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The Internet of Things: Designing for a new dimension in user experience
1. The Internet of Things
Designing for a new dimension
in user experience
Megan Ellis
User-Centred Designer
@mgnellis
2. My hypothesis:
the IoT is simply the future
context we’ll live, work and
do business in.
@mgnellis
3. My hypothesis:
the IoT is simply the future
context we’ll live, work and
do business in.
So, to be part of that as UX
Designers (or any kind of
designer), we need to
embrace it.
@mgnellis
4. …sent automatically
…connected by data flow
A network of objects
“The Internet of Things (IoT) is a system of interrelated computing
devices, mechanical and digital machines, objects, animals or
people that are provided with unique identifiers and the ability to
transfer data over a network without requiring human-to-human or
human-to-computer interaction.”
- IoT Agenda
http://internetofthingsagenda.techtarget.com/definition/Internet-of-Things-IoT
@mgnellis
6. It goes way beyond the
internet-connected fridge.
@mgnellis
7. However, the Internet of
Things is now a bit like the
internet in 1995. We have
workable technology, and
people are starting to build
interesting things on top of
it.
@mgnellis
9. The IoT needs design!
As designers, we should
see the capabilities and
technologies as another
tool in our toolkit -
something we can utilise
to create products that
meet user needs.
@mgnellis
12. The IoT calls for a new approach to
designing experiences…
@mgnellis
13. With data and automation at
the heart of the IoT, there’s
tons of potential in those areas.
@mgnellis
14. Design for user needs beyond
control and efficiency
With data and automation at
the heart of the IoT, there’s
tons of potential in those areas.
@mgnellis
15. …But the same technology
can enable many other
experiences for the user too.
Design for user needs beyond
control and efficiency
With data and automation at
the heart of the IoT, there’s
tons of potential in those areas.
@mgnellis
16. Still not convinced?
It’s true – the growth
of the internet gave
rise to many services
that are about the
ability to store,
catalogue, search
and retrieve data…
@mgnellis
17. But actually, some of
the most successful
experiences are about
human connections
and fun.
@mgnellis
18. The internet has meant we can
take away the hardware and
totally digitise many
experiences, making them
accessible from various screens.
@mgnellis
19. The internet has meant we can
take away the hardware and
totally digitise many
experiences, making them
accessible from various screens.
Design experiences that make the
digital more tangible.
Some of the most compelling
experiences bring data into the
physical domain again.
@mgnellis
21. Your users will experience an
IoT product through at least two
interfaces: the hardware and
the screen/device.
@mgnellis
22. Design experiences that span
interfaces.
Your users will experience an
IoT product through at least two
interfaces: the hardware and
the screen/device.
@mgnellis
23. Your users will experience an
IoT product through at least two
interfaces: the hardware and
the screen/device.
…And consider whether it’s
multichannel (Netflix) or cross-
media (Lively).
Design experiences that span
interfaces.
@mgnellis
24. Many ‘interfaces’ (or parts of an IoT product)
won’t have screens, so the experience needs
to be designed with this in mind.
@mgnellis
25. With old digital products that
weren’t connected to the internet,
the experience stayed the same
(or even deteriorated) over their
lifespan.
@mgnellis
26. With old digital products that
weren’t connected to the internet,
the experience was the same (or
even deteriorated) over their
lifespan.
@mgnellis
Design experiences that evolve
over time.
27. With old digital products that
weren’t connected to the internet,
the experience was the same (or
even deteriorated) over their
lifespan.
If IoT products aren’t maintained,
they become ‘bricks’.
@mgnellis
Design experiences that evolve
over time.
29. Products with internet connection
means that we can interact with
them easily, often through our
smartphone.
@mgnellis
30. Products with internet connection
means that we can interact with
them easily, often through our
smartphone.
Design experiences that fit into
our lives.
@mgnellis
31. Products with internet connection
means that we can interact with
them easily, often through our
smartphone.
Each experience needs to be
designed for the context and the
attention it deserves.
Design experiences that fit into
our lives.
@mgnellis
32. The IoT enables the generation,
collection and visualisation of all
kinds of data.
@mgnellis
33. The IoT enables the generation,
collection and visualisation of all
kinds of data.
Design an experience using data,
but don’t try and make it do
everything!
@mgnellis
34. The IoT enables the generation,
collection and visualisation of all
kinds of data.
Have a compelling value
proposition in mind, and pull the
relevant data into the
experience.
Design an experience using data,
but don’t try and make it do
everything!
