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The UX of Internet of Things

The UX of Internet of Things

Designing interaction for Interaction of Things. Differences between designing for digital and designing for Internet of Things. Useful methods. Challenges posed by a mix of digital and physical.

Tommy Sundström

October 17, 2015
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  1. Tommy Sundström • UX and strategy, at Helt Enkelt •

    Användbarhetsboken/The usability book • Worked in Internet of Things projects 
 for smart offices and heart monitoring • Writing a book on Internet of Things
  2. Mobile phone Network Basic components of a thing Brain 


    Processor & Model Muscles 
 Actuators Senses
 Sensors
  3. Processor/Model • Sensor data is useless • Needs to be

    translated • Making sense of data is much harder than collecting it
  4. Actuators (Ställdon) • Some things are able to change physical

    reality • Many things ”borrows” the users muscles
  5. Network • All things are connected to the Internet •

    …or something equivalent (military, medical)
  6. …a team • The function is often built using a

    team of physically separated components • Sensors • Hubs • Actuators • User interfaces (often perceived as the ”thing”)
  7. …the real thing • The extension of a ”traditional” IT

    system • Input directly from physical reality 
 (GPS-position of bus) • Acts directly on physical reality 
 (once we have self driving buses) • Interface adapted the situation
  8. New UX challenges • Less administrative input—systems will ”read” physical

    reality themselves • …and output—systems will act on physical reality themselves • Essential parts of UX ”hidden” in the model
 (if the model is not correct, it cripples user experience) • More information & interaction • …in the most appropriate form, when needed, 
 using the most efficient channel
  9. Marketing • Targeted advertising—everywhere
 (Image: Personalized billboard from Coca-Cola) •

    Detailed information on every aspect 
 of the customer’s life • Detailed information on how the product is used • …and in what environment
  10. Data fetichism • Lazy visionaries—Internet of Things will be like

    Google • Marketing • It is assumed that collecting a lot of data atomagically will produce knowledge • Optimization of products, workflows and organisations

  11. UX challenges • No one likes a spy – be

    invisible or at least discrete • …or give more than you take
  12. Data harvester • Observes – in order to big data-analyze

    • Typically asynchronous – results of the analyze is not used in the situation • Marketing (learn about the user) • Optimization • Monitoring & Maintanance (including many health applications) • Typically totally dependent of the Internet
  13. • Engages the user • Acts by persuading the user

    to act. 
 The user is the actuator. • Shopping. Your history and how you move in the store effects what offers are shown on in store screens—and on the web
  14. UX challenges • Translating data into the most useful, intuitive

    form • Making the interface fit the situation
  15. Robot • Acts independently • Home automation • Self driving

    cars • Industrial production • Self-checkout in supermarkets
  16. UX challenges • Finding the best way for the user

    to express what she wants the machine to do • Sometimes: Learning from user behavior
  17. In the industry “Internet of Things” is just a new

    name for something that they’ve been doing for a long long time
  18. UX

  19. If you start with 
 a technical perspective Sensor →

    Processor → Actuator ”Let’s…
  20. Internet of Things 
 is the new Second Life •

    A symbol of the future • Attracts early adapters, 
 for whom the technology is the value
 • Early success can be a trap • Early adapters likes to configure 
 & are willing to invest time • Mainstream consumers are not
  21. Start with 
 user & business goals Sensor → Processor

    → Actuator = Product
 Why? For whom? ← Business/User goals ← What functionality? ← What model? ← What data? ← What sensor? Ideal, but not innovative
  22. Tech is often the source of ideas • You won’t

    get an idea like this, 
 if you start with user needs • Possibility-driven design • When technology develops rapidly,
 user needs can not be the creative driver
  23. Environment • Is the user doing something else at the

    same time? • Social context—other people can often see you when using a thing • Shared usage—things are often used by several persons • A swarm of things—your thing is not the only one wanting the users attention
  24. User journeys*, 
 experience maps * Setup is often a

    frustrating part of the experience
  25. Service design 
 & touchpoints • Many things are parts

    of a larger context or service • Medical • iBeacons (in-store offerings on the phone)
 • Service design & touchpoint maps 
 are methods to cover the full context
  26. System thinking • The coffee maker in Oxford—probably the first

    Internet of Things-thing • You can see if there is any coffee, before you go to the kitchen • But—new coffee is mostly made by someone who comes to the kitchen and discover that there is none • Result: Empty most of the time • We’re not designing things, we’re designing systems
  27. Things already sold will be the Google Analytics of IoT

    design • …if they call home and report usage patterns With remote configuration they can be used for A/B testing
  28. The end of agile? • Physical production often has many

    dependencies 
 (specially for consumer products) • Christmas • Production slots • Features (described in documentation, retailer info, marketing material etc.) • Continuous development hard • Distinct product generations 
 (the marketing logic of something new and shiny)
  29. Mistakes are expensive
 —so easier to get a test budget

