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Designing Wearable Experiences UX Week 2015

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A 3 hour workshop on the future of wearable user experience that takes in embodied cognition, sensory design and assistive technology to show how we can build new senses and new experiences for all.

Look at http://www.sensoryux.com to learn more about these workshops

Published in: Design
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Designing Wearable Experiences UX Week 2015

  1. 1. Designing Wearable Experiences UX Week 2015
  2. 2. Design Sprint Name your Playmobil user
  3. 3. 1975
  4. 4. What is the User Experience?
  5. 5. A watch A screen A button An interaction
  6. 6. 2015
  7. 7. What is the User Experience?
  8. 8. A memory A story A feeling
  9. 9. The user defines the meaning
  10. 10. How do we enable and enhance that meaning?
  11. 11. You cannot design wearable experiences
  12. 12. You can enrich the user’s experience of wearables
  13. 13. Design Sprint Say Hello to your user
  14. 14. Alastair
  15. 15. Al
  16. 16. Twitter @acuity_design
  17. 17. Housekeeping
  18. 18. Coffee break at 3.00pm
  19. 19. Safety
  20. 20. Flotation Aid Use Table as
  21. 21. What's this workshop about?
  22. 22. Learning Objectives
  23. 23. 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
  24. 24. Confusion & Uncertainty
  25. 25. Uncertainty in process delivers greater certainty of deliverable success
  26. 26. Be observant & questioning
  27. 27. Themes
  28. 28. Wearables Smart Cities Internet of Things
  29. 29. Designing a wearable experience ≠ Strapping a sensor and/or a screen to a user
  30. 30. And yet...
  31. 31. Defined use cases
  32. 32. Fitness
  33. 33. David Sedaris
  34. 34. Notifications
  35. 35. Notifications
  36. 36. Multimodal notification nightmare
  37. 37. What can we do?
  38. 38. Understanding ourselves
  39. 39. YOU About
  40. 40. YOU About
  41. 41. YOU About
  42. 42. YOU Beyond
  43. 43. Understanding usability
  44. 44. Timing Volume Meaning Load
  45. 45. Questioning experiences
  46. 46. What When Where Who
  47. 47. A SensoryUX framework
  48. 48. Behavioural Physical
  49. 49. Behavioural Physical
  50. 50. Behavioural Physical
  51. 51. Behavioural Physical Sensational Emotional
  52. 52. Why me?
  53. 53. Sensory projects
  54. 54. Confusion
  55. 55. Complexity
  56. 56. Haptics
  57. 57. Post screen interaction
  58. 58. About Me
  59. 59. About You
  60. 60. Cognition Senses Sensory Design
  61. 61. Cognition
  62. 62. Radical Embodiment
  63. 63. Body
  64. 64. Brain
  65. 65. Neurons make actions
  66. 66. Memories
  67. 67. Emotions
  68. 68. Consciousness
  69. 69. Senses
  70. 70. Touch Smell Taste Sight Hearing
  71. 71. Touch Smell Taste Sight Hearing
  72. 72. 1 2 3= 4 Touch Smell Taste Sight Hearing
  73. 73. Close your eyes
  74. 74. Cognitive Slop Time
  75. 75. Chion
  76. 76. Hearing is the frame for your senses
  77. 77. More Senses
  78. 78. 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
  79. 79. Complexity
  80. 80. 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, iterate
  81. 81. Context In an Airport
  82. 82. Difficult
  83. 83. Design Sprint Create your user’s loves and hates
  84. 84. Coffee Break Back in 30 minutes
  85. 85. Sensory architecture
  86. 86. Behavioural Physical Sensational Emotional
  87. 87. Behavioural Physical Sensational Emotional
  88. 88. Attention
  89. 89. Attention Sensor Avoid
  90. 90. Attention Sensor Seeker Avoid Bystander
  91. 91. Axes of conscious and unconscious sensing
  92. 92. Living Sensationally
  93. 93. Attention Sensor Seeker Arousal Avoid Bystander Non arousal
  94. 94. Attention Sensor Seeker Pleasure Arousal Avoid Bystander Displeasure Non arousal
  95. 95. Action Attention Sensor Seeker Pleasure Arousal Avoid Bystander Displeasure Non arousal
  96. 96. PAN model
  97. 97. Emotion accelerates meaning making
  98. 98. Positive emotion and sense of purpose matter
  99. 99. We live in our imagination
  100. 100. Sapiens
  101. 101. The brilliance of humanity is we aren’t restricted by reality
