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[https://venturebeat.com/2021/12/28/future-augmented-reality-will-inherit-the-earth/?fbclid=IwAR3DxHtXTiW9ystptugYdYLxKH9zDdXbQw8XKV5KfvvksbNyHCpvdm2qsHw] - - public:weinreich
design, technology, web3 - 3 | id:1031183 -

This is why augmented reality will inherit the earth. It will not only overshadow virtual reality as our primary gateway to the metaverse but will also replace the current ecosystem of phones and desktops as our primary interface to digital content. After all, walking down the street with your neck bent, staring at a phone in your hand is not the most natural way to experience content to the human perceptual system. Augmented reality is, which is why I firmly believe that within 10 years, AR hardware and software will become dominant, overshadowing phones and desktops in our lives.

[https://www.nature.com/articles/s41598-021-03977-3.epdf] - - public:weinreich
health_communication, online_marketing, technology - 3 | id:1029695 -

Syndromic surveillance systems monitor disease indicators to detect emergence of diseases and track their progression. Here, we report on a rapidly deployed active syndromic surveillance system for tracking COVID‑19 in Israel. The system was a novel combination of active and passive components: Ads were shown to people searching for COVID‑19 symptoms on the Google search engine. Those who clicked on the ads were referred to a chat bot which helped them decide whether they needed urgent medical care. Through its conversion optimization mechanism, the ad system was guided to focus on those people who required such care. Over 6 months, the ads were shown approximately 214,000 times and clicked on 12,000 times, and 722 people were informed they needed urgent care. Click rates on ads and the fraction of people deemed to require urgent care were correlated with the hospitalization rate ( R2=0.54 and R2=0.50 , respectively) with a lead time of 9 days. Males and younger people were more likely to use the system, and younger people were more likely to be determined to require urgent care (slope: −0.009 , P=0.01 ). Thus, the system can assist in predicting case numbers and hospital load at a significant lead time and, simultaneously, help people determine if they need medical care.

[https://www.jmir.org/2022/1/e29969?fbclid=IwAR2pZRebpHzYzAjQstQX7ItXpY2_n-tiDDolxfLpccsr0BAR2nPhkrKxvnk] - - public:weinreich
behavior_change, international, sample_campaigns, technology, youth - 5 | id:1029693 -

Leveraging artificial intelligence (AI)–driven apps for health education and promotion can help in the accomplishment of several United Nations sustainable development goals. SnehAI, developed by the Population Foundation of India, is the first Hinglish (Hindi + English) AI chatbot, deliberately designed for social and behavioral changes in India. It provides a private, nonjudgmental, and safe space to spur conversations about taboo topics (such as safe sex and family planning) and offers accurate, relatable, and trustworthy information and resources.

[https://economics.mit.edu/files/22355] - - public:weinreich
behavior_change, campaign_effects, mental_health, mobile, technology - 5 | id:1022129 -

Emotions and worries can reduce individuals’ available attention and affect economic decisions. In a four-week experiment with 2,384 US adults, offering free access to a popular mindfulness meditation app (Headspace) that costs $13 per month improves mental health, productivity and decisionmaking. First, it causes a 0.44 standard deviation reduction in symptoms of stress, anxiety, and depression, comparable to the impacts of expensive in-person therapy, with improvements even among participants with minimal or mild symptoms at baseline. Second, it increases earnings on a proofreading task by 1.9 percent. Third, it makes decision-making more stable across emotional states, reducing the interference of personal worries with risk choices. Overall, our results demonstrate the potential of affordable mindfulness meditation apps to improve mental health, productivity, and the impact of emotions on economic decisions.

[https://every.mirror.xyz/y_WLA-Tk3VF5uPqHi-glDLVVfHxLUbjXakRI7SMISas] - - public:weinreich
technology, web3 - 2 | id:964515 -

This is the story of how the web2 internet broke the business model of media, and how the advent of web3 signals a disruption to that business model that tilts the scales in favor of creators. Without native monetization methods built into the web2 internet, the predominant business models were opaque, advertising-based, and dependent on closed-garden networks, which gave an outsized advantage to platforms. On the horizon, new business models and technologies hold promise to unlock the kind of economic opportunity and control that will lead to a true creative Golden Age for artists and creators.

[https://uxdesign.cc/designing-better-links-for-websites-and-emails-a-guideline-5b8638ce675a] - - public:weinreich
design, health_communication, how_to, mobile, online_marketing, technology - 6 | id:964506 -

Why are “click here” and “by this link” poor choices? And is it acceptable to use “read more”? In this article, I’ll explain popular wording and formatting mistakes and will show more accessible and informative alternatives.

[https://dribbble.com/resources/psychology-of-design] - - public:weinreich
behavior_change, design, how_to, technology - 4 | id:959224 -

For starters, every interaction a person has with a digital product follows the same pattern: Information — User filters the information Significance — User looks for its meaning Time — User takes an action within a time frame Memory — User stores fragments of the interaction in their memory For each of these stages of interaction, I’ve compiled a list of the most relevant design principles and cognitive biases that will help you to build habit-forming products.

[https://thedecisionlab.com/insights/technology/this-is-personal-the-dos-and-donts-of-personalization-in-tech/?utm_source=pocket_mylist] - - public:weinreich
behavior_change, how_to, target_audience, technology - 4 | id:958928 -

You may be wondering: If users want personalization, then what’s the problem? The problem is that personalization is a bit like walking a tightrope. A very thin line separates the “good” kind of personalization from the creepy kind. “I like it because it’s so similar to me” can easily become “I don’t like it because it’s eerily similar to me.” “This is relevant to me and saves me time and effort” can easily become “The algorithm is stereotyping me and that’s not cool.” This switch from good to bad is where user psychology comes in. Understanding the real reason why personalization works can help us understand why it does not work sometimes.

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