The Future of UX: What designers need to know to stay ahead

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Information about The Future of UX: What designers need to know to stay ahead

Published on July 6, 2016

Author: DoralinKelly

Source: slideshare.net

1. The Future of UX What Designers Need to Know to Stay Ahead

2. “Hello there!” DORALIN KELLY UI/UX designer and Star Wars fan girl สวัสดี กรุงเทพ (Hello Bangkok!)

3. “What about you?” Hello, my name is..

4. What we’ll cover during this talk: Discussion The Future of UX Upcoming UX trends - Conversational Commerce - VR - AR Plus bonus reading material! Design Jobs in the Future

5. ― Lou Rosenfeld, Co-author of Information Architecture for the World Wide Web If you want to future-proof your career, you’ll need to be better at all kinds of conversations. So focus on the “soft” skills of listening, negotiating, and facilitating. “

6. Future D E S I G N J O B S I N T H E http://www.fastcodesign.com/3054433/design-moves/the-most-important-design-jobs-of-the-future

7. Augmented Reality Designer As technologies for augmented reality evolve, they will allow for new information to be layered over the physical world in seamless ways. This will open up an increasing demand for designers who can deliver intuitive and immersive experiences that are tailored to a wide spectrum of industries, from entertainment to education and health care. 01 Gavin Kelly, Co-founder and Principal, Artefact

8. Avatar Programmer Our celebrity clients will need help in representing themselves best in virtual scenarios such as VR, mobile games, and movies. This job will entail creating a celebrity's best representation in low-poly, high-polygon variants, and will depend upon rigging a client up for motion capture and text-to-speech emotive output. 02 Glen Murphy, Director of UX, Android and Chrome

9. Kevin Spacey in Call of Duty - Advanced Warfare

10. Drone Experience Designer As companies such as Amazon deploy unmanned drones in their business, there will be an increased demand for the design of the entire service experience. For example, what are the end customer interactions? How are fleets managed and maintained? How are risks to the population mitigated? How are privacy concerns addressed? How do we build trust in these semi-autonomous machines? 03 Gavin Kelly, Co-founder and Principal, Artefact

11. Embodied Interactions Designer We will see the rise of software that only rarely manifests on a screen. Or, perhaps it very much manifests on a screen, but the screen is an overlay on reality or it is outright virtual reality. Whether this embodiment is physical or virtual, this new designer is concerned with virtual and augmented reality, as well as the computers embedded into things and spaces. 04 Matt Schoenholz, Head of Design, Teague

12. Microsoft’s HoloLens

13. Machine-Learning Designer A machine-learning designer's job will be to construct data models and algorithms that allow companies to create artificially intelligent products. Those products will anticipate the needs of users, and fulfils them before the user ever has to ask. 05 Aaron Shapiro, CEO, Huge

14. Uber Driver Come the singularity and there are no more design jobs. 06 Gavin Kelly, Co-founder and Principal, Artefact

15. After the Singularity… Dum dum duuuummmmmm.

16. UX Trends U P C O M I N G

17. Conversational Commerce U P C O M I N G U X T R E N D S Utilizing chat, messaging, or other natural language interfaces (i.e. voice) to interact with people, brands, or services and bots. https://medium.com/@leonardykris/what-can-you-build-with-conversational-commerce-4d26d7e83de4#.gj45na4j8

18. The messaging/chat platform: refers to the likes of Messenger, WhatsApp, Telegram or Slack. https://medium.com/@leonardykris/what-can-you-build-with-conversational-commerce-4d26d7e83de4#.gj45na4j8 “Utilizing the platform”: means taking advantage of the SDKs that these platforms offer to build on top of it. Like how you can now call an Uber through Messenger (or Slack). “Other natural languages interfaces” translates to software like Siri, Google Now or IoT devices that receive inputs through your voice/other means (think Apple Watch) and complete your requests through it. “To interact with people, brands, services and bots..” means a shift in perspective of how commerce works. With Conversational Commerce, the landscape changed to that of communication-based sales with customers “conversing” with brands or bots who assist and fulfil that service.

