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[HCI Lab] Week 01. Introduction to IoT UX

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Lecture 01
Date : 31. Dec. 2014

Published in: Education

[HCI Lab] Week 01. Introduction to IoT UX

  1. 1. Lecture 1 Introduction to “IoT UX : Design by Data” 2015 Winter Internship Seminar @Yonsei HCI Lab Track II : Prototypes and Evaluations Class hours : Wedn. 14:00 – 15:30 31st December, 2014
  2. 2. Paper Review • Text – Lim, Y.-K., Stolterman, E., and Tenenberg, J. 2008. The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas. ACM Trans. Comput.-Hum. Interact. 15, 2, Article 7 (July 2008), 27 pages. Lecture #1 2015 Winter Internship @Yonsei HCI Lab 2
  3. 3. Review Report Bullet Points • Seminar – Core Research Ideas : Bring out some keywords or related technological trends, backgrounds, and concerns – Research Questions : What they investigated – Key theories : Some they referred and some they developed by their own – Method : How they proved – Results & Findings : What they learned from the study Lecture #1 2015 Winter Internship @Yonsei HCI Lab 3
  4. 4. INTRODUCTION Lecture Lecture #1 2015 Winter Internship @Yonsei HCI Lab 4
  5. 5. The components of UX • User Experience – User experience is the totality of the effect or effects felt by a user as a result of interaction with, and the usage context of, a system, device, or product, including the influence of usability, usefulness, and emotional impact during interaction, and savoring the memory after interaction. – “Interaction with” is broad and embraces seeing, touching, and thinking about the system or product, including admiring it and its presentation before any physical interaction. Lecture #1 2015 Winter Internship @Yonsei HCI Lab 5
  6. 6. The components of UX • Usability – Usability is the pragmatic component of user experience, including effectiveness, efficiency, productivity, ease-of-use, learnability, retainability, and the pragmatic aspects of user satisfaction. • Usefulness – Usefulness is the component of user experience to which system functionality gives the ability to use the system or product to accomplish the goals of work(or play). • Functionality – Functionality is power to do work(or play) seated in the non-user-interface computational features and capabilities. Lecture #1 2015 Winter Internship @Yonsei HCI Lab 6
  7. 7. The components of UX • Emotional Impact – Emotional impact is the affective component of user experience that influences user feelings. Emotional impact includes such effects as pleasure, fun, joy of use, aesthetics, desirability, pleasure, novelty, originality, sensations, coolness, engagement, appeal and can involve deeper emotional factors such self-identity, a feeling of contribution to the world and pride of ownership. Lecture #1 2015 Winter Internship @Yonsei HCI Lab 7
  8. 8. Ubiquitous Interaction • Desktop, Graphical User Interfaces, and the Web Are Still Here and Growing – The “old-fashioned” desktop, laptop, and network-based computing systems are alive and well and seem to be everywhere, an expanding presence in our lives. – Word processing, database management, storing and retrieving information, spreadsheet management. Lecture #1 2015 Winter Internship @Yonsei HCI Lab 8
  9. 9. Ubiquitous Interaction • The Changing Concept of Computing – Computer systems are being worn by people and embedded within appliances, homes, offices, stereos and entertainment systems, vehicles, and roads. – Computation and interaction are also finding their way into walls, furniture, and objects we carry (briefcases, purses, wallets, wrist, watches, PDAs, cellphones) – Most of the user-computer interaction attendant to this ubiquitous computing in everyday contexts is taking place without keyboards, mice, or monitors. Lecture #1 2015 Winter Internship @Yonsei HCI Lab 9
  10. 10. Ubiquitous Interaction • The Changing Concept of Interaction – With an obviously enormous market potential, mobile communications are perhaps the fastest growing area of ubiquitous computing with personal devices and also represent one of the most intense areas of designing for a quality user experience. – Interaction, however, is doing more than just reappearing in different devices such as we see in Web access via mobile phone. Weiser (1991) said “. . . the most profound technologies are those that disappear.” – Russell, Streitz, and Winograd (2005) also talk about the disappearing computer—not computers that are departing or ceasing to exist, but disappearing in the sense of becoming unobtrusive and unremarkable. They use the example of electric motors, which are part of many machines we use daily, yet we almost never think about electric motors per se. They talk about “making computers disappear into the walls and interstices of our living and working spaces.” Lecture #1 2015 Winter Internship @Yonsei HCI Lab 10
