Fridge Device Alerts Social Networks When User ‘Fails’ Their Diet
The Virtual Fridge Lock is a magnet that locks to your fridge and alerts your friends when you open the fridge late at night.
Having trouble sticking with your diet? Well, what if all your friends found out whenever you opened your fridge when you shouldn’t?
Created for a diet program Meta Real in Brazil, the Virtual Fridge Lock attaches to the user’s fridge and posts on their social networks when they go for an ‘unauthorized’ snack. The user’s friends could then either shame them into compliance or offer helpful motivation to stay on-track with the diet.
Created by JWT of São Paulo to help Meta Real’s new clients stick with their weight-loss programs at the most tempting of times, the device uses peer pressure and social embarrassment to motivate people towards better behavior. These gaming mechanics are covered in PSFK’s ‘Future Of Gaming‘ report, and are being increasingly integrated into more traditional behavior modification programs to make them more social and fun.
The Virtual Fridge Lock also incorporates elements of ‘social machines,’ devices that translate virtual activity into real-world action, except it reverses that flow to publicize actions normally kept secret.
Watch the promo video to see the Virtual Fridge Lock in action below:
During a webinar on Thursday July 13th at 10am, the PSFK research team will be presenting findings from our most recent report, Future of Manufacturing. For this project, we looked at how brands and organizations can meet elevated consumer needs and combat increased market competition by leveraging connected technologies that give total insights to manage their end-to-end operations and the opportunity to integrate cutting-edge technologies to reinvent supply chains.
Christina Agapakis, creative director at Ginkgo Bioworks, discussed how she uses her background in science and collaborates with engineers, designers, artists and social scientists to explore the many unexpected connections between microbiology, technology, art and popular culture.