Wearables offers new opportunities to explore user cases and interaction patterns. How do you utilize the opportunity to go beyond tap and swipe gestures? Renata explores the environment and context of the user.
- [Narrator] Tim Cook had said that the Apple Watch is our most personal device ever. However, users are split over the actual experience. People have said it's just a fancy notification engine. Without it, I don't know what's happening in my pocket. I love the notifications! I'm no longer tethered to my phone. Smartwatches are passive and glanceable. They act as an extension of your phone. Mind you, this is not necessarily a bad thing as watches do make it easier to focus on real life whereas most devices take up focus.
You focus on your desktop, your laptop, or your mobile phone and what's happening within it. As as app designer, this is something to keep in mind. TechCrunch has said it has also become evident that at present, smartwatches are not for everyone. Having a clear purpose and use case is paramount. Hence, many vendors are focusing on fitness due to its simplicity. However, moving forward, differentiating the experience of a smartwatch from a smartphone will be key and we're starting to see early signs of this as cellular integration is rising and as the commercial audience begins to pilot these devices.
The different haptics let you know if you've received a text or a phone call. And a phone call on the Apple Watch is like one of those the future is here moments as I mentioned earlier. The phone call short tapping buzz lets me know it's a call. However, if it's a short buzz, then I know it's a message. This is one of the best things about the Apple Watch. And you this without even having to pull the phone out of your pocket. Although I will note, the Silent Generation has a tendency to ask if I'm in a hurry to get somewhere if I'm continually looking at my watch at every notification that comes through.
And then when I try to explain it's a smartwatch and it's just telling me notifications from my phone, you just kind of lose them. However, younger generations tend to get it. And I find I'm more often engaged in conversation because it's glanceable. We'll discuss more about this later. While all of this is awesome, userexperience.com did some usability around the watches and found that there's a steep learning curve for some people to get to know the devices and to be able to use them. They mentioned that small screen size and the fact that the button on the side of the Apple Watch felt more like the power button of the phones as two barriers to entry.
Also, while the Digital Crown is handy, it almost never gets used. Most Android wear devices only have a button. Though LG is looking to come out with a crown similar to Apple's. This crown lets you scroll through your messages on the watch. Okay, Google has a very extensive search engine whereas Siri will point you to your phone's browser for the answers. Apple has recently made Siri open source so who knows what could happen in the future. This is all important information to keep in mind when your designing for a smartwatch.
Think about where the user will be. What are they doing? Are they absorbed in conversation? Are they driving? Are they in a meeting? Maybe they're running to catch a flight. Whatever it is that they're doing, they're going to be busy. Thus, your design challenge, should you choose to accept it, is to design a seamless experience in nanoseconds.
- The history of wearables
- Environment and context
- Interactions and IA
- Haptics, gestures, and motion
- Voice interactions
- UX considerations
- Game design basics
- Prototyping a game