Acclair is an active research unit that assimilates knowledge and methodologies from scientific disciplines as well as advancements in consumer technologies. Acclair builds on that research in developing its own research methods and performing its own experimentation.

Since Acclair’s ventures stem from the bio-electrical reading of the human brain all the way to complex human behavior, it relies heavily on the theory and practice of scientific disciplines, among which are Social Cognitive Neuroscience, Decision-making and Neuroeconomics, Artificial Intelligence, Financial planning, Architecture and Interaction Design.

To develop its Neurocapital applications, Acclair implements a fundamental architecture that includes (a) a wearable sensor (consumer brain-computer-interface) communicating with a (b) smartphone (personal application) that sends information to a (c) “Data cloud” server (“meaning production” system), which provides the arguments for a (d) progressive reward mechanism used by both individual and institutional entities.

Through the years, Acclair has developed a unique research approach to explore these complex relationships between scientific rigor, personal technology consumption and human behavior in everyday situations. This methodology, simply labeled “Experience as Experiment”, is essentially twofold:

  1. Top-Down Service Development – a service (such as the AVS, the Security Clearance, etc.) is conceptualized, researched and implemented technologically to a testable degree. At this stage, Acclair would collaborate with experts from all relevant fields, including Neuroscientists, economists, AI and data analytics experts, Interaction Designers and of course experts from the service field. Case in point—for the development of the AVS—Acclair has consulted artists, art curators, art collectors, art institutions executives and of course art-lovers.
  2. Experience/Experiment Design – Acclair designs fascinating, engaging, provocative experiences that captivate people’s imagination and “lure” them into participation, i.e., experimentation. These experiences most often are realized as “art” or “design” exhibitions. This format has proved to feature a few distinct advantages: it allows for a large number of “subjects” to test the system in quasi-controlled space and in a relatively short time span, allows for flexibility in the background story-telling and use of various media, and most importantly, primes attendees to trying new experiences. Unlike trying a new device or service in other environments, exhibition-goers approach the experience with both decreased anxiety and increased curiosity, which contributes to useful user feedback. Naturally, this exhibition format does not replace other, optimally-controlled testing methods, but it serves as an excellent (and relatively inexpensive) data-collection mechanism. And it’s fun.