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UX in 2018
Designing experiences for

a multi-touchpoint, multi-device future
S o l M e s z
About me
• 15+ years as a Product Manager
• Started working with Internet
Products when we were still using
dialup
• Manage Product Strategy for our
clients @Kambrica
‘80s, ‘90s 2007, 2010 2011 2012 2014 20152013
PCs iPhone, iPad IoT, Wearables
Device landscape
By 2018…
50% of consumers in mature
markets will be using
smartphones or wearables for
mobile payments.
75% of TV-style content will
be watched through
application-based services
(Netflix, Hulu vs. cable TV).
Source: Gartner
By 2020…
2.7% of things in the
world will be connected.
That’s about 7 connected
devices per person. In the
world.
(50B devices, 7B world population)
Source: Cisco
More devices, more design decisions
THINK ECOSYSTEMTHINK OUTSIDE THE SCREEN
Focus on tasks and problems, not screens Shift from device-thinking to ecosystem-thinking
We need to change our design thinking
Cross-device product
experience framework
Context
User
Product
XDeviceExperience
Cross-device product
experience framework
Context
User
Product
XDeviceExperience
Cross-device product
experience framework
Solution
In defining the product, we define the design space
Problem Solution
Solution
In defining the product, we define the design space
Problem Solution
Solution
In defining the product, we define the design space
K I O S K
J O U R N E Y
P L A N N E R
A P P
B U S
S TO P S
MONITORS
Problem Solution
ASSISTIVE
A U TO
P I L O T
Solution
In defining the product, we define the design space
BLUETOOTH
K E Y L E S S
R E M O T E
E N T RY
G P S
T R U N K
S E N S O R
K I O S K
J O U R N E Y
P L A N N E R
A P P
B U S
S TO P S
MONITORS
Problem Solution
What are your product’s
attributes?
What’s your design space?
P R O D U C T L AY E R
Context
Product
XDeviceExperience
User
90% accomplish
a single task
across multiple
screens 
Smartphones
are the most
common starting
place for online
activity
The average 

user has 2.9

devices
Source: The New Multi-
screen World , CNME
We are multi-devicers…
… and we use them impulsively
… and we use them impulsively
I-want-to-buy: looking for
help or assistance in the
decision making process:
checking availability,
comparing prices, features
… and we use them impulsively
I-want-to-do: we look
for instructions on how
to do something. "How
do I make…”, "How do I
fix..."
I-want-to-buy: looking for
help or assistance in the
decision making process:
checking availability,
comparing prices, features
… and we use them impulsively
I-want-to-go: local
searches "what's the
nearest..." "how do I get
from here to there”
I-want-to-do: we look
for instructions on how
to do something. "How
do I make…”, "How do I
fix..."
I-want-to-buy: looking for
help or assistance in the
decision making process:
checking availability,
comparing prices, features
… and we use them impulsively
I-want-to-go: local
searches "what's the
nearest..." "how do I get
from here to there”
I-want-to-know:
exploring, researching,
looking for inspiration.
“Birthday cake ideas”
I-want-to-do: we look
for instructions on how
to do something. "How
do I make…”, "How do I
fix..."
I-want-to-buy: looking for
help or assistance in the
decision making process:
checking availability,
comparing prices, features
… and we use them impulsively
I-want-to-go: local
searches "what's the
nearest..." "how do I get
from here to there”
I-want-to-know:
exploring, researching,
looking for inspiration.
“Birthday cake ideas”
I-want-to-kill time:
entertainment or
distraction: watching
videos, a movie, to
read, browse the news
I-want-to-do: we look
for instructions on how
to do something. "How
do I make…”, "How do I
fix..."
I-want-to-buy: looking for
help or assistance in the
decision making process:
checking availability,
comparing prices, features
… and we use them impulsively
I-want-to-go: local
searches "what's the
nearest..." "how do I get
from here to there”
I-want-to-know:
exploring, researching,
looking for inspiration.
“Birthday cake ideas”
I-want-to-kill time:
entertainment or
distraction: watching
videos, a movie, to
read, browse the news
I-want-to-be in touch:
this is when we want to
share things or check-in
with people we care.
Source: Micromoments guide to winning shift to mobile
I-want-to-do: we look
for instructions on how
to do something. "How
do I make…”, "How do I
fix..."
I-want-to-buy: looking for
help or assistance in the
decision making process:
checking availability,
comparing prices, features
Sequential usage
Source:

