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Introduction ­ Objective of the study 
Executive overview 
Research Methodology 
Market Trends ­ Challenges, Opportunities 
Consumer Profile and Psychology 
Recommendations Framework (Version 1) 
Use Case 1 ­ A simple solution with powerful results 
Use Case 2 ­ Triathlon, a popular multidisciplinary sport to learn from 
Use Case 3 ­ Real­time Visual Feedback 
References ­ Articles 
References ­ Diagrams 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              1 
Introduction - Objective of the study
 
“Wearables are dead, long live wearables!”. The age of the single app experience and the                             
inundation of actionless, fancy charts will dissipate and will ultimately be replaced with                         
life­changing individualized single experiences through the “virtual coach” paradigm. This                   
document’s objective is to identify the challenges consumers and companies are facing and                         
proposing a “Version 1” framework of recommendations to meet or exceed customers’                       
expectations, enabling profitable long­term relationships for companies. The writing is on the                       
wall. Apple, Google, Facebook are leading the way. Are you? 
Executive overview
 
Christmas 2013 was a decisive week stuck at the home of my in­laws. I was spending hours                                 
on a sofa researching much­needed life changes built around the pain of a long­term                           
engagement where marginal gains are celebrated daily and, of course, painfully. I was                         
awaiting a distraction where the mental meets the physical, coupled with a reason to spend                             
more time outside rather than inside. I also wanted something where technology (my                         
expertise) is the protagonist. At last I discovered the world of the Triathlon, which consists of                               
long­term multidisciplinary outdoor sports training with IronMan title bragging rights as the                       
ultimate goal. In addition ­ to a marketer’s delight ­ Triathlon training requires expensive gear                             
and tech. Outdoors? Technology? Pain? I am in! I bought Joe Friel’s “Your First Triathlon,”                             
one of the most respected resources in this field and even received an immediate and                             
encouraging response from the author after sending an email to share my excitement.  
 
For years I have been designing B2B and B2C solutions to provide customers with the best                               
entertainment experience by consuming the right movie or music track at the right time and on                               
the right device. Finally, it was time for me to shift from building entertainment to building                               
life­aspiring experiences. Since then I’ve been spending most of my time identifying,                       
analyzing and experimenting with sports, fitness, health wearables technologies and services.                     
As a consumer, wearer and analytical engager of wearable apps, my love of this                           
ever­evolving technological bracket is not only my career, it is my lifestyle. I live, breath, eat                               
(and run, swim, bike, for that matter) wearables, making me the ideal candidate to translate                             
the use of wearables from the idea, to the production, to the marketplace, and ultimately into                               
the user’s psyche ~ ​Guillaume Tourneur​. 
 
 
 
 
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              2 
Research Methodology
Information and data were collected through various publications and market research, which                       
are further detailed in the following Google document: ​Sports, Fitness Tech 2015​. This                         
document was designed to better assess the state of this market ­ its trends and the                               
challenges and opportunities it has to offer primarily within the Sport/Fitness and Health                         
markets. It contains the following seven tabs:  
 
● Introduction ­ ​Brief introduction and executive overview 
● Market Drivers ​­ The market in numbers 
● Key Players​ ­ By brands and platforms 
● Watch List​ ­ Vendors that are worth following for their innovation and/or strategy:  
Addap, Adidas/MiCoach, Arccos, Atlas, iThlete, Moov, Notch, Plux, Scanadu,  
StoneCrysus, SyncStrength, Withings, ZenoBase, Zepp. 
● Market Segmentation​ ­ ​Research was grouped according to: ​Customer Category,  
product type by Activity, Technology, Core Features and the various type of Reports. 
● All Companies​ ­ Eighty six companies were analyzed ranging from major brands and  
platforms to small startup 
● Resources ​­ List of external resources 
 
More details can be found in this document: ​Sports, Fitness Tech 2015​.  
 
Market Trends - Challenges, Opportunities
 
The wearable, sport and fitness tech industry faces key challenges, and therefore                       
opportunities for new entrants and existing ones to improve, grow and innovate. 
 
Lack of interoperability ­ Today vendors are focused on selling devices and therefore                         
creating a closed ecosystem and fragmented experience where the service layer is                       
uni­directional. It only tracks what the device tracks. There is absolutely no interoperability                         
with other systems, meaning no exchange of valuable data to create a single experience                           
(which is further detailed in sections ​Recommendations Framework (Version 1) and ​Use Case                         
1 ­ A simple solution with powerful results​.) Consumers are overwhelmed with individual apps                           
without a central experience bringing new complexities. Independent apps bring independent                     
experiences, which is not attractive to the modern, multi­dimensional user. Consumers still                       
have to “hack” their way managing, translating, and correlating information from various apps                         
to fulfill their goals. ​Use Case 1 ­ A simple solution with powerful results is a perfect example                                   
of this conundrum. 
 
"It takes as much glucose to make an unimportant decision as it does  
to make an important one" ­ Daniel J. Levitin 
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              3 
No actionable data ­ Customer are overwhelmed with fancy graphs and charts in forms of                             
pseudo analytics that do not result into any sustainable action. There is an illusion of                             
accomplishments through instant gratification ~ “Today you walked 2,312 steps!” Let’s be                       
honest with ourselves ­ we love gadgets, charts, numbers. It makes us feel good, smart, with                               
an edge...but it’s merely an illusion. As a result there is no long­term accountability or                             
sustained engagements. Data is delivered without context and without emotion, preventing us                       
from achieving long­term “life changing” goals as habit formation and behavioral changes are                         
rarely documented. Section ​Recommendation Framework v1 aims at providing a framework                     
of recommendations to create the next generation of life­changing products and services. 
 
“Social media has given companies access to unprecedented amounts of information on 
client behavior and preferences ­ so­called Big Data. But making sense of it all and turning it 
into actionable policy has been elusive.” ­ Ryan Holmes 
 
Saturated market ​­ Most devices are glorified pedometers or heart rate monitors. In addition,                           
The Journal of the American Medical Association reveals that smartphone apps are just as                           
accurate as the wearable fitness trackers available on the market, which generates confusion                         
and purchase hesitation.  
 
“When you improve your product so it does the customer's job better,  
then you gain market share.” ­ Clayton Christensen 
 
Wearables are becoming commodities ­ Hardware manufacturing costs are dropping and                     
major platforms and brands have the engineering, design, marketing strength and experience                       
to own a big chunk of the market through their well established marketing and sales channels.                               
The most successful wearable companies will be software and services firms leveraging                       
existing platforms (iPhone, iWatch, niche tracking devices, etc.) or their own platform as an                           
entry point. Success and longevity with particularly be found with those wearables that                         
combine advanced biometric data on human behavior and biological response. 
 
“42 percent of Fitness tracker owners abandon usage in the first six months.   
This is a very high rate of abandonment, mirroring the dropout rate at fitness centers.”  
­ NPD’s VP of Connected Intelligence, Eddie Hold.  
 
On April 2015 Wired Magazine released an article: “​Iphone Killer: The Secret History of the                             
Apple Watch​” by David Pierce. In this article, Apple recognizes “the tyranny of the buzz—the                             
constant checking, the long list of nagging notifications” ~ Kevin Lynch ­ VP Technology,                           
Apple. Once a delight, apps are becoming annoying single experiences without context.                       
“What if you could create a device that could filter out all the bullshit and instead only serve                                   
you truly important information? You could change modern life. And so after three­plus                         
decades of building devices that grab and hold our attention—the longer the better—Apple                         
has decided that the way forward is to fight back.” ~ David Pierce, Wired Magazine. 
 
 
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              4 
Consumer Profile and Psychology
 
 
 
Understanding the psychology of human traits and behaviors will not only aid in designing                           
meaningful products that will support achievable goals, but it will also keep us on track, make                               
us accountable, and ultimately produce a fulfilled life. Leading companies such as Google and                           
Apple understand this as it is core to their brand. Product experience comes from people’s                             
emotional needs. 
 
"We want to leave the world better than we found it,"  
Tim Cook said in an interview with Charlie Rose. 
 
"Focus on the user and all else will follow", “You can make money without doing evil.” 
Google Company Philosophy 
 
“Designers will have to become psychologists” ­  
Vijay Chakravarthy, Senior Product Designer, Michael Graves Architecture & Design 
 
We all aspire to a meaningful life. As humans we set “goals” so that we inspire and are                                   
remembered. We participate so we are we “socially” integrated, in the quest for fulfillment                           
through a meaningful life in a highly technological world. Furthermore, technology is                       
constantly influencing social, neurological and economical aspects of our lives and behaviors                       
with both positive and negative results. A wise and educated mind can reap the benefits and                               
ignore the noise technology produces, although this is a rare and cherished attribute. You can                             
use technology against technology (isn’t this ironic) to remove the noise and focus on your                             
long­term objectives. Because at the end of day, you know what is best for you, you are in                                   
control. You just have to be honest with yourself and prioritize from instant gratification to a                               
long­term rewarding life.  
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              5 
 
 
How do you do this? First you need to track and measure your progression, which is the                                 
“quantified­self” movement’s objective. It incorporates technologies for the data acquisition on                     
all aspects of a person's daily life in terms of inputs, states, mental and physical performances                               
with the objective to improve daily functioning as the sum of a greater goals.  
 
“What’s measured improves” ~ Peter Drucker 
 
 
Diagram 1 ­ Quantified­Self 
 
As we will discover later in this article the tracking is well ahead with a plethora of consumer                                   
devices that virtually tracks anything, but the “advising” or “recommendation” aspect is still at                           
its ​infancy and ultimately failing the majority of the consumers in long­term life changing                           
meaningful goals. 
 
It can be argued that too much happiness, performance, health, productivity and many more                           
variables make our lives complicated and disorganized. This rule has never changed, yet the                           
technology has and will continue to do so. All these variables can be turned into data that can                                   
be tracked and therefore measured. Measuring the key metrics means measuring your                       
progress and removing the noise (confusion), which will help you focus and stay on target.                             
Tracking physical health and fitness is a great start as it lays the foundation for the basic                                 
discipline and methodology in goal achievement. Technology evolves rapidly as we start to                         
see devices and apps to track your mood, sweat, temperature, body kinetic in real­time and                             
much more. 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              6 
 
“We are what we repeatedly do. Excellence, then, is not an act, but a habit” ­ Aristotle 
As a product designer (and in a way, a psychologist), in order to learn about your customer                                 
and establish a long­term relationship with them will require a deep understanding of ​human                           
psychology​, identify proper ​methods and ​narrative mechanisms in support of their goals.                       
These are very important factors of success for rapid production adoption and customer                         
retention. 
 
Let’s review some of the pillars of humanity, what takes us through the analysis of our needs                                 
(​Hierarchy of Needs​), our personalities (​The “Big 5”​), our environment, our behaviors. In                         
the context of building meaningful wearables and services, human “Life” can be structured as                           
follow.  
 
Diagram 2 ­ The Big 5 & Hierarchy of Needs 
 
Your ​philosophy is defined by your wisdom, your knowledge and understanding about                       
reality, while your ​spirituality is the execution of your philosophy: the position you take in                             
relationship to the way things are and how you understand them.  
 
“Enlightened leadership is spiritual if we understand spirituality not as some kind of religious 
dogma or ideology but as the domain of awareness where we experience values like truth, 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              7 
goodness, beauty, love and compassion, and also intuition, creativity, insight and focused 
attention.” ~ Deepak Chopra 
 
“Science is not only compatible with spirituality; it is a profound source of spirituality.”  
~ Carl Sagan 
 
Both these essential elements create the framework of our reality and define our goals...what                           
you will do about this reality. This applies to both religious and non­religious individuals.  
 
Your ​personality is shaped by your cultural and educational environment and greatly                       
influences the actions (the “How”) taken to achieve your goals.  
 
