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

E3: The Blockbuster Generation

Hollywood is rejoicing as cinema-goers flock back to the big screen this summer. In recent years the movie theatre experience looked as if it was going the way of the music business, but now the 2015 summer of excess is serving up the blockbusters.

The current box office takings merely provide the warm up act to this winter’s releases where we’ll see the long-awaited extension to the Star Wars franchise following on from James Bond’s November action in SPECTRE.

I have a point to make here, relating to the millennials amongst us (the kids born this millennium) and my time spent at the Electronic Entertainment Expo (E3) in LA this week. Having sat through Avengers: Age of Ultron last month, I came away feeling a little despondent and wondering which came first… the story-less all action ADHD blockbuster or the constantly distracted audience?

I had an interesting conversation in the back of a cab last year. I was heading to the airport having just delivered my TEDx talk in Athens, before jetting off to LA for the next big adventure.

I say the talk was interesting, but I mean ‘challenging’. My esteemed car-sharer was a seasoned TED speaker, with years of experience in the field of human behaviour. He held the view that kids today are bombarded with too much information, especially of the digital variety. He believed that mobile devices should be strictly rationed as they cause more problems for kids than they solve.

I told him that I agreed in principal but ‘all things in moderation’ is a better approach than insisting on a non-digital solution. You don’t filter the noise out by turning it all off, you learn to live with it, categorise it and make use of it.

I’d be the first to admit that my kids don’t lead a normal life. The very nature of my job exposes them to a new piece of tech hardware or delivery platform on a regular basis. They are a fabulous sounding board for the reactions of the next generation of consumers as they’re quick to dismiss and not afraid to speak their minds. They have none of the social or business diplomacy to worry about – it just works or it doesn’t.

They’ve been fascinated by and indifferent to various smart watches and VR headsets over the past couple of years and it’s easy to see that a constant supply of digital watch faces will appeal more than garage door openers and short-form film and games are perfect for VR.

At E3, the audience is hungry for new games, but still prefers the familiarity of a sequel and will happily immerse themselves in a single game for hours on end if the content offers enough variety and a continual challenge.

Minecraft is already huge but Microsoft demonstrated a whole new level of immersion at E3 – on HoloLens. If you’re not familiar with this new platform, it’s Microsoft’s foray into the augmented reality market. projecting seemingly real content into the wearer’s field of vision. I’ll be getting hands-on today and will update this article in a few hours.

So where does this leave our kids? Lost in a digital world of shock and awe, content and distraction? Yes, all of the above and it’s brilliant.

I saw the Disney movie Tomorrowland a couple of weeks ago and I loved it. It touched a creative and technological nerve and moved me to write this article. It’s not an explosion-a-second blockbuster like Age of Ultron as it manages to combine an all-action adventure with something subtly cerebral.

It’s a film with a message. Don’t lose your sense of wonder, investigate new technology and be creative with it. Use it to push boundaries, not live within them. We wouldn’t have reached the moon or built electric cars without a commitment to improve the world in which we live. We can also have fun whilst doing it!

It’s our responsibility to encourage kids to live with and use technology to their advantage, rather than distance themselves from it, and a brighter future.

tags: E3, E32015, #E32015, Los Angeles, LA, Oculus, Oculus Rift, Sony Morpheus, Sony, VR, Virtual Reality, wearable tech, Wearables, Tech, mobile, multitasking, TEDx, Hollywood, cinema, Avengers, Age of Ultron, Marvel, Star Wars, James Bond, HoloLens, Microsoft, Augmented Reality, AR
categories: Apps, Books, Conference, Connected World, Gadget, Mobile technology, Motivation, Music, Star Wars, Virtual Reality, Wearable Technology
Wednesday 06.17.15
Posted by Dean Johnson
 

The future may not be pretty, but the tech’s pretty awesome

The news that Facebook snapped up the VR startup Oculus Rift this week brought the tech into the limelight and kicked off a heated debate over the social giant’s plans.

Thanks to the media frenzy, a brand everyone had heard of brought one very few knew existed into mainstream conversation. I didn’t need to Google ‘Oculus’ or ‘Rift’, I had one on my desk.

When I say Oculus Rift isn’t new to me, I’m not being dismissive. Far from it – it’s my job to know about this stuff, assess the relevance of future platforms and create stunning content for it.

Rift has been on our radar (and our heads) at Brandwidth since its original Kickstarter campaign and we’ve had plenty of time to consider incredible possibilities for the future. The concept and rudimentary equipment has been around for decades but the whole platform fell out of favour until recently when Oculus reignited the flame of innovation in this area, along with Sony’s intention to compete with their Project Morpheus.

Virtual Reality (VR) is back, helped in no small measure by Google’s own efforts to tempt consumers to strap technology to their faces and massive advancements in CGI and screen resolution.

OK, it’s not back just yet but the technology is. Oculus Rift content and the delivery platform it requires haven’t launched yet but 2014 is the year it finally hits homes as well as developers’ desks.

