Log in or create a free Rosenverse account to watch this video.
Log in Create free account100s of community videos are available to free members. Conference talks are generally available to Gold members.
Demystifying Multimodal Design: The Design Practice You Didn't Know You're Doing
Summary
Did you know that you're probably designing multimodal experiences? Most designers today are working in a multimodal environment, but haven't been trained to make the most of the many capabilities the latest generations of devices provide. Your customers have a small universe of devices, and they now come with the ability to handle far more than traditional haptic input like keyboards and mice. Gestural input, from swipes to hand gestures in video calls to stylus input, is becoming more common. Audio input and output are becoming more important in a world where digital assistants are poised to make a second surge powered by large language model AI. Visual output has become much more nuanced, and sometimes spans multiple devices. How do you wrangle all of this, optimize for great experiences, and still keep the human at the center? By becoming more consciously aware of the different inputs and outputs we're working with - and the many ways these inputs and outputs include and exclude our customers - we can build more resilient, more inclusive, and more powerful next-generation experiences.
Key Insights
-
•
Most designers already practice multimodal design unintentionally by supporting multiple input and output modalities like voice, touch, and haptics.
-
•
Multimodal design requires orchestrating how different modalities and devices communicate and transition smoothly, rather than designing in isolation.
-
•
Users switch devices when modality limits push them to—for example, moving from phone to desktop due to input convenience.
-
•
Cheryl’s CROW framework (Character, Relationship, Objective, Where) provides a comprehensive lens to capture user context relevant for multimodal design.
-
•
Transitions between input and output modes, devices, and network connectivity represent critical failure points and require intentional design.
-
•
Proactive, context-aware communication and interruption management improve user experience during multimodal and cross-device interactions.
-
•
Multimodal design and service design are deeply intertwined, especially across multiple devices and touchpoints.
-
•
Adaptive experiences that allow users to choose modalities based on context, such as hands-free vs. touch, lead to more inclusive designs.
-
•
Physical remotes remain relevant because phones are not always accessible, have battery constraints, and because remotes offer lower distraction.
-
•
Empathy for stakeholders’ goals and framing multimodal design benefits in terms of business priorities helps gain buy-in.
Notable Quotes
"Multimodal design is the design practice you probably don’t realize you’re doing already."
"The future is multimodal because humans are multimodal."
"Customers move from one device to another often because the information density or proximity to the device changes."
"Character, Relationship, Objective, and Where gives us a storytelling shorthand for fully understanding user context."
"Transitions will make or break your cross-device multimodal experiences."
"We don’t want to list every single customer activity; we need to abstract behavior patterns to manage interruptions."
"If you are altering any form of self-expression, you need to be really careful."
"Multimodal design adds a layer of orchestration on top of modality-specific designs like voice or graphical UI."
"Physical remotes have a lower power draw and are often more purpose-driven than phones, which are sources of stress."
"We treat our stakeholders as customers to understand their scenarios and align on a shared north star principle."
Or choose a question:
More Videos
"Increasing page load time by three seconds can nullify all your design improvements."
Erin WeigelUX Lessons from running more than 1,200 A/B Tests
July 10, 2024
"New ideas and changes to business trajectories rank pretty far down at only 18% of business leaders seeing it as a value of design."
Mike OrenWhy Pharmaceutical's Research Model Should Replace Design Thinking
March 28, 2023
"Now everyone’s an edge case, so research needs to focus on those edge cases, not just the average user."
Lija Hogan Milan Mijatovic Sam Proulx Louis RosenfeldThree Years Out: Perspectives on the Near-Term Future of User Research
March 15, 2024
"If Charlie has been tampered with, Alice needs a clear way to be alerted that she shouldn't trust it."
Heidi TrostWhen AI Becomes the User’s Point Person—and Point of Failure
August 7, 2025
"We call everybody a designer on purpose to encourage branching out across disciplines."
Adam CutlerPeople + Places + Practices = Outcomes
June 8, 2016
"Only 8% of older adults are using the internet in contrast to 48% of younger adults."
Rittika BasuAge and Interfaces: Equipping Older Adults with Technological Tools
February 23, 2023
"Tools are great, but they do not solve all problems; training and understanding the why behind accessibility is essential."
Saara Kamppari-MillerDesignOps for Inclusive Design and Accessibility
May 26, 2022
"Practical ops is about getting stuff done because it’s our job to scale the organizational ability to design and amplify the work of designers."
Bria AlexanderTheme Two Intro
October 3, 2023
"I don’t know what I don’t know – new practitioners may not even realize what questions to ask at first."
Laine Riley Prokay Lisa GordonCarving a Path for Early Career DesignOps Practitioners
September 9, 2022