1. Jaspreet Dhillon | Steve Purvey | Tabitha Wheaton | Jamie Simmonds | Thomas Solley
Balance Band
This is an augmented reality headband, used to increase
daily activity in 12-14 year olds.It invites the child to play a
simple game.A hologram projector projects a transparent
image in front of the users eyes, allowing them to see
the game and their environment simultaneously. This
encourages the user to interact with their environment
in a more active way.
Work-Life Balance
The smart workplace in 2030 will focus on utilising
open spaces by holding meetings in outdoor, urban
environments as opposed to the conventional
boardroom scenario.With sliding button mechanisms
theWork-Life Balance product logs walking meetings as
whole sensory experience, engages the subconscious
mind and stimulates creativity.
Balance Hub
Thebalancehubgamifysphysicalactivityforyoungsters
by introducing an element of competition to everyday
life. Advanced trackers monitor muscle output,
hydration, blood sugar and heart rate throughout the
day and compare users results once re-docked with
the hub through light lumination.The hub looks to be
a subtle part of everyday life which combined with
parental encouragement, could potentially motivate
youngsters to get out of the house.
Aquilibrium
Aquilibrium is a body tracking water bottle and ring
that give instant visual feedback on a users state of
hydration. The bottle leans and glows to indicate
hydration levels, utilising a sodium tracker embedded
in the ring.The tracker analyses sweat on skin feeding
backtotheAquilibriumbottlethatemploysagyroscope
and weight system to lean and glow red for dehydration
or blue for over-hydration. Aquilibrium makes users
aware of their bodily state and how much water they
need to drink on a daily basis.
Balance Bot
Balance Bot is the ‘new way to play’ and get fit.This
gender neutral robot toy aims to use gamification to
motivate children to exercise and get healthy. Special
‘powers’ can be achieved and earnt through exercising.
These powers can be ‘earnt’ wearing the removable
tracker device located in the centre of the robot toy
and utilised on a worldwide Online gaming platform.
The tracker uses a smart accelerometer to detect all
types participant movement.
Future concepts for a leading sports
apparal brand in 2030 to enhance and
encourage activity and health awareness
among children and young adults using
new generation tracking technology.The
product and brand repositioning concern
work,play and exercise,integrating smart
tracking into the everyday lives of users.