What Games Are: The Fun Boson Does Not Exist

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Editor’s note: Tadhg Kelly is a game designer with 20 years experience. He is the creator of leading game design blog What Games Are, and consults for many companies on game design and development. You can follow him on Twitter here.

Back when the social game scene looked like it might be generationally, rather than merely technologically, disruptive, we game makers discovered Eric Ries. Ries (along with Steve Blank) is the key figure behind the lean startup movement, and at the time his message of fast iteration and customer validation rang true for us for two reasons.

First, we were very frustrated working on multi-year-long projects with no clear goal that seemed to be more about some designer’s ego. Second, we saw it as a new way to look at the games business and found that the investment community was inclined to agree. Game companies are notoriously difficult investment propositions after all, so anything we could do or say that promised to manage the creation process better was music to their ears.

During those days you could immediately tell who got it and who didn’t with the use of the terms “minimum viable product” (MVP) and “free-to-play” (F2P). You’d explain this ideal process whereby a tiny team would iterate on ideas quickly. It would measure everything, too. It would offer this kind of game where the initial experience was free, and that would pull in a lot of users, some of whom would become customers. The eyes of those who knew what you meant would suddenly spark in recognition.

MVP and F2P eventually passed into regular industry jargon along with a boat load of other terms. Most every company involved in the space now talks about DAU, LTV, ARPU, ARPPU, ARPDAU and even ARPPDAU. They talk about performing cohort analyses. Some of them ask whether they are working on an MVP or an MDP? Most don’t really bother discussing viral K-factors any more, and instead obsess about the CPA of players. These are significant changes for an industry that used to worry more about Metacritic ratings.

However they are also often misused. In much the same way that every studio claims to be “agile,” but few actually are, most of them miss the point of all these numbers. They get badly stuck when considering their MVP because they realise that they have no idea what “viable” is supposed to mean in the context of games. So they do what they’ve always done, which is to copy the other guy and invent very little.

How We Got Here

It all starts with the delusion of numbers. One of the axioms of the San Francisco Revolution, derived straight from lean thinking, is that you can’t improve what you can’t measure. In other words, if you add or subtract something and it does not cause a key metric to go up in some significant way, then that change was meaningless.

This axiom is seductive because it promises to expose the game and stop it being treated like a mysterious black box. In theory it’s supposed to unlock a whole wealth of innovation, because we could then know a great deal about how players behave and think, and then use that. Measuring to find an outcome that might scale is, after all, what the entire lean method is about.

When Facebook developer garages were interesting places to be, the sector got very excited by stories that seemed to prove this assertion. There was the story of the Christmas tree put into the game which sold a million units in a week. There was also the story of the object suggested by the community and then put into the game not three days later. All of these emotive images seemed to validate the validation, but the energy around them didn’t last. Now every game conducts regular sales, every game has its holiday boondoggles and none have really taken those ideas to a next level (if there is one).

In practise what the validation-led method actually turned out to be was a sanitised version of age-old processes from the gambling industry. Personally I have no problem with the gambling industry (as long as it behaves responsibly around addiction), but its tendency toward validation of everything means it tends to only focus on a couple of key game formulae that are proven to work. That’s why every casino is identical. That’s also why every social game maker is identical.

Rather than continuing to innovate through measurement, the social sector as a whole rationalised itself into a corner. It knew of a couple of formats of game that seemed to work with measurements (but not really why they worked), knew how to build those, and then continued to repeat the same format again and again. So, just like the gambling industry, social gaming became about who had the best commercial processes in place to push their identikit product around as fast as possible. Farmville really wasn’t about Zynga’s genius at replicating Harvest Moon. It was about their genius at getting that game in front of everyone on Facebook faster than anyone else.

But, again just like the casino business, that kind of thinking can only get you so far.

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The tragedy of social games is that the companies involved discovered the greatest distribution tool in the history of the industry, and yet proved inept at providing great games to go with it. The best things that they’ve come up with so far is Poker, some socialised versions of simple casual games, some super-simple sims and about 100,000 variations of Dungeons and Dragons.

In part that’s because of market conditions. Facebook proved pretty tricky to understand, as some developers devoted almost their entire energies to overcoming visibility issues. All those notifications and cross-promotion obsessions happened because users didn’t really remember the names of the games they were playing, nor how to find them.