  11. 11. Ubiquitous Interaction • The Changing Concept of Interaction – When this happens, it is sometimes called “ambient intelligence,” the goal of considerable research and development aimed at the home living environment. In the HomeLab of Philips Research in the Netherlands (Markopoulos et al., 2005), researchers believe “that ambient intelligence technology will mediate, permeate, and become an inseparable common of our everyday social interactions at work or at leisure.” – In these embedded systems, of course, the computer only seems to disappear. The computer is still there somewhere and in some form, and the challenge is to design the interaction so that the computer remains invisible or unobtrusive and interaction appears to be with the artifacts, such as the walls, directly. So, with embedded computing, certainly the need for a quality user experience does not disappear. Imagine embedded computing with a design that leads to poor usability; users will be clueless and will not have even the familiar menus and icons to find their way! Lecture #1 2015 Winter Internship @Yonsei HCI Lab 11
  12. 12. From Usability to User Experience • The Traditional Concept of Usability – Usability is that aspect of HCI devoted to ensuring that human–computer interaction is, among other things, effective, efficient, and satisfying for the user. So usability includes characteristics such as ease of use, productivity, efficiency, effectiveness, learnability, retainability, and user satisfaction (ISO 9241-11, 1997). Lecture #1 2015 Winter Internship @Yonsei HCI Lab 12
  13. 13. From Usability to User Experience • Misconceptions about Usability – First, usability is not what some people used to call “dummy proofing.” – Usability is not equivalent to being “user-friendly.” – To many not familiar with the field, “doing usability” is sometimes thought of as equivalent to usability testing. – Finally, another popular misconception about usability has to do with visual appeal. Lecture #1 2015 Winter Internship @Yonsei HCI Lab 13
  14. 14. From Usability to User Experience • The Expanding Concept of Quality in Our Designs – The field of interaction design has grown slowly, and our concept of what constitutes quality in our designs has expanded from an engineering focus on user performance under the aegis of usability into what is now widely known as user experience. – Thomas and McCredie (2002) call for “new usability” to account for “new design requirements such as ambience or attention.” – At a CHI 2007 Special Interest Group (SIG) meeting (Huh et al., 2007), the discussion focused on “investigating a variety of approaches (beyond usability) such as user experience, aesthetic interaction, ambiguity, slow technology, and various ways to understand the social, cultural, and other contextual aspects of our world.” Lecture #1 2015 Winter Internship @Yonsei HCI Lab 14
  15. 15. From Usability to User Experience • Is Not Emotional Impact What We Have Been Calling User Satisfaction? – Some say the emphasis on these emotional factors is nothing new—after all, user satisfaction, a traditional subjective measure of usability, has always been a part of the concept of traditional usability shared by most people, including the ISO 9241-11 standard definition. – Technology and design have evolved from being just productivity- enhancing tools to more personal, social, and intimate facets of our lives. Accordingly, we need a much broader definition of what constitutes quality in our designs and quality in the user experience those designs beget. Lecture #1 2015 Winter Internship @Yonsei HCI Lab 15
  16. 16. From Usability to User Experience • Functionality is Important, but a Quality User Experience Can Be Even More So – The iPod, iPhone, and iPad are products that represent cool high technology with excellent functionality but are also examples that show the market is now not just about the features—it is about careful design for a quality user experience as a gateway to that functionality. – To users, the interaction experience is the system. Lecture #1 2015 Winter Internship @Yonsei HCI Lab 16 First Apple store opened in the Netherlands on 3rd March 2012. It has an amazing spiral staircase, a trademark like those in all other Apple stores.
