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Making More
Senses of UX
ConveyUX 2015
Alastair Somerville
Twitter
@acuity_design
Hashtag
#SensoryUX
Housekeeping
Safety
What's this
workshop about?
Learning
Objectives
Confusion
&
Uncertainty
Understanding
more about:
•yourself
•how technology works with people
•how our senses and minds work
•what could happen in the future
Themes
Wearables
Smart Cities
Internet of Things
Fitness
My Cat is sad because Apple Watch is just another
wrist mounted notification screen with health sensor
Notifications
Notifications
Multimodal
notification
nightmare
Timing
Volume
Meaning
Load
Sensor Algorithm Rendering
Action
User
Sensor Algorithm Rendering
Action
User
New
Stakeholders?
Industrial design
+ algorithm =
character
Adding senses
and giving voice
to aspects of our
lives
What can we do?
Relearning
our senses
Going beyond
screens
Understanding more
usability
A framework
(in beta)
Behavioural
Physical
Behavioural
Physical
Behavioural
Physical
Behavioural
Physical
Sensational
Emotional
Event Plan
Multimodality
Sensory
Futures
Meaning &
Usability
Accessibility
Multimodality Playtime Show & Tell
Multimodality
Meaning
Gesture Playtime Show & Tell
Meaning & Usability
Usability
Neuroplasticity
Sensory
Substitution
Sensory Futures
Sensory
Augmentation
Despair Hope
Any questions?
Multimodality
Tactile
projects
Confusion
Haptics
Touch
Smell
Taste
Sight
Hearing
Touch
Smell
Taste
Sight
Hearing
1
2
3=
4
Touch
Smell
Taste
Sight
Hearing
Cognitive
Slop
Time
Chion
Hearing
anchors us in
the Present
Vision leans
us into the
Future
More Senses
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
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
Context
In a bar
Discovery
Difficult
Confusion
Metaphor
Emotion
Any
Questions?
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
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
Makaton
Mutuality
Culturally
Specific
We can use total
experience to
create messages
But need to balance
definitions &
information across
senses
Usability
Usability
1 Senses
2 Movement
3 Social
4 Sensory architecture
5 Sensory design issues
1
Senses
We recall the past
with the senses of the
present
The greater the
sensory engagement,
the stronger the recall
2
Movement
We move to think
We think to move
Our journeys define
our memories
3
Social
Stories
We remember what
we want to share
4
Sensory
architecture
Behavioural
Physical
Sensational
Emotional
Behavioural
Physical
Sensational
Emotional
Attention
Attention
Sensor Avoid
Attention
Sensor
Seeker
Avoid
Bystander
Attention
Sensor
Seeker
Arousal
Avoid
Bystander
Non arousal
Attention
Sensor
Seeker
Pleasure
Arousal
Avoid
Bystander
Displeasure
Non arousal
Imagination
Attention
Sensor
Seeker
Pleasure
Arousal
Avoid
Bystander
Displeasure
Non arousal
5
Sensory design
issues
Timing
Timing Meaning
Timing
Volume
Meaning
Timing
Volume
Meaning
Load
Any Questions?
Sensory
Futures
Neuroplasticity
Sensory
Substitution
Learn from
impairment to
understand
augmentation
Daniel Kish
Brain
Port
US
Army
US
Army
Study
V.
E.
S.
T.
“History of the
future in 100
objects”
Adrian Hon
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 behavioral model
for Neuroplastic
Sensory Substitution
T
I
M
E
Augmentation
Connected
Intimacy
Tailored
Ecosystems
Co-Evolved
Possibilities
Person As ComputerPerson To Computer
Person To Person
Social
Technology
Futures
Connected
intimacy
Enabling empathy
Supporting decision
making
Tailored
eco systems
Shared places
Smarter places
Co-Evolved
possibilities
Embodiment
Technology as part of
us
Final
Themes
UI is about
personal emotion
UX is about
communal empathy
Connecting
information
to context
Context in
Community
Place
Time
Emotion
Remember we have
9+ senses!
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
We can make more
of ourselves
Finishing
Up
Sensory UX
depends on
innovation
New
technology can
be created 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?
Tell stories
Test
Throw stuff away
Be flexible
&
Be questioning
Create
something
wonderful
We live in
our
imagination
Q&A

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Making More Senses of UX - ConveyUX 2015

Editor's Notes

  1. So a quick map of what we're going to do. I'll give a few minutes of issues to set the scene Then we'll go to the Playtime and Show And Tell parts: these will be the largest part of the session. 20 minutes of doing 15 minutes of showing Hopefully wrap up with about 10 mins of ideas One hour is not long enough to explain multimodal design but it is long enough to try out some ideas and learn what is good and bad. I'll finish up with a few pointers and that'll be our time together.
  2. So a quick map of what we're going to do. I'll give a few minutes of issues to set the scene Then we'll go to the Playtime and Show And Tell parts: these will be the largest part of the session. 20 minutes of doing 15 minutes of showing Hopefully wrap up with about 10 mins of ideas One hour is not long enough to explain multimodal design but it is long enough to try out some ideas and learn what is good and bad. I'll finish up with a few pointers and that'll be our time together.
  3. So a quick map of what we're going to do. I'll give a few minutes of issues to set the scene Then we'll go to the Playtime and Show And Tell parts: these will be the largest part of the session. 20 minutes of doing 15 minutes of showing Hopefully wrap up with about 10 mins of ideas One hour is not long enough to explain multimodal design but it is long enough to try out some ideas and learn what is good and bad. I'll finish up with a few pointers and that'll be our time together.