In September 2014, Motorola released one of its first wearables devices. A couple of months after that, a Canadian team approached me to design a screen for this tiny and still unknown gadget. The end result was a screen design based on my initial research into finger size and how we could expect users to interact with a device not much bigger than their fingertip. Like all my other projects, this also included research, wireframing, creating a design system for fonts and icons and interaction design.
Communication in a moment of stress
How do we communicate with our user when we know that they’re not going to be able to follow their plans? If the user wants to go from A to B, and we know that this won’t happen, at what point should we notify them that they will need to change their plans? If this trip from A to B has a mandatory stop at a charging station, how do we clearly communicate this message in a positive way?
Booking a hotel with a suitcase in hand
How do you use your phone while your other hand is busy keeping hold of a suitcase? How do we cover users who are booking on the day of arrival, holding their belongings in one hand, and searching for a place with the other hand? Where is the most accessible place on the mobile screen for these users, and what call to action needs to be in that area? These were just some of the challenges I tackled in this project, to achieve higher conversions.
Transport from A to B
What screens do we need to implement to minimize the user drop out from our registration process? What do we need to ask the user when they’re booking a taxi from A to B? How do we show the driving route, and how can we integrate our style guide into our mobile application? These were the initial questions for this iOS and Android mobile application.