Bridging the Physical-Digital Divide (Jason Mesut)

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Bridging the gap between Industrial and Interaction Design to develop better products and services for the physical-digital age.

In a future where digital services and physical products come together, it seems like the tech community is having the greatest influence on our world. In some ways, this is great, but we seem to have forgotten those designers with the talent for crafting physical forms that can fit into our hands, our homes and our lives. For a future Internet of Things we need to better engage Industrial Designers in what we do. This talk will explore how we do that, from connecting between the two fields, calibrating individuals and teams, and collaborating towards a common purpose. Attendees should attend this session to get a better understanding of the needs and value offer of Industrial Design for a future of connected devices, and to find ways to work better alongside Industrial Designers.

Published in: Design

Bridging the Physical-Digital Divide (Jason Mesut)

  1. 1. Bridging the Physical-Digital Divide ! 23 July 2014 UXPA 2014 ! Jason Mesut Head of User Experience, Plan Local Leader, IxDA London !
  2. 2. I N T E R A C T I O N D E S I G N A S S O C I AT I O N
  3. 3. Uh-oh! Dancing to one beat In the same room For a common purpose Different tribes coming together
  4. 4. ! I want a future where physical products and digital services work in harmony
  5. 5. ! Where Industrial Design and User Experience practitioners dance to the same beat...
  6. 6. ! ...in the same room
  7. 7. ! ...for the common purpose of improving the products and services of the future
  8. 8. ! The UX community needs to start connecting, calibrating and collaborating with Industrial Design ! A hypothesis
  9. 9. Why do I think this is relevant?
  10. 10. What are the things you ?
  11. 11. People Activities Apps?
  12. 12. Technics 1200 SH-101 OP-1Tenori-On I love objects
  13. 13. Q-Bert Technics 1200
  14. 14. Q-Bert Technics Roland SH-101
  15. 15. Q-Bert Technics Milo Mesut Yamaha Tenori-On
  16. 16. Teenage Engineering OP-1
  17. 17. Technics 1200 SH-101 OP-1Tenori-On I love objects
  18. 18. 5years ! Industrial Design years ! Digital User Experience 15
  19. 19. 3years Local leader Interaction Design Association L o n d o n Subjects over 3 years Internet of Things Future of publishing Urban environment Smart materials Mobility / Automotive Clinical applications ! Upcoming… Smart home Music interfaces Consumer healthcare
  20. 20. I joined A product strategy consultancy ! We help companies work out what to do next.
  21. 21. ! We help companies work out what to do next. Helping innovation and design teams raise their game Bringing clarity to the front end of innovation
  22. 22. Bringing clarity to the front end of innovation Helping innovation and design teams raise their game
  23. 23. Bringing clarity to the front end of innovation Helping innovation and design teams raise their game Consumer electronics Automotive ! Materials What should we do for our next smart phone? ! How will we engage gen Z? ! ! How can we compete with the no.1 in our category?
  24. 24. Industrial Designers Industrial Designers Digital / UX Designers I’ve interviewed over 30 designers
  25. 25. Experiences with familiar names Consultancies Manufacturers Education
  26. 26. Some key questions —Why should we care? —What are we aiming for? —What are the challenges? —How can we tackle them? ?
  27. 27. Some key questions —Why should we care? —What are we aiming for? —What are the challenges? —How can we tackle them?
  28. 28. ! Screens dominating
  29. 29. Screens on everything
  30. 30. Screens replacing tactile controls
  31. 31. Screens in front of babies http://www.digitaltrends.com/wp-content/uploads/2013/12/fisher-price-ipad-apptivity-seat.jpg
  32. 32. ! Emerging hardware revival
  33. 33. The internet of things is hitting the mainstream Niche Mass
  34. 34. In odd ways
  35. 35. http://www.beamtoothbrush.com/toothbrush/ http://www.beamtoothbrush.com/toothbrush/
  36. 36. Tech companies buying hardware companies + skills
  37. 37. Service companies selling hardware
  38. 38. Wearable excitement Something other than a smartphone to design
  39. 39. Even if they make us look ridiculous
  40. 40. ! Industrial Design seems to be losing relevancy

  41. 41. Digital designers
 User Experience for web, 
 GUI expertise Software technologists
 Understand infrastructure 
 and web services Makers
 Prototype, and play with 
 combining technologies Graphical User Interfaces Systems thinking Human behaviour & experience Web technology Data Infrastructure Prototyping Human behaviour Connection with the arts Mike Kuniavsky, author of Smart Things Matt Webb, Berg Kate Hartman, artist, technologist, educator OCAD Digital natives seem to be driving the future
  42. 42. Industrial Design doesn’t engage Industrial Designers have their heads in the ground Ian Bach
 Senior Interaction Designer Method
  43. 43. Doesn’t include freelancers £350-600+ a day Industrial Design User Experience Huge pay gap
  44. 44. Some key questions —Why should we care? —What are we aiming for? —What are the challenges? —How can we tackle them?
  45. 45. ! Greater harmony between physical and digital 