It’s also because of technology. PHP games like Mob Wars could do little more than be static click-object games, and while Flash could handle sims well, it was (and still is) very weak for making action-oriented games. Arguably the sector needed a better technology to work with, which in time it got through iOS. The weird thing, however, is that social developers are still making the same limited games. What’s happening on iOS with Supercell is really just a repeat of what happened on Facebook three years ago.

Mostly it’s about development culture. The thinking behind social games is not unlike the thinking behind television. The bean counters in TV land tend to think that there is a number, perhaps not yet discovered, that will one day explain television viewing to them. They believe that attaining viewers is a process, entertaining them is a process, and that if only the right measurement and formula can be found, television would become a predictable industry.

In the absence of that number they look at ratings, demographic data and viewing patterns and try to infer what it might be. They build products based on that inference, to make shows which satisfy those numbers. And when that doesn’t work they fall back to copying other successful show formats and trying to put a spin on them, just like casinos do. And that culture becomes circular and inward-looking over time, so eventually that’s all they know how to do.

The ultimate fallacy of sticking with “you can only improve what you can measure” is that measurements eventually determine all of your creative decisions. I’ve lost count of the number of times I’ve heard a designer complain that they need to enact a deep change in their game, but are not allowed to do so by a manager who demands it be proved with numbers first. Both understand that something is not right, but the axiom mandates that the problem must be expressed in numeric terms, or else it does not exist. The resulting cognitive dissonance leads to frustration and formulaic decisions, and so the game becomes like every other game.

That’s called being trapped in a local maximum.

Measuring The Wrong Thing

Obsessed with measuring everything and therefore defining all of their problems in numerical terms, social game makers have come to believe that those numbers are all there is, and this is why they cannot permit themselves to invent. Like TV people, they are effectively in search of that one number that will explain fun to them. There must, they reason, be some combination of LTV and ARPU and DAU and so on that captures fun, like hunting for the Higgs boson. It must be out there somewhere.

Watch any sport or exciting board game, some gamers playing Call of Duty or Angry Birds, and you start to notice how there’s a certain yin and yang of play. There are many small decisions of little consequence, but they tend to bounce off one another and lead up to bigger moments. In great games this seems to have a pattern, and we often try to describe this in terms of “mechanics.”

Once you sidestep some of the more feverish interpretations of what a game mechanic is, they’re actually pretty easy to understand. A mechanic is an action on the part of, or a rule that affects, a player. When not looking at large meta-metrics like DAU, studios typically measure instances of mechanics. They look at how many players buy an object, level-up within a certain time frame or use an item in-game. Then they try to improve along those vectors, yet for some reason the overall fun of the game seems lacking.

Now to be clear, there are many arguments to be made for soul, culture and the importance of building an identity in a game that tells a marketing story, but this argument is not about those qualities. By “fun” I have a very simple definition (“the joy of winning while mastering fair game dynamics“).

Trying to measure and improve a game through only studying mechanics is like trying to improve tennis solely by measuring how many aces occur, or how many foot faults happen. Those numbers are very useful in many ways, but they are not the game. If, for example, you wanted to increase the number of aces in the game, then perhaps you might lower the net, lengthen the racket or change the type of ball used. That change would have massive knock-on effects through the game, however. And it’s quite likely that you would get more aces but make a worse game.

It is in the interplay of various mechanics that the dynamic of tennis emerges, and that dynamic is surprisingly sensitive to small changes. The dynamic nature of fun is always like that, and is why good game developers often talk about the importance of “finding the fun” in games through prototyping.

Games are essentially chaotic systems. In a chaotic system you can look at the initial starting conditions and the topology of a simulation and try to predict the interactions of strange attractors as much as you like, but you generally don’t really get what the hell the simulation is doing until you observe it in motion. The system is too sensitive, the patterns too hard to interpret and the situation too emergent.

Fun games are a little bit like those chaotic systems that produce beautiful fractals. In some games the balance between all the mechanics produces an inherently exciting set of outcomes, but are hard to predict just from looking at their rules. They have to be played to see what does and doesn’t work, to be genuinely iterated upon in the true sense of the lean startup (not just built) and allowed to be validated in their dynamics. Everything else is just nonsense.

