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Department of Informa-on Systems Victor Dibia City University of Hong Kong. An Affective, Normative and Functional Approach to Designing User Experiences For Wearables 20 January, 2015 | Honolulu Hawaii [email protected]

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Department  of  Informa-on  Systems    

Victor  Dibia  City  University  of  Hong  Kong.  

 

An Affective, Normative and Functional Approach to Designing User Experiences For Wearables

20 January, 2015 | Honolulu Hawaii

[email protected]  

Department  of  Informa-on  Systems    

Presenta-on  Outline  

• Overview  of  wearables  • Research  Mo2va2ons    • Methodology  •  Findings  •  Future  work  and  conclusion.  

Department  of  Informa-on  Systems    

What  are  Wearables  ?  

A  class  of  miniaturized  electronic  devices  worn  by  the  bearer  on  top  of  or  beneath  their  clothing.  

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Body  Posi-ons  -­‐    Wrist  -­‐    Shoes,    -­‐    Embedded  in  Clothes    -­‐    Jewelry,    -­‐    Glasses    -­‐    Chest  Bands  -­‐    Contact  Lenses      

 

Characteris-cs  •  Small,  complex,  ubiquitous  •  Sensor  rich  (gyroscopes,  Heart  Rate  ,EEG,  UV,  Temp,  Pressure,  Light  etc)    

•  They  have  social  /  fashion  implica2ons.  

Department  of  Informa-on  Systems    

Not  all  Equal  

•  Survey  of  4600  US  Adults:  28%  would  use  wrist  wearable.  (North  American  Consumer  Survey  2013)  

•  12%  interested  in  devices  worn  on  the  face.      

• Wrist  worn  wearables  hold  the  most  poten2al.  

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Department  of  Informa-on  Systems    

Why  Smartwatches  ?  

Gartner  (2014)  :  50%  of  people  who  opt  for  wearables  will  chose  smart  watches  in  2015.  

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Wearables  

 Wrist  

Wearables  

Smart  Watches  

They  run  apps  and  can  be  adapted  to  various  enterprise  func-ons.  

Smart  watch  Shipments    4million  in  2013,  68  million  devices  in  2015  Source  :  Gartner  

Department  of  Informa-on  Systems    

The  “Engagement”  Problem  6

Department  of  Informa-on  Systems    

A  not  so  secret  …  secret  ..  

The  Wearable  Engagement  Problem  Endeavour  Partners    (2014):  A  survey  of  6,223    adults  in  the  USA.  

•  10%  of  all  customers  owned  a  modern  wearable  ac2vity  tracker  such  as  the  Nike+  Fuelband  

•  50%  of  these  respondents  indicated  that  they  had  discon2nued  the  use  of  their  devices  and  a  third  of  the  this  number  stopped  using  the  device  within  six  months.    

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Department  of  Informa-on  Systems    

Research  Ques-on    How  can  we  address  the  wearable  engagement  problem  from  an  ar-fact  design  perspec-ve?      No2ng  that  wearables  are  new,  our  goal  here  is  to  create  a  set  of  theore2cally  inspired  design  principles  that  can  guide  developers  and  designers  who  create  so]ware  for  wearables  and  help  improve  user  engagement.      

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Department  of  Informa-on  Systems    

Research  Approach  

Ac-on  Design  Research  (ADR)  Sein  et  al.  2011    

•  An  IS  research  approach  that  aims  to  explicitly  recognize  how  interests,  values,  and  assump2ons  about  an  organiza2on  or  people  shapes  the  design  of  IT  ar2facts  (frameworks).  Sein  et  al.  2011    

•   Ar2facts  are  “ensembles  shaped  by  the  organiza2onal  context  during  development  and  use”  and  the  design  research  process  should  encompass  the  concurrent  ac2vi2es  of  building  an  ar2fact,  its  interac2on  with  an  organiza2on  and  its  evalua2on.  

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Department  of  Informa-on  Systems    

Research  Approach  10

Problem    Formula-on  

Building    Interven-on    Evalua-on  

Reflec-on,    Learning  

Formaliza-on  of  Learning  

-­‐  Prac-ce  inspired  research  -­‐  Theory  ingrained  ar-fact  

-­‐  Reciprocal  shaping    -­‐  Mutually  influen-al  roles  -­‐  Authen-c  and  concurrent  evalua-on.  

-­‐  Guided  emergence   -­‐  Generalized  Outcome  

Department  of  Informa-on  Systems    

Research  Seeng  

•  The  ADR  Team  –  a  researcher  working  with  organiza2onal  stake  holders  (development  team)  

•   Domain  Experts  –  experts  in  applica2on  areas  of  wearables  such  as  fitness,  health  and  wellness  

• Users  –  users  within  online  pladorms  and  within  usability  experiment  seengs  .  

Formulate  the  Actor  Influence  network  that  shape  the  development  of  our  design  framework  

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Department  of  Informa-on  Systems    

Research  Seeng  

Developers  • A  survey  of  challenges  associated  with  smartwatch  design  

• Observa2on  of  their  solu2ons  to  such  problems  

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Users  • Observa2on  of  usability  complaints  on  app  pladorms  

• Usability  tests  with  subjects  in  a  controlled  seeng.  

