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Design Study about Wearable Technologies

My Role/Contribution:

- Collaborated with a multidisciplinary team of graduate students from MBA, Design and Engineering,           researched the potential reasons for low adoption of wearable device among Millennials.
- Inspected the desired features in future wearable devices using different User Experience research          methods: what the users "Say" and "Make"

- Determined the goal of this project, designed one of the speculative prototypes, held and recorded the   focus group with teammates, generated the voting card result and final report.

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"We are awesome!"
I. Executive Summary
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Problem:

Wearable technology (ex: Apple Watch, FitBit, Google Glass) has not seen the adoption rate that was expected.

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History:

The first "Wearable technology" in 17th century China. The first wearable computer in 1980s. The possibilities are endless.

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Findings:

"Consumers seem to want a device that address a specific pain point, not a device that does “everything”"

Wearables 2019
II.  Secondary Research (Feb 22nd - Mar 3rd)
  • News
  • Product review
  • Interview
  • Research articles

●“I like it, but I don’t … love it”  --- If it hurts then it's love

●“I press, press, press, but no response” “It just stopped tracking my distance…”   --- Service quality

●“Use it for my messages, photos… just very very basic everyday things” --- Uniqueness

●“For wearables to really work, they must be anchored in human-centered design” --- Design is paramount

●“Our research shows that there is a wearable future around the corner, it’s more immediate than we think—and it can dramatically reshape the way we live and do business

Possible Stakeholders
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III.              Survey (Mar 9th - 21st)
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Distributed through social media (Facebook) and researchers' network

Aimed to learn about:

  • Age, gender, occupation distribution of wearable device use

  • Awareness of wearable technics

  • Reason for using or not using a wearable device

Speculative Prototypes (Mar 9th - 21st)
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  • Participant recruitment (Mar 22nd - 25th)
  • Pilot test participatory design activity  (Mar 22nd)
  • Refine toolkit (Mar 27th)
IV: Participatory design session #I
(Mar 28th)
Participatory design session #2
(Apr 5th)
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AND MORE

Describe what you offer here. add a few choice words and a stunning pic to tantalize your audience and leave them hungry for more.

Click Me
V: Analysis and final presentation preparation

What we learned:

  • Current technology options: lack features, cost too high, not nice enough to wear constantly

  • Participants' designs: wide price ranges, want something unobtrusive, want very specific technologies

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