“…“You’re going to change the word listen to feel,” says Timbaland. “It’s about whole body, completing the experience.” …
SubPac is creating its own physical-sound category through two unique products: the SubPac M2, a wearable vest, and the SubPac S2, a seatback device. Similar to sub woofers in the back of seats, when you wear this wearable, which is similar to a backpack, you literally feel the low-end frequencies throughout your entire body — and you can take it wherever you go. The startup has attracted major investors and industry leaders who have joined forces to engineer this sound movement.”
‘Debating the relative merits of a more distracted versus a more focused society is about as worthwhile as kicking rocks. … What does that mean in practice? Expecting that any opportunity your UX presents for distraction will result in divided attention, for one. Here’s a list of what that means:
- If your product allows a user to feel at all that they can do something else simultaneously, expect them to do that.
- Assume that partial participation by a user is roughly equivalent to no participation at all.
- If a task requires significant user attention, make it challenging – this might mean actually downplaying so-called “smart” features.”
‘Amid the entire play session, the game has to stay open. That keeps you from getting distracted and flipping out to other apps. I find myself walking with my phone in my pocket, but with the game open often enough while wearing headphones. Whenever there’s a chime, I take the phone out of my pocket and start playing — whether that’s collecting Pokéballs or trying to capture something new (or some crappy junk Pokémon for the sake of experience). The game world is vibrant and beautiful, making it something easy and fun to see. It’s filled with flair and flashes that are visually stimulating and signal new elements of the game. All this makes the player want to keep their eyes — or ears — glued to their phone, ready to engage with it the moment something new happens.’