The document summarizes a workshop on UX design for wearables. It includes the following:
1) The agenda includes introductions, a state of the union discussion on wearables, a break, a deep dive on platforms like Pebble and Android Wear, and a wireframing exercise.
2) In the state of the union section, the presenter discusses what wearables are, what they can do, why they matter, how to design for them, what they mean for the UX profession, and where the field is headed.
3) The platforms deep dive covers Pebble and Android Wear, explaining their hardware, UIs, and key design elements like cards,
7. @PhilipLikens
Who are ya’ll?
• What’s your name?
• Where are you from?
• What company do you work for?
• What do you do for them?
• What are you hoping to get out of this
workshop?
10. @PhilipLikens
Philip’s 7 Questions for New Tech
What is it?
What can it do?
Why does it matter?
Where do I start?
How do I design for it?
What does it mean to our profession?
Where are we headed?
15. -2014 Google IO Keynote
“…And finally, users always have their smart
phone so we want to make sure all these
connected experiences work based on your
smart phone: be it your wearables, be it your
car, or like we have shown with Chrome
Cast, your television…”
34. @PhilipLikens
Fitness
FitBit est 67% Units Shipped in 2014
Jawbone est 18% Units Shipped in 2014
Nike est 11% Units Shipped in 2014
Microsoft
Garmin, Polar
Hexoskin, Athos
Who are the leaders?
35. @PhilipLikens
Smart Watches
Pebble est 700k Units Shipped in 2014
Google est 720k Units Shipped in 2014 with Wear
Samsung est 1.2mm Units Shipped in 2014
Apple est 7mm Units Sold in Q2 2015
Who are the leaders?
36. @PhilipLikens
Heads up Displays
• Google?
• BMW
• Skully
• More to come for industrial / business /
medical use
Who are the leaders?
41. -Ami Ben David
“A contextual product understands the full
story around a human experience, in order
to bring users exactly what they want,
with minimal interaction.”
42. -Ami Ben David
“The user context is about how people are
different. It’s about what every user likes,
hates, owns (a digital watch?), installs
(apps?) and likes on social networks. It’s
also about the user’s state of mind (bored,
late, hungry,etc.), their habits and their state
of motion (is the user standing, moving,
running).”
43. -Ami Ben David
“The environmental context captures the
time, the day, the location, the type of place
(home, work, shop, train station,etc.), other
networks or devices the user is connected
to, or any other physical aspect that
influences your application.”
44. -Ami Ben David
“The world context looks at what is
happening elsewhere that may be related to
the user, such as sports events, news
events, weather, flight delays, traffic jams,
package delivery times, a TV show
everyone’s watching, or something
trending on Twitter.”
45. @PhilipLikens
Historical context vs context sensing
• Historical Context refers to user's context that is saved either locally
or online for later analysis and usage. Examples of Historical Context
are the user's visited locations, user's checkins and user's travelled
routes. This information can be later analyzed using a Behavioral
model to produce predictions based on the user's history.
• Context Sensing refers to user's current context. This kind of context
information is called "context state". A group of "context states"
conform a "snapshot" of the current user's context, such as where
the user is, what the user is doing, how is the user's surrounding
environment, etc. This snapshot is formally called the "state vector",
which contains a collection of "context states" describing the user's
current context.
Source: intel.com
What does it mean for our profession? / Design for Context
46. @PhilipLikens
Context engines
• Google Now on Tap
• Apple’s Location relevant Apps
• Factual
• …?
What does it mean for our profession? / Design for Context
47. -Android Wear Documentation
“By using device sensors and other
contextual cues, your app can reveal
information and functionality precisely when
the user needs it, at a glance.”
51. @PhilipLikens
Design for Continuity
• Think about what you’re calling the user to do
• Make it easy for them to pick up where they
left off
• Assume interruption
What does it mean for our profession?
55. @PhilipLikens
Design for Voice
• Voice will be a huge part of the next 5-10 years.
• Google, Apple, Amazon, Microsoft - all betting
on it.
• As UXers, are we glorified Graphic Designers
or truly concerned with UX?
What does it mean for our profession?
56. –All the IT people everywhere
“Voice? We already do that.
Our IVR customer support
system is awesome.”
58. @PhilipLikens
Cards
• Modular / atomic content & functionality
• Take actions directly from information /
notifications
• Move away from app-centric thinking
• Moving toward apps as services?
• Worth reading https://blog.intercom.io/the-end-
of-apps-as-we-know-them/
What does it mean for our profession?
