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Designing
Wearable
Experiences
UX Lisbon 2015
1975
What is the User
Experience?
A watch
A screen
A button
An interaction
2015
What is the User
Experience?
A memory
A story
The user defines
the meaning
How do we enable
and enhance that
meaning?
Alastair
Al
Twitter
@acuity_design
Hashtag
#SensoryUX
Housekeeping
Safety
What's this
workshop about?
Learning
Objectives
Understanding more about:
•Our 9 senses and sensory cognition
•Information theory and gesture design
issues
•Individual em...
Confusion
&
Uncertainty
Uncertainty in
process delivers
greater certainty of
deliverable success
Be open
&
questioning
Themes
Wearables
Smart Cities
Internet of Things
Designing a wearable
experience
≠
Strapping a sensor
and/or a screen to a
user
And
yet...
Fitness
My Cat is sad because Apple Watch is just another
wrist mounted notification screen with health sensor
Notifications
Notifications
Multimodal
notification
nightmare
What can we do?
Going beyond
screens
Relearning
our senses
Understanding more
usability
Timing
Volume
Meaning
Load
Designing for
cognitive
accessibility
Perceivable Intelligible Actionable
Perceivable Intelligible Actionable
Can I sense
it?
Perceivable Intelligible Actionable
Can I
understand
it?
Perceivable Intelligible Actionable
Can I do
something
with it?
Perceivable Intelligible Actionable
Enabling
conversations
A framework
Behavioural
Physical
Behavioural
Physical
Behavioural
Physical
Behavioural
Physical
Sensational
Emotional
Multimodality
Sensory
Futures
Event Plan
Meaning &
Usability
Multimodality
Sensory
Futures
Event Plan
Meaning &
Usability
Perceivable Intelligible Actionable
Accessibility
Multimodality Playtime Show & Tell
Multimodality
10.30
Coffee
Break
Meaning
Gesture Playtime Show & Tell
Meaning & Usability
Usability
Neuroplasticity
Sensory
Substitution
Sensory Futures
Sensory
Augmentation
Multimodality
Tactile
projects
Confusion
Haptics
Senses
Touch
Smell
Taste
Sight
Hearing
Touch
Smell
Taste
Sight
Hearing
1
2
3=
4
Touch
Smell
Taste
Sight
Hearing
Cognitive
Slop
Time
Chion
Hearing is the
frame for your
senses
More Senses
Sight Vision
Hearing Audition
Taste Gustation
Smell Olfaction
Touch Somatosensory
Balance & acceleration Equilibrioception...
Playtime
• Communicating without seeing
• Teams create messages with
anything here
• Use Touch to communicate
• Allocate o...
Context
In an Airport
Discovery
Difficult
Sensory
architecture
Behavioural
Physical
Sensational
Emotional
Behavioural
Physical
Sensational
Emotional
Attention
Attention
Sensor Avoid
Attention
Sensor
Seeker
Avoid
Bystander
Axes of
conscious and
unconscious
sensing
Living
Sensationally
Attention
Sensor
Seeker
Arousal
Avoid
Bystander
Non arousal
Attention
Sensor
Seeker
Pleasure
Arousal
Avoid
Bystander
Displeasure
Non arousal
PAN model
Imagination
Attention
Sensor
Seeker
Pleasure
Arousal
Avoid
Bystander
Displeasure
Non arousal
Positive emotion
and sense of
purpose matter
We live in our
imagination
Sapiens
The brilliance of
humanity is we
don’t live in reality
Coffee Break
Back in 30 minutes
Meaning
&
Usability
New rules
If we want to talk in new
ways through new
technology, we need to
agree new rules
Meaning
Meaning
1 Understanding
2 Creating
3 Sensory
1
Understanding
meaning
Information
Theory
2 parts to
conversation
What we say
Confirming
understanding
Loop
What we say
Confirming understanding
Meaning is
made in the
reply
The user
creates
meaning with
you
2
Creating
meaning
Metaphor
Language is
built on
metaphor
This thing is LIKE
these things
SIMILE
This thing is LIKE
this thing or this
thing
ANALOGY
This thing is
this thing
METAPHOR
Simile
Simile
Simile
Simile
Simile
Simile
Simile
Analogy Analogy
Metaphor
Mutual agreement of
meaning
Proposal of meaning
Agreement of meaning
3
Sensory
Meaning
Body Language
Spiteful Resting Face
Sign Language
Signs as words
Faces as grammar
Gesture
Gesture
Words Symbols
Messages
In symbols
In physical gestures
Translate to Words
Discovery
User centered
Culturally
specific
PROJECT
SOLI
We can use total
experience to
create messages
But need to balance
meanings s &
information across
senses
Usability
Usability
1 Movement
2 Social
3 Sensory design issues
1
Movement
We move to think
We think to move
Our journeys define
our memories
Situational
&
Contextual
2
Social
Stories
We remember what
we want to share
3
Sensory design
Timing
Volume
Meaning
Load
Timing
Timing
Volume
Timing
Volume
Meaning
Timing
Volume
Meaning
Load
Sensory
Futures
Neuroplasticity
Sensory
Substitution
Daniel Kish
Decision to change
Necessary but not sufficient
Mindfulness
practice
Sensory
practice
Neuroplastic change
Necessary but no...
Emotion
Loop
We change the technology
The technology changes us
Learn from
impairment to
understand
augmentation
Brain
Port
US
Army
US
Army
Study
V.
E.
S.
T.
“History of the
future in 100
objects”
Adrian Hon
Connected
Intimacy
Tailored
Ecosystems
Co-Evolved
Possibilities
Person As ComputerPerson To Computer
Person To Person
Soci...
Connected
intimacy
Enabling empathy
Supporting decision
making
Tailored
eco systems
Shared places
Smarter places
Co-Evolved
possibilities
Embodiment
Technology as part of
us
An airport
User in the airport
User journey through
an airport
How does the
wearable affect the
user experience?
Min – Max model
explores stories
Think of the person,
in a place, amongst
people, with a
purpose
Perceivable Intelligible Actionable
Timing
Volume
Meaning
Load
Here’s some new
factors
What changes?
How do you design
a wearable
experience?
We can
design wearable
experiences now
How well it works
with people
depends...
It's about
product design
service design
senses
emotions
social connections
Technology works in a
human context of
social and sensory
needs
What to do?
Talk
Tell stories
Test
Throw stuff away
Be open
&
questioning
We live in
our
imagination
1973
One
more
thing…
The user defines
the meaning
Thank you
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
Designing Wearable Experiences UX Lisbon 2015
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Designing Wearable Experiences UX Lisbon 2015

