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Future of TV

Imagine a friday afternoon in your favourite bar. Suddenly, the crowd lights up in smile and laughter. On their wrists a bracelet glows orange. You realise Team NL has won another Olympic medal! Hereby the introduction of “the Oglow”: a connected bracelet that impacts all sports fans on a national level with real-time glow during important Olympic moments.

As new smartphones, tablets and wearables enter our lives at high speed (providing functionalities that give us all the content we want at any time), the Oglow takes these functionalities to the next level. The Oglow is a smart bracelet that creates a new watching experience by giving information that enhances the feeling of supporting the athletes together. Through a connection with your smartphone the Oglow provides easy and quick access to real time updates as well as live and social content on the Olympic events.

By wearing the Oglow you show your support to the Dutch team in Rio. It will improve the experience of watching the Olympics as it involves you in the big moments you don’t want to miss.

 

Transmedia Analytics

Till now, producers of interactive documentaries made use of the free tool – Google Analytics, to identify the levels of engagement of users with their creations. But this already existing analytics tool is mainly useful for traditional websites. The data that it captures is not fully suitable for the improvement of interactive documentary and does not answer questions about how users navigate through the interface and make use of features like intro-videos, help menus or autopilot narrative options. Or more importantly what story they construct: in other words which narrative paths they choose through the database-structured narrative content.

By recombining existing data with custom captured data, and visualizing this in a readable manner, it becomes possible to extract answers on questions documentary makers would like to know. This is all combined into one analytics tool. Figures will give makers of interactive documentaries the preferred insights into audience behaviors, technical aspects and audience acquisition to improve several aspects of their productions.

Contact person: Loes Bogers

Games 4 Therapy

Keep It! Is an iPhone application, that attempts to in a playful way fight against harmful thoughts of people that are recovering from a psychosis, in situations with lots of stimuli.

The application helps the users to structure their thoughts, creating a mind map, and tries to re-orientate the user on a more positive/healthy way of thinking by providing him questions and messages that he can answer writing a note, or just thinking about it. The mood and intensity of the thought (pattern) that is bothering the user is actively portrayed in the interface of the app in order to make the actual process more playful; the user needs to make a color bar, that is representing the bothering thought, disappear from the back of the screen.

Keep It! Is an application in development. The usability still requires further collaboration with mental health professionals. The project has been created by designers and any of the assumptions that the project proposes should be taken only as ideas to be tested.

Contact person: project coach Marco van Hout