This presentation is a part of my invited talk at UIUX Design Summit 2015, Bangalore organised by UNICOM.
Brief -
The next wave after mobile Ux is about designing for wearable devices. The market is getting flooded with smart watches, goggles, fitness bands, etc. Designing for wearables is a big challenge for UX designers. Wearable Ux is not just about designing small screen UI, but it covers industrial design, sensor technologies, performance, IoT, etc. In some cases it does not even have a display screen. The presentation discusses various trends in wearables and their technology usages. It compares and provides insights for wearable user experience design & user adoption. The presentation proposes a UX strategy to make wearable UX successful. Some examples on industry usages will be discussed with live demo on smart watch.
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Wearables User Experience
1. WEARABLE USER
EXPERIENCE
23RD APRIL 2015
SAMEER CHAVAN
SAMEER@CHAVAN.ME
@SAMEERHERE
This presentation is for informational purposes only. These are purely the presenter’s views and does not reflect his employer’s views. His company
MAKES NO WARRANTIES, EXPRESS OR IMPLIED, IN THIS SUMMARY. Other names and brands may be claimed as the property of others.
2. WHAT IS WEARABLE
• Ubiquitous
• Rich in sensors
• Portable
• Tiny and complex
Body worn computer powered devices
3. WHERE IS THE WEARABLE
Its everywhere. But mostly popular now on wrist – smartwatch & health
bands.
The glass is still evolving.
4. WHY SHOULD WE CARE ?
• People check their phones an average 125 times a day
• Next evolution to consumer electronics
• Billion dollar industry potential
• New programmable platform
• Its exciting and new for developers/designers to think of innovative
use cases and jump into wearable hype.
5. WEARABLE APPLICATIONS
• Health & Wellness – fitness tracking, health
monitoring
• Security – payments, authentications, etc
• Industrial usages – factories and hospitals
• Companion device – for mobiles, tablets, TV, car
• Fashion- changing watch faces, straps, forms
• Others – music, data gathering, emergency, etc
6. WHAT WEARABLES
DO ?
• Allow users to access data hands free !
• Always available and accessible
• Connect with multiple devices and IoT
• Notification on my wrist without having to
look at my phone
• Simple tasks on watch without taking out
my phone.
• Augmented reality with glass
• Biometrics
22. WEARABLE UX STRATEGY
• Wearable are like
fashion
accessories
• Few words and
more information
• Design for voice –
OK Google!
• Design for context
• Use sensors to
replace user
inputs
• Connected
ecosystem
23. SMARTWATCH – USE CASES
• Primary
• Checking text messages
• Time and date
• Calendar notifications
• Chat notifications
• Social app notifications
• Calls – incoming,
missed, reject.
• Secondary
• Control Music
• Voice memos
• Alarm
• Weather
• Pedometer
• Heart rate monitor
• Capture picture
24. USER INTERACTIONS
Input -
• Voice
• Tap/Force
• Gestures
• 2-3 hardware
buttons
• Mostly non text
Output –
• GUI
• Sound
• Haptic/vibration
Misfit Flash
25. DESIGN PRINCIPLES - SMARTWATCH
• Smartwatch is not a mobile. Don’t miniaturize your
mobile
• About 1.5 inch screen
• Can have just 2-4 buttons and rest are swipe & tab
gestures
• Typography and contrast
• Wearable is a fashion statement. It’s not –One size fits
all.
• Industrial design and visuals design plays important role
• Simple and non-invasive as possible so it becomes part
of everyday life
• Waterproof and Shockproof
27. UX DESIGN – ANDROID WEAR
Launched automatically • Focus on not stopping the user
• Design for big gestures
• Do one thing, really fast
Support the Android Wear Companion App
Glanceable
Zero or low interaction
All about suggest and demand
How Do Hype Cycles Work?
Each Hype Cycle drills down into the five key phases of a technology's life cycle.
Technology Trigger: A potential technology breakthrough kicks things off. Early proof-of-concept stories and media interest trigger significant publicity. Often no usable products exist and commercial viability is unproven.
Peak of Inflated Expectations: Early publicity produces a number of success stories — often accompanied by scores of failures. Some companies take action; many do not.
Trough of Disillusionment: Interest wanes as experiments and implementations fail to deliver. Producers of the technology shake out or fail. Investments continue only if the surviving providers improve their products to the satisfaction of early adopters.
Slope of Enlightenment: More instances of how the technology can benefit the enterprise start to crystallize and become more widely understood. Second- and third-generation products appear from technology providers. More enterprises fund pilots; conservative companies remain cautious.
Plateau of Productivity: Mainstream adoption starts to take off. Criteria for assessing provider viability are more clearly defined. The technology's broad market applicability and relevance are clearly paying off.