  17. 17. From Usability to User Experience • Functionality Is Important, but a Quality User Experience Can Be Even More So – Hassenzahl and Roto (2007) state the case for the difference between the functional view of usability and the phenomenological view of emotional impact. People have and use technical products because “they have things to do”; they need to make phone calls, write documents, shop on-line, or search for information. – Hazzenzahl and Roto call these “do goals,” appropriately evaluated by the usability and usefulness measures of their “pragmatic quality.” Human users also have emotional and psychological needs, including needs involving self-identity, relatedness to others, and being satisfied with life. – These are “be goals,” appropriately evaluated by the emotional impact and phenomenological measures of their “hedonic quality.” Lecture #1 2015 Winter Internship @Yonsei HCI Lab 17
  18. 18. From Usability to User Experience • A Good User Experience Does Not Necessarily Mean High-Tech or “Cool” – The best user experience requires a balance of functionality, usability, aesthetics, branding, identity, and so on. (eg. Microsoft Vista Package) – In addition to user experience not just being cool, it also is not just about technology for technology’s sake. (eg. University Conference Call system) Lecture #1 2015 Winter Internship @Yonsei HCI Lab 18 Figure 1-1 A new Microsoft software packaging design
  19. 19. From Usability to User Experience • Design beyond Just Technology – Design is about creating artifacts to satisfy a usage need in a language that can facilitate a dialog between the creator of the artifact and the user. That artifact can be anything from a computer system to an everyday object such as a door knob. Lecture #1 2015 Winter Internship @Yonsei HCI Lab 19
  20. 20. From Usability to User Experience • Components of a User Experience – The newer concept of user experience still embodies all these implications of usability. How much joy of use would one get from a cool and neat-looking iPad design that was very clumsy and awkward to use? Clearly there is an intertwining in that some of the joy of use can come from extremely good ease of use. – The most basic reason for considering joy of use is the humanistic view that enjoyment is fundamental to life. (Hassenzahl, M., Beu, A., & Burmester, M. (2001). Engineering joy. IEEE Software, 18(1), pp. 70–76.) – As a result, we have expanded the scope of user experience to include: • effects experienced due to usability factors • effects experienced due to usefulness factors • effects experienced due to emotional impact factors Lecture #1 2015 Winter Internship @Yonsei HCI Lab 20
  21. 21. From Usability to User Experience • User Experience Is (Mostly) Felt Internally by the User – User experience, as the words imply, is the totality of the effect or effects felt (experienced) internally by a user as a result of interaction with, and the usage context of, a system, device, or product. – Here, we give the terms “interaction” and “usage” very broad interpretations, as we will explain, including seeing, touching, and thinking about the system or product, including admiring it and its presentation before any physical interaction, the influence of usability, usefulness, and emotional impact during physical interaction, and savoring the memory after interaction. Lecture #1 2015 Winter Internship @Yonsei HCI Lab 21
  22. 22. From Usability to User Experience • User Experience Cannot Be Designed – A user experience cannot be designed, only experienced. You are not designing or engineering or developing good usability or designing or engineering or developing a good user experience. – There is no usability or user experience inside the design; they are relative to the user. Usability occurs within, or is revealed within, the context of a particular usage by a particular user. The same design but used in a different context—different usage and/or a different user— could lead to a different user experience, including a different level of, or kind of, usability. Lecture #1 2015 Winter Internship @Yonsei HCI Lab 22
  23. 23. From Usability to User Experience • User Experience Cannot Be Designed – We illustrate this concept with a non-computer example, the experience of enjoying Belgian chocolates. Because the “designer” and producer of the chocolates may have put the finest ingredients and best traditional processes into the making of this product, it is not surprising that they claim in their advertising a fine chocolate experience built into their confections. – However, by the reasoning in the previous paragraph, the user experience resides within the consumer, not in the chocolates. That chocolate experience includes anticipating the pleasure, beholding the dark beauty, smelling the wonderful aromas, the deliberate and sensual consumption (the most important part), the lingering bouquet and after-taste, and, finally, pleasurable memories. Lecture #1 2015 Winter Internship @Yonsei HCI Lab 23
