Summary of May 2011 MEX working session on Pathway #2, multi-touchpoint user experience design
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Foreword
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The two day event in May 2011 provided another focal point for the ongoing MEX
mobile user experience initiative. The agenda continued the exploration of the
existing Pathways #1, 2 and 4, while introducing the new Pathways #7, 8 and 9.
The event thrived on the diverse knowledge and creativity of the group, withparticipation from both long-standing MEX community members and those joining for
the first time. This was the 9th MEX, but once again we were surprised and delighted
to see just how many new ideas can be generated when the participants bring such a
varied set of skills: engineering, strategy, research and multiple design disciplines,
from the visual to the audible.
Most importantly of all, everyone played a role in crafting a response to the
Pathways, from the speakers and team leaders to the Brunel designers and sponsors.
We have endeavoured to summarise the collective response in this document with two
purposes in mind: firstly, to commit the May 2011 discoveries to record; secondly, to
encourage exploration and further progress in each of the Pathways.
The MEX initiative continues throughout the year on the blog at
mobileuserexperience.com. We hope youll join us.
Marek Pawlowski
pmn.co.uk/mex/ +44 7767 622957 [email protected]
http://pmn.co.uk/mex/http://pmn.co.uk/mex/mailto:[email protected]://mobileuserexperience.com/mailto:[email protected]:[email protected]://pmn.co.uk/mex/http://pmn.co.uk/mex/http://mobileuserexperience.com/http://mobileuserexperience.com/ -
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Thanks
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An endeavour such as MEX succeeds only through the exceptional
contributions of all the participants. We would like to offer special thanks to:
Speakers David Birnbaum, Remy Bourganel, Peter "pdx" Drescher, Simon
East, Tom Godber, Louisa Heinrich, Risto Lahdesmaki, Ramona Liberoff, Ed
Maklouf, Jerome Nadel, Callum Rex Reid & James Whatley Team leaders
Chris Browne, Giles Colborne, Jason DaPonte, Mikko-Pekka Hanski, Andrew
Muir Wood, Franco Papeschi Brunel designers Elena Bruno, MadeleineCarver, Hannah Devoy, Jon Fletcher, Thomas Jay, Jermaine Legg, Dominic
McCarthy, Samuel McClellan, Joe Midgley, Matthew Parrish, Nicholas Sardar
& Michael Stanley Visual summary Amy Godsell Photography Emily
Faulder Video Tom Allan
Pathway sponsors Idean, Immersion & ICTKTN Innovationsponsor Toshiba Supporting sponsor MobiWire
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Pathway #2
Research the implications of
multiple displays and inputs within
a single experienceFacilitator: Jason DaPonte
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The provocation
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1. How will multi-platform services evolve beyond simple
content replication to deliver experiences greater than the
sum of their parts?
2. How do the characteristics of cloud connectivity influence
the experience of multi-platform services?
3. How do interactions within multi-platform experiences
vary across displays, such as physical screens and free
space projection, and inputs, such as 3D cameras and
biometric sensors?
4. How will users manage the flow of public and private
information across multiple touchpoints?
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5. What are the basic building units of information in amulti-platform experience? What kind of architecture
allows these units to be displayed in the most appropriate
format for each touchpoint?
6. What tools are designers missing to assist in the creationof multi-platform experiences?
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The response: visual summary
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1. Digital experiences are traditionally embodied in individual
devices, which become a filter between the user and their
reality. Multi-platform experiences help remove this barrier by
enabling user interactions to be distributed between multiple
touchpoints and allowing the user to choose the most natural
relative to their current context.
2. Identity was previously tied to specific pieces of hardware, e.g.
a specific phone number for a specific device. In a multi-
platform world, identity will travel with the user, not with the
device. Users will manifest different aspects of their identity
across the different touchpoints of their multi-platform
experiences.
