2. Index
1 Introduction
• Outdoor vs indoor
• Examples: Hoverboard and Sensly
2 Outdoor Advertising
• Definition
• Benefits
• Case stories
3 Wironi
• Project
• Fountains
• How does it work?
• Gestures
• Content
• Final remarks
4 Smart Playground
• About Kompan
• Kompan play institute
• Smart playground
5 Smart Toys
• Definition
• Smart toys with a graphic interface (indoor/outdoor)
• Smart toys without a graphic interface (indoor/outdoor)
6 Technology yes/no
• The challenge
• Family Media Plan/ Locategy
• How smartphone and tablets affect childhood
• Final toughts
3. OUTDOOR vs INDOOR
OUTDOOR TECHNOLOGY
• Products are designed to go anywhere and look great doing it!
• Outdoor means Out-of-Home
• Out-of-Home technology is focused on users when they are «on the
go», in public places, in transit, waiting (such as in a medical office)
5. • It’s an elettric scooter also called street board.
• Complicated technology uses sensors and microprocessors, which are
able to maintain the hoverboard in balance giving great stability and
safety to the driver.
• Simple and intuitive, environmentally friendly, convenient to carry
and cheap.
6. • Hoverboard consists in two
platforms that move on the
same axis. At the far end,
there are two parallel
wheels. The commands are
given through the feet
pressure, or simultaneously
or one at a time. Each foot,
in fact, controls a wheel and
it is tilted forward to start
and accelerate, backward to
stop and go into reverse.
7. INDOOR TECHNOLOGY
• Technology used inside a building.
• Indoor positioning system (IPS) is a system to locate objects or
people inside a building using radio waves, magnetic fields, acoustic
signals, or other sensory information collected by mobile devices.
• There is no standard for an IPS system.
8. SENSLY
• Sensly is a portable pollution sensor capable of detecting the air
pollution levels using its onboard gas sensors to collect information
about the various gases present.
10. • Being aware of this data helps you to take action and bring the
pollution levels down around you.
• This information can be fed directly to your smartphone for real time
push notification updates.
• Powered by either a battery or from the mains, using a micro usb
lead.
11. OUTDOOR MARKETING
• Outdoor marketing, quite simply, is
marketing conducted outdoors.
Billboards—whether print or digital—
comprise about 65 percent of all outdoor
marketing, while signs on buses and public
benches are also popular locations.
• As marketing in general becomes more
ubiquitous—and thus, more competitive—
outdoor marketing is also becoming more
innovative, and thus has been a common
target for guerrilla-marketing tactics.
12. BENEFITS OF OUTDOOR ADVERTISING
• Outdoor Advertising targets the mass market;
• Re-assures the consumer of the brand choice;
• Reaches markets no other advertising medium can;
• Visibility;
• Builds brand loyalty;
• Maintains brand dominance;
• Strategically located;
• Coverage, frequency and impact.
13. MARKETERS TARGET KIDS
• Kids represent an important demographic to marketers because in
addition to their own purchasing power (which is considerable) they
influence their parents’ buying decisions and are the adult consumers
of the future.
15. LIVE FEED
• This is a wonderful concept for compassion in world farming.
Through an application, and after a small donation, you can feed pigs
live on a huge screen. Stressing the importance of free range farming.
• the campaign is really, really fun; the Elvis agency connected an
enormous interactive billboard on Eat Street in Westfield shopping
centre, London, to Wren Davis free-range farm in Buckinghamshire,
allowing shoppers to use a live feed app to throw “apples” at the
billboard and then watch an elaborate feeding machine catapult
them to hungry pigs in real life over at the farm
17. “PHONE US AND WE'LL HELP YOU”
• The ANAR Foundation, a child-advocacy
organization, used lenticular printing
(Lenticular printing is a process that allows
for different photos to be seen depending
on the angle the image is viewed from) in
this powerful outdoor ad to send different
messages to children and adults. Anyone
under about 135 cm sees bruising on the
child's face in the poster, along with ANAR's
hotline number and copy that reads, "If
somebody hurts you, phone us.
• People taller than that, simply see the child
without the bruise and the line, "Sometimes
child abuse is only visible to the child
suffering it." The metaphor embodied in the
display is apt—the figurative differences in
perception between abuser and abused here
become literal.
20. THE PROJECT
• First interactive street furniture in Italy
• This project is a collaboration of the
research group in Interaction Design at
the University of Siena with Monteroni
d’Arbia (Siena)
• We have no news about this project.
The app and the site dedicated to the
project are no longer available
21. FOUNTAINS
• Like water can be delivered by simple taps or accomplishments
through works of art, internet can be spread through the hardware
and software facilities, which come into relationship with the context.