  24. 24. From Usability to User Experience • User Experience Cannot Be Designed – When this semantic detail is not observed and the chocolate is marketed with claims such as “We have created your heavenly chocolate experience,” everyone still understands. – Similarly, no one but the most ardent stickler protests when BMW claims “BMW has designed and built your joy!” In this book, however, we wish to be technically correct and consistent so we would have them say, “We have created sweet treats to ensure your heavenly chocolate experience” or “BMW has built an automobile designed to produce your ultimate driving experience.” Lecture #1 2015 Winter Internship @Yonsei HCI Lab 24
  25. 25. From Usability to User Experience Lecture #1 2015 Winter Internship @Yonsei HCI Lab 25 Figure 1-2 User experience occurs within interaction and usage context
  26. 26. TALES OF THINGS IoT Case Study 01 Lecture #1 2015 Winter Internship @Yonsei HCI Lab 26
  27. 27. Tales of Things : Web Lecture #1 2015 Winter Internship @Yonsei HCI Lab 27
  28. 28. Tales of Things : Mobile Lecture #1 2015 Winter Internship @Yonsei HCI Lab 28
  29. 29. Related Links • App Site – http://talesofthings.com/ • Book – http://themobilestory.com/ch-19-tales-of-things/ • Conference – http://dh2011abstracts.stanford.edu/xtf/view?docId=tei%2Fab- 158.xml%3Bquery%3D%3Bbrand%3Ddefault • News – http://bookleteer.com/blog/2010/08/tales-of-things/ Lecture #1 2015 Winter Internship @Yonsei HCI Lab 29
  30. 30. IOT BY WEATHER DATA IoT Case Study 02 Lecture #1 2015 Winter Internship @Yonsei HCI Lab 30
  31. 31. Indoor Weather Station Idea • Abstract In this project, we investigated how a ludic approach might open new possibilities for environmental HCI by designing three related devices that encourage environmental awareness while eschewing utilitarian or persuasive agendas. In addition, we extended our methodological approach by batch-producing multiple copies of each device and deploying them to 20 households for several months, gathering a range of accounts about how people engaged and used them. The devices, collectively called the 'Indoor Weather Stations', reveal the home's microclimate by highlighting small gusts of wind, the colour of ambient light, and temperature differentials within the home. We found that participants initially tended to relate to the devices in line with two 'orienting narratives' of environmental tools or ludic designs, finding the devices disappointing from either perspective. Most of our participants showed lingering affection for the devices, however, for a variety of reasons. We discuss the implications of this 'sporadic interaction', and the more general lessons from the project, both for environmental HCI and ludic design. http://goo.gl/vLfxGY Lecture #1 2015 Winter Internship @Yonsei HCI Lab 31
  32. 32. Linking Data to Lighting Lecture #1 2015 Winter Internship @Yonsei HCI Lab 32 http://www.casa.ucl.ac.uk/weather/colours.html
  33. 33. Netatmo Weather Station Lecture #1 2015 Winter Internship @Yonsei HCI Lab 33
  34. 34. Weather Station by Netatmo Lecture #1 2015 Winter Internship @Yonsei HCI Lab 34 http://goo.gl/rV4xfY
  35. 35. Related Links • App Site – https://ifttt.com/ • CEDE Project – http://projectcede.org/ • More Readings – http://www.digitalurban.org/2014/02/iftt-netatmo-philips-hue-linking-data- to-lighting.html Lecture #1 2015 Winter Internship @Yonsei HCI Lab 35
  36. 36. FREE FROM BEING SOCIAL IoT Case Study 03 Lecture #1 2015 Winter Internship @Yonsei HCI Lab 36
  37. 37. http://www.kovertdesigns.com/product/ Lecture #1 2015 Winter Internship @Yonsei HCI Lab 37
  38. 38. Homework Lecture #1 2015 Winter Internship @Yonsei HCI Lab 38 Create Your Personal Blog Write a Personal Statement Upload Your Video Journal About Yourself 1 2 3 Choose one from the Blogs below - Google Blog - Wordpress - Tumblr Your Blog Post #1 - 150 words or fewer - What I like - Where I like to be (or hang out) - The best experience of my life so far Your Blog Post #2 - Title “Message From Me in 2015 to myself in 2025 Future” - Edit it in the length of 30 seconds. - Share the vimeo(or youtube) link on your blog Submission Due : 11: 59 pm Mon. 5th Jan. 2015

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