61. @PhilipLikens
Holy Grail
• Watch w/ Cell: notifications / small tasks /
emergencies
• BLE Headset: audio content consumption,
talking on the phone, small content creation
• 7” Tablet w/ Cell: creation + consumption
• Laptop: creation + consumption power use
Where are we headed?
63. @PhilipLikens
Devices traveling in DC
Where are we headed?
voice/watch/phone/tablet/car/laptop
Train:
Walking:
Airport:
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64. @PhilipLikens
Other Thoughts
• Fashion Matters
• OS consolidation brings better UX
• Fitness bands largely disappear
• Connectivity has to resolve Experience has to
propagate before mass adoption
• Touch (only) is not the holy grail
Where are we headed?
78. @PhilipLikens
Creative vision
• Launched automatically: Wearable apps are
aware of the user’s context - time, location,
physical activity, and so on. The apps use this
information to insert cards into the stream when
they become relevant. This makes Android
Wear timely, relevant and very specific.
• Glanceable
• Zero or low interaction
Source: google.com
Android Wear
79. @PhilipLikens
The Home Screen
• The background, showing either content relating to the first
card or a custom watch face design, depending on the
watch face the user has chosen.
• Tapping anywhere on the background or saying "Ok
Google" starts a voice query.
• Status indicators, showing connectivity, charging status,
airplane mode, and in some watch faces a count of unread
items.
• The top ranked card in the Context Stream, peeking up at
the bottom of the screen. The amount of the peek card that
appears is determined by the current watch face.
Source: google.com
Android Wear
81. @PhilipLikens
The Cue Card
• The cue card allows users to speak to Google. The cue card is
opened by saying, “OK Google” or by tapping on the background
of the home screen. Swiping up on the cue card shows a list of
suggested voice commands, which can also be tapped.
• Each suggested voice command activates a specific type of
intent. Multiple applications may register for a single voice intent,
and the user will have the opportunity to choose which
application they prefer to use.
• Applications can respond to a voice command by adding or
updating a stream card, or by launching a full screen application.
Voice input often takes the form of a command, such as "remind
me to get milk.”
Source: google.com
Android Wear
83. @PhilipLikens
The Context Stream
• The context stream is a vertical list of cards, each showing a useful
or timely piece of information, much like the Google Now feature
on Android phones and tablets. Your application can create cards
and inject them into the stream when they are most likely to be
useful.
• This UI model ensures that users don’t have to launch many
different applications to check for updates; they can simply glance
at their stream for a brief update on what’s important to them.
• Cards in the stream are more than simple notifications. They can
be swiped horizontally to reveal additional pages. Cards can also
be dismissed by swiping left to right, removing them from the
stream until the next time the app has useful information to display.
Source: google.com
Android Wear
85. @PhilipLikens
Notifications
• Bridged notifications, such as new message
notifications, are pushed to the wearable from the
connected handheld using standard Android
notifications. They require very little or no Wear-
specific code.
• Contextual notifications, such as an exercise card that
appears when you begin running, are generated locally
on the wearable and appear at contextually relevant
moments. You can do more with this kind of card than
with a notification bridged from the handheld.
Source: google.com
Android Wear
87. @PhilipLikens
Apps
• Users are used to tapping icons to launch apps.
Android Wear is different. A typical Wear app adds a
card to the stream at a contextually relevant moment. It
might have a button that opens a full screen view for a
fast micro interaction, but it just as well might not.
• We strongly recommend not building apps the user
has to launch and quit before thinking really hard about
how you could react to a specific location, activity, time
of day, or something happening in the cloud.
Source: google.com
Android Wear
88. @PhilipLikens
Custom App Layouts
• There are some things you can’t do on a card.
Swiping in many directions on a map or
controlling a game with a joystick are a couple
examples. In those cases it might be good idea
to momentarily go full screen.
Source: google.com
Android Wear
90. @PhilipLikens
Elements: Pages
• Supplementary information should be displayed
on additional cards to the right of a main
Context Stream card. Actions should always
come after pages.
Source: google.com
Android Wear
91. @PhilipLikens
Elements: Action buttons
• These are system-rendered buttons that
appear to the right of detail cards. They
consist of a white icon set on a blue
system-rendered circular button and a
short caption with a verb. Actions should
be limited to three for a single card row.
• Tapping on an action button can cause
an action to be executed, an action to
be continued on the companion
handheld, or a full screen activity to be
invoked for further input.