Industry  Experts  •  Informal  interviews  .  

Department  of  Informa-on  Systems    

Theore-cal  Perspec-ves  

To  adequately  frame  findings  from  interven2on  influences  with  our  actor  influence  network,  and  as  s2pulated  by  the  ADR  process,  we  review  the  literature  for  theories  that  guide  the  construc2on  of  working  hypotheses  which  are  then  implemented  and  tested.    • Affec2ve  Quality  Perspec2ve  •  Social  Norms  Perspec2ve  • U2lity  Accrual  ()  Perspec2ve  

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Department  of  Informa-on  Systems    

Affec-ve  Quality  Perspec-ve  

Interfaces  should  evoke  favorable  responses  and  support  achievement  of  objec2ves.  Such  interfaces  influence  usage  (Zhang  2005).    Principle  1.    Sensor  Based  Interac-on    An  expansion  of  the  limited  interac2on  surface  of  wearable  compu2ng  devices  by  leveraging  sensors.  For  example  advanced  touch  gestures  (tap,  swipe,  pinch  and  zoom),  mo2on  and  voice  can  be  leveraged  for  input  while  vibra2on  can  be  leveraged  for  personalized  feedback.  

   

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Department  of  Informa-on  Systems    

Social  Norms  Perspec-ve  

Subjec2ve  and  norma2ve  factors  affect  adop2on  and  usage  behavior  (Ajzen  and  Fishbein  1970)    Principle  2:  Norma-ve    Adherence  

This  principle  suggests  that  interfaces  should  be  designed  to  conform  to  expecta2ons  of  both    technology  and  fashion  items.    For  example,  watch  face  apps  for  smartwatches  should  be  designed  to  meet  elegance  as  well  as  fashion/iden-ty  requirements.  

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Department  of  Informa-on  Systems    

U-lity  Accrual  Perspec-ve  

Interfaces  should  be  geared  towards  simplifying  processes  and  improving  task  performance  .    Principle  3  Isolated  Func-onality  

This  design  principle  posits  that  each  wearable  device  app  should  be  clearly  developed  to  meet  a  given  and  well  specified  user  need  as  opposed  to  generic  apps  with  mul2ple  func2ons.  Where  possible,  apps  should  be  2ed  to  specific  outcomes  that  are  of  significance  to  a  given  set  of  target  users.    

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Department  of  Informa-on  Systems    

U-lity  Accrual  Perspec-ve  

Principle  4  :    Complementary  or  Incremental  Value    This  principle  suggests  that  the  value  of  a  wearable  app  is  2ed  to  how  well  it  performs  its  focal  task  compared  to  similar  apps  on  other  device  pladorms  such  as  smartphones  and  tablets.    For  example  a    wearable  device  can  provide  value  by  automa2cally  providing  no2fica2on  only  from  important  contacts  such  as  family  members.  

 

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Department  of  Informa-on  Systems    

U-lity  Accrual  Perspec-ve  

Principle  5  :  Glanceability  and  Ac-onability  This  principle  suggest  that  no2fica2ons  should  be  designed  such  that  they  are  easy  to  read  (legible),  assimilate  within  a  simple  glance  and  can  be  responded  to  with  simple  ac2ons.      

Principle  6  :  Computa-onal  Offloading  This  principle  suggests  that  complex  or  resource  intensive  tasks  should  be  transferred  to  devices  with  higher  processing  capabili2es  where  possible  or  applicable.  For  example,  a  wearable  device  may  perform  resource  intensive  opera2ons  like  audio  sampling,  geocoding  or  data  processing  on  a  connected  smartphone  or  tablet  and  display  results  to  the  user.    

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Department  of  Informa-on  Systems    

Limita-ons  and  Future  Work  

Study  Limita-on  This  study  is  focused  on  smartwatch  so]ware.  There  is  opportunity  to  also  examine  design  principles  related  to  physical  design.    Future  work    Specific  policy  issues  surrounding  wearables  as  observed  within  different  regions  –  privacy  issues,  health  issues,  data  storage  issues.  

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Department  of  Informa-on  Systems    

Thank  You!  20

Department  of  Informa-on  Systems    

Appendix    21

Categories Issue  Summary  based  on  Developer  Feedback.

Resource  Gathering  Deficiencies

-  There  is  a  lack  of  samples  and  documenta2on  -  Exis2ng  samples  were  considered  not  suitable  to  

smartwatch  contexts  -  We  didn’t  have  a  dedicated  designer

Technical  Difficul-es    

-  It  was  a  struggle  to  adapt  our  designs  to  the  small  screen  of  wearables    

-  The  devices  had  limited  capabili2es  (direct  internet  connec2on,  a  magnetometer  etc.)  

-  It  was  difficult  to  balance  our  adapta2on  to  the  small  screen  and  maintain  accessibility  

-  Mismatch  between  emulator  and  real  device  -  Designing  an  engaging  user  experience  flow  was  a  challenge

A  summary  of  design  issues  reported  from  a  survey  of  developers  par2cipa2ng  in  the  Samsung  gear  app  challenge