“...behavioral formation is a problem of constant interplay between 
genetic potential and environmental shaping.” —​ D.D. Thiessen, Mechanism specific 
approaches in behavior genetics, p. 9​1 
 
“Society” is the ​social framework and provides key components of goals and achievements:                         
inclusion, accountability through support, and competition. 
 
Although sports/fitness and health are the primary focus of this article “​Economical​”                       
quantification is equally important as it greatly influences purchasing decisions, competitive                     
status within the social framework. Economical stability provides you with the basics needs so                           
you can focus on your goals ­ the ones that will bring a fulfilling life.  
 
“​Your Story​” is a new and pertinent brick within the user’s story. Primarily driven by the birth                                 
of social networks such as Facebook or Instagram, it gives everyone the ability to record their                               
life and their story. Giving everyone the sense of “never forgotten, always alive” through the                             
use of multimedia publishing tools widely available to anyone. See related article I wrote                           
“​Facebook Make Me Immortal​”. Now, more than any of other time, your life’s goal can be                               
shared for not only for greater meaning of your life and accountability, but for eternity. 
 
This is also well described in Maslow's ​hierarchy of needs ­ a theory in psychology proposed                               
by Abraham Maslow, describing the states of growth in humans through a hierarchy of needs                             
in the shape of a pyramid with the largest, most fundamental levels of needs at the bottom                                 
and the need for self­actualization at the top. 
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              8 
 
Diagram 3 ­ Maslow's hierarchy of needs 
 
Using the “​Big Five​” ­ In psychology, the Big Five personality traits are five broad domains or                                 
dimensions of personality that are used to describe human personality. These are a good                           
foundation for creating a chart for the different potential customers, in particular those                         
mentioned in this article, who are interested in or are existing owners of sport/fitness/health                           
wearables and services. As a product designer you will need to accommodate the                         
combination of all personality traits by creating “personas” (i.e. your potential customers) to                         
design an overall experience (features, processes) in support of these combinations,                     
therefore in support of their behaviors toward a product. By doing this you will increase                             
customer retention, providing a magical experience to your customers and therefore greatly                       
reducing the pitfalls of many wearables on the market: “rapid drop rate.” A magical experience                             
is the one that always adapt to your goals and knows how to communicate these goals in a                                   
personal way. 
 
Diagram 4 ­ The Big 5 
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              9 
We started this article with an overview of the market segments and trends, including some of                               
the challenges facing the industry. We stepped back in the previous section to better                           
understand the foundation of human psychology in order to build relevant products and                         
services. In the following section we review the existing technologies and data points to track                             
and report on health, fitness and physical performances, including their limitations. 
 
 
Diagram 5 ­ Human Anatomy Systems 
 
TRACK ­ The above diagram classifies the various systems in our anatomy as a complex                             
network of biologically relevant entities. On the right side are the common body components                           
(or whole) that are “tracked” via various devices or methods, which will be further explained                             
below. There are mainly 2 environmental factors: 
 
● Body at rest 
● Body in motion 
 
During “Body at rest” preconditions and postconditions can be tracked and analyzed.                       
Preconditions usually refers to biological factors that can or cannot be changed. For example,                           
your DNA, height and body structure are usually impossible to change. But it also includes                             
factors that can be changed such as Lactate threshold, VO2Max, muscle mass, etc. by                           
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              10 
means of various training and conditioning. Post­condition refers to the tracking of one or                           
more body component immediately after a physical performance or in the long­term. 
 
Tracking a “Body in motion” usually requires real­time monitoring via wearable devices and                         
more limited in terms of body parts that can be tracked without affecting an athletic                             
performance or general physical activity. Currently, you can’t swim with a CT scan. Tracking a                             
body at rest is usually performed with various large scale technology with non real­time                           
analysis (DNA, bacterial composition). Additionally, certain type of tracking and analysis are                       
only valid during a long­period of time. Tracking your heart­rate in real­time while you run vs.                               
tracking your muscle mass growth over six months. 
 
 
Diagram 6 ­ Tracking Technologies 
 
TRACKING TECHNOLOGIES ­ Although not an exhaustive list, the above graphic outlines                       
the major tracking methods available today on the market and in relation to health, sport and                               
fitness. Below are the highlights. A more detailed list of technologies are available in the                             
Sports, Fitness Tech 2015​ document . 
 
● HEART ­ Heart rate monitoring is the most popular method for tracking endurance and                           
physical performance during an activity in measured in Beats per Minute (BPM). Some                         
more recent technologies such as Heart Variability Monitoring (HRM) provides another                     
layer of physical performance optimization by assessing the effects of stress on your                         
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              11 
body measuring the the time gap between your heart beats and assessing the fitness                           
readiness. That is to say if you should rest, train moderately or go hard on any given                                 
day. 
● CORBE/BODY ­ A wide range of new technologies allow for greater overall body                         
analysis. For example, via the use of 3D motion capture sensors you can now track                             
your entire body movement, review and improve your technique (swim, baseball,                     
tennis, golf…). 
● DNA/BLOOD/BACTERIA ­ Tracking those mainly provide overall health information                 
which have an impact on your physical performances. Besides providing information                     
for long­term health, the information gathered in collaboration with a professional                     
trainer or doctor will prevent from injury by providing the right treatment, training and                           
nutrition. 
 
REPORTING ­ Captured raw data is usually coupled with time­based data, therefore a ratio of                             
“x” over time (i.e. Beats/minute, Miles/Min, Stroke/minute…). Professional team sports such                     
as basketball, soccer, and baseball have more advanced technologies for team sport analysis                         
and insight based on players performances, strategic game positioning, etc. 
 
Below is an non­exhaustive list of reporting categories. More information can be found on                           
sports specialized websites. 
● Endurance 
○ LT ­ The lactate threshold (LT) or anaerobic threshold (AT) is the exercise                         
intensity at which lactic acid starts to accumulate in the blood stream.The                       
lactate threshold is a useful measure for deciding exercise intensity for training                       
and racing in endurance sports, but varies between individuals and can be                       
increased with training. Accurately measuring the lactate threshold involves                 
taking blood samples (normally a pinprick to the finger, earlobe or thumb)                       
during a ramp test where the exercise intensity is progressively increased.  
○ Vo2Max ­ VO2 max (also maximal oxygen consumption, maximal oxygen                   
uptake, peak oxygen uptake or maximal aerobic capacity) is the maximum rate                       
of oxygen consumption as measured during incremental exercise, most                 
typically on a motorized treadmill while measuring ventilation and oxygen and                     
carbon dioxide concentration of the inhaled and exhaled air. 
● Strength 
● Flexibility 
● Speed 
○ Pace ­ defined as a ratio of the number of minutes it takes to cover a mile or                                   
kilometer. Usually calculated via GPS, cadence meter (on a bike) or on a                         
treadmill. 
○ Power ­ has different meaning based on the sport or fitness activity. For the                           
purpose of this article we will illustrate power technology within the cycling                       
world. A cycling power meter is a device on a bicycle that measures the power                             
output of the rider. Power meters provide instant feedback to the rider about                         
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              12 
their performance and measure their actual output. Power output is an                     
essential, quantitative link between physiological fitness and speed achievable                 
under certain conditions. A cyclist's VO2 max (a proxy for fitness) can be                         
closely related to power output. 
○ Acceleration 
● General Health 
 
Each sport requires different “balance” between “strength”, “speed” and “endurance”. 
 
REPORTING FORMATS ­ The majority of consumer reports (and professional to some                       
extent) are structured as follow: 
 
● Time­based 
○ Real­time ­ examples: heartbeat rate per minutes, average speed per hour, etc. 
○ Pre­process ­ example: Fitness readiness, carbs and protein intake, etc. 
○ Post­process ­ examples: total calories burned, total distance, etc. 
● Data 
○ Raw data ­ rarely displayed to the user, raw data is sent from system to system                               
for calculation using various algorithms (i.e. averages).  
○ Averages ­ the most common type of data. As explained earlier, a ratio of “x”                             
over time (i.e. Beats/minute, Miles/Min, Stroke/minute, etc.).  
○ Charts ­ visual aids to aid at understanding data in a human readable format.                           
Also called “visual data at a glance”. 
● Report 
○ Simple report ­ Most common form of reporting in the market (with average and                           
charts). For example, activity level ranking, caloric burn for each activity,                     
Historical trends, Training Stress Score (TSS), etc. 
 
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              13 
 
Diagram 7 ­ Reporting Formats & Advise 
 
ADVISE ­ The majority of devices provide singular, linear information without context. Today                         
there is no correlation between a sleep tracker, fitness readiness, training, nutrition and                         
hydration app. You (as the user) have to do the math! Complex triangulation of data                             
(pre­performance, during performance and post­performance) from various apps, services,                 
devices to not only assess the status of your goals, but to also recommend the best actions                                 
(actionable data) for you to stay on the course and meet your goals. It includes mood, health,                                 
nutrition, sleep quality, fitness readiness, schedule management and optimization, social                   
connectivity, etc. on a daily, weekly, monthly, yearly basis. The next generation of products                           
will provide levels of biometric awareness to any connected device and connected person. 
 
“This is a new frontier of data. We’ll be delving into insights never before possible with every 
heartbeat and every sympathetic response, contributing data to new correlations and building 
a higher resolution of not only human health, but also human behavior and biological 
response.” ~ The Future Of Biometric Marketing ­ Cavan Canavan 
 
 
 
 
 
 
 
 
 
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              14 
Recommendations Framework (Version 1)
 
The “Market Segmentation” and “Market Trends” analysis highlighted areas of opportunities.                     
Wearables are getting smaller, smarter, cheaper. Brands such as Apple, Google are                       
embedding these technologies within their products and services. Heart­rate monitoring, GPS                     
tracking, basic motion analysis are now common features. The next generation of customers                         
are ready to embrace life­changing experiences through services that seamlessly integrate all                       
their data to support users in their life, and precisely supporting them achieving their goals.                             
They are educated, informed, driven and will be the first adopters and promote the best                             
products and services through social media where consumers continue to have a strong,                         
online voice and identity.  
 
From a product design perspective, understanding the human psychology is critical in                       
delivering life­changing products (i.e. relevant products) with intelligent feedback by                   
implementing the proper methods and communication mechanisms for customer’s rapid                   
adoption and long­term sustained usage. 
 
“​Human readable actionable data​”  
 
The below recommendations follow the guidelines of main components for a successful                       
product or service design within the context of wearables sports, fitness technology: 
 
­ Design & Data Science  
­ Narratives  
­ Habit formation and commitment  
­ Social Motivation 
­ Rewards 
 
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              15 
 
Diagram 8 ­ Recommendation Framework v1 
 
The above diagram outlines the key components of recommendations. The ​presentation layer                       
leverages card­based user interface to deliver actionable data through ​narratives ​and the                       
creation of a “virtual coach”. The proper ​methodology ​is applied based on a user “Big 5”                               
personality trait ensuring habit formation, accountability and reward mechanics that work. API                       
integration allows for data exchange between various systems and devices enabling analytics                       
engine to provide actionable data. Schedule and Social Network are both critical for making a                             
user accountable through optimized logistic, social connection and rewards.  
 
Let’s dive into each of these components for more details. 
 
1. User  
a. Personality 
b. Contextual (Environment, Goals) 
2. Methodology 
a. Rule­based engine 
b. Rewards 
3. Social Framework 
4. Systems & Devices 
5. Data Science 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              16 
6. Analytics 
7. Presentation Layer (or Interface Layer) 
a. Layer 1 ­ Virtual Coach 
b. Layer 2 ­ Data & Charts 
c. Layer 3 ­ Real­time data 
 
User ​­ As described in the previous section, once a user defines his or her goals, the product                                   
or service must leverage ​human psychology​, identify proper ​methods and ​communication                     
mechanisms in support of these goals. We have different traits, strengths and weaknesses,                         
learning curves. Some people need need a social environment to achieve their goals, belong                           
to a tribe of people with the same goals. Some people are self­driven and excel best when                                 
alone.  
 
