The capabilities of Samsung’s Galaxy Watch are far from understood by consumers, app developers and sales teams the world over.
As part of Samsung Espana’s decade-long Technology with Purpose campaign, Impulse gives a glimpse of Galaxy Watch capabilities, enabling 100+M people with speech disorders the possibility of having, for the first time, an invisible speech assistant on their wrist, with them anytime, any place.
At the heart of Impluse are customised LLMs and multilingual machine translation models combining with haptic pattern mapping to deliver metronomic vibrations that guide speech via the proven rhythm technique. Tiered training modes, document and speech uploads along with customisable speed control ensures Impulse truly empowers users while demonstrating to the world the possibilities of Galaxy Watch.
Creating Samsung SmartSuit for the 2018 Dutch Winter Olympic speed skaters resulted in the Netherlands’ first short track Gold. Following up with Samsung FastFrame for the 2022 Dutch BMX team also resulted in the first Gold for Dutch athletes.
To build on these successes with ShotControl for the low-ranked Dutch 3×3 Basketball team was an exciting challenge. To see the Dutch team win Gold in Paris on the final buzzer, with a 2 point throw from a ‘common spot’ identified by ShotControl was a dream outcome to the story.
The fact that ShotControl boosted Galaxy’s market share to 50.9%, (surpassing all rivals) and saw purchase intent amongst Gen Z grow by 16% was the real reward for x2 years of tech development, custom AI implementation, data visualisation and UX design completed before athlete training could even begin.
Dyslexia affects over 15M children in China. Fewer than 5% are diagnosed. Not only is Dyslexia hard to detect, Chinese parents are too embarrassed to take their children to a test centre.
So, we took the test to them inside China’s equivalent to World of Warcraft, the mobile game Young Warrior.
In a hack of Young Warrior, we redesigned gaming quests to incorporate over x100 Chinese characters that are most frequently mistaken by dyslexics eg water & wood, left & right, bright & dark.
Since all young gamers’ profiles in China are connected to their parent’s accounts, we were able to discretely notify parents if their child repeatedly mistook these key characters and likely to have Dyslexia.
In excess of 1M game plays in the first month resulted in more than 25,000 early detections of Dyslexia. By continuing to innovate Samsung’s CSR program in China, we unlocked the potential of gaming to detect health issues without the social or financial cost of traditional medical tests.
Samsung's global brand campaign is not something you will see on TV. Launching People comprises of content and innovations that actually "enable" people rather than have the brand claim to enable people.
After a global effort that brought together for the first time a true collaboration of Cheil offices, Seoul, Frankfurt, UAE and Russia all contributed to this remarkable project that's opening people's eyes to the potential of VR beyond theme parks.
With younger generations moving to live in cities, millions of rural senior citizens are left to live alone in Korea. An increasing number suffer loneliness and anxiety; after passing away in their home, one senior remained undiscovered for x5 years .
Since 98% of Korean’s own TVs and it’s usual behaviour amongst seniors to turn on their TV first thing, we innovated a frictionless feedback system that delivers a signal each time the TV is turned on. A simple tweak to Korea Telecom’s IP box enabled us to activate a text notification service, sending a text to a family member each time the TV is turned on. And should the TV remain off for 24 hours, a text notification is sent to a designated social worker.
KT Life Saving TV not only reduced anxiety amongst seniors by 12% it’s reduced loneliness by over 30% and rekindled more frequent parent/child communication across Korea. A happy ending for all Koreans.
Until now, the DeafBlind have had only protractile language, restricting communication to those that can interpret protractile and are within arms length.
Good Vibes combines today’s ubiquitous mobile phone and its baked-in haptic technology with 180 year old Morse code.
Creating the world’s first mobile app without an Graphic User Interface liberated the DeafBlind, enabling them to communicate with anyone carrying a mobile phone through vibration alone.
Working with Sense India, experts in Braille and the DeafBlind community we developed simple training techniques to enable DeafBlind to communicate in Morse by simply tapping the screen of their mobile device before turning the device over to send.
After the success of Good Vibes, Good Vibes 2.0 was developed to enable Voice-To-Morse and Text-To-Morse, unlocking an entire universe of communication between DeafBlind and able people.