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Designing Smart Things: user experience design for networked devices

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In this workshop Mike Kuniavsky, author of "Smart Things: ubiquitous computing user experience design" introduces concepts of user experience design for the post-PC/post-phone world.

How do you design experiences that transcend a single device, or even a family of devices? How do you create experiences that exist simultaneously in your hand and in the cloud?

Using plentiful examples drawn from cutting edge products and the history of technology, the workshop describes underlying trends, shows the latest developments and asks broader questions.

This presentation introduces fundamental concepts of ubiquitous computing user experience design and specific techniques for designing services and interfaces.

Topics include:

- Design for multiple scales
- Design for services used by multiple devices
- Rethinking everyday objects and experiences
- Understanding use context

Published in: Design, Technology, Business
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Designing Smart Things: user experience design for networked devices

  1. 1. DESIGNING SMART THINGS User experience design for networked devices Mike Kuniavsky UX Week San Francisco August 24, 2011
  2. 10. Ubicomp
  3. 16. THREE CORE Technology TRENDS
  4. 17. 1. Information processing is cheap $1500 * $0.50 * CPI Adjusted to 2008, original price: $900 1989 2011
  5. 19. 2. NETWORKING is pervasive
  6. 22. 3. POWER
  7. 24. <ul><li>16MIPS </li></ul><ul><li>640X480 24-BIT LCD VIDEO CONTROLLER </li></ul><ul><li>USB 2.0 </li></ul><ul><li>24 A/D CHANNELS (FOR AUDIO AND I/O) </li></ul><ul><li>CAPACITIVE SENSING (FOR MULTI-TOUCH) </li></ul><ul><li>1 CM SQUARE </li></ul><ul><li>$5 (IN QUANTITY) </li></ul><ul><li>PIC24FJ256DA210 PRODUCT FAMILY </li></ul>
  8. 25. a world of smart Things
  9. 26. Information is a material
  10. 27. SUmmary <ul><li>Our relationship to our environment is fundamentally changing through embedded information technology and networking. </li></ul><ul><li>Ubiquitous computing is the most common name for this change (though it has others: pervasive computing, ambient intelligence, the Internet of Things, etc.) </li></ul><ul><li>It’s a result of: </li></ul><ul><ul><li>Cheap processing </li></ul></ul><ul><ul><li>Cheap, pervasive networking </li></ul></ul><ul><ul><li>Low-power, but still powerful, embedded processors </li></ul></ul><ul><li>Which came together to create a tipping point (roughly speaking in 2005). </li></ul><ul><li>People are using these technologies to compete by embedding information processing into a wide variety of everyday objects. </li></ul><ul><li>In effect treating information as a novel material to design with. </li></ul>
  11. 28. Q&A
  12. 29. Ubiquitous computing UX
  13. 30. Peter boersma’s UX design definition
  14. 31. Ubicomp UX design
  15. 32. From bits to atoms
  16. 33. CORE UX Design trends
  17. 34. GENERIC TO SPECIFIC
  18. 35. Local to Remote
  19. 36. APPLIANCES TERMINALS
  20. 37. Consumer electronics shifting from Appliances to Terminals ≠ ≠ = =
  21. 38. Laptop AVATARS
  22. 39. SERVICE AVATARS SERVICE AVATARS
  23. 40. WE SEE THROUGH SOFTWARE AND DEVICES
  24. 41. TERMINAL Example: netflix
  25. 45. APPLIANCE AVATAR: VITALITY
  26. 51. Information shadows
  27. 57. APPLIANCE + NETWORK + information shadow = THE INTERNET OF THINGS
  28. 63. Product service systems