The New Multi-screen World
Moving from one device to another at different times to accomplish a task
Using more than one device at the same time
for a related activity
Using more than one device at the same time
for an unrelated activity
COMPLEMENTARYMULTI-TASKING
Simultaneous usage
Source: The New Multi-screen World
The consumer journey is fragmented
into hundreds of micro-moments.
We’ve gone from Sessions to
Spurts.
And the challenge is to make a
seamless passage between
devices, from one one micro-
moment to the other.
U S E R L AY E R
Check-in Board In-flightResearch
Office Airport AirplaneHome
DEVICECONTEXT
Purchase
Airport
MOMENT
Moments map
User
Product
XDeviceExperience
Context
Mobile
• The phone is THE Personal
Computer
• Not a substitute for PCs, a platform
of their own: camera, GPS
• Used for micro tasks: quick look-
ups, kill time, social interactions
• The starting point of most online
activities (search, purchase,
information lookup)
Source: The New Multi-screen World
• Used everywhere
• Short bursts of time
• Communicate and connect
• Need info quickly and immediately
PC
• Used for complex tasks (comparing
products), creating content
(creating videos), or when online
security is a concern (payments)
• Are more powerful and provide
physical ways to connect with other
devices
• Easiest to operate because of
keyboard and mouse
Source: The New Multi-screen World
• Office or home use
• Used for long periods of time
• Productive use, task-oriented
• Serious, concentration attitude
Tablet
• Used for leisure
• Usually shared with others
• To consume content (movies,
reading, email), read email, babysit
• For doing simple tasks away from
the pc: email
• More comfortable than phone for
certain tasks due to form factor
Source: The New Multi-screen World
• Primarily used at home
• Unbound sense of time
• Entertainment, browsing, nanny
• Relaxed and leisurely approach
IoT / Wearables
• Used anywhere, anytime
• For information gathering (activity
tracking, location)
• For transmitting information when
connected to other devices
• Can replace screen devices
• Can simplify or streamline tasks
• Usually require a second device to
function or visualize information
• Interaction based on NUI patterns
(Natural User Interaction)
Think outside the screen.
Can you use sensors to simplify
tasks and streamline experience?
C O N T E X T
User
Product
XDeviceExperience
Context
The 3 Cs Model: a cross device experience
CONSISTENT CONTINUOUS COMPLEMENTARY
Source: Michal Levin,

Designing Multi Device experiences
Consistent design
• The same experience with small
variations for each device, is
replicated across devices.
• We are ensuring availability.
Example: Reading a newspaper
Continuous
• In continuous design we’re passing
the experience from one device to
the other, allowing the user to pick up
where they left off.
• We’re leveraging convenience and
context.
Examples: Netflix, GoogleDocs
Complementary
• We used different devices to
complete one ultimate goal.
• The devices complement each other
to create a bigger experience.
• This is the approach for IoT.
Example: using your iPhone as a remote
control to show a keynote presentation using
your Mac and displaying it on a big screen.
Consistent
The 3 Cs Model: a cross device experience
Complexity of design– +
Continuous Complementary
2.
3.
1.
2.
3.
1. The framework
Cross-device product
experience framework
User
Product
XDeviceExperience
Context
Cross-device product
experience framework
1. The framework
2. Cross device
Design manifesto
Tasks over screens
Ecosystem over device
Natural interactions for
streamlined experiences
Moments replace flow
M U LT I - D E V I C E D E S I G N M A N I F E S T O
2. Cross device
Design manifesto
3. Excitement
1. The framework
UX in 2018: a world of opportunities
There are many unknowns and hardly
any proven best practices.
UX in 2018: a world of opportunities
There are many unknowns and hardly
any proven best practices.
More devices, more design
opportunities.
UX in 2018: a world of opportunities
There are many unknowns and hardly
any proven best practices.
More devices, more design
opportunities.
Today we have 3 devices per person.
Imagine what we could do with 7!
UX in 2018: a world of opportunities
Gracias!
UX in 2018
Designing experiences for

a multi-touchpoint, multi-device future
S o l M e s z
yo@solmesz.com

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UX in 2018 Designing Multi-device, multi-platform expreriences

