The Future Is Near: 13 Design Predictions for 2017

To architect the experiences of tomorrow, you must first design the interactions of today.

2015 was the year that UX disciples the world over proved themselves to be the singular champions of free thought in design. I am proud to say that the field has finally come of age and found itself. At long last, UX Evangelists, Digital Empaths, and Interaction Designers have risen to the highest echelons of the creative class to further the bleeding edge of technology, design, and user delight.

1. Failure Mapping

“It’s fine to celebrate success but it is more important to heed the lessons of failure.” — Bill Gates.

Journey-maps and user flows are the bread and butter of UX design — they provide the basic framework for understanding user touchpoints across the full cycle of interactions with your product or service. There’s just one problem: They’re designed with the ideal user in mind. What about the non-ideal user?

Erroneous usage of products and services will skyrocket with the arrival of new users.

2. Micro-Mini Interactions

The internet was abuzz with talk of microinteractions in 2015 — a term which refers to single task-based interactions with a product, like setting an alarm, liking a comment, or pressing a login button. Every time we open Facebook or visit LinkedIn we are subconsciously engaging with dozens of microinteractions — many invisible, too small to even notice.

With the world of apps and services becoming increasingly more granular and specific — we have Yo for sending Yo’s, Vine for sharing 6 second videos, and Knock Knock for making new friends, we’re moving towards further atomization of microinteractions, where individual interactions are being broken down into even smaller segments within a greater interaction. I call these Micro-Mini Interactions — the multiple, microscopic interactions nested within a micro-interaction, and by 2017 we’ll be passively engaging in thousands of micro-mini interactions every time we take out our phones:

The microinteraction of knocking twice in Knock Knock allows you to see who’s around you — but Knocking just once? A mini increment of a micro interaction.

3. Proliferation of Weather Apps

For better or worse, weather is an integral part of our world. Rain or shine, we take great delight in tracking its course and planning accordingly. While weather patterns of the past have remained fairly consistent, mitigating the need for constant, synchronous weather tracking, the dramatic climate shifts of the near-future will bring about extreme environmental conditions that necessitate the need for ever more vigilant weather tracking — a trend that app developers have only just begun to address. Anomalous climatic events — from hurricane winds to extreme humidity, will have users checking their devices far more often in search of up-to-date climate information.

From Monaco to Cairo, beautiful weather apps will help users to visualize the inclement weather conditions of tomorrow.

4. Tamagotchi Gestures

In discussing the high maintenance of mechanical watches, author William Gibson cites the allure of the Tamagotchi Gesture:

“They’re pointless in a peculiarly needful way; they’re comforting precisely because they require tending.”

As our products become increasingly anonymous, autonomous, automated and homogenous, we’re starting to feel a pushback from users. The greater UX community has been observing calls for an earlier time — the era of the mechanical watch — where objects had personality and flourish, even at the expense of functionality and precision. As advocates for the User, we designers have a responsibility to heed their feedback.

The original Tamagotchi was a virtual pet created in Japan.

5. Hapnotic Feedback

Haptic feedback refers to the use of the sense of touch in a user interface, such as a virtual keyboard, whose individual keys provide tactile feedback when pressed. Haptic technology has grown increasingly more sophisticated with the proliferation of high-end mobile devices, and is expected to become even more advanced in the next two years thanks to the decreasing costs of Electro-Active Polymer Actuators (EAPs).

At Disney, researchers developed an algorithm that can translate information culled from depth maps of virtual surfaces into dynamic tactile experiences.

6. De-Linearity

Every year we UX Designers champion a new metric for usability — and in 2015 that metric just so happened to be simplicity. But greater simplicity does not always mean greater usability. Nevertheless, 2015 became the year of simplification for apps and services — navigation menus narrowed in, interactions became compartmentalized into step-by-step processes, and users were constantly placed on rails, forced to interact with content in a fixed order along a linear path.

  • Set a Pickup
  • Receive an ETA
  • Pay Driver
  • Rate Driver
  • Select Grocery Store
  • Select Items
  • Purchase Items
  • Rate Delivery

“Poor design teams deliver the UX people ask for. Great ones deliver the UX that people need.”

We’re already witnessing a pushback from users against these linear experiences — users don’t want to be herded from one screen to the next like cattle. The future is about affording the user with maximum agency over their experiences, and as advocates for the user we must give them just that. By 2017 we will honor the intelligence of the user by finally designing for de-linearity; users will be given more paths to navigate through, more decisions to make throughout each process, and more divergent ways to complete each touchpoint.

7. Optimized Interstitial Anxiety

A common phrase amongst serious Interaction Designers, interstitial anxiety refers to the momentary state of tension a user experiences between an action (clicking a button) and a response (moving to the next page). High latency and load times between action and response can trigger this brief experience of anxiety, during which the user is momentarily left in the dark — powerless and confused — caught between seams.

