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10-FEET + BEYOND designing connected entertainment

10-Feet + Beyond: Designing Connected Entertainment

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Page 1: 10-Feet + Beyond: Designing Connected Entertainment

10-FEET + BEYOND

designing connected entertainment

Page 2: 10-Feet + Beyond: Designing Connected Entertainment

Hi. I’m Mark

@thewolfe @wolfedesign

Page 3: 10-Feet + Beyond: Designing Connected Entertainment

THE CONNECTED ECOSYSTEM

HISTORY OF CONNECTED

MEDIA

DESIGNING THE 10-FOOT

EXPERIENCE

EMERGING TECHNOLOGY

@thewolfe

Page 4: 10-Feet + Beyond: Designing Connected Entertainment

HISTORY OF CONNECTED

MEDIA

DESIGNING THE 10-FOOT

EXPERIENCE

EMERGING TECHNOLOGY

THE CONNECTED ECOSYSTEM

@thewolfe

Page 5: 10-Feet + Beyond: Designing Connected Entertainment

6.4 billionconnected things in use in 2016

http://www.gartner.com/newsroom/id/3165317

30%

@thewolfe

Page 6: 10-Feet + Beyond: Designing Connected Entertainment

Home Automation

Connected Vehicles

Energy Management

Ambient Assisted LivingConnected Health

Connected Entertainment

@thewolfe

Page 7: 10-Feet + Beyond: Designing Connected Entertainment

The connected ecosystem allows users control of content across digital and physical locations, and across multiple devices.

@thewolfe

Page 8: 10-Feet + Beyond: Designing Connected Entertainment

Over 40% of all U.S. online users start an activity on one device, and finish on another.

https://www.clickz.com/switching-between-devices-normal-for-40-of-u-s-web-users-facebook-study/32730/

@thewolfe

Page 9: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 10: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 11: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 12: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

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@thewolfe

Page 14: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 15: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 16: 10-Feet + Beyond: Designing Connected Entertainment

“The best interface is the one within reach” - - Cameron Moll

@thewolfe

Page 17: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 18: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 19: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 20: 10-Feet + Beyond: Designing Connected Entertainment

THREE EXPERIENCES OF THE CONNECTED ECOSYSTEM

CONSISTENT

EXTENDING

COMPLEMENTARY

@thewolfe

Page 21: 10-Feet + Beyond: Designing Connected Entertainment

CONSISTENT

SAME/SIMILAR CONTENT ON ALL DEVICES WITH MODIFICATIONS FOR SCREEN SIZE + CONTEXT

@thewolfe

Page 22: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

== =

Page 23: 10-Feet + Beyond: Designing Connected Entertainment

EXTENDING

CONTENT STARTS ON ONE DEVICE AND CONTINUES ON ANOTHER

@thewolfe

Page 24: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 25: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

COMPLEMENTARY

DEVICES ASSIST EACH OTHER IN FUNCTIONALITY FOR COLLABORATION AND CONTROL

Page 26: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 27: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 28: 10-Feet + Beyond: Designing Connected Entertainment

HISTORY OF CONNECTED

MEDIA

DESIGNING THE 10-FOOT

EXPERIENCE

EMERGING TECHNOLOGY

THE CONNECTED ECOSYSTEM

@thewolfe

Page 29: 10-Feet + Beyond: Designing Connected Entertainment

3 out of 5 households have a broadband enabled

television

@thewolfe

Page 30: 10-Feet + Beyond: Designing Connected Entertainment

21 Year old, Philo Farnsworth invents the electric television In powerless, his family cabin in Utah.

19271850–1925

Inventors work create mechanical moving images.

John Baird + Spooky Bill

1948

Cable television rolls out simultaneously through a number of rural states.

Page 31: 10-Feet + Beyond: Designing Connected Entertainment

1953

All-electronic Color television is introduced in the U.S. This forced the creation of NTSC standards.

1962

Telstar, the first Satellite Broadcast throughout the world.

1976

First VCR released for home use (Betamax).