Until you prototype it and try it, you really just don’t know whether a dynamic is fun or whether it produces beautiful outcomes that compel you to play again. Measuring mechanical instances may help you do that, but you still need to accept that there’s an x-factor involved.

Unlike every other major game revolution (arcade, console, PC, casual, MMO, etc.), social game developers have proved consistently unable to understand that fun is dynamic in this way. This is why there is, as yet, no social game that has achieved the genuine love and admiration of a World of Warcraft, an Angry Birds, a Plants vs Zombies or a Super Mario Galaxy. They are hunting for the fun boson, but it does not exist.

This is the hardest lesson that they need to learn if they are to get to generation-two.

Hands-On With The Lockitron, The Easiest Way To Control Your House’s Locks With A Smartphone

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Lockitron’s Cameron Robertson stopped by our CES booth for a little demo. It doesn’t take much to demo the Lockitron. It’s a little wireless device that slips onto a deadbolt and can be controlled by a smartphone. Put it on your house. Put it on a rental property. Put it on your cat.

To be honest, the story of Lockitron is much more interesting than the Lockitron itself.

The Lockitron is the company’s second project, and they intended to turn to Kickstarter to fund it. But as Robertson explains in the video, that wasn’t going to stop the YC alums. They made their own crowdfunding platform and surpassed their required goal within 24 hours. It’s clear that people love the Lockitron.

Bad Dog Tools Demos Drill Bits That Cut Through Basically Everything There Is [Video]

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The CES show floor was packed with tons of companies that you’ve probably heard plenty about this week, such as Panasonic, Sony, LG, etc. But the hidden gems and oddballs among the consumer electronic giants were the real treat for world-weary attendees who felt it was hard not to stifle a yawn at yet another 4K TV. Bad Dog Tools, a company demonstrating its super-hard drill bits, is one of those gems.

While I had trouble understanding exactly why there was a tool-making company on the floor of the Consumer Electronics Show, I had to admit that what they had to show off was impressive. We got to see their drill bits undergo all kinds of stress and strain, and come out working perfectly fine on the other side. I’m not exactly a handy guy, but I’ve used a drill enough to realize that bits that can endure the kind of punishment these were facing are something special.

I liked when they got so hot they gave off smoke. Not enough things at CES gave off smoke.

 

Sphero And Augmented Reality: Made For Each Other

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Sphero had a big 2012, but it’s clear that 2013 will be even bigger for the company. This week at the Consumer Electronics Show in Las Vegas, the makers of a phone-friendly robotic ball launched a handful of augmented reality games, expanding the breadth of the little sphere’s functionality.

The first game is inspired by possibly the best meme of 2011, Nyan Cat. Nyan Cat Space Party lets you navigate through outer space, collect lollipops and fire off bacon to defend against enemies. You can either play it on your Android or iOS device, or use the Sphero as a controller.

The other new game, Sharky The Beaver, takes AR to an entirely new level. We sat down with the founders who explained that Sphero is perfect for AR — the easiest queues to pick up are spheres and the color white.

On top of that, the actual picture is much more accurate than most AR games, because the Sphero is on the ground and can send depth information back to the device. This allows for cupcake tossing in Sharky The Beaver. It’s so accurate, you can actually see the cupcakes bounce up off of the floor.

Both apps are available now in the Apple App Store and on Google Play.

Refinery29 Raises $3.5 Million Through A Private Offering, According To SEC Filing

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According to a recent SEC filing, fashion news and e-commerce site Refinery29 has raised $3.5 million through a private offering from a total of seven undisclosed investors.

The Web site, which focuses on trends and independent designers, has grown rapidly since it launched in 2005 in New York City. It now focuses on six cities (NYC, Los Angeles, San Francisco, London, Chicago and Washington D.C.) and boasts 30 million unique visitors per year, according to stats on its Web site. In 2012 the company expected to hit $20 million in revenue, with a quarter of that amount from advertising. Refinery29 told Upstart Business Journal last year that it was in the midst of changing the focus of its revenue model away from advertising to its new online boutiques. It’s one of several fashion sites, including Thrillist and Daily Candy, that mix fashion coverage with e-commerce.

Refinery29′s seed funding round back in 2010 included angel investors Ramesh Haridas, Mark Mitchell and Jim Yang.