19. Conversable's order flow for Wingstop on Facebook Messenger

20. What this means for UX Designers: Conversational commerce minimises the user interface and ultimately creates the simplest experience possible. https://bynd.com/news-ideas/conversational-commerce-the-new-trend-for-consumer-computing-apps/ For startups, it also makes it easier to get to market and test ideas more quickly. The introduction of apps using these text bot interfaces marks a visible shift in user behaviour. Messaging apps have eclipsed social networks in terms of monthly active users. 1. 2. 3.

21. Virtual Reality U P C O M I N G U X T R E N D S An audio-visual communication medium whose mission is to sell the idea of entering a computer-generated, three-dimensional environment where the experience is so immersive it tricks our brain into believing this virtual world is actually reality. http://www.creativebloq.com/ux/the-user-experience-of-virtual-reality-31619635

22. The Oculus Rift EXPECTATION

23. PieDiePie playing horror games on the Oculus Rift REALITY

24. Designing for VR T H O U G H T - S T A R T E R S A gaze cue is when the experience reacts based on where the user is looking. The experience could react more subtly, “hover state” style, or it could be event-based, like spawning a monster behind you in a horror game. Gaze Cues In order to replicate how we perceive sound in the real world, we need to implement a technique called binaural sound. Fundamentally, this is a combination of properties and levels that trick the brain into believing virtual objects are placed in different locations and distances from the user. Sound Design

25. Designing for VR T H O U G H T - S T A R T E R S https://ustwo.com/blog/designing-for-virtual-reality-google-cardboard/ http://www.blockinterval.com/project-updates/2015/10/15/user-experience-in-virtual-reality http://www.creativebloq.com/ux/the-user-experience-of-virtual-reality-31619635 Interfaces now need to exist within the VR world which means buttons and menus will also need to change to accommodate field of view. VR headsets prevent users from seeing the real world around them. This constraint needs to be taken into consideration when designing an experience – factors like not being able to physically see a keyboard or a remote control in their hands will effect the interactions a user is capable of. Consequently, controls have to be really easy to manage. Experiences that rely on motion tracking require physical space for the user to move around freely. As users can't see the real world whilst wearing a headset, the area has to be safe and preferably empty. Interface, Movement & Interaction

26. Augmented Reality U P C O M I N G U X T R E N D S Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data.

27. Sphero’s BB-8 used AR to project holographic messages/videos

28. Designing for AR T H O U G H T - S T A R T E R S Think about the environmental conditions of where the user will be located, as well as the type of interaction users will have with it. Scenarios “Public” — The whole body is involved, as are large screens and full movement of limbs and torso; think Nintendo Wii or Microsoft Kinect. “Intimate” — Think of the user in front of their desktop computer with a webcam, generally sitting down with their body an average of 2-3 feet from the camera. “Personal” — Using a smartphone in a public 360º space, like recent ARGs such as Layar and Junaio. Here the user will be standing up and/or walking and interacting with the environment around them. “Private” — The newest category, including wearable tech: glasses like Google Glass or HoloLens. This will be a personal and intimate experience that will be completely sensory and visual. https://uxmag.com/articles/augmented-reality-and-a-better-user-experience

29. Why UX Designers should get into VR/AR: Designing in a 3D space is a new challenge, where best practices have yet to be defined. This is a HUGE opportunity. You could become one of the pioneers to lead the VR/AR front.

30. How can UX Designers be Future-Proof?

31. Obsess over new and emerging tech. (Especially tech that blows open the possibilities of what can be done with user interaction.)

32. Discussion H A N D S O N ! 1. Chat with the person/people next to you. 2. Discuss and deliberate what the Future of UX means to you and why. 3. Tweet your answer with the hashtag #FutureUXBKK

33. 20 incredible essays on the Future of UX R E S O U R C E S 3D Printing The Evolution of the Design Field Genomics and Synthetic Biology Screen Sharing The Internet of Things / Connected Environments Product Design Robotics Wearable Technology http://www.designingforemergingtechnologies.com/chapters/

34. Questions? I T ’ S A W R A P ! design@doralinkelly.ninja @doralinkelly doralinkelly.ninja

35. http://www.slideshare.net/DoralinKelly/ the-future-of-ux-what-designers-need- to-know-to-stay-ahead B I G T H A N K S T O M U R U - D Aaand we’re done! (Find these slides here!)

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