Xueke (Vikrin) Wang
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.

"We are awesome!"
I. Executive Summary

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

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

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)
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News
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Product review
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Interview
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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

III. Survey (Mar 9th - 21st)

Distributed through social media (Facebook) and researchers' network
Aimed to learn about:
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Age, gender, occupation distribution of wearable device use
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Awareness of wearable technics
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Reason for using or not using a wearable device
Speculative Prototypes (Mar 9th - 21st)

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Participant recruitment (Mar 22nd - 25th)
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Pilot test participatory design activity (Mar 22nd)
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Refine toolkit (Mar 27th)
IV: Participatory design session #I
(Mar 28th)
Participatory design session #2
(Apr 5th)
V: Analysis and final presentation preparation
What we learned:
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Current technology options: lack features, cost too high, not nice enough to wear constantly
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Participants' designs: wide price ranges, want something unobtrusive, want very specific technologies