UX Poland
Warsaw (Poland), April 24 2015
Until recently, design models for online products considered only the computer or mobile phone as a standalone platform. In our increasingly connected world, people own multiple kind devices and are already using them together, switching between them, in order to accomplish a single goal.
These devices relate to one another in a variety of ways, and together can form powerful ensembles that can better assist people in achieving their goals. This is a new scenario where designers need to start looking at multiple devices as part of a bigger ecosystem, rather than treating them as single entities.
In this session we’ll see how in this ecosystem, devices can relate to one another in a variety of ways, and how in this scenario, the context can play a fundamental role in every user experience session.
2. Andrea Picchi
Mobile & Wearable Designer
Former Head of Mobile & Wearable UX at Ryanair
Cognitive Psychology
University of Padova
Computer Science
University of Pisa
ux poland 2015
7. 0%
25%
50%
75%
100%
Adult 18-24 Men 25-49 Women 25-49 Adult 50+
2%
11%7%
15%
62%
80%
78%67%
36%
9%
15%18%
PC Only PC + Mobile Mobile Only
Multi-Screen Users by Demographic
ux poland 2015www.andreapicchi.it - @andreapicchi
8. 80%
90%
100%
110%
120%
130%
140%
00:00 - 07:00 07:00 - 10:00 10:00 - 15:00 17:00 - 20:00 20:00 - 00:00
Desktop Smartphone Tablet
% Device Transactions by Device and Time of Day
+40%
+28%
ux poland 2015www.andreapicchi.it - @andreapicchi
24. Multiple Sessions
activity may involve different devices
Shifting Context
activity may involve different environments
Subtask
activity may involve different activities
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25. Complementary Design
devices work together as a group enriching the full experience
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27. Multi Device Experience
full experience involves interaction with at least two devices
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28. Collaboration
Different devices work together to construct
the whole experience
Control
experience takes place on a particular device
with other devices as support
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29. Must Have
devices are an integral part of the experience
Nice to Have
device that can enrich the experience
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30. Playstation 4 XBOX One
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33. Consistent Design
on desktop and tablet
Complementary Design
on smartwatch
Continuos Design
across the entire user journey
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50. discovery booking pre-flight flight
main device
need 1
need n
need 1
need n
need 1
need n
need 1
need n
user needs
medium high medium mediumtask profile
low low high mediumcontext profile
ux poland 2015www.andreapicchi.it - @andreapicchi
53. Team Desktop & Tablet Team Mobile & Wearable
PRODUCT
OWNER
GROUP
MEMBER
GROUP
LEADER
TEAM
MEMBER
ux poland 2015www.andreapicchi.it - @andreapicchi
54. Team Desktop & Tablet Team Mobile & Wearable
Team
PRODUCT
OWNER
GROUP
MEMBER
GROUP
LEADER
TEAM
MEMBER
ux poland 2015www.andreapicchi.it - @andreapicchi
55. Team Desktop & Tablet Team Mobile & Wearable
Group
PRODUCT
OWNER
GROUP
MEMBER
GROUP
LEADER
TEAM
MEMBER
ux poland 2015www.andreapicchi.it - @andreapicchi
56. Thank You
Do you have any questions?
ux poland 2015www.andreapicchi.it - @andreapicchi
57. Andrea Picchi
Mobile & Wearable Designer
Former Head of Mobile & Wearable UX at Ryanair
/andreapicchi
www.linkedin.com
@andreapicchi
www.twitter.com
ux poland 2015