Looking Up River

Still being a relatively new arrival to the world of mobile design and development, I get a “gee whiz” sort of amazement and fascination on a daily basis with what we at Appsolute Media have already created for the iPhone and iPad, but even more so from what’s in store from us over the next few months, and within the industry as a whole.

The continued growth of the hardware and software, expansive and immersive game worlds, integration with physical surroundings, celebrity partnerships, connectivity across digital platforms, intuitive and ridiculously robust applications, a complete stream of communication for advertisers — like I said: “Gee whiz.”

And all that is fine, but I find myself far more interested in culture shifts, both as related to mobile technology, but also to the whole digital and social landscape. I’m fascinated by how the availability and affordability of technologies affects us, how we use and adapt that technology into our lives and then how that reinvents the tech and encourages new forms.

Obviously not a new idea or discussion topic. Throw a rock at the ‘Wired’ offices and you’ll hit someone writing about that. But it fascinates me as an artist (yes, I do still think of myself as that, to a degree), as an “ad-guy” and as a technology developer. It’s that wonderfully rich game of Pong between users and other users, as well as users and developers, peppered with memes, larger pop-culture and accidental discoveries that keeps laying the tracks that are heading out west.

For instance, I was recently discussing games and their integration with other life activities with good friend and great writer Alex Livingston. He turned me on to former Disney imagineer Jesse Schell’s TED talk. He points out that even though the success of something like FarmVille was quite a surprise, it’s not that crazy to draw a line into the (very near) future from millions of people engaging this game and social activity, to smart technologies and games running on all sorts of daily devices. Schell makes the point that with more and more people interacting with social games, the conscious and subconscious desire for reward and “one-upping” a friend or oneself increases.

Migrating that sensibility over to another product, platform, or experience is now less of a leap. Imagine your travel mug with smart technology that you’ve preset to monitor how much caffeine you drink: You are rewarded with badges or emoticons when you stick to one cup per day, and, in turn, earn that extra cup on Saturday. Or a toothbrush with smart technology that keeps track of how many times you brush your teeth: You win badges and unlock games within the account on your phone when you brush twice a day for the whole week. All these accomplishments, their badges, notifications, invites to the product brand are all integrated into your phone, online, and viewable by friends on Facebook (or whatever Facebook becomes at that point).

Some of that may sound great, some of it may sound a little unsettling. But I guarantee this is all coming. The thing about mobile technology is that it is the platform that will allow virtually every activity in life to be measurable, winnable, recordable and shareable.

For brands and advertisers, that’s probably a relief and terrifying at the same time. A relief in that there are viable solutions to capturing eyeballs while most audiences can avoid or ignore traditional broadcast, print and (it’s weird to call this ‘traditional’ already) online ads–they have a new way to engage. Terrifying in that it’s another sea of uncharted waters. Winning fans through one on one relationships with their consumers or providing content, over the age old game of persuasion, is still very new to most brands and marketers.

But then again, taking a step back, I’d be foolish not to concede that attempting to predict the nature and eventuality of digital technology and culture is generally in the realm of folly. One more FarmVille, Guitar Hero, Facebook, or any other social and technological blip on the map is all takes to reroute the tracks. Having that super-sensitive insight into what unites and excites a population in the digital realm, and changes the course for everyone is a power reserved for a select few. And a lucrative one.

“Gee whiz.”

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  • Alex Libkind
    I am so intrigued by the toothbrush that gives me badges and points. I instantly thought of my son. I have to remind him to brush in the morning (thankfully at night it is habit). How cool with it be to if he would get points to a game on his iPhone (he does not have one yet) or on his DS if he brushed right.

    I think the first foray into this behavioral gaming that I personally saw was the pedometer that was included with Pokimon Emerald for the DS. Not only did my son start walking around (also figured out he can just shake it), but also I saw our executive assistant and avid gamer Jeanna wearing it.

    Who need to teach kids anything just give them virtual badges and they are usually free :)
  • EdwardLudvigsen
    Or a smart plate and fork that knows how many vegetables have been eaten before the "hatch" on the plate opens to release the cake.

    This would help in our house.
  • KateMac
    Your thoughts so closely mirror what's happening in The Department of Human Centered Design and Engineering at UW. As you noted, it's no secret that technology is changing our culture. What's scary is the pace--there's no way we can keep up with the deeper changes wrought by ubiquitous computing. In fall, I plan to join a research group that evaluates persuasive technology (technology that helps people reach health-related goals, like your judgmental coffee mug idea). As the population's health declines from the inert lifestyles made possible by technological advancements, it's clear the solution lies in piling on even more technology, don't you think?

    Anyway, love the blog. I am not at all surprised to see you engaging with these issues on a deeper level. If you ever come out this way, I'd love for you to give a talk to my fellow students.

    Here's a link to that research group, led by Dr. Julie Kientz, a researcher in the area of persuasive tech:
    http://www.hcde.washington.edu...
  • EdwardLudvigsen
    Thanks for the invite. I'd love to take you up on that, if/when I'm in the area.

    And thanks for the link to Dr. Kientz's research synopsis. That's really interesting. Although it's still so early into the life cycles of both the game/entertainment/marketing end of this as well as the more pure research area studying how we are affected in terms of health and social issues, there's some real synergy between the two families of focus. It's an interesting shift in digital product development from being composed almost entirely of things contributing to what one might call the genocide of brain cells and waist lines, to a generation of products that stimulates in a beneficial way, while having all the perks of entertainment and eventual ROI for marketers. Perhaps this approach to tech within mobile games and entertainment in all its forms can be the Pirate Booty to the console and traditional media world's neon bag of Cheetos.

    Afterall, it might sell itself. Who doesn't want to be smarter, healthier, thinner, less caffeinated, and so on? Or at least feel like they are making an effort.
  • jonkobrin
    You're pretty deep kid... When I read the words on the board that the model is holding in the "Wired" ad, I first read (after "Radical Trasparency") "and it's sweeping boardrooms across the nation" AS... "and its sweeping [bedrooms] across the nation." Perhaps I had too many cocktails? Or did the ad just work on me? Probably the latter...
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