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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