From a design team perspective, as people and devices get not even more and connected                             
but also blended (i.e. the internet of things), collaboration between product managers,                       
interface designers, data scientists...will also blend to design and deliver true cross­platform                       
experiences, that are meaningful and that will simplify our lives. 
 
User / Personality​: In section ​Consumer Profile and Psychology​, we outline the “Big 5”                           
personality traits and the “Hierarchy of Needs”. All these traits must be managed in your                             
product design to ensure user’s long­term engagement and accountability. Design your                     
product as a lifetime “coach”. 
 
User / Contextual: User’s environment inside and outside of sport/fitness/health has a huge                         
influence on the success or failures of goal achievements. It includes, work, schedule,                         
finance, family, friends, leisure, mood...etc. Those can managed with primarily two areas:                       
“Schedule” and “Social”. By schedule, I mean the ability to understand a user’s career, family,                             
leisure activities and manage his/her personal goals with those other priorities. The winning                         
services will be the ones that can triangulate sleep pattern, work and family schedule, nutrition                             
and fitness readiness, GPS location in one single, contextualized experience, because today                       
there is an app for everything but no context. 
 
”Social” is one of the most popular mean for accountability. Family, friends and even                           
strangers with the same goals greatly optimizes a user’s chance for success. While family and                             
friends support you in your goals, belonging to a tribe of strangers with similar goals will also                                 
keep consumers motivated and accountable.  
 
Methodology / Rule­based system ­ Based on each consumers profiling of traits a specific                           
methodology (cue, routine, reward) must be applied for proper behavioral changes and                       
long­term sustained engagement.  
● Cue or Trigger​ ­ A precise, usually time­based trigger to start a habit’s routine.  
● Routine ­ ​a regular procedure (part of habit), a sequence of actions taken towards a                             
reward. 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              17 
● Reward ​­ the most important part because this is why we develop habits. As with bad                               
habits, rewards are powerful because they satisfying cravings. Personality trait and                     
social component will be the starting point to to identify the best reward and then                             
develop the routine (aligned with schedule) and cue or trigger for the routine to start. 
 
From a product design perspective, once the consumer objective is identified, a product or                           
service must measure the key aspects of the current process (if any), analyze the data,                             
improve or optimize the current process and control the future state process. Most consumers                           
should be already exposed to these as the work place is more and more instrumented and                               
data driven. 
 
Methodology / Rewards ​­ personality traits is key for product adoption. Reward for the                           
self­driven highly competitive profile will be different from person that relies on heavy social                           
connectivity for support. You need to break down rewards based on the size of a routine                               
(rewards within the routine) in the form of “progress” or “marginal gains,” which are infinite.  
 
Leveraging connectivity with friends, families and peers is a vital component in any                         
goal/reward environment. People are often most accountable to other people. In addition,                       
giving a “human” like audio­visual experience to the reward (a digital character, a voice, a                             
face, etc.) is important as it connects at the human level by giving a voice and face to a                                     
machine.   
 
Below are screenshots from “MUSE ­ The Brain Sensing Headband” ­ a device and 
application aimed at helping people relax via meditation. 
 
Diagram 9 ­ MUSE interface 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              18 
 
MUSE won many awards, including User Interface design awards. The “Rewards” feature is                         
very fulfilling as well as the entire learning process. Muse takes full advantage of audio­visual                             
sensory tools available delivered via a simple soothing process found in great “storytelling”                         
individuals. 
 
Social framework ­ As mentioned previously, leveraging existing social connectivity with                     
family, friends and peers is vital for accountability and therefore optimizing the changes to                           
reach your goals. Data alone is not enough. This is even more important in daily                             
accountability as people are more likely to quit their goals if they are not supported on a daily                                   
basis. 
 
I believe there is untapped opportunity for incorporating “storytelling” as a means to sharing                           
consumers’ lifetime goals and progress. People are not interested to know that you run 7.2                             
miles today, but more interested to know what you are competing in 3 or 6 months and how                                   
you are progressing. As a product designer, you can also leverage friends and families to                             
support your customers goals.  
 
System & Devices ​­ Interoperability is still weak and prevents from deep contextual                         
implementation. Leaders in this industry ­ such as Apple through their integrated platform and                           
experience, or “Under Armour” purchase of MyfitnessPal and Endomondo ­ will create the                         
pressure for vendor to interoperate with other ones for consumer’s benefit. 
Companies such as Garmin, TrainingPeaks, Strava, MyFitnessPal are showing signs of                     
interoperability progress, but it is not enough. Without interoperability, data exchange between                       
all products and services will fail at delivering meaningful, impactful, life­changing                     
experiences. Customers expect those today. Below are examples of information data that are                         
tracked by devices and or services and require better connectivity of contextual                       
recommendation: 
 
● Heart­rate  
● Fitness Readiness (Heart­rate variability) 
● GPS Location 
● Schedules (personal, work,...) 
● Social Networks 
● Nutrition 
● Hydration 
● Health 
● Fitness/Sport performances 
● Sleep Quality 
● Mood 
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              19 
Data Science ​­ Data science and design are blending to provide a continuous real­time and                             
contextual experience, combining fields such as but not limited to: Analytics, Predictive                       
Analytics,  Performance Analytics, Narrative Algorithms.  
 
Data Science / Analytics ­ The key of analytics is to identify insights that would otherwise                               
have been missed, offer more sophisticated and granular insights, analyze with greater                       
speed, with the overarching objective to improve constantly. In the world of fitness and sports                             
this means turn these data findings into actionable data within the context of the goals set                               
forth and communicated properly to trigger the desired action for improvement. In the world of                             
health, actions that will make you live longer and healthier including injury prevention. 
 
Specifically for a professional or amateur athlete to fully take advantage of wearable                         
technologies and applications is to measure things that they want to improve which greatly                           
varies depending on sports of fitness categories. A cyclist might want to analyze his power                             
output (via a power meter) which is an essential, quantitative link between physiological                         
fitness and speed achievable under certain conditions and therefore a key to improvement. A                           
tennis play may use a 3D motion analysis device to measure posture or backhand speed. For                               
a soccer player it might be getting real­time feedback on speed, spin, trajectory and strike                             
point, so you can learn and improve from every kick, etc. 
 
The below diagram outlines a simple framework for pre, post and performance analytics for a                             
system to ask through a serie of analytical formulas executed on various data sets from                             
various devices and systems (nutrition, hydration, sleep, training type, injury, etc.)                     
Complexities arise from insights formulated in forms of questions such as “what” (descriptive                         
analytics) to more complex ones such as “what will happen?” and “what should we do?”,                             
which belong to the predictive and prescriptive analytics.  
 
 
Diagram 10 ­ Performance Analytics 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              20 
 
This is absolutely critical in order for a system to predict a future state (a good one) by                                   
prescribing the right set of actions to follow. The data set available on the market is already                                 
big enough to already offer valuable insights in pre, post and performance optimization. The                           
prescription or recommendation should not be presented solely through good looking charts                       
but in context and plain english like a coach would do by leveraging ​narratives​. 
 
Data Science / Narrative Algorithms ­ Narrative algorithms when implemented present                     
information in forms of narrative or story format which is best adapted for human. They ​take                               
data and build a story around it. Because our lives are stories and we want them to be                                   
exciting ones. With a long­term greater purpose. It is the paradigm shift making wearable                           
devices into virtual coaches. The narrative format goes well with card­based user interfaces                         
described further below and allowing a better engagement from users with mobile and                         
wearable devices. Key factors of success for a successful narrative engagement are:                       
Understanding​, ​Focus​, ​Emotional Engagement​, ​Narrative Presence​. 
 
● Understanding ­ is the process of comprehension. What happened? Why? What will                       
happen? What to do? It is important for a system to have a good understanding and                               
evaluation of data for a good story generation. Natural language generation and                       
human psychology are key success factors as well.  
● Focus​ ­ on the information presented without distraction. 
● Emotional engagement ­ emotions the viewer has towards the character (i.e. virtual                       
coach) of the narrative. Within our context “motivational” communication of the action                       
required. Humans needs rewards and social engagement. Computational creativity,                 
interactive storytelling, Virtual and embodied conversational agents as characters are                   
all important elements for strong emotional engagement between a user and it’s                       
device. 
 
Presentation Layer ­ This where actionable data, insights are presented with a combination                         
of audio, visual and haptic experience...as a narrative. The narrative algorithm or system                         
generates a central plot that is presented using visual metaphors and temporal transitions that                           
contribute to a more engaging visualization. 
 
The way in which a story is told is an important aspect of storytelling. Apart from the content                                   
of the story, the order in which its events are presented also influences how it engages the                                 
audience. This is already a key component for effective communication, education, game                       
playing, etc.  
 
A card­based user interface leverages the “card” paradigm. Essentially, a card is a container                           
that logically encapsulates bits of information, a single unit of content or functionality,                         
presented in a concise visual package. In most cases, a card is a rectangular area that                               
contains a small amount of easily digestible information. They are the ‘right size’ to hold in our                                 
hands, and that’s why they work well on mobile devices and some wearables. More advanced                             
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              21 
cards use that form to surface content or functionality from other apps, and allow users to                               
interact with that content or functionality directly in the context of where a user encounters the                               
card ­ “vertically streaming set of context­sensitive cards”.  
 
Cards are a great medium for communicating quick stories, hence creating narratives as well                           
as conversations and workflows. They leverage essential audio­visual narrative (time­based)                   
in context and take advantage of animation and movement. Cards are perfect for mobile                           
devices and wearables and varying screen sizes. 
 
The ​Use Case 1 ­ A simple solution with powerful results section below leverages the                             
recommendations set forth to improve on existing environment where apps and devices track                         
and report on data without context. 
 
The ​Use Case 2 ­ Triathlon, a popular multidisciplinary sport to learn from section below                             
serves as a good example of successful data and science integration through the world of                             
Triathlon. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              22 
Use Case 1 - A simple solution with powerful results
 
 
Below is an example of applications and services available on the market for pro and                             
semi­pro athletes that lacks of simple and yet powerful interoperability, hence the paradigm                         
shift from single app experience to a contextual one. Below is an example from my own                               
experience using widely available apps and devices (iphone, Garmin 910XT). I am an                         
amateur Triathlete training for an IronMan 70.3. I started one year ago, and the training is                               
getting harder and harder in length, endurance and intensity, therefore requiring detailed                       
attention to nutrition, hydration, injury prevention and management, as well as managing                       
work, personal and training schedules. I am married with two kids and a busy work schedule. I                                 
want to leverage any technology to help me achieve my goals, such as completing an                             
IronMan 70.3 (a 1.2­mile swim, a 56­mile bike ride, and a 13.1­mile run). I use the following                                 
applications on iphone: 
 
­ Sleep Cycle​ ­ ​sleep patterns tracker [website] 
­ ithlete​ ­ Heart Variability analyzer for fitness readiness ​[website] 
­ Daily Water​ ­ Water Reminder and Counter ​[website] 
­ MyFitnessPal​ ­ ​Calorie counter and diet plan [website] 
­ TrainingPeaks​ ­ Complete Triathlon training plan and schedule ​[website] 
­ Google Calendar ​­ Work and personal calendar ​[website] 
 
Sadly there is absolutely no interoperability between these applications. I spend a lot of time                             
trying to triangulate the data myself in order to achieve three simple things: ​Optimizing my                             
fitness readiness ​by eating, hydrating, sleeping properly and optimizing my training                     
attendance ​by assigning my training schedule around my personal and work calendars, and                         
finally ​optimize my performances​ during my training.  
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              23 
 
Diagram 10 ­ Existing Apps environment and Challenges 
 
Each of these applications have valuable data that have very seldom use without context. The                             
lack of interoperability prevents valuable insights pre­performance, during performance and                   
post­performance. The below diagram outlines the ideal scenario by simply promoting data                       
exchange between applications using the ​Description​, ​Diagnostic​, ​Prediction​, and ​Prescription                   
model, within ​context and ​time constraints. The idea that these apps sit in the background,                             
pushing content into a central experience is the only way. 
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              24 
 
Diagram 11 ­ Proposed Contextual Apps environment 
 
① At bedtime ​Sleep Cycle asks a few questions to better assess parameters that affect your                               
sleep quality. Sleep Cycle alarm clock tracks your sleep patterns and wakes you up during                             
light sleep. Sleeping patterns are analyzed and data should be exchanged with ithlete to                           
better assess factors for a good night sleep and optimized fitness readiness.  
 
