wear glasses and have no wish to do so in the new Augmented era, then the predetermined technological roadmap falls over.


If you currently run any kind of experiential activity involving VR headsets – be that in-store or in-car – it is essential you offer an area for your participants to rearrange themselves and be pampered before sending them back into the ‘real’ world with the lasting memory of your brand. It should be about the content, not the inconvenience.


VR headsets will become lighter and thinner, but they’ll still need a big enough screen to offer wide field of vision – and until further notice, they’ll ruin your hair. AR glasses will become slimmer, lighter and (hopefully) cooler, but they’ll still be glasses until they evolve into contact lenses – and I’m not sticking them I’m my eyes either.


I would however implant the tech directly inside my head and beam the full visually immersive experience to my optic and auditory nerves. I spoke about ‘internalising’ tech at Futurefest in 2016 and it’s this bizarre time jump that delivers the progress everyone is talking about, without the physical or psychological barriers of VR and AR headsets.

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Elon Musk’s recent startup, Neuralink is now hoping to develop the technology to make this happen – but it’s a huge step for most people to make when trusting technology inside the human body. This is akin to human evolution and not a comfortable conversation, but one that should be happening. Now.


In the same keynote, I also predicted Trump’s election win and Elon Musk as the future US President. There’s time for Elon’s campaign to kick off, but he still has work to do inventing the future and I intend to be there, telling the right story about the incredible potential for various realities, whist avoiding AR glasses and VR Hair along the way.

tags: AR, VR, Augmented Reality, Virtual Reality, Neuralink, Elon Musk, Oculus, Product Design
categories: Artificial Intelligence, Automotive, cars, Connected World, Futurology, Gadget, Innovation, Mobile technology, Mobility, Virtual Reality, Augmented Reality
Tuesday 10.15.19
Posted by Dean Johnson
 

2020 Vision

The Reality Industry has spent the past six years talking about ‘next year’. Every year. We’ve been proposing potential and identifying opportunities for an audience keen to invest, dedicate time, effort and resources, without offering much in return. So, is 2020 the big year for consumer VR and AR?

2020 Vision.jpg

I’m a man of few words. You may disagree if you’ve read some of my blog posts or seen any of my longer event keynotes – but I believe in actions, they speak far louder than words.


The thing about immersive experiences is that to really appreciate them, you need to be immersed. Sounds simple but it’s not when we share so much digitally. Using video to tell stories about the benefits of VR therapy or AR for industrial solutions is a powerful tool in a marketers armoury – and they’re far more effective than simply creating the technology and hoping your audience will view it or adopt it.


Until now, the Reality (XR) Industry has been hobbled by the hardware – from low-end phone-based headsets to expensive desktop PCs with their wired units. This, in a wireless world where we’re all trying to escape from desktop tethers whilst demanding higher and higher resolution and ergonomic comfort. These expectations aren’t unreasonable because we’re used to technology advancing at a breakneck pace.


Thankfully, Oculus launches its Quest VR headset next week for £399, a 6 DoF (Degrees of Freedom) device with hand controllers, unencumbered by phones, PCs or wires and empowering the user to move freely within the real world to navigate the virtual, unlike the cheaper Oculus GO that has you rooted to the spot.

OculusQuest.jpg


You’ll be told there are better headsets on the market, even by Oculus. Some are cheaper, others with faster processors and higher resolution but none stand a better chance of changing hearts and minds and reaching the largest audience than the GO – if the story is told in the right way: A  tale of magic and wonder and learning and discovery wrapped up in out-of-this-world experiences. Not Virtual Facebook. I’ve spent more time in VR than most and Facebook is the last thing I want to experience in any reality.

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So what about consumer Augmented Reality? I’m not going to list all the headsets/glasses but Hololens and Magic Leap look stupid and are way beyond consumer pricing, Vuzix Blade looks cool but is still $1,000 and ODG and Meta are no more. Those price points are still too high for anyone other than early adopters, so use your phone (because it has always been AR-ready) for social cosplay, apps for way finding and beyond, then throw in a Lenovo Jedi Challenges Lightsaber, because it’s an awesome demonstration of consumer AR capability with haptic feedback and multiplayer mode.