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Slidedeck for 3 hour workshop at UX Lisbon 2015.

A workshop on designing for wearable experiences by understanding more about our senses, our users, meaning and new technology

Not so much a workshop of answers as using the experience to understand better questions.

Published in: Design
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Designing Wearable Experiences UX Lisbon 2015

  1. 1. Designing Wearable Experiences UX Lisbon 2015
  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
  8. 8. The user defines the meaning
  9. 9. How do we enable and enhance that meaning?
  10. 10. Alastair
  11. 11. Al
  12. 12. Twitter @acuity_design Hashtag #SensoryUX
  13. 13. Housekeeping
  14. 14. Safety
  15. 15. What's this workshop about?
  16. 16. Learning Objectives
  17. 17. Understanding more about: •Our 9 senses and sensory cognition •Information theory and gesture design issues •Individual emotional and sensational mapping and testing •Sensory substitution and multimodal/post-screen user interfaces •Sensory augmentation and neuroplasticity •Core questions for wearable user experiences
  18. 18. Confusion & Uncertainty
  19. 19. Uncertainty in process delivers greater certainty of deliverable success
  20. 20. Be open & questioning
  21. 21. Themes
  22. 22. Wearables Smart Cities Internet of Things
  23. 23. Designing a wearable experience ≠ Strapping a sensor and/or a screen to a user
  24. 24. And yet...
  25. 25. Fitness
  26. 26. My Cat is sad because Apple Watch is just another wrist mounted notification screen with health sensor
  27. 27. Notifications
  28. 28. Notifications
  29. 29. Multimodal notification nightmare
  30. 30. What can we do?
  31. 31. Going beyond screens
  32. 32. Relearning our senses
  33. 33. Understanding more usability
  34. 34. Timing Volume Meaning Load
  35. 35. Designing for cognitive accessibility
  36. 36. Perceivable Intelligible Actionable
  37. 37. Perceivable Intelligible Actionable Can I sense it?
  38. 38. Perceivable Intelligible Actionable Can I understand it?
  39. 39. Perceivable Intelligible Actionable Can I do something with it?
  40. 40. Perceivable Intelligible Actionable
  41. 41. Enabling conversations
  42. 42. A framework
  43. 43. Behavioural Physical
  44. 44. Behavioural Physical
  45. 45. Behavioural Physical
  46. 46. Behavioural Physical Sensational Emotional
  47. 47. Multimodality Sensory Futures Event Plan Meaning & Usability
  48. 48. Multimodality Sensory Futures Event Plan Meaning & Usability Perceivable Intelligible Actionable
  49. 49. Accessibility Multimodality Playtime Show & Tell Multimodality
  50. 50. 10.30 Coffee Break
  51. 51. Meaning Gesture Playtime Show & Tell Meaning & Usability Usability
  52. 52. Neuroplasticity Sensory Substitution Sensory Futures Sensory Augmentation
  53. 53. Multimodality
  54. 54. Tactile projects
  55. 55. Confusion
  56. 56. Haptics
  57. 57. Senses
  58. 58. Touch Smell Taste Sight Hearing
  59. 59. Touch Smell Taste Sight Hearing
  60. 60. 1 2 3= 4 Touch Smell Taste Sight Hearing
  61. 61. Cognitive Slop Time
  62. 62. Chion
  63. 63. Hearing is the frame for your senses
  64. 64. More Senses
  65. 65. 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
  66. 66. Playtime • Communicating without seeing • Teams create messages with anything here • Use Touch to communicate • Allocate one person as listener • The listener can monologue • Prototype quickly, learn fast
  67. 67. Context In an Airport
  68. 68. Discovery
  69. 69. Difficult
  70. 70. Sensory architecture
  71. 71. Behavioural Physical Sensational Emotional
  72. 72. Behavioural Physical Sensational Emotional
  73. 73. Attention
  74. 74. Attention Sensor Avoid
  75. 75. Attention Sensor Seeker Avoid Bystander
  76. 76. Axes of conscious and unconscious sensing
  77. 77. Living Sensationally
  78. 78. Attention Sensor Seeker Arousal Avoid Bystander Non arousal
  79. 79. Attention Sensor Seeker Pleasure Arousal Avoid Bystander Displeasure Non arousal
  80. 80. PAN model
  81. 81. Imagination Attention Sensor Seeker Pleasure Arousal Avoid Bystander Displeasure Non arousal