  102. 102. We predict We anticipate We imagine
  103. 103. Design Sprint Understand your user’s journey
  104. 104. About You
  105. 105. Meaning & Usability
  106. 106. Meaning
  107. 107. Meaning 1 Understanding 2 Creating 3 Sensory
  108. 108. 1 Understanding meaning
  109. 109. Information Theory
  110. 110. 2 parts to conversation
  111. 111. What we say
  112. 112. Confirming understanding
  113. 113. Loop What we say Confirming understanding
  114. 114. Meaning is made in the reply
  115. 115. The user creates meaning with you
  116. 116. 2 Creating meaning
  117. 117. Metaphor
  118. 118. Language is built on metaphor
  119. 119. This thing is LIKE these things SIMILE
  120. 120. This thing is LIKE this thing or this thing ANALOGY
  121. 121. This thing is this thing METAPHOR
  122. 122. Simile Simile Simile Simile Simile Simile Simile Analogy Analogy Metaphor
  123. 123. Funneling meaning to enable action
  124. 124. 3 Sensory Meaning
  125. 125. Body Language
  126. 126. Bitchy Resting Face
  127. 127. Spiteful Resting Face
  128. 128. Sign Language Signs as words Faces as grammar
  129. 129. Gesture
  130. 130. Gesture Words Symbols
  131. 131. Messages In symbols In physical gestures
  132. 132. Translate to Words
  133. 133. Discovery
  134. 134. Makaton
  135. 135. User centered
  136. 136. Culturally specific
  137. 137. PROJECT SOLI
  138. 138. Usability
  139. 139. Timing Volume Meaning Load
  140. 140. Timing
  141. 141. Timing Volume
  142. 142. Timing Volume Meaning
  143. 143. Timing Volume Meaning Load
  144. 144. Designing for cognitive accessibility
  145. 145. Perceivable Intelligible Actionable
  146. 146. Perceivable Intelligible Actionable Can I sense it?
  147. 147. Perceivable Intelligible Actionable Can I understand it?
  148. 148. Perceivable Intelligible Actionable Can I do something with it?
  149. 149. Beyond You
  150. 150. Transhumanism Post-human Cyborgisation
  151. 151. Connected Intimacy Tailored Ecosystems Co-Evolved Possibilities Person As ComputerPerson To Computer Person To Person Social Technology Futures
  152. 152. Learn from impairment to understand augmentation
  153. 153. Brain Port
  154. 154. US Army Study
  155. 155. US Army
  156. 156. V. E. S. T.
  157. 157. Umwelt
  158. 158. New Experiences
  159. 159. New Senses
  160. 160. Sensory Substitution
  161. 161. Daniel Kish
  162. 162. Neuroplasticity
  163. 163. The vOICe
  164. 164. Stereo image = position Pitch = elevation Loudness = brightness
  165. 165. Low Pitch Position High Pitch
  166. 166. https://youtu.be/4f-Iz3oqxOM
  167. 167. https://youtu.be/R2COygqXr0s
  168. 168. https://youtu.be/YxsY9iYsuX0
  169. 169. We change the technology The technology changes us
  170. 170. “History of the future in 100 objects” Adrian Hon
  171. 171. How do you design a wearable experience?
  172. 172. Understand sensory cognition
  173. 173. Action Attention Sensor Seeker Pleasure Arousal Avoid Bystander Displeasure Non arousal
  174. 174. Understand capacities
  175. 175. Timing Volume Meaning Load
  176. 176. Question experiences
  177. 177. What When Where Who
  178. 178. Be comfortable observing & questioning
  179. 179. No presentation at the end Be happy in your group
  180. 180. Enable the user to show you their experience
  181. 181. A design fiction
  182. 182. An airport
  183. 183. User in the airport
  184. 184. User journey in/thru an airport
  185. 185. How does the wearable affect the user experience?
  186. 186. Min – Max model explores stories
  187. 187. Think of the person, in a place, amongst people, with a purpose
  188. 188. What to do?
  189. 189. Observe
  190. 190. Talk
  191. 191. Tell stories
  192. 192. Make & test
  193. 193. Throw stuff away
  194. 194. Question
  195. 195. We live in our imagination
  196. 196. A final note
  197. 197. 1973
  198. 198. One more thing…
  199. 199. Creative misuse
  200. 200. Users discover usability
  201. 201. The user defines the meaning
  202. 202. Consciousness enables rapid adaption
  203. 203. Thank you

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