② Within the first 30 minutes after wake up, using a heart­rate band, “fitness readiness” is                               
assessed. A few questions are asked in order to identify patterns that affect your fitness, such                               
as sleeping stress, diet, etc. 
 
Data exchange between both Sleep Cycle and ithlete would provide great insights on all                           
factors that affect sleep quality and therefore fitness readiness. These insights then become                         
“Actionable data” to optimize your mental and physical state before a performance and after                           
performance. As described in the next section, a virtual coach (audio­visual avatar) could                         
simply recommend what to eat, drink, and the time to go to sleep based on “your” biological                                 
factors. 
 
③ & ④. Based on my fitness readiness I have three states: ​Go hard​, ​Go moderate or ​Rest​.                                   
This information should automatically be exchanged with both TrainingPeaks and Google                     
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              25 
Calendars in order to assign the proper training intensity as well as the GPS location of my                                 
activities. For example, let’s assume that my training plan for the week has two high­intensity                             
(Cardio) workouts, one running and one swim. Find a pool to swim is a bigger logistic                               
challenge than running, therefore system should give priority based on GPS information to                         
find a date, time and location where I can find a pool. The system ​optimizes my training                                 
attendance​, which is one of the common failure for non­professional athletes. The system                         
makes me accountable. 
 
⑤ During the performance a wearable device or smartphone tracks the data. Additional                         
devices such as a heart­monitor, power meter, foot pedometer...etc allow for deeper level of                           
granularity based on your sport or fitness activity. Once the performance is completed all data                             
is uploaded back onto the service platform (TrainingPeaks for this example). 
 
⑥ TrainingPeaks holds very important information “insights” on the performance completed                     
but also data that must be exchanged with other applications such as calories, heart­rate,                           
exercise level etc...post­performance analysis and recommendations. What I need to eat to                       
recover (i.e. amount of protein), recommended amount of water and a recommended sleep                         
time based on previous night, amount of effort and tomorrow’s schedule. This is not rocket                             
science, and yet essential information that could be automated and allow me to focus on                             
higher mental activities. 
 
⑦ This is where the rubber meets the road. Finding the right insights and actionable data is                                 
half of the battle. Now you need to present it in a clear, concise and emotional way. No more                                     
“you walked 2,592 steps”. By leveraging narratives and cad­based interface the virtual coach                         
informs the user of his or her status within the story of his goals. How was the performance                                   
compared to this week’s plan, month plan and overall goals. Which new challenge is coming                             
up and the rewarding satisfaction that goes with it.  
 
The above interoperability issue workflow is common to many users, just ask around. 
 
 
 
 
 
 
 
 
 
 
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              26 
Use Case 2 - Triathlon, a popular multidisciplinary sport to learn
from
 
 
 
The following presentation provides an overview of science and data in Triathlon, a                         
multidisciplinary sport that consists of swimming, cycling and running in a single race. It is the                               
result of one year of research, reading and practicing this sport. I am training for Ironman 70.3                                 
(a 1.2­mile swim, a 56­mile bike ride and a 13.1­mile run). I use the Garmin 901XT watch and                                   
TrainingPeaks one of the best platform for training plans, data management and coaching.                         
Triathlon is very mature in terms of science and research for each discipline as well as core                                 
data to capture for performance improvement. There is a lot to learn from this multidisciplinary                             
sport for the following reasons: 
 
● It incorporates some of the most popular single sports: run, bike and swim in one                             
discipline. 
● The science behind each sport is very mature (including nutrition) and therefore                       
methods and technologies to track each discipline are well measured. Technology is                       
widely available for both pro and amateur athletes. 
● It is Increasingly popular. The demographics are usually 30+ years old with +100K                         
salary, iphone owners and big spenders on gear.  
 
The presentation contains the following slides: 
 
● Physiological factors for Triathletes
 
● Swimming mechanics and data points 
● Cycling
 mechanics and data points 
● Running mechanics and data points 
● The economy of swimming, cycling and running 
● Aerobic Capacity 
 
The TrainingPeaks platform provides complex customizable dashboard with data, metrics and                     
one of the most important chart in Triathlon called the “Performance manager”. These charts                           
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              27 
and data are usually best interpreted by a certified coach who can guide athletes with their                               
training on a weekly basis. I am looking for the implementation of a “virtual coach” as                               
previously discussed by enabling the platform to communicate essential data in plain English                         
and advice its user. 
 
 
Diagram 12 ­ Triathlon Science Presentation 
 
This presentation can be viewed here: ​http://www.slideshare.net/gtourneur/triathlon­science 
 
Use Case 3 - Real-time Visual Feedback
 
My next experiment is to create a relevant visual interface for athletes and coaches. I am 
looking for UX Designer, analytics engineers, coaches, athletes and sports analytics platforms 
to experiment in real­time visual feedback. Contact me at ​gtourneur@gmail.com 
 
 
 
 
 
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              28 
References - Articles
 
Your First Triathlon, 2nd Ed.: Race­Ready in 5 Hours a Week ​­ Joe Friel 
http://www.amazon.com/Your­First­Triathlon­2nd­Ed/dp/1934030864 
 
Faster, Higher, Stronger: How Sports Science Is Creating a New Generation of 
Superathletes­­and What We Can Learn from Them Hardcover​ – Mark McClusky 
http://www.amazon.com/Faster­Higher­Stronger­Generation­Superathletes­­/dp/1594631530/r
ef=sr_1_fkmr0_1?ie=UTF8&qid=1425071750&sr=8­1­fkmr0&keywords=Mark+McClusky.+%E
2%80%9CFaster%2C+Higher%2C+Stronger.%E2%80%9D+ 
 
Accuracy of Smartphone Applications and Wearable Devices for Tracking Physical 
Activity Data​ ­ Meredith A. Case, BA1; Holland A. Burwick2; Kevin G. Volpp, MD, PhD3; 
Mitesh S. Patel, MD, MBA, MS3 
http://jama.jamanetwork.com/article.aspx?articleid=2108876 
 
The Top 12 Venture Capital Firms Funding the 50+ Market​ ­ AARP 
http://www.aarp.org/content/dam/aarp/home­and­family/personal­technology/2014­05/Top­12­
Most­Active­Investors­Digital­Health­50­plus­Market­AARP.pdf 
 
 
The Future Of Biometric Marketing​ ­ Cavan Canavan 
http://techcrunch.com/2014/12/21/the­future­of­biometric­marketing/?ncid=rss&utm_source=fe
edburner&utm_medium=feed&utm_campaign=Feed%3A+Techcrunch+%28TechCrunch%29
&utm_content=FaceBook 
 
Wearable Sports Technology: What to Expect in 2015​ ­ Jason Fass, Zepp Labs 
http://www.twice.com/blog/executive­insight/wearable­sports­technology­what­expect­2015/55
356 
 
Under Armour Snatches Up Health And Fitness Trackers Endomondo And 
MyFitnessPal​ ­ Sarah Perez 
http://techcrunch.com/2015/02/04/athletic­apparel­company­under­armour­snatches­up­health
­and­fitness­trackers­endomondo­and­myfitnesspal/?ncid=rss&utm_source=feedburner&utm_
medium=feed&utm_campaign=Feed%3A+Techcrunch+%28TechCrunch%29&utm_content=F
aceBook 
 
When the novelty wears off – can we fix wearables’ broken business model?​ ­ By Piers 
Dillon­Scott 
http://www.eachandother.com/2014/12/when­the­novelty­wears­off­can­we­fix­wearables­brok
en­business­model/ 
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              29 
A Wearables Startup Playbook​ ­ Tim Chang 
http://techcrunch.com/2014/04/12/a­playbook­for­entrepreneurs­of­wearables­and­connected­
devices/ 
 
What is the difference between Philosophy and Spirituality​ ­ Jeff Carreira 
http://philosophyisnotaluxury.com/2010/07/19/what­is­the­difference­between­philosophy­and­
spirituality/ 
 
Myths And Misconceptions Of Our Wearable Future ​­ Hamid Farzaneh 
http://techcrunch.com/2014/10/30/myths­and­misconceptions­of­our­wearable­future/ 
 
Automated Insights, STATS combined: What it means for big data, narrative 
technology​ ­ Larry Dignan 
http://www.zdnet.com/article/automated­insights­stats­combined­what­it­means­for­big­data­n
arrative­technology/ 
 
The end of apps as we know them ​­ Paul Adams, VP of Product at Intercom 
http://blog.intercom.io/the­end­of­apps­as­we­know­them/?utm_content=bufferee4c8&utm_m
edium=social&utm_source=twitter.com&utm_campaign=buffer 
 
Is mindfulness and less stress worth $299? The Muse makes a case (review)​ ­ Devindra 
Hardawar 
http://venturebeat.com/2014/09/16/is­mindfulness­and­less­stress­worth­299­the­muse­makes
­a­case­review/ 
 
The 9 Baseline Criteria & 3 Behavioral Science Criteria for Adoption, Utilization and 
Long­term Engagement ​­ By Daniel McCaffrey 
http://www.syncstrength.com/9­baseline­criteria­3­behavioral­science­criteria­adoption­utilizati
on­long­term­engagement/ 
 
Profile Performance System 
http://www.profileperformancesystem.com/personality­traits.html 
 
Team Sky’s Dave Brailsford on the hunt for cycling’s new technology​ ­ Sean Ingle 
http://www.theguardian.com/sport/2015/mar/06/team­sky­dave­brailsford­cycling­new­technol
ogy 
 
The Next Big Thing In Design? Less Choice​ ­ Aaron Shapiro 
http://www.fastcodesign.com/3045039/the­next­big­thing­in­design­fewer­choices 
 
25 Ideas Shaping The Future Of Design ​­ John Brownlee 
http://www.fastcodesign.com/3043624/25­ideas­shaping­the­future­of­design?utm_source=fa
cebook 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              30 
 
What is a card?​ ­ Khoi Vinh 
http://www.subtraction.com/2014/08/26/what­is­a­card/ 
 
Why Cards are the future of the web?​ ­ Paul Adams 
http://blog.intercom.io/why­cards­are­the­future­of­the­web/ 
 
An Algorithm to Generate Engaging Narratives through Non­Linearity​ ­ Vinay Chilukuri, 
Bipin Indurkhya 
http://www.academia.edu/524674/An_Algorithm_to_Generate_Engaging_Narratives_through
_Non­Linearity 
 
USA Triathlon Annual Membership Hits Record High in 2013​ ­ USAT 
http://m.usatriathlon.org/about­multisport/demographics.aspx 
 
The Power of Habit: Why We Do What We Do in Life and Business​ ­ Charles Duhigg 
http://www.amazon.com/gp/product/1400069289/ref=ox_sc_act_title_2?ie=UTF8&psc=1&smi
d=A137N5PCRAJMCA 
 
