The Internet of Things (IoT) is a vast frontier for user experience (UX) designers to undertake. Estimates of numbers of deployed devices vary greatly but suffice it to say that most predictions estimate billions of devices by 2020 with a market value in the trillions. A world saturated with computing sorely needs good UX design. What skills are required of UX designers for ubiquitous computing? Many existing skills will still be relevant since people change slowly, but the technology is evolving rapidly. Besides new skills specific to the new technologies, designers need a new overarching design paradigm. Designers still cling to the GUI like a life raft even though it does not address the cross-sensory or non-GUI interaction of many IoT devices. Natural User Interface (NUI) appears to show the most promise as a new overarching design paradigm and designers would benefit greatly from gaining an understanding of NUI principles.
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Definition: Internet of Things (IoT) - 1
The internet of things, or 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.
A thing in the internet of things can be a person with a heart monitor
implant, a farm animal with a biochip transponder, an automobile that
has built-in sensors to alert the driver when tire pressure is low or any other
natural or man-made object that can be assigned an IP address and is able to
transfer data over a network.
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Definition: Internet of Things (IoT) - 2
… An IoT ecosystem consists of web-enabled smart devices that use
embedded processors, sensors and communication hardware to collect,
send and act on data they acquire from their environments. …The devices do
most of the work without human intervention, although people can interact
with the devices -- for instance, to set them up, give them instructions or
access the data.
https://internetofthingsagenda.techtarget.com/definition/Internet-of-Things-IoT
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Ubiquitous Computing (UBICOMP) b. 1988
Mark Weiser, Chief Technology
Officer, Xerox PARC
Computation everywhere, embedded
in things and/or used as an
information infrastructure
“Machines that fit the human
environment, instead of forcing humans
to enter theirs, will make using a
computer as refreshing as taking a walk
in the woods.”
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Ubiquitous Computing (UBICOMP) b. 1988
The purpose of a computer is to help you do something else.
The best computer is a quiet, invisible servant.
The more you can do by intuition the smarter you are; the computer
should extend your unconscious.
Technology should create calm.
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What Are the Main UX Challenges of IoT Design?
IoT Apps
Not restricted to an operating system that
has pre-solved interaction patterns
Standard operating system with prebuilt
components and patterns for interaction
Context of use can be unique to every
application in a system
Standard context of use
No one standard modality of interaction,
although touch and voice are primary
Standard modalities for interacting such as mouse,
touch and voice
Placement and size of any one device or
system of devices can vary
Standard device size and resolutions
Across device experience is more diverse
because of uniqueness of devices
Across device usually means desktop and mobile
Interface needs to be intuitive or more natural
to use
OK for interface to be very complex since you own
the device and can take time to learn
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UX Skills
UX Strategy
Research
Personas
User Stories
Journey Mapping
Across Device Multi-
user
Interaction Design
Visual Design
Designing for
Modalities: Touch,
Voice, Gesture
Designing Interaction
Patterns/Components
Context of Use
Ergonomics
ID
Natural Interaction:
More intuitive,
Seamlessly integrated
with our
environments,
Calm, Aesthetic
Known Shallow Knowledge Specialties Need to Learn
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What Are the Main UX Challenges of IoT Design?
IoT Apps
Not restricted to an operating system that
has pre-solved interaction patterns
Standard operating system with prebuilt
components and patterns for interaction
Context of use can be unique to every
application in a system
Standard context of use
No one standard modality of interaction,
although touch and voice are primary
Standard modalities for interacting such as mouse,
touch and voice
Placement and size of any one device or
system of devices can vary
Standard device size and resolutions
Across device experience is more diverse
because of uniqueness of devices
Across device usually means desktop and mobile
Interface needs to be intuitive or more natural
to use
OK for interface to be very complex since you own
the device and can take time to learn
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It just needs additional
paradigms added to it: GUI +
TUI + VUI + ergonomics + ID
Needs a fresh overriding
paradigm that encompasses all
digital tech including IoT +
robotics + AR/VR
TWO FUTURES: Two Ways to Look at the GUI Paradigm
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NUI Principles
1. Choose an input and output modality that is appropriate to the context of use.
2. Content is the interface.
3. Leverage instinct or innate skills such as motor memory and sense of 2 and 3-D space.
4. Leverage already learned non-computer behavior.
5. Discoverable and easy with progressive complexity.
6. Inviting and highly responsive. Calm when appropriate.
7. Pleasurable and enjoyable.
8. Personalized.
9. Intelligent.
10. Simple and Elegant.
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UX Skills
UX Strategy
Research
Personas
User Stories
Journey Mapping
Across Device Multi-
user
Interaction Design
Visual Design
Designing for
Modalities: Touch,
Voice, Gesture
Designing Interaction
Patterns/Components
Context of Use
Ergonomics
ID
Natural Interaction:
More intuitive,
Seamlessly integrated
with our
environments,
Calm, Aesthetic
Known Shallow Knowledge Specialties Need to Learn