  29. 70. SUMMARY <ul><li>Ubicomp adds a number of disciplines to traditional UX: industrial design, service design, product design, architecture, engineering. </li></ul><ul><li>Cheap processing creates a broad UX shift from generic devices and software to specialized devices and software, while cheap networking moves services from local to remote. </li></ul><ul><li>This creates two broad classes of network-connected devices: specialized appliances and generic terminals in different form factors (which the CE industry primarily focuses on). </li></ul><ul><li>A larger shift is to service avatars which are devices and software that are tightly coupled to specific online services. People see through the devices and software to the service. </li></ul><ul><li>Meanwhile, unique identification of physical objects leads to cloud-based information shadows for everyday things. </li></ul><ul><li>These blur the lines between physical objects, digital objects and fundamentally change notions of ownership as product service systems replace everyday products with subscriptions. </li></ul><ul><li>And this, in a nutshell, is The Internet of Things .. </li></ul>
  30. 71. Q&A
  31. 72. 15 minute BREAK!
  32. 73. Emerging technologies
  33. 75. NFC/RFID
  34. 76. Content based retrieval
  35. 78. SYSTEMS ON A CHIP (SOCs) <ul><li>16MIPS </li></ul><ul><li>640x480 24-bit LCD video controller </li></ul><ul><li>USB 2.0 </li></ul><ul><li>24 A/D channels (for audio and I/O) </li></ul><ul><li>Capacitive sensing (for multi-touch) </li></ul><ul><li>1 cm square </li></ul><ul><li>$5 (in quantity) </li></ul><ul><li>PIC24FJ256DA210 product family </li></ul>
  36. 79. Picoprojectors
  37. 81. GPU
  38. 83. Multitouch/gestural interaction
  39. 85. Smart materials
  40. 87. ultracapacitors
  41. 88. Everything as a service
  42. 89. Interesting Emerging technologies <ul><li>NFC/RFID </li></ul><ul><li>Content based retrieval </li></ul><ul><li>Systems on a chip </li></ul><ul><li>Picoprojectors </li></ul><ul><li>GPUs </li></ul><ul><li>Multitouch/Gestural interaction </li></ul><ul><li>Smart materials </li></ul><ul><li>Ultracapacitors </li></ul><ul><li>Everything as a service </li></ul>
  43. 90. Application domains
  44. 91. Clothing
  45. 94. Appliances and furniture
  46. 96. Cars
  47. 97. Urban life
  48. 98. INFORMATION AS DECORATION
  49. 99. Behavior change
  50. 102. Infrastructure access
  51. 103. Interesting Application domains <ul><li>Clothing and jewelry </li></ul><ul><li>Furniture and appliances </li></ul><ul><li>Cars </li></ul><ul><li>Urban life </li></ul><ul><li>Information as decoration </li></ul><ul><li>Behavior change and health </li></ul><ul><li>Infrastructure access </li></ul>
  52. 104. Discussion!
  53. 105. The internet refrigerator 1998 1999 2000 2002
  54. 106. LUNCH!
  55. 107. DISCUSSION!
  56. 108. The ipod
  57. 109. Artifacts and services from the near future
  58. 112. Extrapolation
  59. 113. Scales of experience
  60. 114. Scale Label Examples 1 cm covert RFID, nail polish, cochlear implant 10 cm mobile phone handset, portable media player, wallet 1 m personal chair, car, ATM, payphone, laptop 10 m environmental wall, door, chandelier 100 m architectural church clock, billboard, bus 1000 m urban street intersection, landmark, crowd
  61. 115. Disconnects
  62. 116. Managing Task disconnects <ul><li>Task continuity </li></ul><ul><ul><li>“ Task continuity requires interfaces that support the transfer and recovery of state and activity context.” </li></ul></ul><ul><ul><li>“ The ability to recover the last few actions that were performed on one device so that they can be taken into account while migrating the task to another device.” </li></ul></ul><ul><li>Knowledge continuity </li></ul><ul><ul><li>“ Knowledge continuity requires visual continuity, both graphical and textual, successful partitioning of data and functionality, and procedural consistency.” </li></ul></ul><ul><ul><li>From Pyla et al (2006). </li></ul></ul>
  63. 119. Swim lane diagrams
  64. 120. Final Q&A and discussion
  65. 121. Mike Kuniavsky [email_address]

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