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物聯網產品體驗設計架構 | A Conceptual Framework for IoT Product Experience Design

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a lecture for
2014 HCI Well-being Space workshop
held at National Yunlin University of Science & Technology

workshop date: 2014/11/14-17

Published in: Design
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物聯網產品體驗設計架構 | A Conceptual Framework for IoT Product Experience Design

  1. 1. A Conceptual Framework for IoT Product Experience Design 物聯網產品 體驗設計架構 2014 / 11 / 15 HCI: Well-being Space Workshop 2014 National Yunlin University of Science & Technology
  2. 2. Ting-Han Daniel Chen 種子森林在做以下的設計研究: Entrepreneurial Prototyping 創業雛形 Enterprise Transformation 事業轉型 Enterprise Facelift 事業整型 Design Intervention 設計干預 Design Academics 設計學術 現任 / 種子森林設計開發有限公司 設計總監 元智大學資傳系 兼任講師 台灣互動設計協會 理事
  3. 3. Telit – A day in the life of the Internet of Things by Telit Wireless Solutions https://www.youtube.com/watch?v=fFqEx--b7hU
  4. 4. IoT visions might be wonderful.
  5. 5. However, without design…
  6. 6. they would all look the same. However, without design…
  7. 7. So, let’s put design first.
  8. 8. who are we designing for?
  9. 9. So…
  10. 10. So…what is IoT then?
  11. 11. The cover of the book: Designing The Internet of Things, written by Adrian McEwen & Hakim Cassimally (2013)
  12. 12. After: Adrian McEwen & Hakim Cassimally (2013) Designing The Internet of Things, p.11
  13. 13. How shall we design IoT for people (user)?
  14. 14. An IoT engineer / designer always focus on here.
  15. 15. However, everyday people (user)’s focus is on here.
  16. 16. However, everyday people (user)’s focus is on here. The technology-rooted industry has put the wrong focus for so long.
  17. 17. Designing IoT should be more about designing the that incorporates controllers, sensors, and actuators, and connects to the Internet.
  18. 18. Don knows a lot about designing physical objects.
  19. 19. A Conceptual Framework for IoT Product Experience Design 物聯網產品 體驗設計架構
  20. 20. A physical object of IoT
  21. 21. A physical object of IoT What’s the user experience of IoT?
  22. 22. An IoT product experience Contextual experience Physical experienceInformation experience Interaction experience Service experience
  23. 23. Contextual experience Physical experienceInformation experience Interaction experience Service experience A meaningful / reasonable context, place, activity… An IoT product experience
  24. 24. Contextual experience Physical experienceInformation experience Interaction experience Service experience A meaningful / reasonable context, place, activity… An IoT product experience Form, material, mechanics, etc.
  25. 25. Contextual experience Physical experienceInformation experience Interaction experience Service experience A meaningful / reasonable context, place, activity… An IoT product experience Form, material, mechanics, etc. Useful information, less is more, data visualization…
  26. 26. Contextual experience Physical experienceInformation experience Interaction experience Service experience A meaningful / reasonable context, place, activity… An IoT product experience Form, material, mechanics, etc. Foreground and background Useful information, less is more, data visualization…
  27. 27. Contextual experience Physical experienceInformation experience Interaction experience Service experience A meaningful / reasonable context, place, activity… An IoT product experience Form, material, mechanics, etc. Foreground and background Eco-systems, fluidity in accessing among different touch-points Useful information, less is more, data visualization…
  28. 28. Contextual Design
  29. 29. Contextual Design (CD) is a user-centered design process developed by Hugh Beyer and Karen Holtzblatt. It incorporates ethnographic methods for gathering data relevant to the product via field studies, rationalizing workflows, and designing human-computer interfaces. In practice, this means that researchers aggregate data from customers in the field where people are living and applying these findings into a final product.
  30. 30. Contextual Design (CD) is a user-centered design process developed by Hugh Beyer and Karen Holtzblatt. It incorporates ethnographic methods for gathering data relevant to the product via field studies, rationalizing workflows, and designing human-computer interfaces. In practice, this means that researchers aggregate data from customers in the field where people are living and applying these findings into a final product. Process Overview: 1. Collecting data - contextual inquiry 2. Interpretation 3. Data Consolidation 4. Visioning 5. Storyboarding 6. User Environment Design 7. Prototyping