Page 32: 10-Feet + Beyond: Designing Connected Entertainment

1981

HDTV developed, in Japan

1994

First network show broadcast over the internet - ABC World News Now.

1998-1999

• DVD Commercially Available. • Netflix is launched • HDTV widely sold in US • TiVo + ReplayTV launch first DVR

Page 33: 10-Feet + Beyond: Designing Connected Entertainment

2001

Sony’s Playstation 2, and Microsoft reveals Xbox. The first Gaming console to play DVDs, starting the war for home theater hub.

2007–2008

• Apple unveils its Apple TV • Netflix introduced streaming • Hulu launches

2013–2014

First noticeable drop in Cable subscribers, with 8% cutting the cord, and 45% reduction in service.

Page 34: 10-Feet + Beyond: Designing Connected Entertainment

OTT video subscriptions are set to increase from $9b in 2014 to $19b in 2019.

@thewolfe

Page 35: 10-Feet + Beyond: Designing Connected Entertainment

HISTORY OF CONNECTED

MEDIA

DESIGNING THE 10-FOOT

EXPERIENCE

EMERGING TECHNOLOGY

THE CONNECTED ECOSYSTEM

@thewolfe

Page 36: 10-Feet + Beyond: Designing Connected Entertainment

220 millionstreaming devices sold in 2015

@thewolfe

Page 37: 10-Feet + Beyond: Designing Connected Entertainment

10ft (3meters)

User Interface

@thewolfe

Page 38: 10-Feet + Beyond: Designing Connected Entertainment

SMART TV BLU-RAY STREAMING DEVICES

GAMING CONSOLES

@thewolfe

Page 39: 10-Feet + Beyond: Designing Connected Entertainment

8%

20%

20%22%

30%Roku

Amazon Fire TV

Google Chromecast

Apple TV

Others

http://www.parksassociates.com/blog/article/pr-05172016

2015 STREAMING DEVICE PURCHASING

@thewolfe

Page 40: 10-Feet + Beyond: Designing Connected Entertainment

CUMULATIVE DEVICE PURCHASING

http://www.telecompaper.com/news/media-streaming-device-sales-up-32-to-42-mln-in-2015--1132434

Fire TV

Roku

Chromecast

Apple

0 10 20 30 40

@thewolfe

Page 41: 10-Feet + Beyond: Designing Connected Entertainment

http://www.statista.com/statistics/276768/global-unit-sales-of-video-game-consoles/

0

12.5

25

37.5

50

2008 2009 2010 2011 2012 2013 2014 2015

Sony Playstation 3

Xbox 360

Nintendo Wii

Xbox One

Sony Playstation 4

GAME CONSOLE SALES

@thewolfe

Page 42: 10-Feet + Beyond: Designing Connected Entertainment

KEEP IT SIMPLE.

MAKE IT LIGHTWEIGHT.

KEEP EXPECTATIONS CLEAR.

MAKE EXPERIENCES IMMERSIVE.

@thewolfe

Page 43: 10-Feet + Beyond: Designing Connected Entertainment
Page 44: 10-Feet + Beyond: Designing Connected Entertainment

KEEP IT SIMPLE.

MAKE IT LIGHTWEIGHT.

KEEP EXPECTATIONS CLEAR.

MAKE EXPERIENCES IMMERSIVE.

@thewolfe

Page 45: 10-Feet + Beyond: Designing Connected Entertainment
Page 46: 10-Feet + Beyond: Designing Connected Entertainment

KEEP IT SIMPLE.

MAKE IT LIGHTWEIGHT.

KEEP EXPECTATIONS CLEAR.

MAKE EXPERIENCES IMMERSIVE.

@thewolfe

Page 47: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 48: 10-Feet + Beyond: Designing Connected Entertainment

KEEP IT SIMPLE.

MAKE IT LIGHTWEIGHT.

KEEP EXPECTATIONS CLEAR.

MAKE EXPERIENCES IMMERSIVE.