Hooked: How to Build Habit­Forming Products ​­ Nir Eyal 
http://www.amazon.com/gp/product/1591847788/ref=ox_sc_act_title_1?ie=UTF8&psc=1&smi
d=A1NFO4NDQ9UJBW 
 
Human Anatomy Systems 
http://www.innerbody.com/ 
 
References - Diagrams
 
Diagram 1 ­ Quantified­Self 
Diagram 2 ­ The Big 5 & Hierarchy of Needs 
Diagram 3 ­ Maslow's hierarchy of needs 
Diagram 4 ­ The Big 5 
Diagram 5 ­ Human Anatomy Systems 
Diagram 6 ­ Tracking Technologies 
Diagram 7 ­ Reporting Formats & Advice 
Diagram 8 ­ Recommendation Framework v1 
Diagram 9 ­ MUSE interface 
Diagram 10 ­ Performance Analytics 
Diagram 10 ­ Existing Apps environment and Challenges 
Diagram 11 ­ Proposed Contextual Apps environment 
Diagram 12 ­ Triathlon Science Presentation 
 
Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              31 

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Wearables are dead, long live wearables! the case for the contextual user experience (april 2015)

  • 2. Introduction - Objective of the study   “Wearables are dead, long live wearables!”. The age of the single app experience and the                              inundation of actionless, fancy charts will dissipate and will ultimately be replaced with                          life­changing individualized single experiences through the “virtual coach” paradigm. This                    document’s objective is to identify the challenges consumers and companies are facing and                          proposing a “Version 1” framework of recommendations to meet or exceed customers’                        expectations, enabling profitable long­term relationships for companies. The writing is on the                        wall. Apple, Google, Facebook are leading the way. Are you?  Executive overview   Christmas 2013 was a decisive week stuck at the home of my in­laws. I was spending hours                                  on a sofa researching much­needed life changes built around the pain of a long­term                            engagement where marginal gains are celebrated daily and, of course, painfully. I was                          awaiting a distraction where the mental meets the physical, coupled with a reason to spend                              more time outside rather than inside. I also wanted something where technology (my                          expertise) is the protagonist. At last I discovered the world of the Triathlon, which consists of                                long­term multidisciplinary outdoor sports training with IronMan title bragging rights as the                        ultimate goal. In addition ­ to a marketer’s delight ­ Triathlon training requires expensive gear                              and tech. Outdoors? Technology? Pain? I am in! I bought Joe Friel’s “Your First Triathlon,”                              one of the most respected resources in this field and even received an immediate and                              encouraging response from the author after sending an email to share my excitement.     For years I have been designing B2B and B2C solutions to provide customers with the best                                entertainment experience by consuming the right movie or music track at the right time and on                                the right device. Finally, it was time for me to shift from building entertainment to building                                life­aspiring experiences. Since then I’ve been spending most of my time identifying,                        analyzing and experimenting with sports, fitness, health wearables technologies and services.                      As a consumer, wearer and analytical engager of wearable apps, my love of this                            ever­evolving technological bracket is not only my career, it is my lifestyle. I live, breath, eat                                (and run, swim, bike, for that matter) wearables, making me the ideal candidate to translate                              the use of wearables from the idea, to the production, to the marketplace, and ultimately into                                the user’s psyche ~ ​Guillaume Tourneur​.            Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              2 
  • 3. Research Methodology Information and data were collected through various publications and market research, which                        are further detailed in the following Google document: ​Sports, Fitness Tech 2015​. This                          document was designed to better assess the state of this market ­ its trends and the                                challenges and opportunities it has to offer primarily within the Sport/Fitness and Health                          markets. It contains the following seven tabs:     ● Introduction ­ ​Brief introduction and executive overview  ● Market Drivers ​­ The market in numbers  ● Key Players​ ­ By brands and platforms  ● Watch List​ ­ Vendors that are worth following for their innovation and/or strategy:   Addap, Adidas/MiCoach, Arccos, Atlas, iThlete, Moov, Notch, Plux, Scanadu,   StoneCrysus, SyncStrength, Withings, ZenoBase, Zepp.  ● Market Segmentation​ ­ ​Research was grouped according to: ​Customer Category,   product type by Activity, Technology, Core Features and the various type of Reports.  ● All Companies​ ­ Eighty six companies were analyzed ranging from major brands and   platforms to small startup  ● Resources ​­ List of external resources    More details can be found in this document: ​Sports, Fitness Tech 2015​.     Market Trends - Challenges, Opportunities   The wearable, sport and fitness tech industry faces key challenges, and therefore                        opportunities for new entrants and existing ones to improve, grow and innovate.    Lack of interoperability ­ Today vendors are focused on selling devices and therefore                          creating a closed ecosystem and fragmented experience where the service layer is                        uni­directional. It only tracks what the device tracks. There is absolutely no interoperability                          with other systems, meaning no exchange of valuable data to create a single experience                            (which is further detailed in sections ​Recommendations Framework (Version 1) and ​Use Case                          1 ­ A simple solution with powerful results​.) Consumers are overwhelmed with individual apps                            without a central experience bringing new complexities. Independent apps bring independent                      experiences, which is not attractive to the modern, multi­dimensional user. Consumers still                        have to “hack” their way managing, translating, and correlating information from various apps                          to fulfill their goals. ​Use Case 1 ­ A simple solution with powerful results is a perfect example                                    of this conundrum.    "It takes as much glucose to make an unimportant decision as it does   to make an important one" ­ Daniel J. Levitin    Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              3 
  • 4. No actionable data ­ Customer are overwhelmed with fancy graphs and charts in forms of                              pseudo analytics that do not result into any sustainable action. There is an illusion of                              accomplishments through instant gratification ~ “Today you walked 2,312 steps!” Let’s be                        honest with ourselves ­ we love gadgets, charts, numbers. It makes us feel good, smart, with                                an edge...but it’s merely an illusion. As a result there is no long­term accountability or                              sustained engagements. Data is delivered without context and without emotion, preventing us                        from achieving long­term “life changing” goals as habit formation and behavioral changes are                          rarely documented. Section ​Recommendation Framework v1 aims at providing a framework                      of recommendations to create the next generation of life­changing products and services.    “Social media has given companies access to unprecedented amounts of information on  client behavior and preferences ­ so­called Big Data. But making sense of it all and turning it  into actionable policy has been elusive.” ­ Ryan Holmes    Saturated market ​­ Most devices are glorified pedometers or heart rate monitors. In addition,                            The Journal of the American Medical Association reveals that smartphone apps are just as                            accurate as the wearable fitness trackers available on the market, which generates confusion                          and purchase hesitation.     “When you improve your product so it does the customer's job better,   then you gain market share.” ­ Clayton Christensen    Wearables are becoming commodities ­ Hardware manufacturing costs are dropping and                      major platforms and brands have the engineering, design, marketing strength and experience                        to own a big chunk of the market through their well established marketing and sales channels.                                The most successful wearable companies will be software and services firms leveraging                        existing platforms (iPhone, iWatch, niche tracking devices, etc.) or their own platform as an                            entry point. Success and longevity with particularly be found with those wearables that                          combine advanced biometric data on human behavior and biological response.    “42 percent of Fitness tracker owners abandon usage in the first six months.    This is a very high rate of abandonment, mirroring the dropout rate at fitness centers.”   ­ NPD’s VP of Connected Intelligence, Eddie Hold.     On April 2015 Wired Magazine released an article: “​Iphone Killer: The Secret History of the                              Apple Watch​” by David Pierce. In this article, Apple recognizes “the tyranny of the buzz—the                              constant checking, the long list of nagging notifications” ~ Kevin Lynch ­ VP Technology,                            Apple. Once a delight, apps are becoming annoying single experiences without context.                        “What if you could create a device that could filter out all the bullshit and instead only serve                                    you truly important information? You could change modern life. And so after three­plus                          decades of building devices that grab and hold our attention—the longer the better—Apple                          has decided that the way forward is to fight back.” ~ David Pierce, Wired Magazine.        Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              4 
  • 5. Consumer Profile and Psychology       Understanding the psychology of human traits and behaviors will not only aid in designing                            meaningful products that will support achievable goals, but it will also keep us on track, make                                us accountable, and ultimately produce a fulfilled life. Leading companies such as Google and                            Apple understand this as it is core to their brand. Product experience comes from people’s                              emotional needs.    "We want to leave the world better than we found it,"   Tim Cook said in an interview with Charlie Rose.    "Focus on the user and all else will follow", “You can make money without doing evil.”  Google Company Philosophy    “Designers will have to become psychologists” ­   Vijay Chakravarthy, Senior Product Designer, Michael Graves Architecture & Design    We all aspire to a meaningful life. As humans we set “goals” so that we inspire and are                                    remembered. We participate so we are we “socially” integrated, in the quest for fulfillment                            through a meaningful life in a highly technological world. Furthermore, technology is                        constantly influencing social, neurological and economical aspects of our lives and behaviors                        with both positive and negative results. A wise and educated mind can reap the benefits and                                ignore the noise technology produces, although this is a rare and cherished attribute. You can                              use technology against technology (isn’t this ironic) to remove the noise and focus on your                              long­term objectives. Because at the end of day, you know what is best for you, you are in                                    control. You just have to be honest with yourself and prioritize from instant gratification to a                                long­term rewarding life.     Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              5 
  • 6.     How do you do this? First you need to track and measure your progression, which is the                                  “quantified­self” movement’s objective. It incorporates technologies for the data acquisition on                      all aspects of a person's daily life in terms of inputs, states, mental and physical performances                                with the objective to improve daily functioning as the sum of a greater goals.     “What’s measured improves” ~ Peter Drucker      Diagram 1 ­ Quantified­Self    As we will discover later in this article the tracking is well ahead with a plethora of consumer                                    devices that virtually tracks anything, but the “advising” or “recommendation” aspect is still at                            its ​infancy and ultimately failing the majority of the consumers in long­term life changing                            meaningful goals.    It can be argued that too much happiness, performance, health, productivity and many more                            variables make our lives complicated and disorganized. This rule has never changed, yet the                            technology has and will continue to do so. All these variables can be turned into data that can                                    be tracked and therefore measured. Measuring the key metrics means measuring your                        progress and removing the noise (confusion), which will help you focus and stay on target.                              Tracking physical health and fitness is a great start as it lays the foundation for the basic                                  discipline and methodology in goal achievement. Technology evolves rapidly as we start to                          see devices and apps to track your mood, sweat, temperature, body kinetic in real­time and                              much more.  Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              6 
  • 7.   “We are what we repeatedly do. Excellence, then, is not an act, but a habit” ­ Aristotle  As a product designer (and in a way, a psychologist), in order to learn about your customer                                  and establish a long­term relationship with them will require a deep understanding of ​human                            psychology​, identify proper ​methods and ​narrative mechanisms in support of their goals.                        These are very important factors of success for rapid production adoption and customer                          retention.    Let’s review some of the pillars of humanity, what takes us through the analysis of our needs                                  (​Hierarchy of Needs​), our personalities (​The “Big 5”​), our environment, our behaviors. In                          the context of building meaningful wearables and services, human “Life” can be structured as                            follow.     Diagram 2 ­ The Big 5 & Hierarchy of Needs    Your ​philosophy is defined by your wisdom, your knowledge and understanding about                        reality, while your ​spirituality is the execution of your philosophy: the position you take in                              relationship to the way things are and how you understand them.     “Enlightened leadership is spiritual if we understand spirituality not as some kind of religious  dogma or ideology but as the domain of awareness where we experience values like truth,  Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              7 
