Hello Readers :)
This week we are going to present you
our analysis on usability design of two ubiquitous devices. We have chosen
below devices for this purpose.
- Apple Watch
Our analysis mainly focuses the primary
usability factors like Efficiency and Effectiveness.
1. Apple Watch (Inch Category)
The Apple Watch is a smart watch developed
by Apple Inc. It incorporates fitness tracking and health-oriented capabilities
with integration with IOS and other Apple products and
services. The device is available in four variants: Apple Watch Sport, Apple
Watch, Apple Watch Hermes,
and Apple Watch Edition. Apple Watch relies on a wireless connected iPhone to perform many of its default
functions such as calling and texting. It is compatible with the iPhone 5 or later models running iOS 8.2 or later, through the use of Bluetooth. Let’s analyze the
usability issues of Apple focusing on its interaction design with the users
Efficiency-As we previously discussed in our earlier blogs, efficiency can be
defined as time taken to complete the user tasks. A good usability design
should have higher efficiency with faster rates of completing the tasks. Below
are the issues faced by Apple Watch based on this efficiency factor.
Smaller app icons
and touch targets
Apple watch comes
with very tiny targets than we will see in our normal smartphones. Basically to
ensure that users can reach touch targets quickly and reliably, the recommended
target size is 1cm × 1cm (0.4 in × 0.4 in).Because of the these tiny targets people
with FAT fingers is difficult to reach the targets successfully. To unlock the
screen you have to type your pin on a minuscule numerical pad.
And the application
screen uses a plethora of tiny circles (representing apps) organized in a
focus-plus-context visualization — the center of the screen is the focus and
has the largest circles, and as you get further out, the icons get smaller.
Launching an app is an adventure.
Hand off
Hand off refers to allowing
users to continue the task started on the watch on their phone. With the Apple
Watch the hand-off is a lot more painful, for two reasons: (1) not
all apps allow users to continue their tasks on the phone, and, more
importantly, (2) the interaction cost of resuming the task is fairly
high. Unlike with the Samsung Galaxy Gear, your iPhone is not automatically
unlocked when the watch is in its immediate proximity. So you have to swipe up
(not touch) a tiny icon in the bottom left corner of your lock screen — an
utterly bizarre interaction design — and then unlock your phone before
being able to continue the task on your phone. Hand off is a powerful tool
that should be used not only for getting more detailed content that cannot fit
the watch screen, but also, more generally, for tasks that cannot be done on
the watch. In particular, designers should help users recover more
smoothly from errors using hand off.
Apple watch also has its advantages
with respect to interaction in some cases like below which increases the Effectiveness of
the device.
Deck of Cards Works
Best
The tiny targets have some important
implications for design. Because using navigation elements such as buttons and
links is so tedious, in fact, what works best on the watch is the deck
of cards, a pattern that definitely is not optimum for other devices.
2. Smart Mirror (Yard Category)
Shopping is an entertainment and
pleasure for some people while it’s something to get through without visible or
psychic damage for some others. These emotions are likely to be heightened with
the debut of new MemoryMirror (MemoMi), a digital mirror that rolls videos,
360-degree viewing and provides social networking.
The end of fitting room queues? This
smart mirror lets you try on different clothes without visiting the fitting
room in in-store clothes shopping. Mirror uses cameras and sensors to track the
shopper's body in real-time. They can virtually try on clothes and change colours
using hand gestures. It uses augmented reality to show how clothes will fit.
Do you also need a second opinion while
shopping alone? The MemoMi lets you capture a variety of whole body stills and
video images instead of resorting to a poor quality selfies. These can be shared
with friends and relatives via email, social media, etc. This also helps the
sales associates to gather history details and preferences to send
recommendations to the customers directly from the mirror.
Neiman Marcus is the first retail outlet to introduce MemoMi to its customers
Red or green? MemoMi creates avatars of the shopper wearing various clothing. MemoMi uses Intel integrated graphics
technology to create avatars of the shopper wearing various clothing. It also
lets people add accessories, and see outfits from different angles without
straining their neck or using a wall of mirrors.
The rooms use radio frequency
identification (RFID) technology to recognise all the items of clothing in the
room and offer alternative sizes and colours that are available to buy. It
additionally allows consumers to build personal profiles of their favourite
items, which can be purchased later online. It then tells the customer the best
way to improve their look, appear younger, what to wear to look thinner, and
more.
Pros
- Makes the users feel excited about their new virtual
shopping experience
- Products and materials available are
categorised by various models, colors, sizes, etc. so that it is easier to
choose and decide what to buy
Cons
- Novice users might initially feel difficult to
understand the gestures and the usability of the device
- The device is too big that it does not ensure
privacy for the users
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