Refinery29 has been emailed for comment.

With 15K Businesses On Board, BetterCloud Lands $5M To Help Accelerate The Adoption Of Google Apps In The Enterprise

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For years, Microsoft has been the king of the world’s offices, as its own Office productivity suite dominating the market. If you’ve worked in an office in the last 20 years — preferably at one with computers — chances are good that you’ve used (or at least familiar with) Word, PowerPoint, Excel or Outlook. But, in taking off, Google has been slowly eating away at Microsoft’s lead. Today, Google’s productivity suite, Google Apps, is used by over five million businesses and, while small businesses has long been its core customers, adoption is increasing up the chain — in the world of the enterprise.

Today, as the Google Apps ecosystem matures and becomes critical to the day-to-day operations of businesses at both ends of the spectrum, it continues to expand, incorporating new services and products around Drive, Chromebooks, Vault and Android. But, inevitably, this has led to some growing pains. As the ecosystem expands, it can be difficult for businesses to figure out how to manage and make the most of the array of tools available, not to mention maintaing security.

BetterCloud launched last year to make it easier for businesses to move to, work within and get the most out of Google Apps. The New York City-based startup wants to be the end-to-end service that helps businesses manage everything associated with Google’s enterprise suite, whether it be domains, reporting, education, security or compliance.

The company has quietly become the leading provider of cloud management tools for Google Apps, having acquired more than 15,000 customers with 5.5 million end-users worldwide. To support its current growth, the startup announced today that it has raised $5 million in series A financing, led by David Aronoff at Flybridge Capital Partners. The round also included contributions from New York-based firms, Greycroft Partners and TriBeCa Venture Partners, which joined the round as new investors alongside existing investors like Bear Creek Capital and BLH Venture Partners. The new round brings the startup’s total funding to $7.2 million.

What is it about BetterCloud that attracted investor attention? BetterCloud founder and CEO David Politis attributes it, in part, to the growing adoption of its flagship management and security application, FlashPanel, which launched six months ago. The app is basically a toolkit for Google Apps administrators, providing them with the ability to more easily add controls, manage users and automate tasks.

FlashPanel allows IT admins to manage domains from a single dashboard, increasing visibility into user activity, groups, organizational units, Google Docs quotas, along with CRM functionality that helps them onboard new employees, de-provision those who leave the company, back up inboxes and sync with mobile devices.

By delivering tools like Google Drive sharing policies, email signature standardization, domain wide reporting and bulk management of users and groups, BetterCloud aims to add more value to businesses using Google Apps. Going forward, Politis says, FlashPanel will extend to cover more of the Google Enterprise Cloud, including mobile device management and enhanced data loss prevention functionality.

BetterCloud also plans to increase its flagship app’s management capabilities across the Google Apps suite, including Calendars, Sites and go deeper in the areas that have been most popular with users, namely, Google Drive.

With its new infusion of capital, the startup will also build out its repository of premium training videos available through Google Guru, the startup’s information resource, which offers video tutorials on Google Apps products, along with a Chrome extension that enables users to ask how-to questions directly from their inbox.

Over the long-term, the founder’s big-picture goal is for BetterCloud to help accelerate the adoption of cloud technology — and, of course, cloud platforms like Google Apps — by giving businesses the types of tools they need to manage the transition to the cloud. In so doing, Politis says, companies feel more confident about making that move, as they’re now able to add the extra layers of security and management functionality that aren’t available natively the Google Apps ecosystem.

Google+ Hangouts On Air Now Have A Full-Screen Option For Your Broadcast

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When you’re using Google+ Hangouts to broadcast, say, a live concert, there hasn’t been a way to make it full-screen for your wonderful viewers. Basically, it would show a big window with you in it, along with a smaller window under it. A full-screen option has been a long-requested feature, and the Hangouts team announced today that this has been added due to popular demand, much like the recent pan and zoom feature for photos.

Hangouts On Air take your live streaming Hangout and push it to an embeddable YouTube player, which records for later viewing as well. If you’re a band, a teacher or any type of performer, you’ll be happy to know that your one-camera show will now have a gorgeous viewing option.