  • 1. UX in 2018 Designing experiences for
 a multi-touchpoint, multi-device future S o l M e s z
  • 2. About me • 15+ years as a Product Manager • Started working with Internet Products when we were still using dialup • Manage Product Strategy for our clients @Kambrica
  • 3. ‘80s, ‘90s 2007, 2010 2011 2012 2014 20152013 PCs iPhone, iPad IoT, Wearables Device landscape
  • 4. By 2018… 50% of consumers in mature markets will be using smartphones or wearables for mobile payments. 75% of TV-style content will be watched through application-based services (Netflix, Hulu vs. cable TV). Source: Gartner
  • 5. By 2020… 2.7% of things in the world will be connected. That’s about 7 connected devices per person. In the world. (50B devices, 7B world population) Source: Cisco
  • 6. More devices, more design decisions
  • 7. THINK ECOSYSTEMTHINK OUTSIDE THE SCREEN Focus on tasks and problems, not screens Shift from device-thinking to ecosystem-thinking We need to change our design thinking
  • 11. Solution In defining the product, we define the design space Problem Solution
  • 12. Solution In defining the product, we define the design space Problem Solution
  • 13. Solution In defining the product, we define the design space K I O S K J O U R N E Y P L A N N E R A P P B U S S TO P S MONITORS Problem Solution
  • 14. ASSISTIVE A U TO P I L O T Solution In defining the product, we define the design space BLUETOOTH K E Y L E S S R E M O T E E N T RY G P S T R U N K S E N S O R K I O S K J O U R N E Y P L A N N E R A P P B U S S TO P S MONITORS Problem Solution
  • 15. What are your product’s attributes? What’s your design space? P R O D U C T L AY E R
  • 17. 90% accomplish a single task across multiple screens  Smartphones are the most common starting place for online activity The average 
 user has 2.9
 devices Source: The New Multi- screen World , CNME We are multi-devicers…
  • 18. … and we use them impulsively
  • 19. … and we use them impulsively I-want-to-buy: looking for help or assistance in the decision making process: checking availability, comparing prices, features
  • 20. … and we use them impulsively I-want-to-do: we look for instructions on how to do something. "How do I make…”, "How do I fix..." I-want-to-buy: looking for help or assistance in the decision making process: checking availability, comparing prices, features
  • 21. … and we use them impulsively I-want-to-go: local searches "what's the nearest..." "how do I get from here to there” I-want-to-do: we look for instructions on how to do something. "How do I make…”, "How do I fix..." I-want-to-buy: looking for help or assistance in the decision making process: checking availability, comparing prices, features
  • 22. … and we use them impulsively I-want-to-go: local searches "what's the nearest..." "how do I get from here to there” I-want-to-know: exploring, researching, looking for inspiration. “Birthday cake ideas” I-want-to-do: we look for instructions on how to do something. "How do I make…”, "How do I fix..." I-want-to-buy: looking for help or assistance in the decision making process: checking availability, comparing prices, features
  • 23. … and we use them impulsively I-want-to-go: local searches "what's the nearest..." "how do I get from here to there” I-want-to-know: exploring, researching, looking for inspiration. “Birthday cake ideas” I-want-to-kill time: entertainment or distraction: watching videos, a movie, to read, browse the news I-want-to-do: we look for instructions on how to do something. "How do I make…”, "How do I fix..." I-want-to-buy: looking for help or assistance in the decision making process: checking availability, comparing prices, features
  • 24. … and we use them impulsively I-want-to-go: local searches "what's the nearest..." "how do I get from here to there” I-want-to-know: exploring, researching, looking for inspiration. “Birthday cake ideas” I-want-to-kill time: entertainment or distraction: watching videos, a movie, to read, browse the news I-want-to-be in touch: this is when we want to share things or check-in with people we care. Source: Micromoments guide to winning shift to mobile I-want-to-do: we look for instructions on how to do something. "How do I make…”, "How do I fix..." I-want-to-buy: looking for help or assistance in the decision making process: checking availability, comparing prices, features
