find this game at:
your job is to come up with a sensor-driven interface
you'll get three random paramaters:
modality: what is being sensed, and how it is being sensed
context: where this interface is supposed to be used
outcome: what this interface is supposed to do for the user(s)
every sensing modality has its unique charisma
for example, hearts have intuitive associations with emotions:
anxiety, stress, attraction, ...
these beliefs may not be empirically "true", but people (generally speaking) believe them, for a variety of reasons
interfaces can make suggestions to the user
Reduce stress by 50%
Unobtrusively clipped to your belt or bra, Spire knows when you're stressed and helps you reduce tension with smart notifications and gentle reminders.
these could be as explicit as appeals to authority, or as subtle as the name and aesthetics of the application.
if you choose to share data socially, the biosensor data in your interface should work as a social signal that encourages the user to behave in the intended way
this is an exercise in how interfaces can exert sneaky sorts of influence over the user - it is a "lens adjustment" exercise
we are talking about sensors because that's what i study
hopefully it gets you thinking about things
donath - signals, truth and design
amir raz - Suggestion Reduces the Stroop Effect