Hands-on With Mattel’s New AR, VR View-Master

Hands-on with Mattel’s new AR, VR View-Master

  • February 20, 2015

A View-Master for virtual reality: Hands-on with Mattel’s new AR, VR phone toy

Mattel is relaunching View-Master, but as a virtual reality and augmented-reality phone toy. And I got to play around with it for a bit…or at least, some of the tech behind it. 

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Welcome To The Age Of Holographs

Welcome to the Age of Holographs

  • January 22, 2015

Up close with the HoloLens, Microsoft’s most intriguing product in years

We just finished a heavily scripted, carefully managed, and completely amazing demonstration of Microsoft’s HoloLens technology. Four demos, actually, each designed to show off a different use case for a headset that projects holograms into real space. We played Minecraft on a coffee table. We had somebody chart out how to fix a light switch right on top of the very thing we were fixing.

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UX Without User Research Is Not UX

UX Without User Research Is Not UX

  • August 18, 2014

Summary: UX teams are responsible for creating desirable experiences for users. Yet many organizations fail to include users in the development process. Without customer input, organizations risk creating interfaces that fail.

A website’s (or product’s) success depends on how users perceive it. Users assess the usefulness and ease of use of websites as they interact with them, forming their conclusions in seconds—sometimes milliseconds. 

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London Firm Creates Mind-Controlled Commands For Google Glass

London Firm Creates Mind-Controlled Commands for Google Glass

  • July 15, 2014

Forget voice commands and touch gestures: A London firm has developed a way for Google Glass users to control their devices just by thinking.

This Place, an agency that specializes in creating user interfaces and experiences for programs used in the medical industry, developed a software called MindRDR that allows Google Glass to connect with the Neurosky MindWave Mobile EEG biosensor, a head-mounted device that can detect a person’s brain waves. 

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Control VR Gloves Warp Your Fingers Into Virtual Worlds

Control VR Gloves Warp Your Fingers into Virtual Worlds

  • June 11, 2014

$350 device tracks your arms and hands with military-designed sensors

New technologies such as Google Glass and Oculus’ Rift headset are making it easier than ever for us to get our heads into augmented and virtual realities. But while we get our heads into these alternate worlds and use our eyes to check our emails, surf the internet, even destroy enemy starfighters with a spiral of missiles, our hands are left behind in the real world. 

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The What, Why And How Of User Personas

The What, Why and How of User Personas

  • May 13, 2014

One of the few proven ways to be successful in any business is to understand your customer’s needs and deliver quality products or services that satisfy those needs in the best way possible. Yes, it does sound too bookish but the truth is knowing your end user is the kernel of a customer-oriented business model.

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Oculus Rift Will Finally Go On Sale To Consumers Next Year

Oculus Rift Will Finally Go On Sale To Consumers Next Year

  • May 1, 2014

Image: A man tries the Oculus Rift headset at Facebook’s F8 conference.

An Oculus Rift virtual reality headset for consumers could go on sale next year, a company representative told Business Insider at Facebook’s F8 developer conference today.

Management at Oculus VR, the Irvine, Calif.-company that Facebook bought for $2 billion earlier this year, will be “disappointed” if it doesn’t have a headset available at retail for ordinary people by 2016, according to an Oculus spokesperson. 

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Study Reveals Real Reason Behind Gaming Aggression

Study Reveals Real Reason Behind Gaming Aggression

  • April 23, 2014

A new study has revealed that gamers are more likely to experience feelings of aggression from playing a game when it is too difficult or when the controls are too complicated to master.

In comparison, the research found there was “little difference” in levels of aggression when the games themselves depicted violence. Overwhelmingly, the deciding factor was “how the volunteers were able to master the electronic game after 20 minutes of play”. 

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This Video Game Knows When You’re Scared–And Gets Scarier

This Video Game Knows When You’re Scared–And Gets Scarier

  • February 18, 2014

The director behind the innovative video game Nevermind tells us why biofeedback is the new frontier in gaming.

In the future, horror games will know when you’re scared. And then they’ll get scarier.

Proof: the currently-in-development horror-adventure game Nevermind, which just launched a Kickstarter campaign last week. The game pairs classic first-person exploration with biofeedback data from a heart rate monitor in order to tell when you’re scared and turn up the horror.

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IBM Forecasts Major Advances In Cognitive Computing

IBM Forecasts Major Advances in Cognitive Computing

  • December 27, 2013

IBM on Tuesday released its annual “5 in 5” list of predictions about technological innovations that will change the way we live in the next five years, with the theme this year being cognitive advances in computing that help machines “learn” how to better serve us. 

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