  • 25. Sequential usage Source:
 The New Multi-screen World Moving from one device to another at different times to accomplish a task
  • 26. Using more than one device at the same time for a related activity Using more than one device at the same time for an unrelated activity COMPLEMENTARYMULTI-TASKING Simultaneous usage Source: The New Multi-screen World
  • 27. The consumer journey is fragmented into hundreds of micro-moments. We’ve gone from Sessions to Spurts. And the challenge is to make a seamless passage between devices, from one one micro- moment to the other. U S E R L AY E R
  • 28. Check-in Board In-flightResearch Office Airport AirplaneHome DEVICECONTEXT Purchase Airport MOMENT Moments map
  • 30. Mobile • The phone is THE Personal Computer • Not a substitute for PCs, a platform of their own: camera, GPS • Used for micro tasks: quick look- ups, kill time, social interactions • The starting point of most online activities (search, purchase, information lookup) Source: The New Multi-screen World • Used everywhere • Short bursts of time • Communicate and connect • Need info quickly and immediately
  • 31. PC • Used for complex tasks (comparing products), creating content (creating videos), or when online security is a concern (payments) • Are more powerful and provide physical ways to connect with other devices • Easiest to operate because of keyboard and mouse Source: The New Multi-screen World • Office or home use • Used for long periods of time • Productive use, task-oriented • Serious, concentration attitude
  • 32. Tablet • Used for leisure • Usually shared with others • To consume content (movies, reading, email), read email, babysit • For doing simple tasks away from the pc: email • More comfortable than phone for certain tasks due to form factor Source: The New Multi-screen World • Primarily used at home • Unbound sense of time • Entertainment, browsing, nanny • Relaxed and leisurely approach
  • 33. IoT / Wearables • Used anywhere, anytime • For information gathering (activity tracking, location) • For transmitting information when connected to other devices • Can replace screen devices • Can simplify or streamline tasks • Usually require a second device to function or visualize information • Interaction based on NUI patterns (Natural User Interaction)
  • 34. Think outside the screen. Can you use sensors to simplify tasks and streamline experience? C O N T E X T
  • 36. The 3 Cs Model: a cross device experience CONSISTENT CONTINUOUS COMPLEMENTARY Source: Michal Levin,
 Designing Multi Device experiences
  • 37. Consistent design • The same experience with small variations for each device, is replicated across devices. • We are ensuring availability. Example: Reading a newspaper
  • 38. Continuous • In continuous design we’re passing the experience from one device to the other, allowing the user to pick up where they left off. • We’re leveraging convenience and context. Examples: Netflix, GoogleDocs
  • 39. Complementary • We used different devices to complete one ultimate goal. • The devices complement each other to create a bigger experience. • This is the approach for IoT. Example: using your iPhone as a remote control to show a keynote presentation using your Mac and displaying it on a big screen.
  • 40. Consistent The 3 Cs Model: a cross device experience Complexity of design– + Continuous Complementary
  • 45. 1. The framework 2. Cross device Design manifesto
  • 46. Tasks over screens Ecosystem over device Natural interactions for streamlined experiences Moments replace flow M U LT I - D E V I C E D E S I G N M A N I F E S T O
  • 47. 2. Cross device Design manifesto 3. Excitement 1. The framework
  • 48. UX in 2018: a world of opportunities
  • 49. There are many unknowns and hardly any proven best practices. UX in 2018: a world of opportunities
  • 50. There are many unknowns and hardly any proven best practices. More devices, more design opportunities. UX in 2018: a world of opportunities
  • 51. There are many unknowns and hardly any proven best practices. More devices, more design opportunities. Today we have 3 devices per person. Imagine what we could do with 7! UX in 2018: a world of opportunities
  • 52. Gracias! UX in 2018 Designing experiences for
 a multi-touchpoint, multi-device future S o l M e s z yo@solmesz.com