@thewolfe

Page 49: 10-Feet + Beyond: Designing Connected Entertainment
Page 50: 10-Feet + Beyond: Designing Connected Entertainment

INFORMATION DENSITY

Android TV Design Guidelines

@thewolfe

Page 51: 10-Feet + Beyond: Designing Connected Entertainment

1010%

10

10%

1920x1080

@thewolfe

Page 52: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 53: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 54: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 55: 10-Feet + Beyond: Designing Connected Entertainment

DON’T MAKE ME #&*!! READ

@thewolfe

Page 56: 10-Feet + Beyond: Designing Connected Entertainment

Break text into small, digestible chunks.

Avoid Lightweight fonts.

Use layout-relative and density-independent sizing.

@thewolfe

Page 57: 10-Feet + Beyond: Designing Connected Entertainment

24px 32px 44px 62px 94px

@thewolfe

Page 58: 10-Feet + Beyond: Designing Connected Entertainment

GETTING AROUND

@thewolfe

Page 59: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

1956 Zenith Space Command

Page 60: 10-Feet + Beyond: Designing Connected Entertainment
Page 61: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 62: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 63: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

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@thewolfe

Page 65: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 66: 10-Feet + Beyond: Designing Connected Entertainment

COLORS

#F1F1F1 #FFFFFF

@thewolfe

Page 67: 10-Feet + Beyond: Designing Connected Entertainment

Standard UI Patterns Default Settings

Keyboards Navigation patterns

Native devices have their own components

@thewolfe

Page 68: 10-Feet + Beyond: Designing Connected Entertainment

Don’t Fear the Natives@thewolfe

Page 69: 10-Feet + Beyond: Designing Connected Entertainment

HISTORY OF CONNECTED

MEDIA

DESIGNING THE 10-FOOT

EXPERIENCE

EMERGING TECHNOLOGY

THE CONNECTED ECOSYSTEM

@thewolfe

Page 70: 10-Feet + Beyond: Designing Connected Entertainment

BEYOND THE SCREEN

@thewolfe

Reid Hastings: Gaming, VR and Drugs

Page 71: 10-Feet + Beyond: Designing Connected Entertainment

VIRTUAL REALITY

VR is a fully immersive, real world replacement, simulated reality, allowing users to interact in this world.

@thewolfe

Page 72: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 73: 10-Feet + Beyond: Designing Connected Entertainment

ENHANCED REALITY

Sometimes called Augmented, Hybrid or Mixed Realities, this superimpose a computer-generated image on a user's view of the real world, thus providing a composite view.

@thewolfe

Page 74: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 75: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

VIRTUAL REALITY

ISOLATED IMMERSIVE

CREATES FALSE REALITY

ENHANCED REALITY

PUBLIC INTEGRATED

OVERLAYS IN REALITY

Page 76: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

navigation

Page 77: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 78: 10-Feet + Beyond: Designing Connected Entertainment

WE’RE STILL DESIGNING FOR 10-FEET

@thewolfe

Page 79: 10-Feet + Beyond: Designing Connected Entertainment

10ft (3meters)

… BUT ON A SPHERE

@thewolfe

Page 80: 10-Feet + Beyond: Designing Connected Entertainment

“CONE OF FOCUS” KEEP MEANINGFUL CONTENT CENTERED

@thewolfe

Page 81: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

OCULUS 360 PHOTOS EXPERIENCE

Page 82: 10-Feet + Beyond: Designing Connected Entertainment

35° RULE

@thewolfe

Page 83: 10-Feet + Beyond: Designing Connected Entertainment

200° - 220°

110°

35° 35°

Page 84: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

SIMILAR NAVIGATION WITH Z-AXIS

Page 85: 10-Feet + Beyond: Designing Connected Entertainment

THE FUTURE IS GOING TO BE CONNECTED AND IMMERSIVE.

@thewolfe

Page 86: 10-Feet + Beyond: Designing Connected Entertainment

@thewolfe

Page 87: 10-Feet + Beyond: Designing Connected Entertainment

LET’S GET THE #%^&! CONNECTED.

Thank You.

@thewolfe @wolfedesign