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Designing Wearable Experiences - Founders Space 28th August 2015

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1 hour talk on the future of successful wearable experience design from the viewpoint of sensory and cognitive design.

Uses examples of work in assistive technology to map out possible future developments as well providing some frameworks for practical design problems and their solutions

Published in: Design
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Designing Wearable Experiences - Founders Space 28th August 2015

  1. 1. Designing Wearable Experiences Founders’ Space San Francisco
  2. 2. 1975
  3. 3. What is the User Experience?
  4. 4. A watch A screen A button An interaction
  5. 5. 2015
  6. 6. What is the User Experience?
  7. 7. A memory A story A feeling
  8. 8. The user defines the meaning
  9. 9. How do we enable and enhance that meaning?
  10. 10. You cannot design wearable experiences
  11. 11. You can enrich the user’s experience of wearables
  12. 12. Alastair
  13. 13. Al
  14. 14. Twitter @acuity_design
  15. 15. Uncertainty in process delivers greater certainty of deliverable success
  16. 16. Be observant & questioning
  17. 17. Themes
  18. 18. Wearables Smart Cities Internet of Things
  19. 19. Thing Makers Thing Users
  20. 20. Thing Makers Thing Users User Experience
  21. 21. Designing a wearable experience ≠ Strapping a sensor and/or a screen to a user
  22. 22. And yet...
  23. 23. Sensor defined use cases
  24. 24. Fitness
  25. 25. David Sedaris
  26. 26. Notifications
  27. 27. Notifications
  28. 28. Multimodal notification nightmare
  29. 29. What can we do?
  30. 30. Understanding ourselves
  31. 31. YOU About
  32. 32. YOU About
  33. 33. YOU About
  34. 34. YOU Beyond
  35. 35. Understanding usability
  36. 36. Timing Volume Meaning Load
  37. 37. Questioning experiences
  38. 38. What When Where Who
  39. 39. A SensoryUX framework
  40. 40. Behavioural Physical
  41. 41. Behavioural Physical
  42. 42. Behavioural Physical
  43. 43. Behavioural Physical Sensational Emotional
  44. 44. Why me?
  45. 45. Sensory projects
  46. 46. Confusion
  47. 47. Complexity
  48. 48. Haptics
  49. 49. Post screen interaction
  50. 50. About Me
  51. 51. About You
  52. 52. Cognition Senses Sensory Design
  53. 53. Cognition
  54. 54. Radical Embodiment
  55. 55. Body
  56. 56. Brain
  57. 57. Body Brain
  58. 58. Neurons make actions
  59. 59. Memories
  60. 60. Alternative You’s
  61. 61. Emotions
  62. 62. Emotions accelerate meaning making
  63. 63. Consciousness
  64. 64. Consciousness enables rapid adaption
  65. 65. Staying alive
  66. 66. Senses
  67. 67. Touch Smell Taste Sight Hearing
  68. 68. Touch Smell Taste Sight Hearing
  69. 69. 1 2 3= 4 Touch Smell Taste Sight Hearing
  70. 70. Close your eyes
  71. 71. Cognitive Slop Time
  72. 72. Chion
  73. 73. Hearing is the frame for your senses
  74. 74. More Senses
  75. 75. Sight Vision Hearing Audition Taste Gustation Smell Olfaction Touch Somatosensory Balance & acceleration Equilibrioception Temperature Thermoception Kinaesthetic sense Proprioception Pain Nociception Time Chronoception Other internal senses Interoception
  76. 76. Complexity
  77. 77. Sensory architecture
  78. 78. Behavioural Physical Sensational Emotional
  79. 79. Behavioural Physical Sensational Emotional
  80. 80. Attention
  81. 81. Attention Sensor Avoid
  82. 82. Attention Sensor Seeker Avoid Bystander
  83. 83. Axes of conscious and unconscious sensing
  84. 84. Living Sensationally
  85. 85. Attention Sensor Seeker Arousal Avoid Bystander Non arousal
  86. 86. Attention Sensor Seeker Pleasure Arousal Avoid Bystander Displeasure Non arousal
  87. 87. Action Attention Sensor Seeker Pleasure Arousal Avoid Bystander Displeasure Non arousal
  88. 88. PAN model
  89. 89. Positive emotion and sense of purpose matter
  90. 90. Happiness design
  91. 91. Sapiens
  92. 92. The brilliance of humanity is we aren’t restricted by reality
  93. 93. We predict We anticipate We imagine
  94. 94. Usability
  95. 95. Timing Volume Meaning Load
  96. 96. Timing
  97. 97. Timing Volume
  98. 98. Timing Volume Meaning
  99. 99. Timing Volume Meaning Load
  100. 100. Designing for cognitive accessibility
  101. 101. Perceivable Intelligible Actionable
  102. 102. Perceivable Intelligible Actionable Can I sense it?
  103. 103. Perceivable Intelligible Actionable Can I understand it?
  104. 104. Perceivable Intelligible Actionable Can I do something with it?
  105. 105. Beyond You
  106. 106. Transhumanism Post-human Cyborgisation
  107. 107. Connected Intimacy Tailored Ecosystems Co-Evolved Possibilities Person As ComputerPerson To Computer Person To Person Social Technology Futures
  108. 108. Learn from assistive technology to understand augmentation
  109. 109. Brain Port
  110. 110. US Army Study
  111. 111. US Army
  112. 112. V. E. S. T.
  113. 113. Umwelt
  114. 114. New Experiences
  115. 115. New Senses
  116. 116. Sensory Substitution
  117. 117. Daniel Kish
  118. 118. Neuroplasticity
  119. 119. Decision to change Necessary but not sufficient Mindfulness practice Sensory practice Neuroplastic change Necessary but not sufficient Successful Sensory Substitution Emotional desire to change Key gateway for success A model for neuroplastic change & sensory substitution T I M E
  120. 120. Emotion
  121. 121. “History of the future in 100 objects” Adrian Hon
  122. 122. Final Themes
  123. 123. UX beyond visual
  124. 124. UI is about personal emotion
  125. 125. UX is about communal empathy
  126. 126. Connecting information to context
  127. 127. Context in Community Place Time Emotion
  128. 128. Remember we have 9+ senses!
  129. 129. Sight Vision Hearing Audition Taste Gustation Smell Olfaction Touch Somatosensory Balance & acceleration Equilibrioception Temperature Thermoception Kinaesthetic sense Proprioception Pain Nociception
  130. 130. We can make more of ourselves
  131. 131. Finishing Up
  132. 132. Sensory UX depends on innovation
  133. 133. We can design wearable experiences now
  134. 134. How well it works with people depends...
  135. 135. It's about product design service design senses emotions social connections
  136. 136. Technology works in a human context of social and sensory needs
  137. 137. What to do?
  138. 138. Make & test
  139. 139. Observe
  140. 140. Question
  141. 141. Throw stuff away
  142. 142. Talk
  143. 143. Tell stories
  144. 144. A final note
  145. 145. 1973
  146. 146. One more thing…
  147. 147. Creative misuse
  148. 148. Users discover usability
  149. 149. The user defines the meaning
  150. 150. Consciousness enables rapid adaption
  151. 151. Create something wonderful
  152. 152. Thank you
  153. 153. sensoryUX.com @acuity_design

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