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3. Each touchpoint, whether an output (e.g. a visual displayor audible speaker) or an input (e.g. a keyboard or
gesture-sensing camera) has a unique set of
characteristics. Multi-platform experiences should use
these characteristics to their advantage and create overall
experiences greater than the sum of their parts.
4. Each touchpoint may require subsets or different
perspectives of the core data in a multi-platform
experience.
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5. Looking beyond user research is an essential techniquefor designing multi-platform experiences. User feedback
is constrained by the users knowledge of what they think
possible. The very nature of multi-platform experiences,
with their ability to become greater than the sum of their
parts, necessitates a design approach which looks beyondsimply responding to user requests. Detailed, first-hand
knowledge of user behaviour is essential.
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6. Designers coming from the world of mobile
communications will increasingly find themselves exposedto complex new industries and scenarios as wireless
networks and mobile devices become central to many
areas of life. Mobile designers should consider time spent
understanding diverse subjects outside their traditional
field an essential investment in becoming polymaths.
7. Developing links between visual content and other
elements of a multi-platform experience enables
experiences to reach out from the display and capture
user attention. Adding a physical element, such as haptic
feedback or gestural input, engages users more deeply in
what they are doing than visuals alone. Often the things
which are hardest to talk about or express visually are the
most important in our lives.
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8. Looking beyond user research is an essential techniquefor designing multi-platform experiences. User feedback
is constrained by the users knowledge of what they think
possible. The very nature of multi-platform experiences,
with their ability to become greater than the sum of their
parts, necessitates a design approach which looks beyondsimply responding to user requests. Detailed, first-hand
knowledge of user behaviour is essential.
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9. The brain models what is sees through mirror neurons todevelop innate behaviours. Tapping into these natural
instincts enhances multi-platform interactions.
10. The first generation of augmented reality has been
dominated and distorted by its embodiment in physical
devices, where data is overlaid on a photographic image
of the world and experienced through a digital display.
The future of augmented reality lies in dissolving this
physical embodiment and finding subtle, quiet ways to
add a layer of digital enchantment to the real world.
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11. When considering the evolution of virtual touchpointssuch as gestural interfaces and free space displays,
remember users relationship with existing physical tools
is deep-rooted and complex. Users may love tools as
objects in themselves, as well as for what they help them
to achieve. Tools also provide a social construct, e.g. aperson seen talking into thin air is considered odd,
whereas the same person talking into a physical device is
considered connected. While it may become technically
possible to eliminate the physical tools we use for todays
digital interactions (e.g. typing with keyboards andtalking into phones), to do so may rob these experiences
of their human satisfaction and joy.
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12. Multi-platform experiences inherently interact with usersmore frequently. Designers must strike a delicate
balance to manage user attention, privacy and the
cognitive pressure of interactions. Services should focus
on facilitating a users experience, not dictating it.
13. Humans are connected creatures and have eliminated
physical distance as a barrier to the sharing of ideas. We
are now also developing the ability to share digital
representations of our environment.
14. Identity was previously singular. Digital has given usersthe ability to create multiple identities, some which exist
solely in the virtual sphere.
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Follow-up: questions to consider
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1. How can quiet design techniques add a layer of ambienttouchpoints to multi-platform experiences? What balance
should be struck between touchpoints which engage users
directly and touchpoints which operate at a sub-conscious
level?
2. Is it possible to make digital identity more representative
of human complexity than the simple username and
password combination employed by most services? How
could users control assume control of an enriched digital
identity and move elements of it across the different
touchpoints in a multi-platform experience?
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3. Are there common parameters - such as distance from atouchpoint - which provide a reliable set of rules for
developing multi-platform design guidelines?
4. Is a level of technical knowledge about the characteristics
of cloud connectivity an essential skill for designers
creating multi-platform experiences? When can we rely
on the cloud to glue together experiences and how can
we design for its inherent unreliability?
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The challenge: stimulus materials
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Challenge
Create user interface designs for 3
different touchpoints within a multi-
platform service, combining them to
build an experience greater than the
sum of its parts.
