A review of Michal Levin's book by the same title, published in January 2014 by O'Reilly Media. The presentation explains the basic ideas of her book with some new examples. Also included: Examples of single-device scenarios as well as multi-device scenarios for Apple Watch. The presentation was first held on April 21st, 2015 at Usability-Stammtisch Berlin (works best with audio, though). Oh, and the book is highly recommended – buy her book!
20. Photo: shutterstock.com/pic-206326831
90%
of 1,611 respondents use more than
one device for getting a task done
The New Multi-screen World: Understanding Cross-
platform Consumer Behavior
Google, August 2012
http://services.google.com/fh/files/misc/
multiscreenworld_final.pdf
30. Some examples for device differences:
§ display size
§ interaction model (physical buttons, gestures, voice recognition...)
§ availability or non-availability of sensors (GPS, gyrometer,
accelerometer...)
30
Differences between devices require design
optimizations
31. 31
Adjust for device differences
Optimize for layout Grid, dimensions of images and buttons, font size,
spacing between elements
Optimize for
gestures
Larger tap targets and gaps between linked areas,
swipeable sliders, avoiding hover interactions
Optimize for device
characteristics
<a href=“tel:12345“>
<input type=“tel“>
<input type=“email“>
33. 33
The core experience should remain consistent
across devices.
Consistent core
functionality
The MVP should be identical across devices.
Feature parity: Features should be available as much
as possible and work as similar as possible.
Consistent
content
Content parity: All content is available of all devices.
The IA should be identical (as much as possible).
Consistent “Look
& Feel“
A common visual language supports recognition and
orientation across devices.
45. Sequenced Activity
Photo: Stefan Freimark
Some activities consist of multiple
tasks (sequences).
The lengthier the activity, the more
likely it is that...
§ it won’t be completed in a single
engagement (=multiple sessions)
§ the contextual environment will
change (=shifting contexts)
§ it can be broken down into a set of
granular subtasks
50. Arriving
at the
venue
Checking the
event schedule
Getting to the
event on time
§ Transportation
§ Directions
§ Parking
Checking in
Getting coffee
to start the day
Determining
who’s here
Anyone I already
know?
Any of the
people I noted?
People-centered
Agenda-centered
51. During
event
Checking event
schedule
Exploring
events info
Attending sessions
§ When, where, and how to
get there
§ Session and speaker info
People-centered
Agenda-centered
Taking breaks
§ Options (cafeterias,
roof terrace)
§ Time left until breaks
§ “break about to end” alerts
Attending social events
§ What, when, where
§ How to get there
Making new
connections
§ Meeting new people,
especially those I want to
talk with
§ Catching up with people I
already know
§ Exchanging business
cards
Attending sessions/
social events
§ Who’s going?
§ Conversation starters
(e.g. common interests,
background, recent articles
published)
56. 56
Collaboration
Devices work as a
connected group
Control
A device controlling
another device
Must have Scrabble Party Play Hexler TouchOSC
Nice to have Companion apps for
second screen
Companion apps
for digital cameras
Different devices complement one another – as
a connected group or controlling one another.
Participating devices are
an integral part of the
experience.
An added device can
deepen the UX, but isn’t
essential to accomplish
the fundamental task.
60. Companion apps for digital cameras
Control (nice to have)
60Photo: Wolfgang Freimark
61. 61
Collaboration
Devices work as a connected
group
Control
A device controlling another device
Must have Scrabble Party Play
Complementary to own software
Hexler TouchOSC
Complementary to products by other
vendors
Nice to have Companion apps for second screen
Complementary to own service
Companion apps for digital cameras
Complementary to own hardware
Different devices complement one another – as
a connected group or controlling one another.
64. „It feels like a watch in the
physical sense.
However it does not feel like
a watch conceptually.
Horace Dediu
asymco.com/2015/04/14/the-watch/
65. „The question is whether the
Watch will quickly leave
behind its timekeeping
anchor and move into being
something completely
different.
Horace Dediu
asymco.com/2015/04/14/the-watch/
66. Photo: shutterstock.com/pic-257990591
Single-device scenarios
§ Information access
o location-unaware
o location-based
§ Notifications
o „FYI“, e.g. time-based reminders
o actionable
§ Getting physical access
§ Navigation
§ Special use cases
o Cab hailing
o ...
Multi-device scenarios
§ Consistent
§ Continuous
o Single Activity Flow
o Sequenced Activity Flow
§ Complementary
o Collaboration
o Control
72. Photo: shutterstock.com/pic-257990591
Single-device scenarios
§ Information access
o location-unaware
o location-based
§ Notifications
o „FYI“, e.g. time-based reminders
o actionable
§ Getting physical access
§ Navigation
§ Special use cases
o Cab hailing
o ...
Multi-device scenarios
§ Consistent
§ Continuous
o Single Activity Flow
o Sequenced Activity Flow
§ Complementary
o Collaboration
o Control
83. Don‘t start by asking questions like...
§ How can our brand be present on device XYZ?
§ Responsive Webdesign or Adaptive Templates?
§ Mobile first?
§ What‘s technically feasible?
§ Consistent, Continuous, Complementary?
83
84. These questions have a place
in the design process, but they
shouldn‘t be the ones driving
the decision making.
85. Start by asking basic questions
§ What are the user‘s needs and goals that this product ecosystem
tries to address?
§ What are the main flows and use contexts?
Then: Which experience approaches can best accomodate these
needs within each flow?
85
88. „The best multi-device
experiences are those that
first look at people and what
they need rather than
focusing on technology and
what it can do.
Michal Levin
89. Do what makes sense.
Nobody needs Nike+ on a
washing machine.
91. 91
Overview of Michal Levin‘s 3C framework
Consistent Continuous Complementary
The same content and features are
available on multiple devices.
Continuous design addresses a user
flow that runs along a set of con texts,
during which devices “pass the baton” to
one another.
Different devices complement one
another – either by collaborating as a
connected group, controlling one
another, or both.
§ Single Activity Flow
§ Sequenced Activity Flow
Event example:
o Agenda-centered
o People-centered
§ Collaboration
o Must have
o Nice to have
§ Control
o Must have
o Nice to have
92. § Single-device design is history
§ There‘s more than one way to approach multi-device experiences
§ Start with user needs
o Do your research
o Think in customer journeys
o Think in use cases
§ Know the capabilities and limitations of each device class and
platform – both technically and conceptually
92
Take away points
94. Two more chapters cover additional topics.
§ Multi-Device Analytics
§ Transforming Challenges
94
95. The book contains food for thought throughout.
21 Design Lessons, e.g.:
§ Continuous experience can start
offline
§ QR supports continuity; AR provides
a complementary experience
§ The complexity and trade-offs
behind the freedom “to do anything”
14 Discussions, e.g.:
§ Educating for Continuity
§ Designing for Beginner vs.
Advanced Users
§ The Battery-Life Challenge
§ Multi-Device Experiences in the
Service of Health
95
98. :-)
Stefan Freimark Senior UX Consultant
E-Mail stefan.freimark@aperto.de
Slideshare slideshare.net/sfreimark
Twitter @freimark
Aperto AG – In der Pianofabrik
Chausseestr. 5
10115 Berlin
www.aperto.de
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