• Internet access with hotspot wireless
22. HOW DOES IT WORK?
• Three ultrasonic sensors that can detect user’s gestures, identifying
the presence of people next to totem and allowing them to enjoy
content chosen by themselves.
• User interactions were understood by the system based on the data
from the sensors.
• 3 channels:
- Web Radio
- Podcasts
- Voice
23. GESTURES
• Ignition: Wironi was lit holding hand in front of any of the sensors for
more than 3 seconds. At power Wironi responded to the user with:
«Wironi On», starting the last listened channel.
• Channel selection: Wironi had three audio channels corresponding to
the three sensors, these were selected by holding hand in front of
the sensor for 2 seconds, at a maximum distance of 50 cm. The
selection of a channel was made as an audio file as the channel, (for
example «Channel Podcast» and then automatically started the first
channel of the first file or streaming radio.)
24. • Content management: passing hand in front of the central sensor,
was interpreted by the software as a gesture of sliding, so it changed
the audio track. Recognized the gesture from the software, it sent the
sound effect of peeling of a paper page, as the success of the gesture.
25. • Turning off: to turn off Wironi you had to hold your hand in front of
the active channel sensor for more than 2 seconds. The shutdown
also occurred automatically after 20 minutes since the last activation
of a sensor, in such a way to turn off the sound if there was no activity
in front of the totem.
• Overnight, Wironi had been scheduled to go off at 23:00. Before
powering off, a voice said "WiRoni Off".
26. CONTENT
• A web service allowed you to update content directly from the
employees of the municipality or by the users who had access to the
service.
• Publishers of content Wironi had the opportunity to update the list of
radio stations, add RSS feeds to podcasts list, and create new content
for voice.
• Wironi allowed to listen to 12 files for channel. So, they were
available only the last 12 published on the platform files.
27. • Mobile application for iPhone and Android allowed to navigate on all
categories of content and listen to the audio stream directly on
Wironi.
Site and App are no longer available.
28. FINAL REMARKS
Probable causes of "failure":
• The sensors are on the top, too high for children but also for adults
• Likely change in city administration
29. ABOUT
• Go Play has been building playgrounds throughout Ireland for over
fourteen years. Founded in 2001 Go Play has a long association with
Kompan as exclusive agents and in 2010 became part of the Kompan
group. As part of the world’s largest playground equipment
manufacturer now they are rebrand as Kompan Ireland Ltd.
• They are Ireland’s premier provider of public playground equipment and
safety surfacing solutions. Their office is in Galway and they provide a
country wide service and have their own in-house design team and
work with specialist installation and maintenance teams. They have
installed hundreds of playgrounds throughout Ireland catering for
children, teens and adults.
30. • One reason why they're the global leader in their field is the Kompan
Play Institute. This unique knowledge center is a valuable repository
of insight into children's play, health and learning e.g. through
research. It's the perfect complement to their decades of hands-on
experience making playgrounds that promote child development.
• The Kompan Play Institute is an international network that
collaborate with researchers and scientists who monitor trends and
conduct studies within health, learning and social inclusion in the
areas of children’s development and play.
PLAY INSTITUTE
31. KOMPAN MAKES LEARNING FUN
• For the first time ever Kompan has built the fascinating themes of fairy
tales into outdoor play designs, and combined age-appropriate physical
challenges with a full digital package of fairy tales and virtual games
supporting learning, edutainment and fun.
• The result is a new patent pending product line setting completely new
standards for what a playground can offer.
• In 2014 Kompan launches the Smart Playground product line and Hans
Christian Andersen assortment.
33. THREE KEY ELEMENTS
1 Themed Play structure
• The colourful themed playground structures have two fairy tales in one product, offering age-
appropriate physical challenges for both the younger and older children. The structures facilitate
free, guided and instructed play.
2 The Fairy Tales
• The Little Mermaid, The Ugly Ducking and The Tinderbox are loved by children and adults all over
the world. Fairy tales are designed for the child's world and spark role-play and imagination. They
contain universal truths and provide moral insights.
3 Digital Content
• By using Apps, downloaded for free to your tablet or smartphone, a link between the physical and
virtual world is created. The Apps offer, on the spot, the popular fairy tales of Hans Christian
Andersen, to read, or have read out loud in 16 different languages.
34. SMART TOYS
• A smart toy is a toy which effectively has its own intelligence by means of inner electronic devices.
• According to UK-based analyst firms Juniper Research, annual smart-toy worldwide sales are
expected to grow from about $2.8bn in 2015 to $11.3bn by the end of 2020. Digital toys and
internet-connected children's smart-toys will represent a significant part of this growth.
