13 September 2014

10 Top Wearable Technology Design Principles

“In the coming decade, wearable technology will touch nearly every aspect of our lives. It will allow us to bring the power of the Internet to everything we do.” –Marcus Weller, Ph.D

"There is still much to learn as this exciting era of technology unfolds. What many understand already is that investment in new technology not founded on authentic utility is the stuff bubbles are made of.
Wearable technology should at its core, enable us to transcend our problems. Emerging wearable tech leaders have an economic imperative to solve real problems if wearables are to become the omnipresent, multi-billion dollar industry many predict. If these conditions are met, a future of ubiquitous wearable technology may quite literally be upon us." –Marcus Weller, Ph.D

Source: VentureBeat


The principles

  1. Solves a recurring problem for the person

    To be worn, the problem the wearable device purports to solve should be substantive, recurrent, and easily articulated in a sentence.

  2. Starts from the human, not the machine

    Wearable technology design should start from a human problem, and then evaluate several viable technology solutions. It should not start from a particular technology solution looking for places to impose its presence.

  3. Requests attention, does not demand it

    Because it is with you everywhere, wearable tech should honor the present moment, not distract from it. In doing so, it permits the wearer to remain in the moment, and for others around the wearer to do the same.

  4. Enhances human capabilities, does not replace them

    It should make the wearer better able to consume and experience the world, not replace or intervene with the wearer’s opportunity to experience it.

  5. Creates a net negative number of problems

    In rendering a wearable solution, it should eliminate more problems than it introduces to one’s life.

  6. Enables deep and broad connectivity

    It should enable broad networks of platforms. Not only should wearable devices communicate with each other, but they should also enable the broader systems and platforms upon which they are based to interface with one another.

  7. Serves the software

    Scale and flexibility are more readily achieved when wearable hardware both serves, and is served by the software. As the wearer’s needs adjust or their context changes, the hardware can remain static while the software platform can quickly evolve.

  8. Weniger, aber breiter (Less but broader)

    Wearable hardware should strive to reduce its footprint while the wearable software platforms continue to broaden and expand. This maximizes wearable technology’s impact and utility across an expansive universe of applications.

  9. Capitalizes on existing behavior

    To earn the privilege of being worn, wearable design should evoke a feeling of the device as a natural extension of the person. It should not require the person to adapt or force new behavior.

  10. Augments the things we love, and automates the things we don’t

    It should enhance our favorite experiences, making them richer and more memorable while using automation to create more time to do the things we love.

1. Solves a recurring problem for the person

To be worn, the problem the wearable device purports to solve should be substantive, recurrent, and easily articulated in a sentence.

2. Starts from the human, not the machine

Wearable technology design should start from a human problem, and then evaluate several viable technology solutions. It should not start from a particular technology solution looking for places to impose its presence.

3. Requests attention, does not demand it

Because it is with you everywhere, wearable tech should honor the present moment, not distract from it. In doing so, it permits the wearer to remain in the moment, and for others around the wearer to do the same.

4. Enhances human capabilities, does not replace them

It should make the wearer better able to consume and experience the world, not replace or intervene with the wearer’s opportunity to experience it.

5. Creates a net negative number of problems

In rendering a wearable solution, it should eliminate more problems than it introduces to one’s life.

6. Enables deep and broad connectivity

It should enable broad networks of platforms. Not only should wearable devices communicate with each other, but they should also enable the broader systems and platforms upon which they are based to interface with one another.

7. Serves the software

Scale and flexibility are more readily achieved when wearable hardware both serves, and is served by the software. As the wearer’s needs adjust or their context changes, the hardware can remain static while the software platform can quickly evolve.

8. Weniger, aber breiter (Less but broader)

Wearable hardware should strive to reduce its footprint while the wearable software platforms continue to broaden and expand. This maximizes wearable technology’s impact and utility across an expansive universe of applications.

9. Capitalizes on existing behavior

To earn the privilege of being worn, wearable design should evoke a feeling of the device as a natural extension of the person. It should not require the person to adapt or force new behavior.

10. Augments the things we love, and automates the things we don’t

It should enhance our favorite experiences, making them richer and more memorable while using automation to create more time to do the things we love.

Tags

  • Wearables

Related collections

Design Principles of Android Wear

4 principles


Android Developers

5 Principles for the wearable revolution

5 principles


Fjord