Here’s the before and after, as shared by Google’s Dori Storbeck:

This feature is now the default. It’s a pretty important one to have for professional musicians or news organizations, as the original display was kind of, well, amateur. Attracting these types of users helps Google build out a social platform that integrates with all of its products, as Hangouts On Air demonstrates by working quite nicely with YouTube. When you think about it, the service takes a lot of the hard work out of shooting live video, recording it and then sharing it to places like YouTube. It’s done seamlessly.

Hangouts have been the breakout feature of Google’s social suite, Google+, since its launch. As we noted before, it uses extremely complex technology to stitch participants together into one chat, with seamless camera switching. It’s still easy to use, though, which is the magic.

If you have more than one participant, you can still go full screen by using Google’s Cameraman app to put the main speaker in the background.

Incremental changes, small tweaks, and improvements: This is the Google way.

[Photo Credit: Flickr]

Apple Not Focused On Developing Cheaper iPhone, Says Marketing SVP Phil Schiller

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Earlier this week, reports that a cheaper iPhone is in the works caused plenty of buzz as observers speculated about how such a device could help Apple target emerging markets, including China. But an interview Apple Marketing SVP Phil Schiller gave to the Shanghai Evening News (link via Google Translate) seems to refute the rumors. (TNW confirmed with Apple that this was an official interview).

Schiller told the newspaper that Apple is not focused on issuing a less expensive version of its smartphone to grab market share: “We are not like other companies, launching multiple products at once, then hoping one will get the attention of consumers,” Schiller said.

He added that Apple only uses top technology and high-quality components when developing new products.

Reports have circulated since early 2011 that Apple is working on a less pricey iPhone. Such a device would cost roughly half as much as current iPhones and be made with less expensive parts, like a shell made of polycarbonate plastic, or recycled components. A more affordable iPhone would help Apple compete with Android handsets in developing economies including China and India.

Schiller’s interview with Shanghai Evening News comes at the same time as Apple CEO Tim Cook’s visit to China, where he has been focused on opening the way for Apple to gain greater market share in that country.

Talking To Your TV, Your Car, Maybe Your Fridge? Maluuba Is Connecting Users To Their Favorite Devices By Voice

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You might remember Maluuba from TechCrunch Disrupt, where the company launched its Personal Assistant app for Android last year, combining voice recognition and natural language processing with search to create a really smart way to easily find the things you want quickly. If you’ve already forgotten: It’s kind of like Siri, except it works.

Anyway, the company has been busy over the last few months — it’s been making updates to its Android application, including the addition of a shopping category, which allows users to ask about the prices of various products and where to find them. And later this month, it plans to launch a Windows Phone app using the same technology, the founders told me in a video interview at CES today.

Speaking of which, they’re at the show exploring the next group of devices that might benefit from a fast, smart search technology powered by voice recognition and natural language processing. That could include TVs — where a number of OEMs are already experimenting with voice control and navigation — as well as cars.

But what about other devices — like, say, smart refrigerators or smart toasters? Maluuba head of UX Tareq Ismail says that you’re not likely to speak directly to your fridge in the near future. However, there are some applications where talking to your phone to find out about stuff in your fridge might make sense, according to Ismail.

To find out more about Maluuba’s plans for new apps, or its view of voice search and recognition technology, check out the video above.

Samsung Says It Will Not Release Its Windows RT Tablet In The U.S.

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Samsung’s Windows RT tablet, the Ativ Tab, will not be sold in the U.S. Mike Abary, head of Samsung’s PC and tablet business in the U.S., told CNET at CES that his company shelved the release because its retail partners do not see enough demand. (Abary did not specify if the Ativ Tab will be launched in non-U.S. markets).

The Ativ Tab is powered by Qualcomm chips, and the announcement comes, rather unfortunately, just days after Microsoft CEO Steve Ballmer, with an Ativ Tab on hand, joined Qualcomm Chief Executive Paul Jacobs during his CES keynote address to extol their partnership.

Abary also said that the amount of investment it would take to educate consumers about the benefits of Windows RT was another factor. As he told CNET:

There wasn’t really a very clear positioning of what Windows RT meant in the marketplace, what it stood for relative to Windows 8, that was being done in an effective manner to the consumer. When we did some tests and studies on how we could go to market with a Windows RT device, we determined there was a lot of heavy lifting we still needed to do to educate the customer on what Windows RT was. And that heavy lifting was going to require pretty heavy investment. When we added those two things up, the investments necessary to educate the consumer on the difference between RT and Windows 8, plus the modest feedback that we got regarding how successful could this be at retail from our retail partners, we decided maybe we ought to wait.