  31. 31. Physical Design (Industrial Design)
  32. 32. Industrial design (ID) is the professional service of creating and developing concepts and specifications that optimize the function, value and appearance of products and systems for the mutual benefit of both user and manufacturer. Industrial Designers Society of America
  33. 33. Information Design
  34. 34. Information design is the practice of presenting information in a way that fosters efficient and effective understanding of it. The term has come to be used specifically for graphic design for displaying information effectively, rather than just attractively or for artistic expression. Information design is closely related to the field of data visualization and is often taught as part of graphic design courses.
  35. 35. Interaction (behavior) Design
  36. 36. Interaction Design (IxD) defines the structure and behavior of interactive systems. Interaction Designers strive to create meaningful relationships between people and the products and services that they use, from computers to mobile devices to appliances and beyond. Interaction Design Association
  37. 37. The design of a pen that responds to stressful behavior (After: ID-StudioLab @ TU Delft | Faculty of IDE)
  38. 38. More to see at Microinteractions: Designing with Details (2013) by Dan Saffer http://microinteractions.com/what-is-a-microinteraction
  39. 39. Service Design
  40. 40. Service design is the activity of planning and organizing people, infrastructure, communication and material components of a service in order to improve its quality and the interaction between service provider and customers. The purpose of service design methodologies is to design according to the needs of customers or participants, so that the service is user-friendly, competitive and relevant to the customers. Service Design Network
  41. 41. Some more examples
  42. 42. Addicted Products TU Delft / Haque Design Research (NL) http://awards.ixda.org/entry/2014/addicted-products
  43. 43. Contextual design Physical designInformation design Interaction (behavior) design Service design A meaningful / reasonable context, place, activity… Form, material, mechanics, etc. Foreground and background Eco-systems, fluidity in accessing among different touch-points Useful information, less is more, data visualization…
  44. 44. Haggle-O-Tron by the Internet of Second Hand Things team @ Edinburgh College of Art https://www.youtube.com/watch?v=tPW-t5kNh5Q
  45. 45. Contextual design Physical designInformation design Interaction (behavior) design Service design A meaningful / reasonable context, place, activity… Form, material, mechanics, etc. Useful information, less is more, data visualization… Foreground and background Eco-systems, fluidity in accessing among different touch-points
  46. 46. What else IoT could be?
  47. 47. IoT (Internet of Toilet) Image: dirtyboxface/Flickr What Your Toilet Could Detect: Early Pregnancy Detection Bacterial Infections PSA Levels Are High, Gents It’s Hangover Time Key Indicators on Health
  48. 48. Internet of ____________.
  49. 49. However
  50. 50. Different protocols and standards…
  51. 51. How?
  52. 52. After: Design Interior Collection - Designers Chair Vol.7 Different function/mechanism/behavior designs…
  53. 53. After: Design Interior Collection - Designers Chair Vol.7 How?
  54. 54. We may not achieve a world of Internet of Everything …
  55. 55. But we may create Internet of something that makes a better life. We may not achieve a world of Internet of Everything …
  56. 56. A Field Lab for IoT / Play Design Hotel
  57. 57. A Field Lab for IoT / Play Design Hotel
  58. 58. Play Design Hotel is a ‘physical object’- focused design hotel aiming at shaping engaging user experience.
  59. 59. We focus on physical object first… our strategic approach
  60. 60. We focus on physical object first… our strategic approach
  61. 61. And then we introduce interactive objects to the room our strategic approach
  62. 62. roolen
  63. 63. SENTRI
  64. 64. And then we introduce interactive objects to the room our strategic approach
  65. 65. Finally we are looking forward to enabling objects to form a collective intelligent services by making them go online. our strategic approach
  66. 66. Finally we are looking forward to enabling objects to form a collective intelligent services by making them go online. our strategic approach
  67. 67. Thanks for your attention.
  68. 68. Welcome to visit us / design the future with us. Drop us an e-mail at info@soforest.tw Thanks for your attention.
  69. 69. Disclaimer: All visual materials shown in this presentation are copyright to their respective owners.

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