David Owen Morgan

Interaction Designer. Here’s what I’ve been doing on the Internet:

“Hey. I’m David, Lead Designer for TomTom Sports. I’m in charge of a unified experience from our own wrist worn software platform to companion iOS & Android apps, mobile-first web and desktop clients.”

Defining new processes for demonstrating and evaluating design solutions in attention constrained contexts of use.

End to end concept-to-product in first year. From platform mental model to wireframe flows, early user testing on motion mock ups.

Responsible for UX consistency throughout constellation of apps supporting diverse products and user needs. From golfers to marathoners, passive fitness trackers to active training in performance sports.

“I expect my activity tracker to reward over achievement!”

Listening to users, we iterated on our MVP step counting UI (tested in context, at a crowded intersection) to better reward goal achievement and day-over-day improvements by representing over achievement.

Cute little 1-bit banner unfurling animation defies our flat platform convention. But accepted across the board for adding delight and brand personality.

We canonised this improvement-over-achievement formula as part of our TomTom Sport design guidelines, “Endurance Design”.

Enjoyed the chance to zoom out from weekly sprints to talk about the marathon of design thinking behind the launch of TomTom Spark. (My first conference talk!)

Anticipating user goals when editing clock time on their GPS watch.

Click interactions supporting users who desire to edit time on their UTC-set GPS watch.

Short and longpress behaviours on hours and minutes controls aim to help people easily resolve timezone complexity (e.g. half-hour zones) and accommodate those who always want to be eight minutes ahead (as in this example).

Can subtle motion better afford desired action?

Considering other uses for our indeterminate loading component. Here, almost inert, a periodic twist aims to invite user action — to connect watch with USB.

A few different versions reviewed for function (discoverability), brand personality and user delight.

“People are preoccupied. Enduring their lives, their goals, the edge of their limits, discovering their personal bests. Our interfaces humbly ask to be secondary in this. And work best without requiring focus.”

One of our principles from “Endurance Design” guidelines. An attempt to unify design approach and product experience across a constellation of wearable, mobile and web touch points.

Mental model stacking new dashboard components

Aiding discoverability and ease of recall for new activity tracking goal without obstructing known paths for existing users.

Help golfers see hazards in more detail.

This proposal evaluates a few options for zooming in on golf hazards.

Assistive UI introduces the feature and navigation controls in context of user’s round. A much requested feature after first release, we adapted this design to help advanced users without over-complicating views for novice watch users (nor novice golfers like me!).

The Value of Friction

Questioning a trend toward invisible transactions, this talk explores the value of friction in mobile payments. I present the initial stages of ongoing research into interaction design for wearable payment technologies. I focus on experience prototyping, lo-fi tools, and defining the minimum meaningful feedback loop to promote positive user experience — both in the immediate action (paying) and future wellbeing (financial health).

(Source: youtube.com)

“Lead Designer on App Social. Helping app experts and developers unlock device capability for beginners. A life raft when drowning in the sea of apps available in store.”

App Social’s core proposition is to crowd source app discovery for Windows Phone users.

We measured success in user response to our biweekly releases, tweaking our hypotheses and design solutions along the way.

App Social became the third most downloaded app on the platform, motivating a “big Windows” tablet version for Windows 10.