2. THE FUTURE OF UX
THEMES
‣ Micro interactions!
‣ Continuity, hand-off and sequential usage!
‣ Contextual awareness and proximity!
‣ Bridging Digital and Physical experiences
4. SMART WATCHES
MICRO INTERACTIONS
‣ Keep interactions short and simple!
‣ Google recommends keeping smartwatch
tasks to no more than 5 seconds!
‣ 2 hands are required to operate a smart
watch!
‣ Gestures are more important because of
limited space for UI elements
https://developer.apple.com/watch/human-interface-guidelines/
5. SMART WATCHES
TINY TARGETS
‣ It is recommended to keep targets no
smaller than 10mm!
‣ Deleting apps on the Apple Watch requires
tapping the 'x' icons that are about 2mm in
diameter!
‣ Consider fat fingers!!
‣ Gestures are more important because of
limited space for UI elements
http://www.nngroup.com/articles/smartwatch/
6. SMART WATCHES
CONTENT
‣ Independent content should be created
where possible, instead of truncating
existing content!
‣ Content should be minimalistic - short
phrases or single words!
‣ Don't use a long word if a short one will do
http://www.nngroup.com/articles/smartwatch/
7. SMART WATCHES
NAVIGATION
‣ Page based navigation, or "Deck of cards" -
essentially a full page version of a carousel!
‣ More than 10 pages may be confusing!
‣ Horizontal swipe gesture
http://www.nngroup.com/articles/smartwatch/
9. SMART WATCHES
NAVIGATION
‣ Force touch (touch and hold) menu!
‣ Not context sensitive, the app cannot
determine where the finger is on the screen
http://www.nngroup.com/articles/smartwatch/
10. SMART WATCHES
NAVIGATION
‣ Modal-sheets (dialog boxes) !
‣ "Close" button can be renamed!
‣ Should not be used as page titles or to
suggest a hierarchal navigation
https://developer.apple.com/watch/human-interface-guidelines/
11. SMART WATCHES
PREDICTIVE INTELLIGENCE
‣ Smart replies, or contextual responses are
based on the content of the message or
alert!
‣ Helps to ensure the wearer only needs to
make micro interactions with the watch
http://thinkapps.com/blog/design/apple-watch-apps-important-design-principles/
12. SMART WATCHES
CONTINUITY
‣ Handoff - Apple's term for allowing the user to
continue a task on another device!
‣ Some apps may handoff data but not the
activity (Google Docs)!
‣ Google refers to handoff as "Sequential
usage" in their multi-screen world study.
http://www.nngroup.com/articles/smartwatch/
https://www.thinkwithgoogle.com/research-studies/the-new-multi-screen-world-study.html
13. SMART WATCHES
CONTINUITY
‣ Apple have implemented this for phone
calls and texts as well, as part of their
"Continuity" system!
!
‣ Android does not yet have its own
implementation, but there are third party
apps
https://www.apple.com/au/ios/whats-new/continuity/
14. SMART WATCHES
GLANCEABILITY
‣ Glanceability - ensure information is
digestible with just a glance !
‣ Proximity awareness!
‣ Be aware of context - presenting information
at a useful time!
‣ Apple has a specific IU pattern / feature
called "Glances" - collections of timely and
contextually relevant moments provided by
the wearers favourite apps
https://www.apple.com/au/ios/whats-new/continuity/
15. DIGITAL AND PHYSICAL EXPERIENCES
HEADS-UP DISPLAYS (HUDS)
‣ Google Glass was not well accepted!
‣ Social awkwardness and privacy concerns!
‣ Currently better suited to specific
applications, such as on the road!
‣ Augmented reality contact lenses being
developed by Innovega offer a full-screen
HUD experience
www.lifehacker.com.au/2015/01/why-google-glass-failed-but-might-still-succeed/
http://www.cnet.com/au/news/augmented-reality-contact-lenses-to-be-human-ready-at-ces/
16. DIGITAL AND PHYSICAL EXPERIENCES
HEADS-UP DISPLAYS (HUDS)
‣ Skully P1 combines a rear-view camera,
GPS and hands-free phone with voice
commands!
!
‣ Forcite ski helmet includes front-facing
camera and facilitates live communication
(UNSW project, in development)
http://www.cnet.com/au/news/skully-demonstrates-gps-rear-view-camera-in-motorcycle-helmet/
https://www.be.unsw.edu.au/content/aussie-student-re-invents-police-motorcycle-helmet-adds-robocop-features
17. DIGITAL AND PHYSICAL EXPERIENCES
INTERNET OF THINGS (IOT)
‣ Consider interusability; the experience
across all touchpoints (devices)!
‣ Internet/connectivity can be intermittent
and products must be designed to cope!
‣ Users may not tolerate internet-associated
glitches from real world devices!
‣ Cross-device user flows should be
considered
https://www.safaribooksonline.com/library/view/designing-connected-products/9781449372682/ch01.html
18. DIGITAL AND PHYSICAL EXPERIENCES
BEACONS
‣ Micro-location triggers to deliver new and
more meaningful interactions!
‣ Contextually rich experiences !
‣ Further bridging of the gap between digital
and physical!
‣ Bluetooth 4.0 Low Energy (BLE)!
‣ iBeacon protocol standardised by Apple,
but supports Android and Windows
https://uxmag.com/articles/the-game-changing-nature-of-beacons
https://en.wikipedia.org/wiki/IBeacon