Alternatively, you could combine VR and AR as I did in my XR Immersion Suit on the world’s fastest city zip wire in London for a Vice documentary or during my Digital Freedom Festival keynote ‘Blurred Line Between Man and Machine’

ZipWire1.JPG ZipWire2.JPG ZipWire3.jpg ZipWire4.jpg

Both utilise VR headsets for maximum Field of Vision (FoV) using their built-in cameras to offer an augmented view of the real world around us. These actions do indeed speak louder than words as the research delivers the message that we’re not there yet – the world needs stunning (and life-changing) content to add value, depth and relevance if we’re going to engage and retain a consumer audience for both VR and AR. You can’t hope to tick some of the boxes and still be successful – you need them all. Effective video storytelling not only raises awareness of XR content, it tells your audience where it is, why it exists and how it is relevant to them.


However, stunning VR or AR content alone simply isn’t enough if it doesn’t encourage an audience to return to it or go out into the real world and act upon it. Don’t be afraid to ask the question “why?” at ANY stage – or your audience will instead.


Is 2020 finally the ‘year of XR’ for consumers?


Yes.



Why?

tags: AR, VR, XR, Augmented Reality, Virtual Reality, Oculus, Oculus Quest, Vuzix Blade, Zip wire, Immersion
categories: Connected World, Futurology, Gadget, Innovation, Virtual Reality, Wearable Technology, Augmented Reality
Tuesday 04.23.19
Posted by Dean Johnson
 

The Inspiration Game

No one wants to own anything, or drive anything, or change anything. The great Innovators have stopped innovating. The great storytellers aren’t making as much noise as the bad ones. And everyone is happy to follow the crowd – or so the crowd has been told…

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In January 2019, Apple reported their first decline in revenues and profits in over a decade. They blamed weak iPhone sales and a downturn in China. True, the Chinese market has become a tougher nut to crack, but the underlying reason for the downturn is we’ve stopped wanting AND needing some of their products.

I used to queue outside Apple Stores to get my hands on new model iPhones. I even waited in line for over twelve hours outside the New York 5th Avenue glass cube in 2010 to be the first to buy an iPad. But that was then, I now struggle to justify the cold nose, sore feet and dented bank balance.

Don’t get me wrong, I have no interest in owning a PC or using Android as my primary mobile OS – because I still love Apple. My long line of MacBooks have never let me down and have been worth every penny and my iMacs have always been there when I needed them, delivering day in, day out for years. My iPhones have worked brilliantly inside and out, looked beautiful and felt like the quality products they are.

So why are Apple’s profits down? Because their flagship physical products are too good and too straight. Too good might seem a great selling point – but it’s clearly becoming an issue. My iPhone 7 Plus is into its third year of ownership and I haven’t upgraded my iPad mini for seven! They both work perfectly and I simply can’t justify upwards of £1,000 for the iPhone I’d want (or need) or an iPad Pro upgrade.

So let’s turn to ‘too straight’. Apple used to excite me. I’d eagerly await each live-streamed keynote with a sense of anticipation akin to the Oscars – living in hope for Steve’s ‘one more thing’. And he’d always deliver. Deliver something we didn’t need or know we wanted, but we just had to have it because it was the future. Our future.

The world we know and love has been built on elation, not iteration – but that’s what Apple now delivers. It makes $Billions from smoothly blending one model into the next. One service and software update into another. The world needs a defibrillator moment where we kickstart the kickstarts and make our hearts beat that little bit faster as we rediscover the joy of the unexpected.

Apple didn’t become the most valuable company on the planet by making poor business decisions so it’s not about dropping the things that work and veering off at a tangent. Tech rivals all too often over-promise and under-deliver, or feel they need to fill a market gap only to find no one wants what they have to offer. But the key to consumer engagement is telling a great story and making it relevant to a brand’s audience.

