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Third-Computing Revolution

Computing is integrating with the human being. It began with the mobile phone; particularly when mobile underwent a revolution starting in 2007 to become an “open”, always-connected, general purpose, multi-sensor1, pocket computer2.

This has positioned it onto a path of increasing ability to capture and ascertain “intimate data”; data that is close-to-body and data about how we live our lives. The breadth and depth of which continues to increase as built-in sensors and data gathering apps (such as health, fertility, fitness and nutrition), proliferate.

Over the same time period a new computing category arose and is now mainstream – “wearables”, referring to bodily worn (such as a wrist strap), multi-sensor, miniature electronic and computing devices that measure aspects of oneself, usually for basic goals related to health, fitness and other aspects of wellbeing such as mood improvement. Wearables are also on a path of increasing built-in sensors and ability to capture/derive more intimate data and with increasing accuracy.

Together3 they’re bordering to cross a human-computer integration threshold that will usher in the “third-computing revolution4”; an epoch of human-computer symbiosis.

The symbiosis is an exceptional commercial opportunity. But it’s also both a dystopian hazard as well as a historic opportunity to vastly improve the human condition.

Hyper Wellbeing was conceived to leverage the symbiosis for improvement of the human condition while facilitating the commercial opportunities.


1Prior to the first iPhone, mobile had a single sensor, a microphone. The iPhone added two more, a gyroscope and an accelerometer.

2In doing so, telephony and messaging were relegated to becoming just apps, albeit important ones, among an accelerating plethora – as opposed to the entire device experience as had previously been the case with mobile telephony.

3Wearable devices typically “pair” with the mobile phone using hyper local radio (bluetooth) to borrow it’s more capable processing, Internet connectivity and/or screen. Or in other cases they “pair” via Internet “cloud” service/s whereby they “sync” via a companion app on the mobile phone.

4The first wave was the personal computer. The second wave was the mobile phone.