This is another step back for Windows RT, which is floundering in the face of competition from Windows 8 and Android tablets, and may be dealt a further blow once Intel Atom Bay Trail tablets are released later this year. Abary said, however, that Samsung may reconsider Windows RT devices if a strong enough market develops.

ScottEVest Shows Off Their Latest Pocket-Ful Travel Jacket

As geeks, it’s hard for us to carry all of our geek accoutrements to our various geek events. That’s why I, for one, love ScottEVest: they’re durable, fun, and pocket-ful pieces of clothing for the nerd on the go.

We sat down with Scott Jordan, the Scott of the EVest, and talked about their latest creation, the TEC Jacket 2.0 with a full iPad pocket, easy-to-access phone pocket, and an internal wiring system.

Scott started his business 10 years ago and is popping up all over these days. We had a few minutes to talk with him about his latest creations and what has changed over the decade he’s been in business.

Samsung Fined By Taiwan’s Fair Trade Commission For Misleading Advertising

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Samsung has disclosed that Taiwan’s Fair Trade Commission (FTC) fined it NT$300,000 (or about US$10,389) for an advertisement that featured “misleading” information about the Samsung Galaxy Y Duos GT-S6102, reported Taiwanese news agency CNA (link via Google Translate). According to the FTC, the South Korean company said in online and catalog advertisements that the phone has automatic focus and flash functions, which it doesn’t. Samsung has deleted mention of those features from its ads.

This is not the first time that Samsung has run afoul of the FTC. In September, Toshiba Samsung Storage Technology (a joint venture of the two companies) was fined, along with several other companies, for fixing the prices of optical disc drives (one of the companies was exempted from the fine for playing the role of whistleblower, but its identity was kept confidential).

Want: LG’s Pocket Photo, A Tiny, NFC-Friendly Photo Printer

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LG and CES are made for each other. The company may not make the best smartphones (with the exception of Google’s Nexus 4), or get the most attention all year round, but when they whip out the big screen TVs at their massive CES booth, it’s easy to get on the “Life’s Good” bandwagon.

Unfortunately, TechCrunch is one of the few attendees at the show that isn’t all that interested in television, which is why we were so pleased to stumble upon this cute little NFC printer, the LG Pocket Photo.

It’s incredibly small — you can probably fit the little guy in your back pocket — and it uses a new Z-ink (or Zero ink) technology to print 2×3-inch photos.

Through the magical power of NFC, users can simply tap their LG phone against the printer and in 30 seconds the picture goes from a file on a smartphone to a photo in your wallet. Users can also transfer photos through Bluetooth and USB.

Simply download the app, and from there you can add skins, text, etc. The good news is that it’ll only cost around $169, which is pretty good for it’s size, capabilities, and speed. The bad news is that it’s only expected to ship in Korea.

Withings Shows Off Its New Smart Scale And Smart Activity Tracker At CES [Video]

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Withings was one of a pretty busy section of the CES 2013 show floor demoing health, fitness and lifestyle monitoring apps, and it had a couple of new things to add to its line of Wi-Fi scales and monitoring devices. One was the new Withings Smart Body Analyzer, which is a version of its Wi-Fi scale that, for the first time, measures heart rate. The other was the Smart Activity Tracker, a FitBit-style device for keeping track of your activity.

The Withings Smart Body Analyzer will be hitting stores in Q1 2013 and retails for $149.95. It does weight and body fat readings like the existing versions and beams all that info either over Wi-Fi or Bluetooth to its companion app for iOS or Android. The scale can also detect air quality and is intended to be used in a bedroom so that you can check its readings to figure out when you need to open a window to increase air flow.

The Withings Smart Activity Tracker is like the Jawbone Up, FitBit One, etc. It’s tiny, and it’s hard to convey just how small in words, but you can check it out in the video for a better idea. Besides being incredibly small, which is a big advantage for a device you have to wear constantly, it also connects to your iOS and Android devices via Bluetooth, has an on-device display, and can send you alerts.