What is the required quality of experience needed to transform a crude prototype into a market-viable product that enables a home theatre like viewing experience by wirelessly ‘casting’ media from a PC to large-screen display?
What criteria is needed to ensure the product will be useful, usable and desirable for routine usage in home environments?
The 0-1 Research Process
UX research was applied from idea to concept to prototype to scaled production globally.
Benchmarked usability criteria and tested UX quality prior to product launch.
Strategic Generative Research
Deeply Understanding Context of Use, Unmet Needs, Design Priorities
In-Home Contextual Interviews
30 participants in Hong Kong, Lille, France & Portland, Oregon
Digital Media Consumption Behavior
Preferences, routines, attitudes of wireless display concepts and IPTV usage.
Feature Priorities
Relevance in context and cultural considerations.
Product Opportunities
Innovation drivers and design considerations for product development.
Key Findings
Wireless Display is most appealing as a means of spontaneous sharing content in short bursts with other household members
Web is perceived as the only way to access desired content due to availability restrictions. Foreign content via the Web is very popular (e.g. American shows in France or Hong Kong or Arab TV in the USA).
TV is frequently perceived as a background activity which lends itself to the affordance of heavy notebook usage for other tasks while it is on.
Younger generations opt to view content via the Internet due to it's click and go accessibility and zero cost.
High saturation of legacy CRT TV's in use due to attitude of 'don't replace it unless it breaks'
Notebook PC usage is perceived as a personal and private experience rather than one that is shared with family and friends
Habitual web surfing of a handful of sites (e.g. YouTube, local news) commonplace.
Usage Modeling - Qualitative Themes
From Research To Design
Tactical User Research
Usability Testing in Cupertino, CA
Evaluate out of box experience, product perceptions, subjective video quality and core task performance associated with product usage:
12 participants ages 22-60 who are intermediate notebook PC users, have a high definition television and are consumers of Internet-based video services.