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Multi-Device User Experience

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  • 1. Multi-device user experience Gabriel White
  • 2. It works everywhere!
  • 3. Picture of Net ix
  • 4. Not about mobile design.
  • 5. Designing the relationshipsbetween devices.
  • 6. The ubiquity paradigm
  • 7. Different devices,context, needs, uses.
  • 8. Same content & tools.
  • 9. Content shifting.
  • 10. Functional parity.
  • 11. Right-sizing.
  • 12. The complementarity paradigm
  • 13. Augmenting experience, enhancing experiences, adding richer content orfunctionality to a context.
  • 14. Different devicescreate different uses.
  • 15. Remote control.
  • 16. Shared workspaces.
  • 17. Alternative views.
  • 18. Toolbox.
  • 19. What’s it for?
  • 20. “It lets me check email without opening mylaptop, which feels too much like work.”
  • 21. “It’s great for readingmagazines while lying on the couch.”
  • 22. What story do you want people to tellabout your differentdevice experiences?
  • 23. What story do you tell about relationships between devices?
  • 24. Personas
  • 25. How do your targetusers relate to their different devices?
  • 26. Is the tablet being used around the house?
  • 27. Is the tablet a shared or personal tool?
  • 28. Is the device viewed as a productivity orentertainment tool?
  • 29. Laptop Personal laptop, carried to and from work every day.Tablet Shared device in the home, used by spouse and kids.Smartphone Owned by employer, and used for work and games.
  • 30. This tells the story ofhow the users relate to the devices.
  • 31. But not about howthe different devices can be used.
  • 32. Modeling through simulation
  • 33. Simulation or roleplaying is often usedto explore how to use a device.
  • 34. This can be extended with a library of devices.
  • 35. Gives an opportunity to experiment and explore.
  • 36. See multi-screen video athttp://vimeo.com/7055121
  • 37. Tells the story of howthe devices can relate to each other.
  • 38. Tells the story of how the user relates to each of the devices.
  • 39. But not about howthe different devices relate to the user.
  • 40. Personas, but for devices
  • 41. What’s thepersonality, point of view of each of thedevice touchpoints?
  • 42. What if the device had a persona?
  • 43. Giving each touchpoint a personality helpsclarify the relationship between the user and the device.
  • 44. All these help frame therelationships between the different touchpoints and the user.
  • 45. It’s all about relationships
  • 46. How can you de ne therelationships between each of the platformsyou are designing for?
  • 47. Gabriel White, November 2011 gabriel@smallsurfaces.com www.smallsurfaces.com @smallsurfaces