SenseLabs Introduces Its Brain-Sensing Headset To The iPhone


SenseLabs, a San Francisco-based startup, has recently introduced the latest version of its Versus app for the iPhone. This brain-sensing headset, geared towards improving athletic performance, is now compatible via Apple’s two primary mobile devices, the iPad and the iPhone.

Having already beta-tested Versus’ potential to assist brain performance, the early adopters of UCLA Golf, Kerri Walsh Jennings, and Red Bull’s High Performance department contributed their input to add the iPhone among the device’s software extension.

Based on these users’ feedback, Mark Barbir, SenseLabs’ Vice President of Product, mentions to SportTechie that their original iPad assessment took too long (upwards of 45 minutes), which proved to be a key learning in order to advance the product forward. The product team worked hard to shorten the experience to 22 minutes, while maintaining the same level of efficacy and data quality. The goal being simply to make Versus usage less time consuming and tedious.

Fortunately for SenseLabs, they’ve been able to make this new condensed assessment as accurate as its predecessor. The iPhone iteration also includes a long-form assessment interpretation, which was, previously, only only available through one-on-one interaction with a clinician.

“Too many user choices in the iPad app were bad from a training compliance perspective,” says Barbir.

“We transitioned from a self-selectable user experience (for both game selection and however much time the user wants) to a linear approach, which introduces four games for five minutes each. Less choices equals less stress, confusion, and ambiguity, which leads to a more engaged user,” Barbir continued.

Therefore, user education tends to be more robust within the iPhone app, particularly regarding the principles around electroencephalography (EEG).

The early adopters primary concerns, though, pertained to Versus’ hardware issues around long-term training amenability.

Headset comfort–or lack thereof, rather–stood out among these participants. SenseLabs spent a lot of time and effort in making the headset more user-friendly for repeated and extended training, progressing towards being a device comfortable enough for more frequent usage.

Secondly, sensor connectivity had to be addressed; otherwise, there would be unnecessary friction to tolerate for optimal functionality. SenseLabs, thus, made new sensors more fault receptive in the iPhone app, whereas they are extremely sensitive in this capacity.

Again, the biggest overall issue was simplifying user choices to keep the app experience as simplistic and linear as possible.

“We wanted to make the experience similar, but appropriate for a smaller viewpoint,” states Barbir, with respects the interrelationship between the iPad and now the iPhone app versions.

While aiming to enhance both audio and visual feedback in the games, SenseLabs obsesses over the best ways for the app to answer these user-internalized questions: “am I improving?” and “how can I continue to improve?”

Considering the differences in device sizes, SenseLabs has not seen an indication of less concentration or engagement yet from a smaller screen. In fact, these key performance indicators have improved, but they’re continually looking to build it up and re-assessing the data. Monitoring the extent of usage and its amplification for brain performance is important.

This Versus app, like its predecessor for the iPad, contains several games for brain training, including one called NeuroGolf that lets users play a round of golf through solely their brainwaves. These protocols, or mental activities, are agnostic to respective platforms, designed stemming from SenseLabs’ clinical EEG experience. Each of the games project to hone and relax the user’s mind in order to executive the task at hand; when the user gets accustomed to being in this environment, positive results usually follow. The frequent practice spurs better mental effects.

“Each of the games are intended to provide consistent types of feedback, regardless of gameplay,” says Barbir.

SenseLabs believes this version is very much ready for consumer adoption, but their go-to-market strategy is focused on performance populations, like athletes and trainers.

Given that iPhones outnumber iPads five to one and its portable nature, SenseLabs’ Versus headset should gain additional traction within their target market, opening the door for athletes to trust the maintenance for their mind more often.