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Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
Making more senses of ux cambridge
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Making more senses of ux cambridge

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Slides from 1st hour of Making More Senses Of UX workshop at UX Cambridge 2013 - work shopping ideas of multimodal UX and tactile communication

Slides from 1st hour of Making More Senses Of UX workshop at UX Cambridge 2013 - work shopping ideas of multimodal UX and tactile communication

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  • So a quick map of what we're going to do. I'll give a few minutes of issues to set the scene Then we'll go to the Playtime and Show And Tell parts: these will be the largest part of the session. 20 minutes of doing 15 minutes of showing Hopefully wrap up with about 10 mins of ideas One hour is not long enough to explain multimodal design but it is long enough to try out some ideas and learn what is good and bad. I'll finish up with a few pointers and that'll be our time together.
  • So a quick map of what we're going to do. I'll give a few minutes of issues to set the scene Then we'll go to the Playtime and Show And Tell parts: these will be the largest part of the session. 20 minutes of doing 15 minutes of showing Hopefully wrap up with about 10 mins of ideas One hour is not long enough to explain multimodal design but it is long enough to try out some ideas and learn what is good and bad. I'll finish up with a few pointers and that'll be our time together.
  • So a quick map of what we're going to do. I'll give a few minutes of issues to set the scene Then we'll go to the Playtime and Show And Tell parts: these will be the largest part of the session. 20 minutes of doing 15 minutes of showing Hopefully wrap up with about 10 mins of ideas One hour is not long enough to explain multimodal design but it is long enough to try out some ideas and learn what is good and bad. I'll finish up with a few pointers and that'll be our time together.
  • I work in accessibility but not in the standard area of web accessibility most people are aware of. I work in information design for people with physical and cognitive impairments. This means I drift from looking at use of language to more esoteric areas of information sequencing and tactile design What I've found is that much of the experience which is locked within specific impairments has more general utility of we want to listen.
  • Specifically in terms of tactile design, it is very clear there are issues of confusion. Problematically, it's not just about the design but the actual human senses. Square-circle Circle-Square
  • This is where designers who are thinking about haptics or wearable technology need to take note. Our visual sense makes things seem obvious. But they're not I've worked on haptic systems and a lot of today will be about touch.
  • The unity of personal experience is one of the big lies our minds tell us. It's one the reason I'm taking you down a tactile and audio experience road today.
  • Tho Multimodal going to concentrate of a couple of senses today Touch mostly but audio a bit. We're going to make messages: to talk and listen through other senses.
  • Think about information sequence Storyboards Narrative Journey You're building a message
  • What this means is you're going to have to use your skills in slightly different ways But the core concepts of user experience and interface remain true
  • Consider the message and how to break it down into a information sequence or narrative
  • Consider the physical and metaphorical meaning of substances The meaning of weight The meaning of sharpness The meaning of naturalness Remember all spoken language is based on metaphor
  • Think about the specific content: numbers, values Think about ambient content: atmosphere, emotion
  • I'd recommend a listener for first prototype Someone who has not seen the message or been part of process till then It only works once but it'll help
  • Difficult There is a reason we evolved language But there is value in there
  • Transcript

    • 1. Multimodalit y Multimodalit y Sensory Substitution Sensory Substitution Sensory Augmentatio n Sensory Augmentatio n Event Plan
    • 2. AccessibilityAccessibility MultimodalityMultimodality PlaytimePlaytime Show & TellShow & Tell Multimodali ty
    • 3. NeuroplasticityNeuroplasticity Sensory Substitution Sensory Substitution PlaytimePlaytime Show & TellShow & Tell Sensory Substitution
    • 4. InclusionInclusion Sensory Augmentation Sensory Augmentation PlaytimePlaytime Show & TellShow & Tell Sensory Augmentation

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