an affective, normative and functional approach to ... › assets › uploads › papers › ptc15...
TRANSCRIPT
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
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.
3
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.
4
Department of Informa-on Systems
Why Smartwatches ?
Gartner (2014) : 50% of people who opt for wearables will chose smart watches in 2015.
5
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
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.
7
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.
8
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.
9
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
11
Department of Informa-on Systems
Research Seeng
Developers • A survey of challenges associated with smartwatch design
• Observa2on of their solu2ons to such problems
12
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
13
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.
14
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.
15
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.
16
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.
17
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.
18
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.
19
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