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What I’ve Got – Tide To GoI really love my Tide to go pen because it makes it easy to manage small stains on clothes. When wearing a light colored outfit, this item makes it convenient to remove any stains, as it fits easily in a purse. The pen shape makes it easy to use and prevents any extra cleaning solution from spilling out, making it useful and practical. 

Published on April 23, 2017August 21, 2022 by post_author

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Challenge 7 – VeRg: Erging with Virtual RealityVeRg makes erging fun and exciting through the use of VRStaying fit and healthy is a problem for everyone who lacks the discipline and motivation to work out. Our product also makes working out more enjoyable and more productive for those who may possess that discipline and motivation, but who do not enjoy their time working out (66% of those we surveyed found cardio exercise at the gym boring, and almost 90% of respondents do other activities while using cardio equipment). We want to make that time more accessible and fun. The people we surveyed listed playing a game (23%) and following a course (26%) as additions that would add the most value to their cardio exercise experience, making these options worth pursuing. For more serious rowers, we simply want to make erging and training more exciting, more competitive (through racing), and, ideally, more productive. This improvement in productivity is an empirically proven possibility: according to a recent overview of VR exercise research, Huang et al. find that “VR feedback actually enables anaerobic exercise for longer duration by reducing perceived exertion.” More impressively, these studies were done on significantly outdated VR equipment; as such, any improvement on 2008-era devices would be greatly magnified by the massive improvements in VR technology since before the Oculus Kickstarter. Moreover, studies suggest that connecting realistic video of any sort to an erg workout – let alone a VR experience – would dramatically improve the productivity of the workout by simultaneously decreasing the user’s perceived exertion level and increasing his or her overall power output.Our research shows that serious rowers and casual couch potatoes alike find working out (and specifically erging) quite boring. Virtual reality is the solution. When empirically examining VR’s effect on people’s psychological reactions to exercise, researchers found that “VR coupled with exercise enhanced enjoyment and energy while reducing tiredness.” Solving this problem matters because everyone wants to be healthy; ideally, they are, particularly since being healthy correlates with being happy. As such, at the most foundational level, people want to want to exercise. Unfortunately, motivational constraints that are functions of the technical antiquity of current fitness products makes this goal difficult to realize.We are starting in the relatively niche area of indoor rowing to show how VR can be used to make training and working out fun (and to increase the amount of working out that people do). The success of this one product can be extrapolated to the other products in the fitness space, which could mix VR with treadmills, bikes, stair machines, etc. to allow users to operate those products in other built-out virtual worlds.GamificationOne explanation for why working out is so difficult is that it occurs well beneath BJ Fogg’s “Action Line” as described in his Behavior Model, particularly because exercising is often characterized by extremely low ‘ability’ (it is hard to do). Moreover, while in the long term many people may feel they are motivated to hit the gym, at any given moment in time their motivation is fairly low, particularly when compared to other less strenuous activities. To remedy this situation and get people who hate working out to the gym, we use the benefits of VR as described above to slightly increase users’ ability (to recap, VR makes working out feel easier). More importantly, we heavily boost users’ motivation to use cardio machines by making these experiences gamified and social, in the process making them more fun and more distracting. With higher motivation and ability, we can then activate users via social, competitive triggers such as invites to race. To gamify the VR experience, we are using an endless runner model of game in which the faster you row in real life, the faster you move your virtual boat and the more rapidly you can collect coins and therefore points. This model of game can be played for any period of time, which gives users the flexibility and freedom to workout at their own pace and for their desired duration. By introducing coins, we hope to further distract users from the pain of their work out and instead use the machine as a tool to help them more quickly rack up points and place higher on the leaderboard.To introduce as many triggers as possible, we also hope to capitalize on the ultra-important social aspect of working out (which our survey takers were quite interested in and is one of a few proven ways of getting people to the gym). Previously separated individual rowers will now be able to race each other — regardless of whether they are friends or strangers with a common desire to compete. Short of real-time competition, users can also augment the competitive nature of their experience by racing against a virtual pace boat (moving at the speed of a principal competitor like the Yale eight-man or your own personal record, for instance). Experience

