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DEVICE / DESIGN KÖRKÉP

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by

Gabor Hoffer

on 20 November 2014

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Transcript of DEVICE / DESIGN KÖRKÉP

THE AGE OF ...
CONCLUSION
DESIGN ECOSYSTEM
CONCLUSION
SOURCES
DEVICE / DESIGN OVERVIEW
The Age of User Experience
The Age of Continuity
2014
2000
2020
360M
35M
~0
2.5B
>300M
7B
5-6B
???
Connected
Devices
Internet
Penetration
Tablets
less print magazines
fewer print books
less print newspapers
20%
25%
27%
70%
uses tablets
while watching TV
30%
of
all
tablet use
is in front of a TV
Wearables
DEVICE ECOSYSTEM
One Guideline
to Rule Them All
Device-Specific
Guidelines
VS
VIRTUAL vs. REAL
TRUST vs. CONFIDENCE
There is only one reality.

You are building it.
You can't build trust. You build confidence.

Confidence makes people build trust.
Observation and Communication
Continuous User Experience
More devices - More categories
Less in-category segmentation
Faster to adapt / abandon
New needs, new markets
IoT
The Age of Communication
The Age of Observation
Some graphs:
http://www.wearable-gadgets.net/wearable-technology-will-huge-smartphone/
Photos:
https://unsplash.com/grid
Some graphs:
http://www.statista.com/chartoftheday/smartphone/
2.0B
Smart
Phones
???
Price Range
Size
Market
Low - Mid-Range 4.5-5.4"+ Android Phones
Material Design:
http://www.google.com/design/
Strategies:
Adapt and React instead of Respond
Be consistent, and tailor the experience
Stick to the guide but not too much
Google:
http://google.com
Create your own guidelines
Full transcript