Design for the Patient Experience: Software in Action

04.Feb.15
by Jon Follett

This is the third in a series of three articles looking at the future of design for the patient experience. The first article was "Design for the Patient Experience", and the second was "Design for the Patient Experience: Health Axioms"

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Topics: health, Ideas

Design for the Patient Experience: Health Axioms

28.Jan.15
by Jon Follett

This is the second in a series of three articles looking at the future of design for the patient experience. The first article was "Design for the Patient Experience." 

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Topics: health, Ideas

Design for the Patient Experience

21.Jan.15
by Jon Follett

This is the first in a series of three articles looking at the future of design for the patient experience.

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Topics: health, Ideas

Vinylbender, Pixelapser, Woodbender, Plink: Friday Links and Round Up

14.Nov.14
by Emily Twaddell

Because I’ve been a little slow learning to use Slack, I realized today that I missed some awesome links being shared around the studio and across the country. Here they are.

MakerBot Ghostly Vinyl Challenge

If you know what an LP is...or a turntable?

Design a printable, win a 3D printer! All for the love of vinyl. (Thanks, Ben Listwon!)

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Topics: culture of learning, Ideas, Business of Design

The Future of Design: UX Evolution

29.Oct.14
by Jon Follett

This is the final article in a series of six looking at the future of experience design for emerging technologies. The first five Future of Design articles were: Emerging TechnologiesGenomics and Synthetic BiologyRobotics, the IoT, and 3D Printing / Additive Fabrication.

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Topics: Ideas, Business of Design

The Future of Design: UX for 3D Printing / Additive Fabrication

22.Oct.14
by Jon Follett

This is the fifth in a series of six articles looking at the future of experience design for emerging technologies — including the Internet of Things, robotics, genomics / synthetic biology, and 3D printing / additive fabrication. The first four Future of Design articles were: Emerging TechnologiesGenomics and Synthetic BiologyRobotics and the IoT.

Additive fabrication—more popularly known as 3D printing—is a process of creating a three-dimensional object by printing one miniscule layer at a time, based on a computer model. This flexible technology can use a wide variety of substrates including plastic, metal, glass, and even biological material. Custom production using additive manufacturing techniques promises to disrupt many industries, from construction to food to medicine. Possibilities for this technology range from immediately practical applications such as printing new parts just-in-time to fix a broken appliance; to controversial, uncomfortable realities, including generating guns on demand; to hopeful and futuristic methods, perhaps the ability to create not just viable human tissue, but complete, working organs, which could be used in transplants or for the testing of new drugs and vaccines.

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Topics: Ideas, Business of Design

The Future of Design: UX for the IoT, Connected Environments, and Wearables

15.Oct.14
by Jon Follett

This is the fourth in a series of six articles looking at the future of experience design for emerging technologies — including the Internet of Things, robotics, genomics / synthetic biology, and 3D printing / additive fabrication. The first three Future of Design articles were: Emerging TechnologiesGenomics and Synthetic Biology, and Robotics.

The IoT is popular shorthand which describes the many objects that are outfitted with sensors and communicating machine-to-machine. These objects make up our brave, new connected world. The types and numbers of these devices are growing by the day, to a possible 50 billion objects by 2020, according to the Cisco report, “The Internet of Things: How the Next Evolution of the Internet Is Changing Everything.” Inexpensive sensors providing waves of data can help us gain new insight into the places in which we live, work, and play, as well as the capabilities to influence our surroundings—passively and actively—and have our surroundings influence us. We can imagine the possibilities of a hyper-connected world in which hospitals, factories, roads, airways, offices, retail stores, and public buildings are tied together by a web of data.

In a similar fashion, when we wear these sensors on our bodies, they can become our tools for self-monitoring. Combine this capability with information delivery via Bluetooth or other communication methods and display it via flexible screens, and we have the cornerstones of a wearable technology revolution that is the natural partner and possible inheritor of our current smartphone obsession. If we consider that the systems, software, and even the objects themselves will require design input on multiple levels, we can begin to see the tremendous opportunity resident in the IoT and wearables.

Increasingly, designers will also need to be system thinkers. As we begin considering technologies like the IoT, wearables and connected environments, the design of the ecosystem will be just as important as the design of the product or service itself.

A good example of such a product is Mimo, a next-generation baby-monitoring service that goes far beyond the usual audio and video capabilities in soothing the anxieties of new parents. A startup company led by a group of MIT engineering grads called Rest Devices has created an ingenious baby “onesie.” It’s a connected product that delivers a stream of data including temperature, body position, and respiration information, ensuring that mom and dad are fully versed in the minutiae of their offspring. What at first glance might seem like the enablement of over-parenting paranoia, could, in fact, also provide valuable scientific data, particularly given that crib death or SIDS (Sudden Infant Death Syndrome) is a phenomenon that is still not fully understood.

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Topics: Ideas, Business of Design

The Future of Design: UX for Robotics

08.Oct.14
by Jon Follett

This is the third in a series of six articles looking at the future of experience design for emerging technologies — including the Internet of Things, robotics, genomics / synthetic biology, and 3D printing / additive fabrication. The first two articles were: The Future of Design: UX for Emerging Technologies and The Future of Design: UX for Genomics and Synthetic Biology.

More so than any other emerging technology, robotics has captured the imagination of American popular culture, especially that of the Hollywood sci-fi blockbuster. We’re entertained, enthralled, and maybe (but only slightly) alarmed by the legacy of Blade Runner, The Terminator, The Matrix and any number of lesser dystopian robotic celluloid futures. It remains to be seen if robot labor generates the kind of negative societal, economic, and political change depicted in the more pessimistic musings of our culture’s science fiction. Ensuring that it does not is a design challenge of the highest order. We must seek to guide our technology, rather than just allow it to guide us.

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Topics: Ideas, Business of Design

The Future of Design: UX for Genomics and Synthetic Biology

01.Oct.14
by Jon Follett

This is the second in a series of six articles looking at the future of experience design for emerging technologies — including the Internet of Things, robotics, genomics / synthetic biology, and 3D printing / additive fabrication. The first article was The Future of Design: UX for Emerging Technologies.

The greatest design challenges of this century may not be found in the bits and bytes of the digital world, but rather in the realm of nature itself. We are only at the very beginnings of understanding what it means to modify DNA, the code of life.

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Topics: Ideas, Business of Design