Here are the top insights of the Keynote given by the Tech Titan, Brian Krzanich.
Moving from a 2D to 3D World
Going Beyond Devices
Technology enabled experiences that go beyond satisfying a consumer with a shiny new physical device. These devices now serve a prominent role in our worlds and impact how we live, how we work, and how we play. We’re no longer tethered to devices that only understand yes and no. Devices now appreciate the why and can provide us with contextual insights about our everyday life.
How we Live
Make Everything Smart
What’s really holding back wearable technology? Two things. One, wearables don’t integrate all the features consumers want, and they require a larger ecosystem of technology to work. Two, they don’t solve the problems at the time you want them solved. The answer? Make everything smart. In 2014 Intel will launch earbuds for running that can monitor your heart and keep a battery charged when plugged into the microphone jack. How about a bowl in your home that can instantly charge devices once they’re dropped in with your keys and wallet? Or a smart watch that pushes the boundaries of geo-fencing and allows for better security and monitoring of your loved one’s whereabouts?
How we Work
Beyond the Bottom Line
Our day-to-day technologies are serving consumers at both work and play. More and more consumers are using their laptops, tablets and phones to work during the day. Then they take these same devices home with them to keep up with their personal lives at night. So Intel will provide consumers in 2014 with the ability to jump between OS systems seamlessly transitioning from Windows OS at work to Android OS at night. No more juggling a bunch of different devices.
How we Play
Reimagining how today’s kids play
Before gaming and eye-candy animation there were wood blocks and the sandbox. These play experiences deepened the imagination. Kids didn’t have a layer of augmented reality to take the place of their vivid, growing minds. Intel wants to bring back old-fashioned play. So they created Scavenger Bot, a program that uses a tablet device to scan the topography of the physical sandbox and enable new types of play with characters who inhabit the digital world on screen. Kids interact with the characters digitally but can alter the rendered environment by making physical changes in the sandbox.
How we Make a Difference
Intel had one of those “let’s get real” moments with the audience and tech industry at large. Conflict minerals are the elements that are essential to making electronic technology work. Tungsten, tantalum, tin, and gold are just a handful. Without these minerals, you’d be reading this on a nice piece of paper. But these minerals come at a cost, and not a monetary one either. This is much more dear: the cost of human lives in Sub-Saharan Africa where minerals are mined in conditions that support the abuse of basic human rights. The profit margins of these mining operations encourage civil warfare within these African communities. Intel took a stand four years ago, and in 2014 they announced that every microprocessor produced this year will contain conflict-free minerals. They invited the entire industry to join them on their journey.
Connected devices have become an essential part of people’s lives. Rapid developments in wearable technology, the rise of the connected home, and the Internet of Things will accelerate this change in people’s daily behaviour. How do we, as a creative industry, need to change to respond to these behaviours? All this will be explored by Amit DasGupta, Director of Adidas brand, SEA at the Spikes Asia 2014.
Check updates of the Spikes Asia conference on ogilvydo here.