  82. 82. Positive emotion and sense of purpose matter
  83. 83. We live in our imagination
  84. 84. Sapiens
  85. 85. The brilliance of humanity is we don’t live in reality
  86. 86. Coffee Break Back in 30 minutes
  87. 87. Meaning & Usability
  88. 88. New rules
  89. 89. If we want to talk in new ways through new technology, we need to agree new rules
  90. 90. Meaning
  91. 91. Meaning 1 Understanding 2 Creating 3 Sensory
  92. 92. 1 Understanding meaning
  93. 93. Information Theory
  94. 94. 2 parts to conversation
  95. 95. What we say
  96. 96. Confirming understanding
  97. 97. Loop What we say Confirming understanding
  98. 98. Meaning is made in the reply
  99. 99. The user creates meaning with you
  100. 100. 2 Creating meaning
  101. 101. Metaphor
  102. 102. Language is built on metaphor
  103. 103. This thing is LIKE these things SIMILE
  104. 104. This thing is LIKE this thing or this thing ANALOGY
  105. 105. This thing is this thing METAPHOR
  106. 106. Simile Simile Simile Simile Simile Simile Simile Analogy Analogy Metaphor
  107. 107. Mutual agreement of meaning
  108. 108. Proposal of meaning Agreement of meaning
  109. 109. 3 Sensory Meaning
  110. 110. Body Language
  111. 111. Spiteful Resting Face
  112. 112. Sign Language Signs as words Faces as grammar
  113. 113. Gesture
  114. 114. Gesture Words Symbols
  115. 115. Messages In symbols In physical gestures
  116. 116. Translate to Words
  117. 117. Discovery
  118. 118. User centered
  119. 119. Culturally specific
  120. 120. PROJECT SOLI
  121. 121. We can use total experience to create messages
  122. 122. But need to balance meanings s & information across senses
  123. 123. Usability
  124. 124. Usability 1 Movement 2 Social 3 Sensory design issues
  125. 125. 1 Movement
  126. 126. We move to think We think to move
  127. 127. Our journeys define our memories
  128. 128. Situational & Contextual
  129. 129. 2 Social
  130. 130. Stories
  131. 131. We remember what we want to share
  132. 132. 3 Sensory design
  133. 133. Timing Volume Meaning Load
  134. 134. Timing
  135. 135. Timing Volume
  136. 136. Timing Volume Meaning
  137. 137. Timing Volume Meaning Load
  138. 138. Sensory Futures
  139. 139. Neuroplasticity
  140. 140. Sensory Substitution
  141. 141. Daniel Kish
  142. 142. 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
  143. 143. Emotion
  144. 144. Loop We change the technology The technology changes us
  145. 145. Learn from impairment to understand augmentation
  146. 146. Brain Port
  147. 147. US Army
  148. 148. US Army Study
  149. 149. V. E. S. T.
  150. 150. “History of the future in 100 objects” Adrian Hon
  151. 151. Connected Intimacy Tailored Ecosystems Co-Evolved Possibilities Person As ComputerPerson To Computer Person To Person Social Technology Futures
  152. 152. Connected intimacy
  153. 153. Enabling empathy Supporting decision making
  154. 154. Tailored eco systems
  155. 155. Shared places Smarter places
  156. 156. Co-Evolved possibilities
  157. 157. Embodiment Technology as part of us
  158. 158. An airport
  159. 159. User in the airport
  160. 160. User journey through an airport
  161. 161. How does the wearable affect the user experience?
  162. 162. Min – Max model explores stories
  163. 163. Think of the person, in a place, amongst people, with a purpose
  164. 164. Perceivable Intelligible Actionable
  165. 165. Timing Volume Meaning Load
  166. 166. Here’s some new factors
  167. 167. What changes?
  168. 168. How do you design a wearable experience?
  169. 169. We can design wearable experiences now
  170. 170. How well it works with people depends...
  171. 171. It's about product design service design senses emotions social connections
  172. 172. Technology works in a human context of social and sensory needs
  173. 173. What to do?
  174. 174. Talk
  175. 175. Tell stories
  176. 176. Test
  177. 177. Throw stuff away
  178. 178. Be open & questioning
  179. 179. We live in our imagination
  180. 180. 1973
  181. 181. One more thing…
  182. 182. The user defines the meaning
  183. 183. Thank you

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