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Agreed there’s much controversy surrounding biohacking and various widgets in the market. But discussions re: direct to consumer products (i.e. Apple Watch) seem to circumvent one thing - their use gives individuals some basis for self-regulating data that clinicians don’t supply. Entering the gamification realm (i.e. nudges/badges) providing simple feedback loops gives individuals a choice to take for immediate action - or not - building awareness for continually balancing health. No doctor is going to help you count ounces of water drunk in a day. On the other hand, forecasting disease/potential injury via emerging AI innovation I suspect will change how wearables are seen as a tool for health. And just maybe, we’ll figure out how to handle equitable costs and distribution.

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Susan, I agree. I think the key is finding the balance between too much information or inaccurate information that causes anxiety and actionable information that leads to sustainable lifestyle changes or health "tweaks." Small changes that, when taken together, have a meaningful impact.

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