Tag Archives | idea

A New Kind of Business Card

Question: How do you share that great idea of yours while keeping your intellectual property secure? Answer: You use a non-disclosure agreement.

Beer in a London pub 001 | A New Kind of Business Card | Digital Cortex

Beer: tool of the trade

But NDAs are way too formal for the modern entrepreneur, who is more likely to meet a potential partner or investor at a conference, in a coffee shop, or over a beer than arrange to meet at the lawyers.

In an informal situation, the most common business exchange is probably handing someone your business card. I’ve been thinking about this, so in the spirit of sharing ideas, here’s what I’ve come up with:

What if your business card could unlock new conversations?

On the understanding that a signed non-disclosure agreement allows for a far smoother flow of communication in the exchange of business ideas, my business card design offers the ability to turn a casual conversation into a pitch scenario, but without the formality.

Take a look at this mockup I created for MOO Cards, who sadly weren’t interested in the exclusive ownership rights!

perforated NDA business card idea 530x265 | A New Kind of Business Card | Digital Cortex

Click the image to see in fullscreen

My design is a perforated piece of card designed to be ripped in half:

  • One half lists the usual business card details
  • One half has space for a signature against the statement:
    “I hereby agree to treat your idea as confidential in a bond of trust”
    (or whatever)

Each party keeps one half of the card in this interactive business exchange. Not legally airtight, of course, but still an innovative means of quickly forming trust with a potential partner.

So then, anyone out there want to help turn this design into a reality?

Music is the Virus

Airborne, a potentially disruptive start-up in the music sector, hopes to “cure the music industry of its sickness” with their upcoming launch.

Their cloud-based music sharing platform places fans and artists in direct symbiosis. It’s an interesting model, so take a look:

Beyond all the virus metaphors (they even go so far as to call songs ‘strains’)  the core idea is quite simple:

  1. Cut out traditional distributors
  2. Enable artists to monetise via a system of micropayments
  3. Give fans distribution rights instead, and empower them to share as much as possible, thus helping to secure further micropayments

It’s a model that I think could work particularly well for electronic music, whose artists tend to release one track or remix at a time, as opposed to a band who might release one album a year. Airborne will work best when artists can trickle content to their audience to keep them subscribed.

Looking on SoundCloud, my current favourite producer/DJ has 3,934 followers, which would net $3,934 per month on Airborne. Give those early adopting, high-class listeners some viral functionality and the impetus to share with friends and that figure could easily grow to $10,000/month – a healthy supplement to any unsigned musician, I’m sure you’ll agree.

Airborne have an interesting blog, The Music Industry is Sick, which looks at the challenges faced by listeners, musicians and labels today. In an ecology where artists need their stuff streamed four million times just to reach minimum wage, it’s platforms like Airborne that’ll help the system fix itself.

Anyone for Tonsil Tennis?

This is pretty cool I guess. The idea is that your partner “helps you” to play a video game by letting you snog them in different ways (while you’re looking at a computer screen and therefore not really paying attention).

It’s a bit gross, but it’s still a novel idea, so have a look:

What’s the mechanic here?

The Kiss Controller interface has two components: a customized headset that functions as a sensor receiver and a magnet that provides sensor input. The user affixes a magnet to his/ her tongue with Fixodent. Magnetic field sensors are attached to the end of the headset and positioned in front of the mouth. As the user moves her tongue, this creates varying magnetic fields that are used to control games.

We demonstrate the Kiss Controller bowling game. One person has a magnet on his/her tongue and the other person wears the headset. While they kiss, the person who has the magnet on his/her tongue, controls the direction and speed of the bowling ball for 20 seconds. The goals of this game are to guide the ball so that it maintains an average position in the center of the alley and to increase the speed of the ball by moving the tongue faster while kissing.

And what’s the point?

I literally do not know. If I were the developers I’d have focused on highlighting their innovative technique to use the tongue as an input device: it’s the most dexterous muscle in the body and it’s use is often one of the few remaining facilities among paralytics.

Can’t this be a remote control for wheelchairs or similar, rather than a Wii Sports ripoff? Come on guys…

More details here: Kiss Controller.

Aside

Question Time #4

Question: Me, my friend and I are going on an epic journey to Monaco in a car we bought for £200 and we have no idea about how a car actually works. What should we bring with us to stop us from sitting on the side of the road for 4 days. But we only have a budget of maybe £10?

I probably should have asked Halfords but you said 'Ask me anything!' So I did.
DMJ
Answer:

In four days the two things that are most likely to happen are a puncture or some kind of leak in the radiator, resulting in overheating. Fortunately for you, there are spray kits that will fix both of these problems.

For the puncture I would recommend Holts Tyreweld. For the radiator I would recommend Bars Leak Radiator Sealer. You can get hold of both for less than £15. If you have reservations about shelling out this much then I would seriously reconsider the logic of visiting somewhere as expensive as Monaco.

Bibliography

This entry is part 17 in the series An Opus to AR

So that’s it, my series is over. All that’s left to do now is credit the academic sources that influenced and aided in the construction of my argument. Thanks to everyone below, and thanks to you, dear reader, for coming along for the ride.

References:

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Baudrillard, Jean (1988). Selected Writings, ed. Mark Poster. Cambridge: Polity Press.

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Benjamin, Walter (1968). ‘The Work of Art in the Age of Mechanical Reproduction’, in Walter Benjamin Illuminations (trans. Harry Zohn), pp. 217–51. New York: Schocken Books.

