Future of UX Mini-presentation

Download Future of UX Mini-presentation

Post on 15-Aug-2015




1 download


  1. 1. THE FUTURE OF UX Simon Metcalfe! UX Designer
  2. 2. THE FUTURE OF UX THEMES Micro interactions! Continuity, hand-off and sequential usage! Contextual awareness and proximity! Bridging Digital and Physical experiences
  3. 3. WEARABLES https://blog.grandcentrix.net/ux-design-for-smartwatches/ SMART WATCHES UK researchers found that smartphone users estimate spending around 3 hours per day performing 200 tasks using their device! Smart watches should save you from having to get your phone out, and should not be another distraction themselves!
  4. 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. 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 ngers!! Gestures are more important because of limited space for UI elements http://www.nngroup.com/articles/smartwatch/
  6. 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. 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/
  8. 8. SMART WATCHES NAVIGATION Hierarchical or list-based navigation ! Pogo-sticking can be a problem http://www.nngroup.com/articles/smartwatch/
  9. 9. SMART WATCHES NAVIGATION Force touch (touch and hold) menu! Not context sensitive, the app cannot determine where the nger is on the screen http://www.nngroup.com/articles/smartwatch/
  10. 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. 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. 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. 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. 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 specic 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. 15. DIGITAL AND PHYSICAL EXPERIENCES HEADS-UP DISPLAYS (HUDS) Google Glass was not well accepted! Social awkwardness and privacy concerns! Currently better suited to specic 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. 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. 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 ows should be considered https://www.safaribooksonline.com/library/view/designing-connected-products/9781449372682/ch01.html
  18. 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
  19. 19. THANK YOU