  46. 46. A recipe for integrated products? + +Physical Product Digital Interface Digital Service Integrated product =
  47. 47. + +Physical Product Digital Interface Digital Services ! Aesthetic 
 Visceral. Visual, sonic, feel.
 Interactive Behavioural. Distribution of inputs and controls. ! Experiential Reflective. Fit with person’s context and ecosystems. ! ! Key levels of harmony Components of integrated experience
  48. 48. Unite product and graphic language Nokia and Microsoft Windows mobile
 Separated at birth

  49. 49. Physical form and interaction design Nokia and Meego
 A touchscreen curved at the edges to aid friction for swipes from the edge

  50. 50. iPod The original integrated product? Appropriate interactions —Hardware and software interface working together —iTunes store —Aesthetic mismatch

  51. 51. Clunky car interfaces Screen clash Dangerous disparity —Aesthetic mismatch —Interface not tactile —Doesn’t create a better experience

  52. 52. Integrated automotive interface Texas Instruments
 Immersive Automobile
 Physical controls designed in concert with graphical user interface

  53. 53. Nest Rare harmony? Coherent product-service —Elegant hardware —Slick UI —Intelligent services

  54. 54. Nest Rare harmony?
  55. 55. We need to seek 1. Quality balance 2. Connected design language 3. Appropriate interactions 4. Consideration of overall experience
  56. 56. Some key questions —Why should we care? —What are we aiming for? —What are the challenges? —How can we tackle them?
  57. 57. ! Why harmony is rare

  58. 58. Hardware is being commoditised
 1/2/3/4
  59. 59. Industrial Design given away In China, they are giving away the ID for free as part of their manufacturing services... Their skills in CAD and product design are being undervalued. ! Kim Lenox Ex-User Experience Director Lunar ! Kim Lenox
  60. 60. Objects, like apps, are becoming transient — like kettles that don’t last or phones we replace regularly ! Jeremy Offer Design Director, Great Fridays Objects becoming transient
  61. 61. Clients are more focused on what’s on the touchscreen rather than how good the case quality is Jim Blyth
 Managing Director, TheAlloy 
 Focused on the touchscreen
  62. 62. Delivery timelines are different
 1/2/3/4
  63. 63. UX is very much focused on the near term — it’s less reliant on supply chains ! Mark Delaney Head of Design Forward, Nokia UX focuses on the short term
  64. 64. Software design often begins later in the cycle. ! You’re given a spec of controls and it’s very hard to adjust the hardware in the midst of development without long delays. ! Nick Myers Director User Experience Design, Fitbit Software added in later
  65. 65. Different delivery timeframes 18 months+ 3 months+ initially Then monthly, weekly or daily Hardware Software Problem framing Tooling Tuning production Manufacturing development ! Ideation ! Design development R C D ! Production 2-6W 4-8W 4-8W 26W 12W 3W 4-8W C D C D C D RCD RCD Research Concept Design RCD RCD RCD RCD RCD RCD RCD RCD
  66. 66. Disciplines don’t understand each other
 1/2/3/4
  67. 67. UX has done a pretty good job of making itself complicated in a short period of time with all the different sub-disciplines: IA, IxD, etc. ! The more compartmentalised, the worse the result. ! Marcus Hoggarth Industrial Design Director, Native UX is confusing
  68. 68. Teams are separated
 1/2/3/4
  69. 69. Hardware and software teams often separated SW HW SW HW In-house In-house Agency SW HW Agency 1 Agency 2 SW HW Agency
  70. 70. Design silos inhibit collaboration ID UX VD SD
  71. 71. Should we destroy design silos before organisation ones?
  72. 72. Why harmony is rare 1. Hardware commoditisation 2. Delivery differences 3. Don’t understand each other 4. Teams are separated
  73. 73. Some key questions —Why should we care? —What are we aiming for? —What are the challenges? —How can we tackle them?
  74. 74. How can we bridge the physical-digital divide?
  75. 75. How can we bridge the physical-digital divide First, we must Define the divide
 