Source: google.com
Android Wear
92. @PhilipLikens
Elements: Actions on cards
• Should not require a text label to be
understood.
• Should only result in something
happening on the wearable (apart
from web links to open them on the
phone).
• One action per card.
• Good examples: play and pause
music, toggle light switch on and off,
navigate to an address, and call a
phone number.
Source: google.com
Android Wear
93. @PhilipLikens
Elements: Selection List
• These are system-rendered buttons that
appear to the right of detail cards. They
consist of a white icon set on a blue
system-rendered circular button and a
short caption with a verb. Actions should
be limited to three for a single card row.
• Tapping on an action button can cause
an action to be executed, an action to
be continued on the companion
handheld, or a full screen activity to be
invoked for further input.
Source: google.com
Android Wear
97. @PhilipLikens
Notifications
• Notifications on Apple Watch communicate
high-value and immediate information through
quick interactions. Notifications occur in two
stages–– short looks and long looks.
Source: apple.com
Apple Watch
98. @PhilipLikens
Notifications: Short looks
• Short looks appear briefly, giving the wearer just
enough time to see what the notification is about and
which app sent it.
• Make titles short and easy to understand. Space for
titles is limited, so keep titles brief and put detailed
information in the body of your notification.
• Keep privacy in mind. Short looks are intended to be
discreet and provide only basic information. Avoid
including potentially sensitive text in the notification’s
title.
Source: apple.com
Apple Watch
100. @PhilipLikens
Notifications: Long looks
• Long looks provide more detail about an incoming
notification. The long look appears when the wearer’s wrist
remains raised or when the wearer taps a short look.
• Although it’s best to be succinct, wearers can swipe vertically
or use the Digital Crown to scroll your long look as needed.
• Add up to four custom action buttons. Apple Watch shares
the interactive notification types already registered by your
iOS app and uses them to configure custom action buttons.
The system determines which buttons to display based on a
notification’s type and automatically adds a Dismiss button
after all custom buttons.
Source: apple.com
Apple Watch
102. @PhilipLikens
Glances
• Glances are browsable collections of timely and
contextually relevant moments from the
wearer’s favorite apps.
• Because people can choose which glances
they want to display, glances should always
offer value and be relevant.
• Always left aligned.
Source: apple.com
Apple Watch
104. @PhilipLikens
Navigation
• Page-based navigation is best suited for a flat collection of
information in which all items are peers. Each item is
displayed on a single page that scrolls vertically. Wearers
swipe horizontally to navigate from page to page.
• Hierarchical navigation is best suited for master-detail
interfaces or for presenting a navigable list of options. When
wearers tap an item in a hierarchy, a new screen appears
that displays details about that item.
• Use modal sheets to extend your interface, if necessary.
Although you must choose a single navigation style, you
can present a modal sheet from either style.
Source: apple.com
Apple Watch
107. @PhilipLikens
Navigation: Modal sheets
• Retitle the Close button if it
makes sense.
ex. Dismiss or Cancel.
• Don’t use “Back” or “<“ in the
Close button title.
• Provide a separate Accept
button. If you want the wearer
to explicitly accept changes,
provide a separate button in
the body of your interface.
Source: apple.com
Apple Watch
108. @PhilipLikens
Handoff
• Apple Watch helps people quickly access information,
but there are times when they may want to dive deeper
into content on their iOS devices. Your Apple Watch
app uses Handoff to convey information about the
wearer’s current activity to their other devices.
• People initiate Handoff by swiping up on your app icon
on an iOS device’s lock screen. When your iOS app
receives a Handoff request, it uses the provided
information to continue the task that was initiated on
Apple Watch.
Source: apple.com
Apple Watch
110. @PhilipLikens
Force Touch
With Force Touch, pressing
firmly on the screen brings up
additional controls in apps like
Messages, Music, and Calendar.
It also lets you select different
watch faces, pause or end a
workout, search an address in
Maps, and more. Force Touch is
the most significant new sensing
capability since Multi-Touch.
Source: apple.com
Apple Watch
115. @PhilipLikens
Rules of the game
• Create an Apple Watch app using your paper prototyping
materials and cheat-sheet
• Choose your navigation structure, use both short and
long looks (notifications), a glance, modal sheets, and a
force-press menu
• Work in groups to help figure things out
• Share a concept or work on your own - your choice
• Sharing and feedback at 9pm (until we run out of time)
• Take photos of your paper prototype as you step through
it in order - we’ll present those (Apple lightning connector)
https://goo.gl/3esutt for assets