I’m not going to apologise for disagreeing with the statement “make things people want, don’t make people want things”. Screw that, most people don’t know what they want until they see it. A brand’s role is to tell them why it exists, how it can improve their lives and steer them to ownership, membership or sponsorship via the point of least resistance.

Advertising and marketing opportunities still bring us stories for the products we consume, but these stories need to be told by the people with the passion behind the brands. How they’re made is one thing, but the reasons why they exist are far more powerful.

I spoke with Roborace CEO, Lucas di Grassi in Berlin in December and he told me about the race series startup’s change of direction away from the Daniel Simon-designed Robocar as the audience didn’t understand its capabilities and true Artificial Intelligence. The focus has instead been turned to their DevBot car, with a combination of AI and driver interaction.

The inability of the audience to grasp Robocar’s relevance is not a failing of the motorsport fans – but a missed opportunity to tell a story of excitement, interaction and inspirational possibilities for the future, rather than one of the technology beneath the surface. Don’t give up Lucas, we need Robocar in our near future, weaponised and ready to roll.

Roborace.JPG

It’s more important than ever to get this story right when introducing the next generation of self-driving vehicles. Industry experts speak of the irrelevance of dealerships and a pure digital future but they’re missing the point. Entirely.

Motorists won’t simply hop from their current vehicles into an autonomous network. They don’t trust the technology, it’s as simple as that. The way to convince is not through a VR simulation. Not an online video. It’s by physical experience, sat in the very car they will be instilling ALL their trust. This won’t be about telling an audience how safe a range of robot vehicles is – it’s through the vehicle occupant not being involved in an accident.

The next level of trust will be via word of mouth and the testimonials of ‘real people’ – not actors or brand ambassadors. Selling the autonomous future through trust not tricks.

But there’s still a world of inspiration for us all to discover. The iterators may be shouting louder, but sift through the white noise and you’ll find thought leaders not simply leading by telling great stories – they’re also leading by example.

Richard Browning of Gravity (or ‘Rocket Man’ as he’s more commonly known) is pushing the boundaries of personal mobility by offering us a superhuman vision of the future. He has built a successful business from his own personal invention, innovation and ability to sell a dream. One jetpack is evolving into a scaleable race series on the road (or lack thereof) to tomorrow.

Gravity1.jpg

Claire Lomas, an athlete paralysed in 2007 in an equestrian accident epitomises courage and encouragement. She has never faltered in her battle against her physical condition, unwilling to accept the boundaries seemingly imposed upon her. Claire has worn a robotic exoskeleton to complete marathons and her determination to excel has resulted in a new skill – motorcycle racing!

ClaireLomas.jpg

Both Richard and Claire aren’t playing the Inspiration Game – they’re living it. Roborace will also inspire and innovate in equal measures when their story is told in the right way to the right audience, and it will be epic.

Apple has stopped playing the game. It’s not too late for the company I still love to let the iteration take care of itself and get back to thrilling us with one more thing.

And if they’re struggling to find inspiration themselves – or any of us for that matter – the words from Apple’s own 1997 TV ad celebrate the existence of The Crazy Ones. The very people I love and will always aspire to be.

“Here's to the crazy ones. The misfits. The rebels. The troublemakers.

The round pegs in the square holes. The ones who see things differently.

They're not fond of rules. And they have no respect for the status quo.

You can quote them, disagree with them, glorify or vilify them. About the only thing you can't do is ignore them.

Because they change things.

They push the human race forward.

And while some may see them as the crazy ones, we see genius.

Because the people who are crazy enough to think they can change the world, are the ones who do.”

tags: inspiration, apple, gravity, Richard Browning, jetpack, Claire Lomas, Robocar, Roborace, autonomous driving, AI, Wearable Tech, Wearables, IoT, Innovation, cars, mobility
categories: Artificial Intelligence, Automotive, Aviation, cars, Business, Connected World, Gadget, Innovation, Mobile technology, Mobility, Motivation, Sport, Wearable Technology
Sunday 02.03.19
Posted by Dean Johnson
 
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Designing the Future