35. SMART TOYS
Two different kind of Smart Toys :
-With a graphic interface
-Without a graphic interface
Each category is divided into:
indoor Vs outdoor
36. SMART TOYS WITH GRAPHIC INTERFACE
• OUTDOOR
Among the games with a graphic interface that have a connection with the external
world (outdoor) , surely can be included Pokemon Go. This is an application for
smartphone, based on an augmented reality. It was developed by Niantic, a small team
of engineers and designers who recently broke away from Google. The App was created
in collaboration with Nintendo. It also provides a space for other platforms such as iOS,
Android and Apple Watch.
Ingress è un videogioco di realtà aumentata creato da Niantic.
37. SMART TOYS WITH GRAPHIC INTERFACE
How does it work?
It shows a map of the area and walking in the streets
with the GPS on and with Internet connection, you
have the possibility to run into the Pokémon. The aim
of the game is "catching" Pokémon. If you play with a
smartphone with gyroscope, you can capture the
creatures using the camera and so let's start the
augmented reality. To catch the pokemon you just
have to swipe on the screen to throw the Poké Ball.
Ingress è un videogioco di realtà aumentata creato da Niantic.
38. SMART TOYS WITH GRAPHIC INTERFACE
To get new Poké Ball, other types of Poké Ball or other tools, you just
have to go into one of the Pokéstop in the city. In the real world ,
Pokèstop corresponds to an historical or artistic place. In this way you
can gain experience points, useful to pass the level and unlock new
functions like to be part of one of the three team present in the game:
YELLOW
BLUE
RED
The choice of the team is important to determinate the conquest of
gyms (Pokémon Gym), also situated in places of interest.
Ingress è un videogioco di realtà aumentata creato da Niantic.
39. SMART TOYS WITH GRAPHIC INTERFACE
Curiosity
Niantic has also used Ingress data as a basis to
determinate where PokéStop and Gyms that
appear in the Pokémon video game Go, have to
be placed.
Ingress è un videogioco di realtà aumentata creato da Niantic.
40. NEGATIVE AND POSITIVE ASPECTS
Negative aspects:
• The game was quite demonized by the media
and several accidents made the situation worst .
For example, few months ago, in Central Park, a
hundred fanatics flow in the street, because of
the appearance of a rare Pokemon. Everyday we
heard about car accidents due to Pokemon
appearance. Recentely the problem has been
solved by an update, which blocks the App when
one exceeds 12kmph .
• One of the main problems of the users is the
lack of interaction because the game doesn't
have a chat. Players often complained that there
is no chance to exchange Pokémon or make PVP
battles
41. ASPECTS NEGATIVES, POSITIVES
Positive aspects:
• Many critics have pointed out that one of the positive aspects of using
Pokémon Go is that it makes you walk: "The image of the Pokémon Go player
is different from the classical one, with the child who stay in his own
bedroom playing video game. Surely this virtual game make it possible to
interact with the environment because it takes place in the outside, "adds Dr.
Paolo Amami, neuropsychologist and psychotherapist at Humanitas Hospital.
42. SMART TOYS WITH GRAPHIC INTERFACE
Xiaomi Toy Block
It is the first famous Chinese
Smart-Toys company for the
production of smartphone. It is
essentially a LEGO-style robot,
which can take different shapes
(based on the way they use to join
different blocks) and can be
controlled through the
smartphone.
• INDOOR
43. SMART TOYS WITHOUT GRAPHIC INTERFACE
"The industry of Smart-Toys tends to exit the screen," says Sellers Tonda
Bunge, organizer of the Digital Kids Conference which is held every year
in New York. "The smart toys are gaining in popularity, in part because of
a concern that children may spend too much time watching the screens"
44. SMART TOYS WITHOUT GRAPHIC INTERFACE
POCKET DRONE
In the latest edition of the most
important Consumer Electronics Trade
Fair, the CES₁, several smart devices
suitable for children were presented to
the public. A very successful Smart-Toy
is a small drone, as big as an iPhone and
easy to use: Pocket Drone Odyssey Toys.
a pocket drone that can record HD
video.
₁: Consumer Electronics Show
• OUTDOOR
47. ROXs was created to let children move, run and jump. It was also presented during
the last CES 2016 and it was awarded in the top 5 of the latest products for children.
Roxs consists in multiple pods interconnected via wireless. These pods are big buttons
that can light up and make sounds.
ROXs is like .... “Playing Super Mario in the backyard!
”
SMART TOYS WITHOUT GRAPHIC INTERFACE
48. The product includes more
than 10 pre-programmed
games that differ in difficulty,
distance, sound and color of
the pods. Each program will
correspond to a different
sound and color, that make
child capable to push the right
button.
