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UX for Connected Products: EuroIA16


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EuroIA16 keynote.

Published in: Design

UX for Connected Products: EuroIA16

  1. 1. UX for connected products Claire Rowland / @clurr EuroIA, September 2016 Practical differences designing for systems combining software and connected embedded devices
  2. 2. •Product/UX strategy consultant •Specialising in IoT, particularly connected home/energy management •Lead author of Designing Connected Products Me…
  3. 3. We’re putting computing power, machine learning, sensing, actuation and connectivity into ever more objects and systems in the physical world
  4. 4. - … Visions of IoT often look like this
  5. 5. …but the reality is often new ways to fail ‘It’s a bit glitchy but it’s OK, you just have to be in the room at the same time’. 
 Actual review of the Wink hub
  6. 6. State of play •Technology is still maturing •Lots of products of dubious value (especially in consumer realm) •Interoperability is poor •Software and physical things are very different in terms of product development and user expectations •We’re still figuring out business models, security and privacy “We are experiencing some minor difficulties with a 3rd party server.”
  7. 7. •Sense making? •Distributed information? The IA angle? Image byTodd Huffman from Wikipedia
  8. 8. Today, we’ll focus on: What’s it like working on connected products?
  9. 9. Myths of connected products Via Pinterest, source unknown
  10. 10. Myth 1: Magic is a helpful design metaphor Magic is a thing we don’t understand and can’t control Image via
  11. 11. “People used to think electricity was magic and then it just became normal.” Ann Light
  12. 12. A design model for IoT
  13. 13. Facets of IoT UX Screen layout. Look and feel Most visible Least visible Conceptual model How should users think about the system? Interusability Interactions spanning multiple devices with different capabilities UI/visual design Platform design Technology enablers spanning products/services Industrial design Physical hardware: capabilities and form factor Interaction design Architecture and behaviours per service, per device Service design Customer lifecycle, customer services, integration with non digital touchpoints Productisation Audience, proposition, objectives, functionality of a specific service
  14. 14. UI and interaction
  15. 15. A variety of modalities,,,
  16. 16. Myth 2: 
 Zero UI is feasible and desirable “Ubiquitous systems must contain provisions for immediate and transparent querying of their ownership, use, and capabilities. Everyware must, in other words, be self-disclosing. Whether such disclosures are made graphically, or otherwise, they ensure that you are empowered to make informed decisions as to the level of exposure you wish to entertain.” Adam Greenfield (2006)
  17. 17. Lots of ‘IoT’ mostly or only has web or mobile UIs
  18. 18. Industrial design
  19. 19. The process is very different from digital Practical and technical things considered at the same time as aesthetics and ‘superficial’ things like branding, visual impact etc. Extra considerations for connected things: not blocking radio signals, fitting in electronics, adequate power
  20. 20. Form is only loosely related to function
  21. 21. Interusability: coherent system UX Cross-Platform Service User Experience: A Field Study and an Initial Framework Minna Wäljas, Katarina Segerståhl, KaisaVäänänen-Vainio-Mattila, Harri Oinas-Kukkonen, 2010
  22. 22. Deciding how to distribute functionality between devices/UIs Composition
  23. 23. Appropriate commonalities and differences between devices/UIs Consistency
  24. 24. Continuity - The flow of interactions and data in a coherent sequence across devices - Continuity helps the user feel as if they are interacting with the service, not a bunch of separate devices Image: Kei Noguchi via CC licence
  25. 25. Myth 3: 
 IoT interactions are seamless Image: Nissim Farim We don’t (yet) expectThings to behave like the Internet
  26. 26. Latency …………………………………………….. “Oh never mind” [ding dong] Nicolas Calderone via Delays between user request and system response
  27. 27. Intermittent connectivity 19 2 min delay 21 Devices are often designed to connect only as needed and can get out of sync
  28. 28. Conceptual model
  29. 29. Value proposition Conceptual model Interaction model What does it do? How does it work? How do I use it? 3 part diagram: Image: Instructables Image: How It Works Daily
  30. 30. How does it work, how might it break?
  31. 31. How much does the user need to know? What actually happensAll you need to know
  32. 32. Service design
  33. 33. Often the service is more salient than the things Myth 4: IoT is all about things
  34. 34. Holistic service offering
  35. 35. Service design tools are useful for balancing holistic and touchpoint design
  36. 36. Productisation
  37. 37. Product Tool In areas where they don’t have expert knowledge or are short on time consumers need products, not tools
  38. 38. Does the value of the product outweigh its risks?
  39. 39. Platform design: technology enablers
  40. 40. The UX you want to create will depend on technology enablers
  41. 41. •… System architectures matter for UX…
  42. 42. •…
  43. 43. •If APIs are too coarse you can’t get the detail •If they’re too granular, you’ll have to make lots of calls and do front end processing: this can be slow and risk inconsistencies •If they’re the wrong structure this can also slow things down You can’t create the right UX without the right APIs “Uh, that new homescreen of yours is about 150 API calls on our current platform”
  44. 44. •App •Cloud service •Device firmware/software •You need to know who to talk to about the functionality you want to build UX decisions can impact code all over the system Room:“kitchen” Device:“oven”
  45. 45. The cool stuff (for IAs) is smart coordination between devices and servcies Add to: lighting controls? security system? both?
  46. 46. 1. Data about device capabilities To be smart we need: •I’m a lightbulb •I can be on or off •I can be x% dimmed •I can support x colours •My brightness is measured in lumens •I have been on for 600 seconds •I have used 10 Watt hours since my last reset
  47. 47. 2. Data about the context of specific devices •I’m in the living room •I’m being used in the floor lamp
  48. 48. 3. A system/domain model
  49. 49. 4. An understanding of the wider context of use, My Mommy Manual (viaYoutube)
  50. 50.
  51. 51. •Has to learn •Might get it wrong •May be annoying or dangerous Machine learning Ontologies •Effort to create •Will anyone use them?
  52. 52. Tesler’s law of the conservation of complexity: As you make the user interaction simpler you make things more complicated for the designer or engineer LarryTesler, formerVP of Apple
  53. 53. Thank you!
  54. 54. Want one? Tweet @clurr and say I want a book #euroia16 First 3 win!
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