8. Migration From Design Evangelism to Design Proselytism

Design evangelists advocate for the use of good design, both in principle and in practice, with the ultimate goal of converting non-designers into design-thinkers. They extol the virtues of design-thinking to the uninitiated, so that they too might pursue best practices in their personal and professional lives.

9. Age-Responsive Design

Responsive design is all about adaptability — restructuring your content to the respective device of the user. This is only the first step though — far more will be done to truly meet the user where they’re at. Just as sites are already reformatted to adapt their layout to a wide range of devices, so too will they be able to adapt their content and structure to a wide range of ages.

Children will experience different interfaces than adults.
  • Navigation Menus will expand and contract depending on the perceived competency of users; those with difficultly will be presented with stripped-down interfaces to make it easier for them to interact the limited feature sets they are already familiar with.
  • Font-sizes and spacing will naturally increasing to accommodate the eyesight of the elderly.
  • Color schemes will change; the young will experience more saturated hues; the old more muted palettes.

10. Digital Trust Design

“Engendering the feeling of trust in a product is among the chief roles of any good UX designer.”

Ask any CEO, Marketer, Salesmen or Designer what the most important factor in a successful business relationship is and they’ll give you the same answer: trust. The same is true of a user’s relationship to a product. Engendering the feeling of trust in a product is among the chief roles of any good UX designer — however the significance of trust in digital products has yet to be fully realized.

11. User Offboarding (Sunset Moments)

“A good product is like a cinematic masterpiece.”

User Onboarding, the process of locking in new users by providing them with must-have experiences early on, has been an area of intense focus in product design. Onboarding’s counterpoint however, User-Offboarding, has been ignored by many — but not for long, because a good product should be just like a cinematic masterpiece:

  1. First there’s the opening introduction (user onboarding) — the opening hook that draws you in; the user interacts with a lovely animation or a delightfully simple interface or even a free chest of gems.
  2. Then there’s the plot itself (the product experience), where the protagonist deals with whatever turning points or discoveries come their way — the user finds an item they’d like to purchase — maybe its out of stock — maybe they add it to their cart and proceed to checkout.
  3. Then there’s the climax (the feedback rush) — the protagonist saves the day or gets what they want — the user purchases the pair of boots in their cart.
  4. And finally, there’s the resolution — the protagonist gets married or walks off into the sunset. In product terms — this is the essential User Offboarding moment — its what happens when the purchase is completed — when the message has been sent — when the article has been liked and shared.

12. Brokered AI Networks

Artificial General Intelligence is still the stuff of science fiction — but lesser, more practical AI’s, virtual assistants and digital concierges are right at our doorstep — most notably Siri, Alexa, Cortana, Google Now, Jibo, M, Clara, Amy and S Voice.

“We’re beginning to find that our intelligent helpers aren’t being so ‘helpful‘ with one another”

These personal “intelligent” assistants are entering our lives at a staggering pace — everyone that owns a smart phone has access to at least one of these AI’s, and the world is coming to terms with the reality that AI is here to stay. As we begin to welcome multiple AI’s into our lives, owning Apple’s “Siri” and Amazon’s “Echo” and’s “Amy”, for example, we’re beginning to find that our intelligent helpers aren’t being so “helpful” with one another.

13. Textile Design

“Material Design will find that its brought pen and paper to a gun fight — its fundamental architecture is totally unequipped to handle the robust and multi-dimensional web of tomorrow.” — Chase Buckley

Google’s Material Design has been showing up in trend forecasts and predictions since 2013, but it didn’t truly makes its debut until 2015 when it became the mainstream norm for web design, but all that is subject to change. Soon.

unlike real paper, our digital material can expand and reform intelligently. Material has physical surfaces and edges. Seams and shadows provide meaning about what you can touch.

But paper is not the be-all end-all medium — physically or digitally — and while the virtual metaphor of material design has helped a generation of Eastern European designers find themselves, its time is coming to a close.

By late 2016 we’ll start to see the return of skeumorphic elements throughout the design world, accompanied by other visual metaphors beyond the flat and narrow scope of paper. And as augmented and virtuality reality enter the mainstream, Material Design will find that its brought pen and paper to a gun fight — its fundamental architecture wholly unequipped to handle the robust and multi-dimensional web of tomorrow.

The Jurassic World website is an excellent example of Textile Design — the interweaving of multiple design metaphors, aesthetics, technologies and dimensions.



UX Unicorn / Design Evangelist / Future-Forward Code-Ninja / Usability Prophet — Director of User Experience at BART

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Chase Buckley

UX Unicorn / Design Evangelist / Future-Forward Code-Ninja / Usability Prophet — Director of User Experience at BART