So what is it? Well, it’s a black box with a screen over each eye to simulate an immersive 3D environment and motion sensors to track head movements. It’s this experience of looking around the digital landscape that truly transports you to another world. Add a set of stereo headphones and the effect is complete... or is it?

The moment you dip into this virtual world, you’ll be hooked. From rollercoaster rides to epic space battles to eerie haunted houses, the virtual feels real. But what’s missing? You are.

The next big steps will come from the ability to place yourself within these incredible environments. Using Leap gestural units, MYO armbands or bluetooth-connected smartphones, you’ll be able to see your virtual body parts in front of you. At Brandwidth we’re already using iPhones as light sabres – who wouldn’t want to get their hands on one of those inside Rift?

Surely there isn’t another step? Actually, there is. We now have the opportunity to add other people to your virtual world to share the ultimate storytelling experience, explore epic worlds like Disney’s Infinity, or meet in virtual shopping malls, showrooms or conference facilities. Social plug-ins are an obvious move.

Yes, I can see why Mark Zuckerburg wanted to add Oculus Rift to his growing portfolio. but also, if you’ve got the billions to invest and you love technology, why wouldn’t you?

There’s a business case here but there’s also a chance for Facebook to add scale and creative potential through investment dollars that may never have been achieved had they not come on board. The development units (even the new MkII) aren’t yet truly mobile. Freedom from cables and a computer will really move the game on, but we may need to wait for the second generation consumer model for this.

Instantly visit the four corners of the earth, relive history as you walk in the footsteps of astronauts, Presidents or dinosaurs or allow surgeons to operate from within a body. That’s progress.

No, the future’s not all white and shiny if many will sit in a darkened room in their underwear with a pizza on their laps, immersing themselves in virtual worlds... but the technology is undeniably awe inspiring.

tags: Oculus Rift, Facebook, Project Morpheus, Sony, VR, Virtual Reality, Wearable tech, Gaming
categories: Agency, Apps, Futurology, Gadget, Innovation, Mobile technology, Social, Wearable Technology
Friday 03.28.14
Posted by Dean Johnson
 

Warning: Convergence ahead

In the future, we'll all be using a single device for work, rest and play – true? Well, the tech giants parading their goods at the recent IFA consumer electronics show believe they can deliver this technological utopia by the end of the year.

iPhone5.jpg

Sony, Toshiba, Samsung and Dell all revealed Windows 8 tablet/laptop hybrids with a combination of pens, rotating touch screens and keyboards. Great, one device fits all so this must be the future! Hold on, take a deep breath and stand back for a moment…

Apple's current line-up includes svelte laptops (slimline Airs and powerful MacBooks), the new slimmer, longer and faster iPhone5 and iPod Touch and the iPad family (more on that next month). They don't seem to be combining this lot into one device – far from it. Rather than build a single device that tries really hard to be everyone's friend like an enthusiastic puppy, they offer us a range of products that perform the best job in any given situation.

I remember clearly having an 'exchange of views' via LinkedIn prior to the launch of the first iPad. Someone had a strong opinion regarding the necessity of a stylus for the forthcoming tablet and how Apple couldn't afford to launch without one. My point was that the strength of the iPad would lie in its ability to work perfectly without the need for any extraneous peripherals – i.e. a stylus or keyboard. Both my hands feature built-in screen activation devices and the digital interpretation of a physical keyboard works effectively enough.

The iPad still functions beautifully without the need for extras and it certainly benefits from the additional weight and bulk saved. I've typed this whole article on my laptop and haven't once felt the need to touch the screen although I'd be happy to invest in a multitouch iMac (which designer wouldn't want a digital drawing board and hands up players looking for the ultimate gaming table).

The new iPod Touch is aimed firmly at the gaming market, likely to induce a final Nintendo DS death rattle and provide a superb touch and-tilt controller to accompany Apple devices across the range, from iPads to iMacs to Apple TV. More device sales, less convergence.

I'm not saying convergence isn't a good thing – it is. It's just that the technology we're being offered isn't up to the job. I want a smartphone that weighs less than my e-ink Kindle, folds out to the size of a tablet with a gestural table-top keyboard and the power of a laptop. Anything else is a compromise.

Nokia, Motorola and Amazon presented their latest devices this week and none of them were trying too hard to offer something their audiences don't want or need so they get brownie points for that. Nokia and Motorola however lose points (and $millions wiped of their share price) for showcasing hardware we can't actually buy yet.

This is just the beginning of the middle as we head deeper into gadget launch season. Nokia are still making phones, Amazon and Kobo have strengthened their positions in the e-Reader and tablet markets and laptop manufacturers are facing an identity crisis. Apple have shown their latest hand with another card in their back pocket for next month.

Design and innovation have key roles to play in this: Design = how it looks and feels, Innovation = how it works and empowers. Watch this space...

tags: iPad, Motorola, Apple, Microsoft, Nokia, Windows 8, IFA, Design, EarPod, Tablet, Innovation, Sony, Gadgets, Toshiba, iPod, Samsung
categories: Innovation, iPad Mini, Gadget, Digital Publishing, Design
Friday 09.07.12
Posted by Dean Johnson
 

Designing the Future