Wearable User Experiences: The New World of Pervasive-Multisensory UX; MoDevUX 2014

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    17-Aug-2014
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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.

Transcript of Wearable User Experiences: The New World of Pervasive-Multisensory UX; MoDevUX 2014

  • 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
  • Introduction
  • Hi Im John
  • Research Stakeholder Interviews Field Research Competitor Reviews Expert Reviews Strategy and Ideation Strategy Workshop Design Studio Rapid Prototyping Iterative Refinement UX and Design IA & Flow Interaction Design Concept Realization Visual Design & Branding Brilliant Experience
  • Stand up if you are a User Experience Professional
  • There has NEVER been a more exciting time to be a UXer!
  • Theres a great future in wearables Ben, but to be successful they need these properties:
  • Are you listening Ben? Yes Dr. Whalen.
  • Multisensory Momentary Bioaware
  • 1. Multisensory #brlexp#wearables
  • Multisensory Vision Vibration Sound Voice Touch Cam era
  • Multisensory Vision Vibration SoundVoice Touch Camera Keyboard
  • But wait, theres more!
  • Why multisensory?
  • Interactions need to be totally natural
  • Interactions can impair performance.
  • 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 !
  • Your mission: Determine which senses are most natural for your task.
  • 2. Momentary #brlexp#wearables
  • Momentary
  • 3. Bioaware #brlexp#wearables
  • Motion
  • Heart Rate, GSR, Temperature
  • It only gets interesting when we talk about arousal.
  • It only gets interesting when we talk about arousal.
  • If we know Your goals The best interaction style If you are in motion Your state of arousal ! Then and only then can we truly optimize the experience for you.
  • Put it all together
  • Theres a great future in wearables Ben, but to be successful they need these properties:
  • Multisensory Momentary Bioware #brlexp#wearables
  • Thank you! Be Brilliant!
  • Research Stakeholder Interviews Field Research Competitor Reviews Expert Reviews Strategy and Ideation Strategy Workshop Design Studio Rapid Prototyping Iterative Refinement UX and Design IA & Flow Interaction Design Concept Realization Visual Design & Branding BrilliantExperience.com