  • 8. goodness, beauty, love and compassion, and also intuition, creativity, insight and focused  attention.” ~ Deepak Chopra    “Science is not only compatible with spirituality; it is a profound source of spirituality.”   ~ Carl Sagan    Both these essential elements create the framework of our reality and define our goals...what                            you will do about this reality. This applies to both religious and non­religious individuals.     Your ​personality is shaped by your cultural and educational environment and greatly                        influences the actions (the “How”) taken to achieve your goals.     “...behavioral formation is a problem of constant interplay between  genetic potential and environmental shaping.” —​ D.D. Thiessen, Mechanism specific  approaches in behavior genetics, p. 9​1    “Society” is the ​social framework and provides key components of goals and achievements:                          inclusion, accountability through support, and competition.    Although sports/fitness and health are the primary focus of this article “​Economical​”                        quantification is equally important as it greatly influences purchasing decisions, competitive                      status within the social framework. Economical stability provides you with the basics needs so                            you can focus on your goals ­ the ones that will bring a fulfilling life.     “​Your Story​” is a new and pertinent brick within the user’s story. Primarily driven by the birth                                  of social networks such as Facebook or Instagram, it gives everyone the ability to record their                                life and their story. Giving everyone the sense of “never forgotten, always alive” through the                              use of multimedia publishing tools widely available to anyone. See related article I wrote                            “​Facebook Make Me Immortal​”. Now, more than any of other time, your life’s goal can be                                shared for not only for greater meaning of your life and accountability, but for eternity.    This is also well described in Maslow's ​hierarchy of needs ­ a theory in psychology proposed                                by Abraham Maslow, describing the states of growth in humans through a hierarchy of needs                              in the shape of a pyramid with the largest, most fundamental levels of needs at the bottom                                  and the need for self­actualization at the top.    Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              8 
  • 9.   Diagram 3 ­ Maslow's hierarchy of needs    Using the “​Big Five​” ­ In psychology, the Big Five personality traits are five broad domains or                                  dimensions of personality that are used to describe human personality. These are a good                            foundation for creating a chart for the different potential customers, in particular those                          mentioned in this article, who are interested in or are existing owners of sport/fitness/health                            wearables and services. As a product designer you will need to accommodate the                          combination of all personality traits by creating “personas” (i.e. your potential customers) to                          design an overall experience (features, processes) in support of these combinations,                      therefore in support of their behaviors toward a product. By doing this you will increase                              customer retention, providing a magical experience to your customers and therefore greatly                        reducing the pitfalls of many wearables on the market: “rapid drop rate.” A magical experience                              is the one that always adapt to your goals and knows how to communicate these goals in a                                    personal way.    Diagram 4 ­ The Big 5    Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              9 
  • 10. We started this article with an overview of the market segments and trends, including some of                                the challenges facing the industry. We stepped back in the previous section to better                            understand the foundation of human psychology in order to build relevant products and                          services. In the following section we review the existing technologies and data points to track                              and report on health, fitness and physical performances, including their limitations.      Diagram 5 ­ Human Anatomy Systems    TRACK ­ The above diagram classifies the various systems in our anatomy as a complex                              network of biologically relevant entities. On the right side are the common body components                            (or whole) that are “tracked” via various devices or methods, which will be further explained                              below. There are mainly 2 environmental factors:    ● Body at rest  ● Body in motion    During “Body at rest” preconditions and postconditions can be tracked and analyzed.                        Preconditions usually refers to biological factors that can or cannot be changed. For example,                            your DNA, height and body structure are usually impossible to change. But it also includes                              factors that can be changed such as Lactate threshold, VO2Max, muscle mass, etc. by                            Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              10 
  • 11. means of various training and conditioning. Post­condition refers to the tracking of one or                            more body component immediately after a physical performance or in the long­term.    Tracking a “Body in motion” usually requires real­time monitoring via wearable devices and                          more limited in terms of body parts that can be tracked without affecting an athletic                              performance or general physical activity. Currently, you can’t swim with a CT scan. Tracking a                              body at rest is usually performed with various large scale technology with non real­time                            analysis (DNA, bacterial composition). Additionally, certain type of tracking and analysis are                        only valid during a long­period of time. Tracking your heart­rate in real­time while you run vs.                                tracking your muscle mass growth over six months.      Diagram 6 ­ Tracking Technologies    TRACKING TECHNOLOGIES ­ Although not an exhaustive list, the above graphic outlines                        the major tracking methods available today on the market and in relation to health, sport and                                fitness. Below are the highlights. A more detailed list of technologies are available in the                              Sports, Fitness Tech 2015​ document .    ● HEART ­ Heart rate monitoring is the most popular method for tracking endurance and                            physical performance during an activity in measured in Beats per Minute (BPM). Some                          more recent technologies such as Heart Variability Monitoring (HRM) provides another                      layer of physical performance optimization by assessing the effects of stress on your                          Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              11 
  • 12. body measuring the the time gap between your heart beats and assessing the fitness                            readiness. That is to say if you should rest, train moderately or go hard on any given                                  day.  ● CORBE/BODY ­ A wide range of new technologies allow for greater overall body                          analysis. For example, via the use of 3D motion capture sensors you can now track                              your entire body movement, review and improve your technique (swim, baseball,                      tennis, golf…).  ● DNA/BLOOD/BACTERIA ­ Tracking those mainly provide overall health information                  which have an impact on your physical performances. Besides providing information                      for long­term health, the information gathered in collaboration with a professional                      trainer or doctor will prevent from injury by providing the right treatment, training and                            nutrition.    REPORTING ­ Captured raw data is usually coupled with time­based data, therefore a ratio of                              “x” over time (i.e. Beats/minute, Miles/Min, Stroke/minute…). Professional team sports such                      as basketball, soccer, and baseball have more advanced technologies for team sport analysis                          and insight based on players performances, strategic game positioning, etc.    Below is an non­exhaustive list of reporting categories. More information can be found on                            sports specialized websites.  ● Endurance  ○ LT ­ The lactate threshold (LT) or anaerobic threshold (AT) is the exercise                          intensity at which lactic acid starts to accumulate in the blood stream.The                        lactate threshold is a useful measure for deciding exercise intensity for training                        and racing in endurance sports, but varies between individuals and can be                        increased with training. Accurately measuring the lactate threshold involves                  taking blood samples (normally a pinprick to the finger, earlobe or thumb)                        during a ramp test where the exercise intensity is progressively increased.   ○ Vo2Max ­ VO2 max (also maximal oxygen consumption, maximal oxygen                    uptake, peak oxygen uptake or maximal aerobic capacity) is the maximum rate                        of oxygen consumption as measured during incremental exercise, most                  typically on a motorized treadmill while measuring ventilation and oxygen and                      carbon dioxide concentration of the inhaled and exhaled air.  ● Strength  ● Flexibility  ● Speed  ○ Pace ­ defined as a ratio of the number of minutes it takes to cover a mile or                                    kilometer. Usually calculated via GPS, cadence meter (on a bike) or on a                          treadmill.  ○ Power ­ has different meaning based on the sport or fitness activity. For the                            purpose of this article we will illustrate power technology within the cycling                        world. A cycling power meter is a device on a bicycle that measures the power                              output of the rider. Power meters provide instant feedback to the rider about                          Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              12 
  • 13. their performance and measure their actual output. Power output is an                      essential, quantitative link between physiological fitness and speed achievable                  under certain conditions. A cyclist's VO2 max (a proxy for fitness) can be                          closely related to power output.  ○ Acceleration  ● General Health    Each sport requires different “balance” between “strength”, “speed” and “endurance”.    REPORTING FORMATS ­ The majority of consumer reports (and professional to some                        extent) are structured as follow:    ● Time­based  ○ Real­time ­ examples: heartbeat rate per minutes, average speed per hour, etc.  ○ Pre­process ­ example: Fitness readiness, carbs and protein intake, etc.  ○ Post­process ­ examples: total calories burned, total distance, etc.  ● Data  ○ Raw data ­ rarely displayed to the user, raw data is sent from system to system                                for calculation using various algorithms (i.e. averages).   ○ Averages ­ the most common type of data. As explained earlier, a ratio of “x”                              over time (i.e. Beats/minute, Miles/Min, Stroke/minute, etc.).   ○ Charts ­ visual aids to aid at understanding data in a human readable format.                            Also called “visual data at a glance”.  ● Report  ○ Simple report ­ Most common form of reporting in the market (with average and                            charts). For example, activity level ranking, caloric burn for each activity,                      Historical trends, Training Stress Score (TSS), etc.      Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              13 
  • 14.   Diagram 7 ­ Reporting Formats & Advise    ADVISE ­ The majority of devices provide singular, linear information without context. Today                          there is no correlation between a sleep tracker, fitness readiness, training, nutrition and                          hydration app. You (as the user) have to do the math! Complex triangulation of data                              (pre­performance, during performance and post­performance) from various apps, services,                  devices to not only assess the status of your goals, but to also recommend the best actions                                  (actionable data) for you to stay on the course and meet your goals. It includes mood, health,                                  nutrition, sleep quality, fitness readiness, schedule management and optimization, social                    connectivity, etc. on a daily, weekly, monthly, yearly basis. The next generation of products                            will provide levels of biometric awareness to any connected device and connected person.    “This is a new frontier of data. We’ll be delving into insights never before possible with every  heartbeat and every sympathetic response, contributing data to new correlations and building  a higher resolution of not only human health, but also human behavior and biological  response.” ~ The Future Of Biometric Marketing ­ Cavan Canavan                      Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              14 
  • 15. Recommendations Framework (Version 1)   The “Market Segmentation” and “Market Trends” analysis highlighted areas of opportunities.                      Wearables are getting smaller, smarter, cheaper. Brands such as Apple, Google are                        embedding these technologies within their products and services. Heart­rate monitoring, GPS                      tracking, basic motion analysis are now common features. The next generation of customers                          are ready to embrace life­changing experiences through services that seamlessly integrate all                        their data to support users in their life, and precisely supporting them achieving their goals.                              They are educated, informed, driven and will be the first adopters and promote the best                              products and services through social media where consumers continue to have a strong,                          online voice and identity.     From a product design perspective, understanding the human psychology is critical in                        delivering life­changing products (i.e. relevant products) with intelligent feedback by                    implementing the proper methods and communication mechanisms for customer’s rapid                    adoption and long­term sustained usage.    “​Human readable actionable data​”     The below recommendations follow the guidelines of main components for a successful                        product or service design within the context of wearables sports, fitness technology:    ­ Design & Data Science   ­ Narratives   ­ Habit formation and commitment   ­ Social Motivation  ­ Rewards      Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              15 