@mgnellis
35. The IoT enables us to
design ‘smart’ versions of
familiar objects.
@mgnellis
36. The IoT enables us to
design ‘smart’ versions of
familiar objects.
Design innovative IoT products that
keep the experience intuitive.
@mgnellis
37. The IoT enables us to
design ‘smart’ versions of
familiar objects.
This includes considering
feedback loops and tackling
troubleshooting if the internet
connectivity fails.
From Designing Connected Products, Claire Rowland et al
Design innovative IoT products that
keep the experience intuitive.
@mgnellis
38. “Companies take product concepts that are now far into the laggard range and they change the
product significantly. The new product is effectively repositioned ‘back to the front’ of the curve,
creating a high-tech product that can only be used or appreciated by the early-adopter group of
consumers. This is where much of the consumer backlash appears, as safely mature and
benign products such as TVs, radios, thermostats, home phones and even cars are turned back
into early adopter products, and then sold to an unsuspecting laggard audience.”
- Scott Jenson, Google
@mgnellis
39. Objects with some intelligence
and tangible reactions to
environmental stimuli can
appear ‘living’, and encourage
new behaviour in users.
@mgnellis
40. Objects with some intelligence
and tangible reactions to
environmental stimuli can
appear ‘living’, and encourage
new behaviour in users.
Design for a new relationship
between the user and a smart
product.
@mgnellis
41. Objects with some intelligence
and tangible reactions to
environmental stimuli can
appear living, and encourage
new behaviour in users.
Design for a new relationship
between the user and a smart
product.
This new dimension to user
interactions can have powerful
consequences!
@mgnellis
43. To create successful products and services,
User Experience design needs to evolve.
@mgnellis
The space where physical and digital overlap
is growing, and that context is increasingly
where we’ll live our lives.
44. • Design for user needs beyond control and efficiency.
• Design experiences that make the digital more tangible.
• Design experiences that span interfaces.
• Design experiences that evolve over time.
• Design experiences that fit into our lives.
• Design an experience using data, but don’t try and make it do everything!
• Design innovative IoT products that keep the experience intuitive.
• Design for a new relationship between the user and a smart product.
@mgnellis
Hi! Welcome.
I’m Megan, and today I’ll talk a bit about the IoT - what it is, and how it brings new opportunities for UXD.
What is ‘the IoT’?
Guy whose internet connected kettle meant he took 11 hours to make a cup of tea.
He’s a data specialist making a point, but still… the experience isn’t seamless and in no way is an improvement on the traditional way of making a tea.
https://www.theguardian.com/technology/2016/oct/12/english-man-spends-11-hours-trying-to-make-cup-of-tea-with-wi-fi-kettle
It’s the same as with VR, AI, ‘big data’ and other emerging technologies.
The tech is not the end point/goal/product - it’s the tool.
Call to action: we need design in the IoT!
When I studied Product Design in 2000-2004, there weren’t many digital elements to design; physical and digital were very much separated and the course focused on ‘dumb objects’.
Since then, digital has evolved and become an integral part of our daily lives and the world we live and work in.
However, it’s still often seen as solely referring to screen interfaces (mobile, computer).
Where these overlap, you get the IoT and the space we need to design in today.
The dimensions of this space? Physical + digital over time and space.
So, what’s different about designing experiences in that space?
What are the opportunities for new experiences and what approach should we - as designers - take?
Service Design is also the term we can use for Design in the IoT - crossing channels and physical/digital.
I’ve been thinking about this, and from learning more about the IoT, here are some considerations/opportunities for getting the most from this new space.
I’ll go through a few now. It’s not an exhaustive list and every time I think about them, I develop a slightly different perspective, but I’ll share them to put them out there and get us talking about it.
Quirky and GE collaboration came up with the ‘Egg Minder’
Designed by thinking like an engineer. About control and efficiency.
But it’s not really solving a user problem!
Good Night Lamp - creating a sense of connection (even though the tech is basically a sensor switch)
Howz (https://howz.com/ - caring from a distance with sensors and data)
ToyMail (https://toymail.co/ - connecting voicemail to a toy)
Disney MagicBand (the physical part that enables a bigger, multichannel experience for Disneyworld visitors)
The internet was and is often data-centric - many early sites like Wikipedia were about digitising data for sharing and retrieving, like a world-wide library.