Consider the balance between
achieving consistency by re-usinginterface elements versus optimising for
the individual characteristics of each
touchpoint.
Use the unique input and display
capabilities of each touchpoint to
cumulative effect.
Reality check your designs to ensure
they will work effectively in uncertain
network conditions.
Expectation
A set of sketches illustrating your
concept design.
An explanation of how each touchpoint
has been used to create the overall
experience.
An explanation of how the experiencerelates to the specific user persona.
Your team will have 10 minutes to
present this in the final session on
Thursday afternoon.
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NameAdam!Age12!LocationSuburban Manchester!QuoteThats soooo unfair!!Facebook status(parents wont allow him on Facebook) !ProfessionStudent / superhero in training!
Meet Adam...Hes got his first phone and would rather be out playing!
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The Story So Far!Its nearly summer holidays and Adams parents have arranged a stay-cation in the
UK, planning a drive through the Peak District and then to the Scottish Highlands. The
scenery sounds great to them but not to Adam. He says hed rather be at home with
his mates, the games they play in their neighbourhood and this Xbox Kinect; secretly,though, hes excited to do some camping and birdwatching with his dad. His annoying
6-year-old sister is going too (the bad news) but so is the family dog, named Killer (the
good news since hell at least have someone to play with). Adams world is fairly small
when hes at home he doesnt stray outside his school district very often other than
holidays. Sometimes he doesnt even stray from his room since its packed with all his
toys Xbox (which he plays on his own and remotely with his friends), his PC (even if
its old has heavy parental security on it), a Nintendo 3DS and the new Android phone
his parents didnt want and gave to him.!
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Life, work & environmentWhere we think changes how we think!
Killer the family dog!
A stopping point on the holiday!
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Life, work & environmentWhere we think changes how we think!
A recent creative achievement!
His sister drives him crazy!
Traffic makes Adam crazy and impatient!
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Tools & interfacesPrevious experiences influence how we
respond to new innovations!
Adam hardly goes anywhere with out a game to
play especially a long roadtrip so his Nintenedo
3DS is just what he needs !
Dads iPad will be going on the trip but its
unclear whether the kids will get to use it!
Hand-me-down family PC (with parental
security) he likes to talk about and look up
trivia about football and birds!
Adam lucked out when his mum
didnt want the upgrade her network
offered her so he got an LG Optimus
One Android-enabled smartphone!
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The challenge: team outputs
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Reviewed potential touchpoints for a multi-screen experience, including one in a car
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Identified different possible potential touchpoints and experiences
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Sketched initial ideas as we talked
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Sketched initial ideas as we talked
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Sketched initial ideas as we talked
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Sketched initial ideas as we talked
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Sketched initial ideas as we talked
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Examined how gaming for the family could work across devices
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Experience sketch: family identifies a competition they can play that involves gathering media
with their devices and sharing it back to an iPad
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Experience sketch: family introduced to the game by a prompt on a cereal box from sponsoring
brand. The game begins on the father's iPad (which acts as the centre of the experience)
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Family members gather media throughout their day in line with tasks they were assigned via the
iPad app. Media is uploaded to the game service via a feature phone...
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...and a Nintendo 3DS
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Overview of first few experience sketches
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Various family devices feed content into web service that the iPad app reads from to gather
content from the family
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By playing the game and gathering media, family members create their personal galleries of
content and then also create a communal gallery of everything they upload.
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A multimedia album created in the app by the family
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Overview
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Family can enjoy this communally
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They can also enjoy a 'silly story' version that uses the media to 'fill in the blanks' in comic
stories where their media is used in fun and unexpected ways
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Overview
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The challenge: team summary video
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Click to play team summary video...
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Further reading
MEX Newsletter articles on Pathway #2
http://www.mobileuserexperience.com/?cat=18http://www.mobileuserexperience.com/?cat=18 -
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