  • 16.   Diagram 8 ­ Recommendation Framework v1    The above diagram outlines the key components of recommendations. The ​presentation layer                        leverages card­based user interface to deliver actionable data through ​narratives ​and the                        creation of a “virtual coach”. The proper ​methodology ​is applied based on a user “Big 5”                                personality trait ensuring habit formation, accountability and reward mechanics that work. API                        integration allows for data exchange between various systems and devices enabling analytics                        engine to provide actionable data. Schedule and Social Network are both critical for making a                              user accountable through optimized logistic, social connection and rewards.     Let’s dive into each of these components for more details.    1. User   a. Personality  b. Contextual (Environment, Goals)  2. Methodology  a. Rule­based engine  b. Rewards  3. Social Framework  4. Systems & Devices  5. Data Science  Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              16 
  • 17. 6. Analytics  7. Presentation Layer (or Interface Layer)  a. Layer 1 ­ Virtual Coach  b. Layer 2 ­ Data & Charts  c. Layer 3 ­ Real­time data    User ​­ As described in the previous section, once a user defines his or her goals, the product                                    or service must leverage ​human psychology​, identify proper ​methods and ​communication                      mechanisms in support of these goals. We have different traits, strengths and weaknesses,                          learning curves. Some people need need a social environment to achieve their goals, belong                            to a tribe of people with the same goals. Some people are self­driven and excel best when                                  alone.     From a design team perspective, as people and devices get not even more and connected                              but also blended (i.e. the internet of things), collaboration between product managers,                        interface designers, data scientists...will also blend to design and deliver true cross­platform                        experiences, that are meaningful and that will simplify our lives.    User / Personality​: In section ​Consumer Profile and Psychology​, we outline the “Big 5”                            personality traits and the “Hierarchy of Needs”. All these traits must be managed in your                              product design to ensure user’s long­term engagement and accountability. Design your                      product as a lifetime “coach”.    User / Contextual: User’s environment inside and outside of sport/fitness/health has a huge                          influence on the success or failures of goal achievements. It includes, work, schedule,                          finance, family, friends, leisure, mood...etc. Those can managed with primarily two areas:                        “Schedule” and “Social”. By schedule, I mean the ability to understand a user’s career, family,                              leisure activities and manage his/her personal goals with those other priorities. The winning                          services will be the ones that can triangulate sleep pattern, work and family schedule, nutrition                              and fitness readiness, GPS location in one single, contextualized experience, because today                        there is an app for everything but no context.    ”Social” is one of the most popular mean for accountability. Family, friends and even                            strangers with the same goals greatly optimizes a user’s chance for success. While family and                              friends support you in your goals, belonging to a tribe of strangers with similar goals will also                                  keep consumers motivated and accountable.     Methodology / Rule­based system ­ Based on each consumers profiling of traits a specific                            methodology (cue, routine, reward) must be applied for proper behavioral changes and                        long­term sustained engagement.   ● Cue or Trigger​ ­ A precise, usually time­based trigger to start a habit’s routine.   ● Routine ­ ​a regular procedure (part of habit), a sequence of actions taken towards a                              reward.  Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              17 
  • 18. ● Reward ​­ the most important part because this is why we develop habits. As with bad                                habits, rewards are powerful because they satisfying cravings. Personality trait and                      social component will be the starting point to to identify the best reward and then                              develop the routine (aligned with schedule) and cue or trigger for the routine to start.    From a product design perspective, once the consumer objective is identified, a product or                            service must measure the key aspects of the current process (if any), analyze the data,                              improve or optimize the current process and control the future state process. Most consumers                            should be already exposed to these as the work place is more and more instrumented and                                data driven.    Methodology / Rewards ​­ personality traits is key for product adoption. Reward for the                            self­driven highly competitive profile will be different from person that relies on heavy social                            connectivity for support. You need to break down rewards based on the size of a routine                                (rewards within the routine) in the form of “progress” or “marginal gains,” which are infinite.     Leveraging connectivity with friends, families and peers is a vital component in any                          goal/reward environment. People are often most accountable to other people. In addition,                        giving a “human” like audio­visual experience to the reward (a digital character, a voice, a                              face, etc.) is important as it connects at the human level by giving a voice and face to a                                      machine.      Below are screenshots from “MUSE ­ The Brain Sensing Headband” ­ a device and  application aimed at helping people relax via meditation.    Diagram 9 ­ MUSE interface  Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              18 
  • 19.   MUSE won many awards, including User Interface design awards. The “Rewards” feature is                          very fulfilling as well as the entire learning process. Muse takes full advantage of audio­visual                              sensory tools available delivered via a simple soothing process found in great “storytelling”                          individuals.    Social framework ­ As mentioned previously, leveraging existing social connectivity with                      family, friends and peers is vital for accountability and therefore optimizing the changes to                            reach your goals. Data alone is not enough. This is even more important in daily                              accountability as people are more likely to quit their goals if they are not supported on a daily                                    basis.    I believe there is untapped opportunity for incorporating “storytelling” as a means to sharing                            consumers’ lifetime goals and progress. People are not interested to know that you run 7.2                              miles today, but more interested to know what you are competing in 3 or 6 months and how                                    you are progressing. As a product designer, you can also leverage friends and families to                              support your customers goals.     System & Devices ​­ Interoperability is still weak and prevents from deep contextual                          implementation. Leaders in this industry ­ such as Apple through their integrated platform and                            experience, or “Under Armour” purchase of MyfitnessPal and Endomondo ­ will create the                          pressure for vendor to interoperate with other ones for consumer’s benefit.  Companies such as Garmin, TrainingPeaks, Strava, MyFitnessPal are showing signs of                      interoperability progress, but it is not enough. Without interoperability, data exchange between                        all products and services will fail at delivering meaningful, impactful, life­changing                      experiences. Customers expect those today. Below are examples of information data that are                          tracked by devices and or services and require better connectivity of contextual                        recommendation:    ● Heart­rate   ● Fitness Readiness (Heart­rate variability)  ● GPS Location  ● Schedules (personal, work,...)  ● Social Networks  ● Nutrition  ● Hydration  ● Health  ● Fitness/Sport performances  ● Sleep Quality  ● Mood    Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              19 
  • 20. Data Science ​­ Data science and design are blending to provide a continuous real­time and                              contextual experience, combining fields such as but not limited to: Analytics, Predictive                        Analytics,  Performance Analytics, Narrative Algorithms.     Data Science / Analytics ­ The key of analytics is to identify insights that would otherwise                                have been missed, offer more sophisticated and granular insights, analyze with greater                        speed, with the overarching objective to improve constantly. In the world of fitness and sports                              this means turn these data findings into actionable data within the context of the goals set                                forth and communicated properly to trigger the desired action for improvement. In the world of                              health, actions that will make you live longer and healthier including injury prevention.    Specifically for a professional or amateur athlete to fully take advantage of wearable                          technologies and applications is to measure things that they want to improve which greatly                            varies depending on sports of fitness categories. A cyclist might want to analyze his power                              output (via a power meter) which is an essential, quantitative link between physiological                          fitness and speed achievable under certain conditions and therefore a key to improvement. A                            tennis play may use a 3D motion analysis device to measure posture or backhand speed. For                                a soccer player it might be getting real­time feedback on speed, spin, trajectory and strike                              point, so you can learn and improve from every kick, etc.    The below diagram outlines a simple framework for pre, post and performance analytics for a                              system to ask through a serie of analytical formulas executed on various data sets from                              various devices and systems (nutrition, hydration, sleep, training type, injury, etc.)                      Complexities arise from insights formulated in forms of questions such as “what” (descriptive                          analytics) to more complex ones such as “what will happen?” and “what should we do?”,                              which belong to the predictive and prescriptive analytics.       Diagram 10 ­ Performance Analytics  Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              20 
  • 21.   This is absolutely critical in order for a system to predict a future state (a good one) by                                    prescribing the right set of actions to follow. The data set available on the market is already                                  big enough to already offer valuable insights in pre, post and performance optimization. The                            prescription or recommendation should not be presented solely through good looking charts                        but in context and plain english like a coach would do by leveraging ​narratives​.    Data Science / Narrative Algorithms ­ Narrative algorithms when implemented present                      information in forms of narrative or story format which is best adapted for human. They ​take                                data and build a story around it. Because our lives are stories and we want them to be                                    exciting ones. With a long­term greater purpose. It is the paradigm shift making wearable                            devices into virtual coaches. The narrative format goes well with card­based user interfaces                          described further below and allowing a better engagement from users with mobile and                          wearable devices. Key factors of success for a successful narrative engagement are:                        Understanding​, ​Focus​, ​Emotional Engagement​, ​Narrative Presence​.    ● Understanding ­ is the process of comprehension. What happened? Why? What will                        happen? What to do? It is important for a system to have a good understanding and                                evaluation of data for a good story generation. Natural language generation and                        human psychology are key success factors as well.   ● Focus​ ­ on the information presented without distraction.  ● Emotional engagement ­ emotions the viewer has towards the character (i.e. virtual                        coach) of the narrative. Within our context “motivational” communication of the action                        required. Humans needs rewards and social engagement. Computational creativity,                  interactive storytelling, Virtual and embodied conversational agents as characters are                    all important elements for strong emotional engagement between a user and it’s                        device.    Presentation Layer ­ This where actionable data, insights are presented with a combination                          of audio, visual and haptic experience...as a narrative. The narrative algorithm or system                          generates a central plot that is presented using visual metaphors and temporal transitions that                            contribute to a more engaging visualization.    The way in which a story is told is an important aspect of storytelling. Apart from the content                                    of the story, the order in which its events are presented also influences how it engages the                                  audience. This is already a key component for effective communication, education, game                        playing, etc.     A card­based user interface leverages the “card” paradigm. Essentially, a card is a container                            that logically encapsulates bits of information, a single unit of content or functionality,                          presented in a concise visual package. In most cases, a card is a rectangular area that                                contains a small amount of easily digestible information. They are the ‘right size’ to hold in our                                  hands, and that’s why they work well on mobile devices and some wearables. More advanced                              Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              21 
  • 22. cards use that form to surface content or functionality from other apps, and allow users to                                interact with that content or functionality directly in the context of where a user encounters the                                card ­ “vertically streaming set of context­sensitive cards”.     Cards are a great medium for communicating quick stories, hence creating narratives as well                            as conversations and workflows. They leverage essential audio­visual narrative (time­based)                    in context and take advantage of animation and movement. Cards are perfect for mobile                            devices and wearables and varying screen sizes.    The ​Use Case 1 ­ A simple solution with powerful results section below leverages the                              recommendations set forth to improve on existing environment where apps and devices track                          and report on data without context.    The ​Use Case 2 ­ Triathlon, a popular multidisciplinary sport to learn from section below                              serves as a good example of successful data and science integration through the world of                              Triathlon.                              Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              22 