Bolter, J. D., B. Mcintyre, M. Gandy, Schweitzer, P. (2006). ‘New Media and the Permanent Crisis of Aura’ in Convergence: The International Journal of Research into New Media Technologies, Vol. 12 (1): 21-39.

Botella, Cristina.M, & M.C. Juan, R.M. Banos, M. Alcaniz, V. Guillen, B. Rey (2005). ‘Mixing Realities? An Application of Augmented Reality for the Treatment of Cockroach Phobia’ in CyberPsychology & Behaviour, Vol. 8 (2): 162-171.

Clark, N. ‘The Recursive Generation of the Cyberbody’ in Featherstone, M. & Burrows, R. (1995) Cyberspace/Cyberbodies/Cyberpunk, London: Sage.

Featherstone, Mike. & Burrows, Roger eds. (1995). Cyberspace/ Cyberbodies/ Cyberpunk: Cultures of Technological Embodiment. London: Sage.

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Kline, Stephen, DePeuter, Grieg, & Dyer-Witheforde, Nick (2003). Digital Play: The Interaction of Technology, Culture, and Marketing. Kingston & Montreal: McGill-Queen’s University Press.

Levinson, Paul (1999). Digital McLuhan: a guide to the information millennium. London: Routledge.

Liarokapis, Fotis (2006). ‘An Exploration from Virtual to Augmented Reality Gaming’ in Simulation Gaming, Vol. 37 (4): 507-533.

Manovich, Lev (2006). ‘The Poetics of Augmented Space’ in Visual Communication, Vol. 5 (2): 219-240.

McLuhan, Marshall (1962). The Gutenberg galaxy: The Making of Typographic Man. Toronto, Canada: University of Toronto Press.

McLuhan, Marshall (1964). Understanding Media: The Extensions of Man. New York: McGraw-Hill.

McLuhan, Marshall and Powers, Bruce R. (1989). The Global Village: Transformations in World Life in the 21st Century. Oxford University Press: New York.

Milgram, Paul & Kishino, Fumio (1994). ‘A Taxonomy of Mixed Reality Visual Displays’ in IEICE Transactions on Information Systems, Vol. E77-D, No.12 December 1994.

Reitmayr, Gerhard & Schmalstieg, Dieter (2001). Mobile Collaborative Augmented Reality. Proceedings of the IEEE 2001 International Symposium on Augmented Reality, 114–123.

Roberts, G., A. Evans, A. Dodson, B. Denby, S. Cooper, R. Hollands (2002) ‘Application Challenge: Look Beneath the Surface with Augmented Reality’ in GPS World, (UK, Feb. 2002): 14-20.

Stokes, Jon (2003). ‘Understanding Moore’s Law’ on the World Wide Web. Accessed 21st March 2007. Available at http://arstechnica.com/articles/paedia/cpu/moore.ars

Straubhaar, Joseph D. & LaRose, Robert (2005). Media Now: Understanding Media, Culture, and Technology. Belmont, CA: Wadsworth.

Thomas, B., Close. B., Donoghue, J., Squires, J., De Bondi, I’,. Morris, M., and Piekarski, W. ‘ARQuake: An outdoor/indoor augmented reality first-person application’ in Proceedings of the Fourth International Symposium on Wearable Computers, (Atlanta, GA, Oct. 2000), 139-141.

Wagner, D., Pintaric, T., Ledermann, F., & Schmalstieg, D. (2005). ‘Towards massively multi-user augmented reality on handheld devices’. In Proc. 3rd Int’l Conference on Pervasive Computing, Munich, Germany.

Weiser, M. (1991) ‘The Computer for the Twenty-First Century’ in Scientific American 265(3), September: 94–104.

Williams, Raymond (1992). Television: Technology and Cultural Form. Hanover and London: University Press of New England and Wesleyan University Press

Further Reading:

Bolter, Jay D. & Grusin, Richard (1999). Remediation: Understanding New Media. Cambridge, MA: MIT Press.

Cavell, Richard (2002). McLuhan in Space: a Cultural Geography. Toronto: University of Toronto Press.

Galloway, Alexander R. (2006). Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press.

Horrocks, Christopher (2000). Marshall McLuhan & Virtuality. Cambridge: Icon Books.

Jennings, Pamela (2001). ‘The Poetics of Engagement’ in Convergence: The International Journal of Research into New Media Technologies, Vol. 7 (2): 103-111.

Lauria, Rita (2001). ‘In Love with our Technology: Virtual Reality A Brief Intellectual History of the Idea of Virtuality and the Emergence of a Media Environment’ in Convergence: The International Journal of Research into New Media Technologies, Vol. 7 (4): 30-51.

Lonsway, Brian (2002). ‘Testing the Space of the Virtual’ in Convergence: The International Journal of Research into New Media Technologies, Vol. 8 (3): 61-77.

Moos, Michel A. (1997). Marshall McLuhan Essays: Media Research, technology, art, communication. London: Overseas Publishers Association.

Pacey, Arnold (1983). The Culture of Technology. Oxford: Basil Blackwell.

Salen, Katie & Zimmerman, Eric. (2004) Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT.

Sassower, Raphael (1995). Cultural Collisions: Postmodern Technoscience. London: Routledge.

Wood, John ed. (1998). The Virtual Embodied: Presence/Practice/Technology. London: Routledge.