SMART TOYS WITHOUT GRAPHIC INTERFACE
50. SMART TOYS WITHOUT GRAPHIC INTERFACE
It is a project launched by the Mountain View.
Google Researchers in collaboration with
Stanford University and Chiang Mai University,
that created the Project Bloks. It is a platform to
develop functional blocks kits that children, who
have some notions about programming, can use
to create or control other toys .
• INDOOR
51. SMART TOYS WITHOUT GRAPHIC INTERFACE
The individual elements:
Brain Board
This provides power and connectivity. When you
connect multiple Base Boards to the Brain Board, it
can read their instructions and send them to
connected devices via Wi-Fi or Bluetooth. It’s built
on a Raspberry Pi Zero.
Bloks consists of three different "blocks".
52. SMART TOYS WITHOUT GRAPHIC INTERFACE
The individual elements:
Pucks
They can have different shape, interactivity and
they can be programmed with different
instructions (e.g. turn on/off, move left, jump, play
music).
53. SMART TOYS WITHOUT GRAPHIC INTERFACE
The individual elements:
Base Boards
When you place a puck onto a Base Board, the
board reads puck’s instruction using a capacitive
sensor. You can also connect multiple Base Boards.
All components, connected each other (not necessarily in linear way), can create a complex algorithm.
Project Blocks is still developing and it has not yet provided a form for its commercialization.
56. THE CHALLENGE
• Today the challenge is to ensure that all those tablets, laptops, apps,
and software programs are used appropriately.
• What we can do?
- educators had to recognize healthy use of digital tools
- families had to embrace technology, but they have to do it carefully
57. TECHNOLOGY IS NEUTRAL
• It is a benefit when it helps children to go out and discover something
in environment.
• It is not a benefit when it worsens the daily life, such as:
- problems related to attention span
- poor social skills
- bad food habits
58. FAMILY MEDIA PLAN
The “American Academy of Pediatics” * (AAP) published an interactive tool called “Family Media Plan”.
This tool:
- helps parents to understand which kind of media is conform for their kids
- helps family to customize the plan with their values and rules
- balances online and off-line lives.
https://www.healthychildren.org/English/media/Pages/default.aspx
*It’s an organization of 66,000 pediatricians committed to the optimal physical, mental, and social health and well-being for all infants, children,
adolescents, and young adults.
https://www.aap.org/en-us/Pages/Default.aspx
59. FAMILY MEDIA PLAN
It includes a Media Time Calculator that
can give you an idea of how much time
each child is spending on daily activities,
such as sleeping, eating, homework,
physical activity, and media use.
60. WHAT DOCTORS RECOMMEND
• Children from 18 to 24 months can be introduced to digital media only with parents support, in this
way kids start to understand what they’re watching
• From 2 to 6 years children are allowed to use devices only for an hour a day, always with a parental
control
• From 6 to 10 years, parents must be very careful and they have to define some social rules in order
to pay attention to the use and sharing of pictures and videos on social.
61. LOCATEGY
34 HOURS A MONTH: It’s the amount of time that children under 16 years
old spend using their favorite Apps, which means 4 working days.
This information comes from Locategy, an app designed to control more
mobile devices that allows parents to manage their children’s mobile
experience and limit the use of Apps.
Furthermore it protects them against possible threats and allows the
family to enjoy the benefits of a mobile lifestyle .
63. HOW SMARTPHONE AND TABLETS AFFECT
CHILDHOOD
Negative aspects:
- problem related to visual disturbances
- the ability to concentrate worsen
- smartphone and tablet help creating parallel worlds, often populated by heroes and virtual
characters of games and apps, in this way the risk of psychological isolation increases
- costs related to the purchase of some apps (users have to pay in order to continue or enhance the
games)
- doctors are worried about obesity, attention span, poor social skills, and other problems resulting
from too much screen time
- parents are also worried about the privacy and security of their children's personal information.
64. Positive aspects:
- technology can develop cognitive skills and improve the baby’s brain
activity in his first year
- being multitasking helps children to integrate information
simultaneously. In this way kids become more productive and the
ability to process information improves.
65. FINAL TOUGHTS
Society should see the devastating effects technology has on a child's
not only on their physical, psychological and behavioral health, but also
on their ability to learn and sustain personal and family relationships.
Rather than hugging, playing, staying home and conversing with them,
parents give their children more tv time, video games, and the latest
iPads and cellular devices, creating a deep and irreversible rift between
parent and child.
Despite all this, if children (and obviously adults) used technology
smartly, it would make life easier.