  • 23. Use Case 1 - A simple solution with powerful results     Below is an example of applications and services available on the market for pro and                              semi­pro athletes that lacks of simple and yet powerful interoperability, hence the paradigm                          shift from single app experience to a contextual one. Below is an example from my own                                experience using widely available apps and devices (iphone, Garmin 910XT). I am an                          amateur Triathlete training for an IronMan 70.3. I started one year ago, and the training is                                getting harder and harder in length, endurance and intensity, therefore requiring detailed                        attention to nutrition, hydration, injury prevention and management, as well as managing                        work, personal and training schedules. I am married with two kids and a busy work schedule. I                                  want to leverage any technology to help me achieve my goals, such as completing an                              IronMan 70.3 (a 1.2­mile swim, a 56­mile bike ride, and a 13.1­mile run). I use the following                                  applications on iphone:    ­ Sleep Cycle​ ­ ​sleep patterns tracker [website]  ­ ithlete​ ­ Heart Variability analyzer for fitness readiness ​[website]  ­ Daily Water​ ­ Water Reminder and Counter ​[website]  ­ MyFitnessPal​ ­ ​Calorie counter and diet plan [website]  ­ TrainingPeaks​ ­ Complete Triathlon training plan and schedule ​[website]  ­ Google Calendar ​­ Work and personal calendar ​[website]    Sadly there is absolutely no interoperability between these applications. I spend a lot of time                              trying to triangulate the data myself in order to achieve three simple things: ​Optimizing my                              fitness readiness ​by eating, hydrating, sleeping properly and optimizing my training                      attendance ​by assigning my training schedule around my personal and work calendars, and                          finally ​optimize my performances​ during my training.     Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              23 
  • 24.   Diagram 10 ­ Existing Apps environment and Challenges    Each of these applications have valuable data that have very seldom use without context. The                              lack of interoperability prevents valuable insights pre­performance, during performance and                    post­performance. The below diagram outlines the ideal scenario by simply promoting data                        exchange between applications using the ​Description​, ​Diagnostic​, ​Prediction​, and ​Prescription                    model, within ​context and ​time constraints. The idea that these apps sit in the background,                              pushing content into a central experience is the only way.    Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              24 
  • 25.   Diagram 11 ­ Proposed Contextual Apps environment    ① At bedtime ​Sleep Cycle asks a few questions to better assess parameters that affect your                                sleep quality. Sleep Cycle alarm clock tracks your sleep patterns and wakes you up during                              light sleep. Sleeping patterns are analyzed and data should be exchanged with ithlete to                            better assess factors for a good night sleep and optimized fitness readiness.     ② Within the first 30 minutes after wake up, using a heart­rate band, “fitness readiness” is                                assessed. A few questions are asked in order to identify patterns that affect your fitness, such                                as sleeping stress, diet, etc.    Data exchange between both Sleep Cycle and ithlete would provide great insights on all                            factors that affect sleep quality and therefore fitness readiness. These insights then become                          “Actionable data” to optimize your mental and physical state before a performance and after                            performance. As described in the next section, a virtual coach (audio­visual avatar) could                          simply recommend what to eat, drink, and the time to go to sleep based on “your” biological                                  factors.    ③ & ④. Based on my fitness readiness I have three states: ​Go hard​, ​Go moderate or ​Rest​.                                    This information should automatically be exchanged with both TrainingPeaks and Google                      Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              25 
  • 26. Calendars in order to assign the proper training intensity as well as the GPS location of my                                  activities. For example, let’s assume that my training plan for the week has two high­intensity                              (Cardio) workouts, one running and one swim. Find a pool to swim is a bigger logistic                                challenge than running, therefore system should give priority based on GPS information to                          find a date, time and location where I can find a pool. The system ​optimizes my training                                  attendance​, which is one of the common failure for non­professional athletes. The system                          makes me accountable.    ⑤ During the performance a wearable device or smartphone tracks the data. Additional                          devices such as a heart­monitor, power meter, foot pedometer...etc allow for deeper level of                            granularity based on your sport or fitness activity. Once the performance is completed all data                              is uploaded back onto the service platform (TrainingPeaks for this example).    ⑥ TrainingPeaks holds very important information “insights” on the performance completed                      but also data that must be exchanged with other applications such as calories, heart­rate,                            exercise level etc...post­performance analysis and recommendations. What I need to eat to                        recover (i.e. amount of protein), recommended amount of water and a recommended sleep                          time based on previous night, amount of effort and tomorrow’s schedule. This is not rocket                              science, and yet essential information that could be automated and allow me to focus on                              higher mental activities.    ⑦ This is where the rubber meets the road. Finding the right insights and actionable data is                                  half of the battle. Now you need to present it in a clear, concise and emotional way. No more                                      “you walked 2,592 steps”. By leveraging narratives and cad­based interface the virtual coach                          informs the user of his or her status within the story of his goals. How was the performance                                    compared to this week’s plan, month plan and overall goals. Which new challenge is coming                              up and the rewarding satisfaction that goes with it.     The above interoperability issue workflow is common to many users, just ask around.                        Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              26 
  • 27. Use Case 2 - Triathlon, a popular multidisciplinary sport to learn from       The following presentation provides an overview of science and data in Triathlon, a                          multidisciplinary sport that consists of swimming, cycling and running in a single race. It is the                                result of one year of research, reading and practicing this sport. I am training for Ironman 70.3                                  (a 1.2­mile swim, a 56­mile bike ride and a 13.1­mile run). I use the Garmin 901XT watch and                                    TrainingPeaks one of the best platform for training plans, data management and coaching.                          Triathlon is very mature in terms of science and research for each discipline as well as core                                  data to capture for performance improvement. There is a lot to learn from this multidisciplinary                              sport for the following reasons:    ● It incorporates some of the most popular single sports: run, bike and swim in one                              discipline.  ● The science behind each sport is very mature (including nutrition) and therefore                        methods and technologies to track each discipline are well measured. Technology is                        widely available for both pro and amateur athletes.  ● It is Increasingly popular. The demographics are usually 30+ years old with +100K                          salary, iphone owners and big spenders on gear.     The presentation contains the following slides:    ● Physiological factors for Triathletes
  ● Swimming mechanics and data points  ● Cycling
 mechanics and data points  ● Running mechanics and data points  ● The economy of swimming, cycling and running  ● Aerobic Capacity    The TrainingPeaks platform provides complex customizable dashboard with data, metrics and                      one of the most important chart in Triathlon called the “Performance manager”. These charts                            Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              27 
  • 28. and data are usually best interpreted by a certified coach who can guide athletes with their                                training on a weekly basis. I am looking for the implementation of a “virtual coach” as                                previously discussed by enabling the platform to communicate essential data in plain English                          and advice its user.      Diagram 12 ­ Triathlon Science Presentation    This presentation can be viewed here: ​http://www.slideshare.net/gtourneur/triathlon­science    Use Case 3 - Real-time Visual Feedback   My next experiment is to create a relevant visual interface for athletes and coaches. I am  looking for UX Designer, analytics engineers, coaches, athletes and sports analytics platforms  to experiment in real­time visual feedback. Contact me at ​gtourneur@gmail.com              Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              28 
  • 29. References - Articles   Your First Triathlon, 2nd Ed.: Race­Ready in 5 Hours a Week ​­ Joe Friel  http://www.amazon.com/Your­First­Triathlon­2nd­Ed/dp/1934030864    Faster, Higher, Stronger: How Sports Science Is Creating a New Generation of  Superathletes­­and What We Can Learn from Them Hardcover​ – Mark McClusky  http://www.amazon.com/Faster­Higher­Stronger­Generation­Superathletes­­/dp/1594631530/r ef=sr_1_fkmr0_1?ie=UTF8&qid=1425071750&sr=8­1­fkmr0&keywords=Mark+McClusky.+%E 2%80%9CFaster%2C+Higher%2C+Stronger.%E2%80%9D+    Accuracy of Smartphone Applications and Wearable Devices for Tracking Physical  Activity Data​ ­ Meredith A. Case, BA1; Holland A. Burwick2; Kevin G. Volpp, MD, PhD3;  Mitesh S. Patel, MD, MBA, MS3  http://jama.jamanetwork.com/article.aspx?articleid=2108876    The Top 12 Venture Capital Firms Funding the 50+ Market​ ­ AARP  http://www.aarp.org/content/dam/aarp/home­and­family/personal­technology/2014­05/Top­12­ Most­Active­Investors­Digital­Health­50­plus­Market­AARP.pdf      The Future Of Biometric Marketing​ ­ Cavan Canavan  http://techcrunch.com/2014/12/21/the­future­of­biometric­marketing/?ncid=rss&utm_source=fe edburner&utm_medium=feed&utm_campaign=Feed%3A+Techcrunch+%28TechCrunch%29 &utm_content=FaceBook    Wearable Sports Technology: What to Expect in 2015​ ­ Jason Fass, Zepp Labs  http://www.twice.com/blog/executive­insight/wearable­sports­technology­what­expect­2015/55 356    Under Armour Snatches Up Health And Fitness Trackers Endomondo And  MyFitnessPal​ ­ Sarah Perez  http://techcrunch.com/2015/02/04/athletic­apparel­company­under­armour­snatches­up­health ­and­fitness­trackers­endomondo­and­myfitnesspal/?ncid=rss&utm_source=feedburner&utm_ medium=feed&utm_campaign=Feed%3A+Techcrunch+%28TechCrunch%29&utm_content=F aceBook    When the novelty wears off – can we fix wearables’ broken business model?​ ­ By Piers  Dillon­Scott  http://www.eachandother.com/2014/12/when­the­novelty­wears­off­can­we­fix­wearables­brok en­business­model/    Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              29 
  • 30. A Wearables Startup Playbook​ ­ Tim Chang  http://techcrunch.com/2014/04/12/a­playbook­for­entrepreneurs­of­wearables­and­connected­ devices/    What is the difference between Philosophy and Spirituality​ ­ Jeff Carreira  http://philosophyisnotaluxury.com/2010/07/19/what­is­the­difference­between­philosophy­and­ spirituality/    Myths And Misconceptions Of Our Wearable Future ​­ Hamid Farzaneh  http://techcrunch.com/2014/10/30/myths­and­misconceptions­of­our­wearable­future/    Automated Insights, STATS combined: What it means for big data, narrative  technology​ ­ Larry Dignan  http://www.zdnet.com/article/automated­insights­stats­combined­what­it­means­for­big­data­n arrative­technology/    The end of apps as we know them ​­ Paul Adams, VP of Product at Intercom  http://blog.intercom.io/the­end­of­apps­as­we­know­them/?utm_content=bufferee4c8&utm_m edium=social&utm_source=twitter.com&utm_campaign=buffer    Is mindfulness and less stress worth $299? The Muse makes a case (review)​ ­ Devindra  Hardawar  http://venturebeat.com/2014/09/16/is­mindfulness­and­less­stress­worth­299­the­muse­makes ­a­case­review/    The 9 Baseline Criteria & 3 Behavioral Science Criteria for Adoption, Utilization and  Long­term Engagement ​­ By Daniel McCaffrey  http://www.syncstrength.com/9­baseline­criteria­3­behavioral­science­criteria­adoption­utilizati on­long­term­engagement/    Profile Performance System  http://www.profileperformancesystem.com/personality­traits.html    Team Sky’s Dave Brailsford on the hunt for cycling’s new technology​ ­ Sean Ingle  http://www.theguardian.com/sport/2015/mar/06/team­sky­dave­brailsford­cycling­new­technol ogy    The Next Big Thing In Design? Less Choice​ ­ Aaron Shapiro  http://www.fastcodesign.com/3045039/the­next­big­thing­in­design­fewer­choices    25 Ideas Shaping The Future Of Design ​­ John Brownlee  http://www.fastcodesign.com/3043624/25­ideas­shaping­the­future­of­design?utm_source=fa cebook  Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              30 
  • 31.   What is a card?​ ­ Khoi Vinh  http://www.subtraction.com/2014/08/26/what­is­a­card/    Why Cards are the future of the web?​ ­ Paul Adams  http://blog.intercom.io/why­cards­are­the­future­of­the­web/    An Algorithm to Generate Engaging Narratives through Non­Linearity​ ­ Vinay Chilukuri,  Bipin Indurkhya  http://www.academia.edu/524674/An_Algorithm_to_Generate_Engaging_Narratives_through _Non­Linearity    USA Triathlon Annual Membership Hits Record High in 2013​ ­ USAT  http://m.usatriathlon.org/about­multisport/demographics.aspx    The Power of Habit: Why We Do What We Do in Life and Business​ ­ Charles Duhigg  http://www.amazon.com/gp/product/1400069289/ref=ox_sc_act_title_2?ie=UTF8&psc=1&smi d=A137N5PCRAJMCA    Hooked: How to Build Habit­Forming Products ​­ Nir Eyal  http://www.amazon.com/gp/product/1591847788/ref=ox_sc_act_title_1?ie=UTF8&psc=1&smi d=A1NFO4NDQ9UJBW    Human Anatomy Systems  http://www.innerbody.com/    References - Diagrams   Diagram 1 ­ Quantified­Self  Diagram 2 ­ The Big 5 & Hierarchy of Needs  Diagram 3 ­ Maslow's hierarchy of needs  Diagram 4 ­ The Big 5  Diagram 5 ­ Human Anatomy Systems  Diagram 6 ­ Tracking Technologies  Diagram 7 ­ Reporting Formats & Advice  Diagram 8 ­ Recommendation Framework v1  Diagram 9 ­ MUSE interface  Diagram 10 ­ Performance Analytics  Diagram 10 ­ Existing Apps environment and Challenges  Diagram 11 ­ Proposed Contextual Apps environment  Diagram 12 ­ Triathlon Science Presentation    Wearables are dead, long live wearables! ­ The case for the contextual user experience (April 2015)   ​                              31