  76. 76. ID Industrial Design Physical Product Design Mechanical Engineering Ergonomics CMF Product visualisation
  77. 77. Offer Mindset Language Tools Time ID Industrial Design Physical UX Digital User Experience Product Design Mechanical Engineering Ergonomics CMF Product visualisation Interaction Design Information Architecture Content Strategy User Research Visual Design Experience strategy
  78. 78. Jargon ! Documentation ! Communication Motivation ! Values ! Principles Methods ! Software ! Approaches Value ! Uniqueness ! Horizons ! Timelines ! Pace Which factors affect how we work together? Offer Mindset Language Tools Time
  79. 79. Offer Mindset Language Tools Time What separates us? Bespoke vs. Universal & documented ! Design + Experience Mechanical vs. Theoretical ! ! Solving problems + Making solutions Manufacturing vs. Modelling ! ! Researching + Sketching + Prototyping Hardware vs. Software ! ! Understanding people + Conceiving solutions Long term vs. Short term ! ! Fast-paced + Immediate interaction
  80. 80. Offer Mindset Language Tools Time What unites us? Bespoke vs. Universal & documented ! Brand + Design + Experience Mechanical vs. Theoretical ! ! Solving problems + Making solutions Manufacturing vs. Modelling ! ! Researching + Sketching + Prototyping Hardware vs. Software ! ! Understanding people + Conceiving solutions Long term vs. Short term ! ! Fast-paced + Immediate interaction
  81. 81. How can we bridge the physical-digital divide?
  82. 82. How can we bridge the physical-digital divide? We need to Connect / Calibrate / Collaborate
 

  83. 83. How can we bridge the physical-digital divide? We need to Connect / Calibrate / Collaborate
 
Find the common ground Connect on a personal level Respect differences

  84. 84. How can we bridge the physical-digital divide? We need to Connect / Calibrate / Collaborate
 
 Adapt ourselves Adapt our processes Translate our language ! 

  85. 85. How can we bridge the physical-digital divide? We need to Connect / Calibrate / Collaborate
 
 Unite on common purpose Share between teams Prototype together ! 

