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Wearables That Work: 10 lessons from the field CARL ALVIANI CONTENT STRATEGIST, ZIBA

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Week of Wearables 25 November 2014 http://www.infinit.dk/dk/hvad_kan_vi_goere_for_dig/viden/reportager/var-det-ogsaa-godt-for-dig-smartphone.htm

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  • 1. Wearables That Work: 10 lessons from the eld CARL ALVIANI CONTENT STRATEGIST, ZIBA

2. In 1989, Ziba worked with Nike to develop the Walkmate, an ultrasonic distance tracker. It was a technical success, but struggled to gain adoption among athletes or consumers. 3. In the 25 years since, numerous wearable technology projectsours and othershave made it clear that making wearables that work demands far more considerations than simple technological function and wearability. Here are ten of them. 4. 01PURPOSE-LED BEATS TECHNOLOGY-LED 5. A wearable designed to showcase new technology will be embraced temporarily, by a handful of early adopters. 6. Technology-led Purpose-led 7. 02IF ACCESS ISNT IMMEDIATE, WHATS THE POINT? 8. A progress bar is annoying on a laptop, and exasperating on a smartphone. Its unforgivable on your wrist. 9. 03BODY REAL ESTATE IS LIMITED AND HIGHLY VISIBLE. 10. Concealing or downplaying is not an option. 11. Concealing or downplaying is not an option. 12. ANYTHING CLOSE TO YOUR BODY DEFINES YOUR IDENTITY. 04 13. A piece of technology touches the skin becomes as intimate as clothing or jewelry. It demands the same emotional attention. 1 2 3 4 5 7 8 6 9 14. THE FASHION INDUSTRY WONT SAVE US. 05 15. The technology isnt there yet. IMAGE CREDIT: 1. 16. Wearables today come with their own, very specic aesthetic. Fashion designers are accustomed to a far more exible range of tools and materials than this. 17. 06INTERFACE SHOULD BE AS LIGHT AS POSSIBLE, BUT NO LIGHTER. 18. Exhausting, intangible. Evasive, distracted. No physical feedback. No one else can see what youre doing. 19. The best interaction is effortless, obvious and tactile. 20. 07ALL WEARABLES HAVE A LONG SOCIAL ACCEPTANCE CURVE. 21. 1960s 22. 1980s 23. 2000s 24. 08THE GREATEST POTENTIAL IS OUTSIDE THE CONSUMER MARKET. 25. Medical, educational and professional environments have much to gain from wearable computing, and face fewer obstacles. 26. Medical, educational and professional environments have much to gain from wearable computing, and face fewer obstacles. 27. 09THE DEVICE MATTERS LESS THAN WHATS AROUND IT. 28. The design of the device is ultimately less important than the ability of other systems to accommodate it. For most players, this is still several years off. 29. The design of the device is ultimately less important than the ability of other systems to accommodate it. For most players, this is still several years off. 30. We basically spent a billion dollars to make a device that doesnt do anything. The Disney MyMagic+ System: 31. 10DESIGN DATA & BEHAVIOR, NOT SCREENS. 32. Wearables are ideal for collecting personal information and providing instant, actionable feedback. This makes human behavior a design problem, and data design a key usability issue. 33. 01 Purpose-led beats technology-led. 02 If access isnt immediate, whats the point? 03 Body real estate is limited and highly visible. 04 Anything close to your body denes your identity. 05 The fashion industry wont save us. 06 Interface should be as light as possible, but no lighter. 07 All wearables have a long social acceptance curve. 08 The greatest potential is outside the consumer market. 09 The device matters less than whats around it. 10 Design data & behavior, not screens. 34. thank you. ziba.com linkedin.com/company/ziba-design @zibapdx @CarlAlviani