    • …hopefully • Design and starting production are expensive 
 for physical products (compared to digital) • The cost for misstakes are higher $
  30. More senses • Digital: eye + ear • IoT: +

    haptic + acceleration + sound 
 + presence + brainwaves + electrodes 
 effecting balance + …
  31. Symbiotic relation 
 to the user • Thing and user

    cooperates • The thing analyzes data and present them to the user in an accessible form • The user makes the decisions • The user is the actuator
  32. • Presence (and to some extent body language) replaces mouse/touch

    • We all carry a remotely readable barcode:
 our phone • Used when identity of the user
 is needed 
 • Example: The heater in your 
 house starts working when 
 you are on your way home
  33. Zero interface • We will have to deal with (to)

    many things every day • Solution: Zero interface. No interaction, it just works • Sometimes the user is not even aware • (Topp, here in Malmö, is an active proponent of this ideal)
 • But, to be quiet is to be forgotten • Will brand managers accept that their products do not attract attention? (Anti-virus do not need to, but do)
  34. Gestures • Works well for natural and cultural gestures. •

    Works well if you have only a few things. • But, does not scale
 With many things, will you remember them? • Will gestures be a common interface? • My guess: No. 

  35. …and buttons (knobs, levers, etc.) • Oldie but a goldie

    • Direct connection between control and effect • Labeling is good for UX
 • Has its limitations—almost useless for configuration and complex actions
  36. Will the phone replace the buttons? • Phone: • Cheaper

    • Easier to set up • Button • Easier to understand (?), 
 and to use
  37. Is anthropomorphism 
 a good idea? • Should things behave

    like humans? • Should things look like humans (or animals)? • Should things talk like humans?
  38. Yes, it is • Humans relates strongly to things that

    appears to be alive • Soldiers in Iraq did not only name their robots, they formed emotional bounds to them.
 
 There were incidents when soldiers risked their lives to save their robot.
  39. How do we make this 
 a happy marriage? •

    The computer/smart phone way:
 Throw away hardware after 2-4 years • Can smart recycling make this viable?
 • The set top box way:
 Loose coupling. Switch box every other year, 
 keep screen
  40. The industrial 
 and the digital designer • The industrial

    (physical) designer’s culture: • No errors • Late changes or recalls is extremely expensive
 • The digital designer’s culture: • Time to market • No need to be perfect, 
 better get experience and fix it in next version.
  41. How many things are we willing to take care of?

    • How many things-controlling apps can we have?
  42. Risk is part of 
 the value proposition • Will

    this work, or will I have to spend countless hours waiting for telephone support? • Specially when connecting different brands
  43. The calendar tells your house that you have a date

    with Sara. Your refrigerator has checked with Saras refrigerator for allergies and preferences, and ordered the ingredients for a romantic dinner. Your car informs the house that you will arrive in 30 minutes, and the oven…
  44. The calendar tells your house that you have a date

    with Sara. Your refrigerator has checked with Saras refrigerator for allergies and preferences, and ordered the ingredients for a romantic dinner. Your car informs the house that you will arrive in 30 minutes, and the oven… Will not happen
  45. Downton Abbey of Things Sorry, but there will be no

    butler
 anticipating your every need (There will however be a chauffeur)
  46. IoT designer ethics • Users are—sometimes—extremely concerned about integrity •

    When is it ok to spy on the user? • Internet of Things will observe our lives in greater detail then Stasi ever did. Do we always have to know this much about our users? • Is a blockchain (Bitcoin) model a feasible way to build Internet of Things?
  47. To be continued • Facebook: Internet of Things Sverige •

    Webb: http://www.anvandbart.se/blogg • [email protected] • 070-213 09 20
  48. Images Eye Ben Mortimer. Creative Commons Attribution-ShareAlike 2.0 Generic Brain

    Licensed by Google creative commons. Muscles Natalie Prigozhina. Creative Commons Attribution License Telephone Smartphone Italia. Cative Commons Processor/Model Diagrams …a team Image with many things: Mark Moz. Creative Commons Big Data – User StormSignal. Creative Commons Zoltar – Engages the user MagicNumberSix Super Powers Xurble Creative Commons Attribution 2.0 Agile philosophy kk+ Creative Commons 2.0 (by-nc-sa) Sea turtle Brocken Inaglory CC BY-SA 3.0 One thing Shindigz Party Creative Commons