Tiles IoT Ideation Cards

Postdoctoral Fellow at NTNU
Jun. 14, 2017
Tiles IoT Ideation Cards
Tiles IoT Ideation Cards
Tiles IoT Ideation Cards
Tiles IoT Ideation Cards
Tiles IoT Ideation Cards
Tiles IoT Ideation Cards
Tiles IoT Ideation Cards
Tiles IoT Ideation Cards
Tiles IoT Ideation Cards
Tiles IoT Ideation Cards
Tiles IoT Ideation Cards
Tiles IoT Ideation Cards
Tiles IoT Ideation Cards
Tiles IoT Ideation Cards
Tiles IoT Ideation Cards
Tiles IoT Ideation Cards
Tiles IoT Ideation Cards
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Tiles IoT Ideation Cards

Editor's Notes

  1. The IoT is expected to disrupt the way we work, play, travel …attend conferences, building on Mark Weiser’s vision of a world of small devices silently serving our need There are tremendous applications for example in healthcare and learning… for example there a smart pillbox that warns you when you forget to take your medication, a a smart spoon for people affected by parkinson desease that compensate for the tremor and also monitor the condition and transmit data to the physician
  2. On, the other side there are products which usefulness is more questionable.. this is a toothbrush that live streams the inside of your mouth while you brush
  3. We are looking at 2 challenges that we want to address with our toolkit. IoT is a technology-driven, computing power and connectivity have become so cheap, extremely small so we can put it everywhere.. forgetting to ground the design into real societal needs
  4. The second challenge concern the user interface for the IoT. Interaction design for IOT is more complex than traditional computer problems, things are distributed, varying IO capabilities, looking at most of IoT product we can see that HCI paradigms for IOT are still at their infancy Weiser wrote about devices silently serving our needs in the background of our attention. Yet many IoT products delegate their UI to a smartphone app, a quite attention heavy approach.
  5. Of course there are new paradigms, e.g. voice-based interaction, but we thing there’s a untapped potential in applying the field of embodied and tangible interaction in IoT, to allow interaction with the affordances of the thing
  6. So if we look at the development process of IoT products
  7. We are focusing on the first two steps by proposing card-based ideation tool and a workshop technique that makes use of the cards The goals is to Keep ideation tight to real-world problem, e.g. providing triggers for critical reflection Encourage ideation of novel products, and novel user interfaces, e.g. providing triggers for creativity We do that by involving end-users in co-design
  8. There are need for more tools. Yesterday we heard the talk about a toolkit for designing for ecologies, yet for designers
  9. We have made 7 decks of cards. The first 5 decks are called primitive cards, they show the basic elements of the IoT. Because or target users are non-experts is important to show them what are the possibilities. The cards include things cards, everyday things, together with online services and API… this is meant to show the two end of IoT, the low tech physical world and intangible data. Also we have cards decomposing user interface elements, were we included concepts of tangible interaction like gesturing, with physical output like haptics and sound. Also there are connector cards to help tie together the different elements. Theme cards are provocative questions aimed to trigger creativity. One of this card is coded information.. like “create a concept that displays data that is only understandable by the owner” Finally criteria cards help user to critically reflect their ideas using a set of lenses like “creativity”, “usefulness”, “feasibility”, “market potential”
  10. we wanted to complement the card with a brainstorming technique that makes use of the cards together with traditional design thinking techniques and artefacts. First they start from a scenario of problem domain given by organisers. Participants are in turn asked to browse thru primitive cards and explore possibilities, then they combine the different cards adding things to user interface elements to create an augmented object. They are asked to sketch a storyboard of how the augmented object is used by a specific users. In the forth step are asked to draw a theme card and challenge their idea based on the provocation on the card. Throughout the process participants can alway go back and add new cards or refine the storyboard. As last two steps participants are asked to critically analyse their idea according with different lenses… This could be used to steer the design towards specific criteria such as innovativeness, vs feasibility or market potential; or to judge the idea produced. As last step participants are asked to prepare an elevator pitch and present it to an audience.
  11. This process is scaffolded by a large board meant to be used in groups of 4. We can see how the different section support the process. first primitive cards are combined in triggers, things, responses. then there is a space for storyboard, placement of reflection cards and write the elevator pitch. it’s important to notice the throughout the workshop a playbook make the process visibile and enforces time taking. this is meant to guarantee minimum intervention from workshop facilitator
  12. We evaluated our tool in design workshop with 32 participants. The users had basic knowledge in IT topics but no formal training in design thinking. We looked at how the tools supported collaboration and what affordances we provided for creative and reflective thinking. Results were quite good. All groups managed to develop an idea in a 30minutes, which I think is remarkable, and present it to a public. Also most of them answered that they learned something, which was one of the intended outcome of the tool. On the other side most user found the experience stressful and asked for more constraint in the process - they used too much time browsing the cards
  13. We are now running workshop with different target groups. From high-school students to corporate employees, finding similar results among different groups.
  14. This also shows one of the strengths of the tools which is extensibility. The tool can be extended in three ways. Custom cards can be added even during an ideation session, for example to add a thing for a specific domain. Because we kept the card loosely-coupled from the workshop technique, new processes can be implemented. For example in a workshop with bank employees we found the original board too intimidating and we created a simplified version. Finally the tools is released as creative commons, therefore new cards, boards etc. can be packaged and redistributed.
  15. Finally, as future work we aim at complementing the cards with prototyping explorations. We are creating stickers with electronics, meant to give superpowers to everyday things. The advantage here is that the stickers will provide all the hw/sw capabilities to implement the elements of user interfaces and data sources on the cards. And we will considers for example using the cards not just for ideation but as direct source for programming the stickers.