As a UX professional, by now you’ve had to design for a mobile experience. But fewer of us have had the challenge of designing for Glass or other wearables like Pebble. The end user experience is quite different when you wear it, see it, feel it, talk to it, swipe it and hear it and its pervasiveness opens up a whole world of self-monitoring: heart rate, motion, brain waves, periodic camera pics and more.
Come learn about the next wave of wearables. Get a glimpse into how the experiences you will create in the next few years will differ from today’s UX. Multimodal (voice, sound, touch, heads-up display), bioaware (heart rate, GSR, blood pressure, motion) and pervasive wearable devices are will rapidly change the way we approach and design user experiences.
Essential UI/UX Design Principles: A Comprehensive Guide
Wearable User Experiences: The New World of Pervasive-Multisensory UX; MoDevUX 2014
1. Wearable User Experiences:
The New World of Pervasive-
Multisensory UX
John Whalen, Ph.D.
Principal, Strategy & User Experience
Brilliant Experience
jw@brilliantexperience.com
240-281-0764 (m)
#brlexp#wearables
18. Interactions can impair performance.
Psychobabble
Reductions in stimulus onset asynchrony result
in significant R2 response times. While the time
differences between S1 and S2 stimuli did not
influence performance, the relationship between…
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28. It only gets interesting when we talk about arousal.
29. It only gets interesting when we talk about arousal.
30. If we know
‣ Your goals
‣ The best interaction style
‣ If you are in motion
‣ Your state of arousal
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Then and only then can we truly optimize the experience for you.