  86. 86. Find common ground Connect on a personal level Respect differences Connect Offer Mindset Language Tools Time
  87. 87. Hardware is appropriately named because it’s hard... ! ...It’s a long, hard, painful, expensive process ! ... It requires a long term commitment to a design ! Robert Brunner Partner, Ammunition (the guy who hired Jony Ive) Hardware is hard
  88. 88. Software is slippery 1. Hidden impacts from changes 2. Multiple releases 3. Integration challenges 4. Multiple platforms 5. Legacy code ! Some large organisations have terrible legacy code — it can take months to change a word or button on a site
  89. 89. Here’s Jony
  90. 90. Come together Understand how to build
 Product designers need to understand how their designs will be realised
 Understand Materials and Manufacturing
  91. 91. Manufacturing means travel You can’t get away from the fact that you’re going to have to jump on a plane and meet manufacturers in China and develop one-to- one relationships — that’s quite daunting for some people. ! Jeremy Offer Design Director, Great Fridays
  92. 92. Manufacturing from the start Manufacturing is a key consideration, not an activity at the end of the process. Industrial designers consider manufacturing capabilities and constraints from the outset and throughout the design process. This drives and frames the design. ! Alex Bradley Consultant, Plan
  93. 93. There’s a lot you can learn about manufacturing
  94. 94. 3D printing won’t replace large scale manufacture... yet Really valuable benefits of 3D printing haven’t really been embraced yet. 3D printed foetus
  95. 95. ID Offer Understanding people ! Conceiving and detailing solutions Hardware Mindset Language Tools Time Manufacture Software Flexibility UX
  96. 96. Making things people love Solving problems Making Modelling Functional Making solutions Aesthetic Decoding Mechanical Theoretical Instinctive ID UX Offer Mindset Language Tools Time
  97. 97. Industrial designers obsess about physical form ! -Aesthetic -Makes a product understandable -Unobtrusive -As little design as possible Dieter Rams rules of good design
  98. 98. I setup a monthly lunch with the director of research and development. It helps that we both care about the same thing. That helped to bring down any barriers. I worked to understand his and his team’s goals, so that we could better support them and work closer together. ! Nick Myers Director User Experience Design, Fitbit Connect on a personal level
  99. 99. Find common ground Connect on a personal level Respect differences Break down language barriers Adapt our skills Adapt our processes Connect Calibrate Offer Mindset Language Tools Time
  100. 100. CMF 
 Responsive design
 Tolerance Information Architect
 Interaction Designer
 Product Product Service Experience UX UI/UX Lean UX
 Agile
 Persona
 EcosystemSupply chain People Interaction Design Brand User Interface Lean engineering
 Product language QA / QC CMD
 Materials and finish
 Material bill Package 
 (internal component architecture) Bill of materials (BOM) Stage gate process Class A, B, C surfaces ID UX Similar terms for very different things Well established terms, but still a lack of clarity Offer Mindset Language Tools Time
  101. 101. Language IDers often say they don’t understand [UX], but shifting perspective and language helps them realise when they are doing it. As a way to bridge the gap, I'd often look at their past work, point to the solutions that worked well and relate it to [UX]. ! Kim Lenox Former User Experience Director, Lunar
  102. 102. Sketching Prototyping Brainstorming CAD modelling Wireframing Manufacturing Observational research Designing in the browser Experience mapping Flow diagrams Rendering Sampling Appearance modelling ID UX Manufacturing techniques Modelling tools to decode, clarify Offer Mindset Language Tools Time
  103. 103. Adapt our skills and teams Shifter Hybrid Partner Neutral leader Moving from ID-to-UX Blending skills across ID + UX ID + UX working closely together Solution agnostic leadership +
  104. 104. No Learn skills, but don’t expect to do it all Yes Find ways to work with specialists to create excellence Maybe Rare few able to do this Are you ready to walk away from the craft? Maybe ID to UX is possible, but the other way is tougher especially for seniors Shifter Hybrid Partner Neutral ID + UX working closely together Partner or shift +
  105. 105. Long term thinking Rapid releases Ideas at pace Product experience Manufacturing lag Learning curve Relationship over time Flexibility to adapt Form first Form later Upgrades Designed to last Fast-paced ideation New products ID UX Offer Mindset Language Tools Time
  106. 106. Industrial Design has to project further into the future 2014 2015 2016 2017 2018 2019
  107. 107. Long-term visioning Seymour Powell Aircruise
 The Aircruise concept questions whether the future of luxury travel should be based around space-constrained, resource-hungry, and all too often stressful airline travel.
  108. 108. Each approach has it's own value, but close that gap and the future will happen quicker and better ! Duncan Fitzsimons Founder, Vitamins Close the horizon gap
  109. 109. 2014 2015 2016 2017 2018 2019 Digital focuses on shorter term Horizon gap
  110. 110. Find common ground Connect on a personal level Respect differences Break down language barriers Adapt our skills Adapt our processes Connect Calibrate Collaborate Unite on a common purpose Share regularly Prototype together Develop shared vocabulary Offer Mindset Language Tools Time
  111. 111. I’ve found the best way to get integration is to get away from the features and unite on the higher goals ! Scott Jenson Product Strategy, Google Unite on a common purpose
  112. 112. We structure projects so industrial designers, interaction designers, mechanical engineers, and strategists can do the research together. ! David Sherwin Interaction Design Director, Frog Research together Photograph by Misha Miller
  113. 113. Sketch together
  114. 114. Sketch together
  115. 115. Sketch together 
 Product designers can come up with a hundred ideas in the time that UXers come with ten ! Dave Cronin Director, Interaction Design, GE
  116. 116. Share work in progress Catch issues early Explore and experiment quickly. Prototype with different materials Prototype together
  117. 117. We prototype in physical and digital - it's easy to do fast, and there is a lot to be said for tangible design - it might not be shippable, but it is experiential and experimental ! Duncan Fitzsimons Co-founder, Vitamins Prototype together
  118. 118. Hardware prototyping Tinkertronics
  119. 119. Share regularly At Palm, we did show and tells across ID and UX. IDs would bring their models and we would offer suggestions and opinions. We would bring our interface concepts or prototypes and they would share their ideas too. ! Kim Lenox Former Director of User Experience, Lunar
  120. 120. Collaborate away from project work We run Interaction Labs events and people collaborate across the studio Heather Martin
 Director, Interaction Design SmartDesign, Barcelona
  121. 121. Collaborate away from project work
  122. 122. Hardware Problem framing Tooling Tuning production Manufacturing development ! Ideation ! Design development ! Production 2-6W 4-8W 4-8W 26W 12W 3W 4-8W Adapt our processes Cadence and relationships Software C D RCD Research Concept Design RCD RCD RCD RCD RCD RCD RCDDetail design C D
  123. 123. Physical interaction design Beo A9
 Physical volume control

  124. 124. Physical interaction design Beo A9
 Physical volume control
 Beo A9
 Physical volume control

  125. 125. Find common ground Connect on a personal level Respect differences Break down language barriers Adapt our skills Adapt our processes Connect Calibrate Collaborate Unite on a common purpose Share regularly Prototype together Develop shared vocabulary Offer Mindset Language Tools Time
  126. 126. ! Why? ! Seeking ! Against ! ! We must ! Losing relevancy ! Greater harmony ! Commoditisation, silos, processes, language
 Connect Calibrate Collaborate
  127. 127. Dancing to one beat In the same room For a common purpose Different tribes coming together Just bring your own moves and be careful of treading on other people’s toes

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