But, look how the internet and ‘the web’ have evolved…
Some of the biggest consumer-facing products speak to other human experiences and needs.
eg. Spotify, replacing piles of cd’s, records, tapes - even live music concerts
Spotify Box - by Jordi Parra
Amazon Dash button
Flock cuckoo clock - by Berg
Little Printer - by Berg
Sidenote - you may have seen this: under the Twitter handle @burnedyourtweet
Even if it’s not ‘useful’, designs can explore the potential of making data tangible and create experiences that do more than inform.
Even if it’s a basic product like Tile (physical tile with sensor and the phone app).
Design experiences that span interfaces - like Nest does… there’s the thermostat itself (with an inbuilt screen), and then the phone app and on the watch too.
Seamless, intuitive and consistent.
Waljas et al came up with terminology.
Multichannel (like Netflix) - same experience across different screens (lot of redundancy)
Cross-media systems (like Lively) deliver a service that’s bigger than the sum of the individual components
You need to balance usefulness, cost and usability when deciding what amount of functionality you put in each device
Eg. Proteus smart pill, or the Nest smoke alarm
Automatic: It’s constantly on, tracking your car health and your driving.
It builds up a picture and let’s you know when you need to change a part.
Alerts family in case of an accident.
Can track family members, etc.
Use it over time and it gets smarter/builds up knowledge (like the Nest)
In 2014, Google acquired Revolv, the maker of a £210 hub which could be used to control devices such as lights, alarms and doors. Google then stopped developing the service, rolled it into Nest and the devices stopped working (‘bricked’) in 2016.
(No maintenance in this case meant a loss of cloud storage, feature updates, security updates - it lost all its value as the product it was designed to be).
Many users weren’t happy.
To keep at least a satisfactory level of customer happiness, you need to maintain - and users increasingly expect you to improve - the product and service.
Thus, the product/service goes everywhere with us.
Seems obvious and a principle for any experience… but with phones being so integral to our daily lives and IoT objects only increasing in number…
Each experience needs to be designed for the context and the attention it deserves.
eg. How can a push notification about your water filter expiring sit with a notification about your child going missing? What does this overall experience - delivered through our phones and that spans several separate services delivered by several different apps and providers - be designed?
How we do this, I don’t know.
Maybe it needs a more top-down ecosystem experience (maybe delivered through the OS?), rather than having each service/app/device fighting for your attention.
Example here: Open Data Bristol site
Just because connected technologies can do a lot, don’t design a product that tries to do everything (or a bunch of unrelated things!)
Don’t be seduced by the data and serve up the data itself as the product.
Fitness and health have proved to be a great value prop in the IoT/connected devices.
Before they settled on health and fitness, Apple’s emphasis on fashion (Apple Watch) and Pebble’s on productivity (smart watch) and third-party innovation were costly detours.
Arguably, Apple didn’t present a must-have reason to buy the watch.
And, with health and the IoT in general, maybe you don’t even need to produce your own data stream to provide the value to users.
For example, Nike discontinued the Fuelband and are now concentrating on the service built on top of the data, not the hardware.
Examples:
Withings Watch (acquired recently by Nokia)
Philips smart Sonicare toothbrush
Hidrate Smart water bottle
For example, Smart lighting
People can imagine the benefits and many companies are bringing out their own versions (it’s also all part of the race to be the smart home hub).
However, think about how you’re redesigning the experience of interacting with an established, everyday object.
Look at Claire Rowland’s talks and great book – latency and how to fit user’s mental models when things don’t work exactly the same as non-connected products.
What he’s effectively saying is that by making everyday objects smart, they become ‘early-adopter’ products, and people get annoyed when they can’t use them! Be aware of this, and design the experience accordingly.
Smart objects become almost like a living thing – what influence does this have on user behaviour?
Example: a test conducted by MIT that compared the effectiveness of a traditional diet and exercise log with a computerised diet and exercise program with the ‘Autom’ robot prototype.
Found that the more interactive the informational agent, the more positively engaged and productive humans found their interaction with it.
A survey revealed that in the study where the participants engaged with the robot over a longer period of time than with the other devices, the robot was trusted more and the participants felt that their alliance with the robotic technology was stronger.
Design for an evolving relationship with the product.
(Remember, the equation earlier: physical + digital over time and space)
Kate Darling - research specialist at MIT
She conducted an experiment with the Pleo dinosaur toy. Asked people to give it a name, interact with it (arguably, develop a relationship/connection with the robot - even only for a few minutes)and then told them to hurt/destroy the robot. Really interesting results!
In summary, we need new principles for designing in this context.