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Previous Previous post: What I’ve Got – Bedside Lamp with an OutletMy bedside table lamp comes with an outlet, and I really love this design. It fits my needs exactly, since I use my phone as an alarm, and lets me charge my phone overnight without having to reach behind furniture to plug it in. This device is a great combination of two different needs, the need for a bedside light and a charger, and combines these two uses in an elegant way. 
Next Next post: What I’ve Got – Thick/Thin EyelinerI use Maybelline’s Thick/Thin eyeliner and I really like the flexibility it gives me to try different makeup styles. The tip of the brush is flat, so it can be used to paint thick or thin lines, which makes this brush more versatile than most standard brushes. I also like the formula they use, which is fairly waterproof, so it doesn’t smear or smudge from daily use. 

Selected News…

Fifteen Professors of the Year, Harvard Crimson, 2016

Top 50 Thinkers: On the Radar 2018
Emerging thinkers with the potential to make lasting contributions
, 2018

Laura Dern & DL Director Say Creators Need to ‘Catch Up’ With Audience’s Desire for Diverse Stories, AdWeek, 2018

Designing digital workspaces for creativity and collaboration in online project-based courses, MIT Media Lab, 2020

A living (room) lab: With students off campus, faculty and staff innovated to redesign hands-on courses, Harvard SEAS, 2020

Chef League (mobile game) challenges you to improvise recipes like the pros, VentureBeat, 2019.

When it comes to innovation, it’s personal: The secret to successful innovation isn’t a great idea; it’s great people, The Business Post, 2019

Smart kitchens need smarter ideas to solve real problems, Fortune, 2019

Design for Desirability: Game design challenge requires students to think outside the box, Harvard SEAS, 2019

Apply the science of desirability to game design at GDC, Gamasutra: The art and business of making games, 2019

Applying human-centered design processes to build successful teams. Into Practice, Harvard Vice Provost Office for Advances in Learning, 2019

Tech that helps us understand ourselves, Future Assembly, 2019

Women changing the way we think about innovation. Stern Speakers, 2019

Loneliness, the fear of digital nomads, Le Temps. (in French), 2019

LA Design Festival spotlights city’s ‘creative diversity and talent’, Dezeen, 2018

Rolling toward a user-friendly commute
Harvard faculty-led startup pioneers human-centric urban travel
, 2017; Vespa’s New Robot Will Carry Your Groceries, CNN Money, 2017

Five Cutting Edge Ideas and Attractions, Boston.com, 2017; Technology That Helps Us Understand Ourselves, HUBWeek, 2017

Food for Thought: Flavor & Algorithms, MIT Museum, 2017

Harvard Aims to Reinvent Business-Engineering Education, Harvard Magazine, 2017

Globetrotting Digital Nomads: The future of work or too good to be true?, Forbes, 2015; Why is a Harvard professor studying digital nomads, Nomadlist, 2015

The nature of desirability, The Design Issue, Kinfolk Magazine (paywall), 2015-2016

Harvard Class Teaches the Design of Desirability, Boston Magazine, 2015

A new model for innovation in big companies, Harvard Business Review, 2013

Present at the Creation (Putting research-based creativity tips to the test), Boston Magazine, 2013

Contact & Acknowledgements

RESEARCH LAB OFFICE:
Desirability Lab
Brown University & RISD
Barus & Holley, No. 220
Email: ba[at]desirabilitylab.com

 

THANKS TO EARLY SUPPORTERS:

Harvard School of Engineering & Applied Sciences

Harvard Initiative for Learning and Teaching

Harvard Innovation Lab

Harvard Global Health Institute

Berkman Center for Internet and Society

SUTD-MIT International Design Center

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