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wearableux
jess hamilton, sr. ux designer @ gopro
wearables
are the future of tech
as of late 2014,
over 20% of adults
own a wearable device
source: http://www.pwc.com/us/en/technology/publications/wearable-technology.jhtml
over 80% of adults
are familiar with the concept
source: http://www.pwc.com/us/en/technology/publications/wearable-technology.jhtml
Text
following the law of accelerating returns,
that number is only going up — fast
source: http://vandrico.com/blog/how-wearable-technology-will-change-our-lives
with this kind of adoption,
the market will become
saturated
and only the strong will survive
Just look at Activity Trackers
Wikipedia lists over 20 different devices on the “Activity
Tracker” page
One of the earliest of the trend (the original FitBit)
launched around 2009
source: https://en.wikipedia.org/wiki/Activity_tracker#Producers_and_products
Just look at Activity Trackers
Wikipedia lists over 20 different devices on the “Activity
Tracker” page
One of the earliest of the trend (the original FitBit)
launched around 2009
source: https://en.wikipedia.org/wiki/Activity_tracker#Producers_and_products
in just six years
many have already failed
(R.I.P. FitBit Force, Nike FuelBand and all the unfunded Kickstarter trackers)
50% of users stop wearing
(15% of them within the first 6 months)
source: http://www.techrepublic.com/article/wearables-have-a-dirty-little-secret-most-people-lose-interest/
why?
Fatal UX flaws:
They are easy to lose
They break
They're not waterproof
They're a pain to sync with your smartphone
The battery doesn't last long enough
They're ugly
They're uncomfortable to wear
They provide no material benefit
source: http://www.techrepublic.com/article/wearables-have-a-dirty-little-secret-most-people-lose-interest/
why?
Lack of compulsion for long-term use through:
Habit formation
Social motivation
Goal reinforcement
what can we learn
from these flaws and failures?
a good user experience
is the key to survival
what makes “good ux?”
Does this give me value?
Is it easy to use?
Is it pleasant to use?
source: http://www.smashingmagazine.com/2010/10/05/what-is-user-experience-design-overview-tools-and-resources/
- Douglas Atkin, AirBnB
“In the distant future, we’ll forget the idea of
engaging in technology at all. We’ll swallow it,
absorb it, and wear it, without us really thinking
we’re engaging in technology per se.”
source: http://www.pwc.com/us/en/technology/publications/wearable-technology.jhtml
new questions to ask
Is it invisible?
Is it essential?
Is it complementary?
82% of millennials agree:
it’s important for wearable tech
to help relieve stress
source: http://www.pwc.com/us/en/technology/publications/wearable-technology.jhtml
the good news:
we are all ux designers
dev can improve ux
pay attention to the silent killers:
app responsiveness
server response time
appropriate technology, e.g. for pairing and device
communication
code quality and bugginess
and don’t stay silent if something doesn’t seem right.
but most of all
eat your own dogfood
user experience design
will help you survive
wearables
are the future of tech
thank you!

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Wearable UX

  • 1. wearableux jess hamilton, sr. ux designer @ gopro
  • 3. as of late 2014, over 20% of adults own a wearable device source: http://www.pwc.com/us/en/technology/publications/wearable-technology.jhtml
  • 4. over 80% of adults are familiar with the concept source: http://www.pwc.com/us/en/technology/publications/wearable-technology.jhtml
  • 5. Text following the law of accelerating returns, that number is only going up — fast source: http://vandrico.com/blog/how-wearable-technology-will-change-our-lives
  • 6. with this kind of adoption, the market will become saturated
  • 7. and only the strong will survive
  • 8. Just look at Activity Trackers Wikipedia lists over 20 different devices on the “Activity Tracker” page One of the earliest of the trend (the original FitBit) launched around 2009 source: https://en.wikipedia.org/wiki/Activity_tracker#Producers_and_products
  • 9. Just look at Activity Trackers Wikipedia lists over 20 different devices on the “Activity Tracker” page One of the earliest of the trend (the original FitBit) launched around 2009 source: https://en.wikipedia.org/wiki/Activity_tracker#Producers_and_products
  • 10.
  • 11. in just six years many have already failed (R.I.P. FitBit Force, Nike FuelBand and all the unfunded Kickstarter trackers)
  • 12. 50% of users stop wearing (15% of them within the first 6 months) source: http://www.techrepublic.com/article/wearables-have-a-dirty-little-secret-most-people-lose-interest/
  • 13. why? Fatal UX flaws: They are easy to lose They break They're not waterproof They're a pain to sync with your smartphone The battery doesn't last long enough They're ugly They're uncomfortable to wear They provide no material benefit source: http://www.techrepublic.com/article/wearables-have-a-dirty-little-secret-most-people-lose-interest/
  • 14. why? Lack of compulsion for long-term use through: Habit formation Social motivation Goal reinforcement
  • 15.
  • 16. what can we learn from these flaws and failures?
  • 17. a good user experience is the key to survival
  • 18. what makes “good ux?” Does this give me value? Is it easy to use? Is it pleasant to use? source: http://www.smashingmagazine.com/2010/10/05/what-is-user-experience-design-overview-tools-and-resources/
  • 19. - Douglas Atkin, AirBnB “In the distant future, we’ll forget the idea of engaging in technology at all. We’ll swallow it, absorb it, and wear it, without us really thinking we’re engaging in technology per se.” source: http://www.pwc.com/us/en/technology/publications/wearable-technology.jhtml
  • 20. new questions to ask Is it invisible? Is it essential? Is it complementary?
  • 21. 82% of millennials agree: it’s important for wearable tech to help relieve stress source: http://www.pwc.com/us/en/technology/publications/wearable-technology.jhtml
  • 22. the good news: we are all ux designers
  • 23. dev can improve ux pay attention to the silent killers: app responsiveness server response time appropriate technology, e.g. for pairing and device communication code quality and bugginess
  • 24. and don’t stay silent if something doesn’t seem right.
  • 25. but most of all eat your own dogfood
  • 26.
  • 27. user experience design will help you survive wearables are the future of tech