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A Design Journey
with Leandro Agrò | Gmail, Twitter, Skype: leeander
LEANDRO AGRO’
Main
WE LOVE THINGS!
Things are our toys and we dismantle, hack, reload,
connect, enhance everything (IoT&Service Lab)
I am an awarded IxD/UX
Director, patents contributor,
with 15+ years of design and
team leadership.
Digital Design Director
Digital Design Director
Main
DGI
43PEOPLE
16COUNTRIES
80%ABROAD
REVENUES
45YEARS
50+AWARDS
2COMPASSI D’ORO
MILAN&
NYC&
START
NOT a Professor
I am…
TimeHumanity
Digital Design Director
Frontiers Conferences / co-Founder
TOK.TV / VP Product
JOINPAD / President
SRLABS / Partner
WideTAG / co-Founder
Kallideas / R&D LAB Director
RAZORFISH Healthware / UX Principal
Main
Side
Past WebEgg / UX Director
AltoProfilo / co-Founder
Digital Design Director
Frontiers Conferences / co-Founder
TOK.TV / VP Product
JOINPAD / President
SRLABS / Partner
WideTAG / co-Founder
Kallideas / R&D LAB Director
RAZORFISH Healthware / UX Principal
Main
Side
Past WebEgg / UX Director
AltoProfilo / co-Founder
Inspirational Events
Second Screen
AR/VR
Eye-Tracking
iHealth
Internet of Things
Virtual Assistants
SW as Design
The UX company
Digital Design Director
Frontiers Conferences / co-Founder
TOK.TV / VP Product
JOINPAD / President
SRLABS / Partner
WideTAG / co-Founder
Kallideas / R&D LAB Director
RAZORFISH Healthware / UX Principal
Main
Side
Past WebEgg / UX Director
AltoProfilo / co-Founder
A 25y long trip into the near future
Inspirational Events
Second Screen
AR/VR
Eye-Tracking
iHealth
Internet of Things
Virtual Assistants
SW as Design
The UX company
Digital Design Director
Frontiers Conferences / co-Founder
TOK.TV / VP Product
JOINPAD / President
SRLABS / Partner
WideTAG / co-Founder
Kallideas / R&D LAB Director
RAZORFISH Healthware / UX Principal
Main
Side
Past WebEgg / UX Director
AltoProfilo / co-Founder
Inspirational Events
Second Screen
AR/VR
Eye-Tracking
iHealth
Internet of Things
Virtual Assistants
SW as Design
The UX company
Everything you can imagine, is real
Which stories I should share today?
Eye-Tracking
Internet of Things
Virtual Assistants
Which stories I should share today?
1/3
Doug Engelbart
Douglas Carl Engelbart (January 30, 1925 – July 2, 2013) was an American engineer and inventor, and an early computer and Internet pioneer. He is
best known for his work on the challenges of human–computer interaction, particularly while at his Augmentation Research Center Lab in SRI International,
resulting in the invention of the computer mouse, and the development of hypertext, networked computers, and
precursors to graphical user interfaces. These were demonstrated at The Mother of All Demos in 1968. Engelbart's Law, the observation
that the intrinsic rate of human performance is exponential, is named after him. (Wikipedia)
Eye-Tracking
How it works?
The Golden Triangle Discovery
A Design Journey /// Naba 2014
3min video
From XY pointer to the Xerox Parc
What else?
Prototyping a new generation of medical devices
http://www.youtube.com/watch?v=JtvpUQykqWA
A Design Journey /// Naba 2014
2/3
Neal Stephenson
Snow Crash was published way back in ancient 1992 and laid out many of the attributes of today's online life, including the Metaverse, a virtual
place where people meet, do business and play, presenting themselves as avatars. If you've ever played wildly popular multiplayer online
games like World of Warcraft, or visited the virtual communities of Second Life, you can get a chill thinking about what he saw back before the
popularization of the World Wide Web." (io9)
Isaac Asimov / Philip K. Dick
Virtual is not an opposite to REAL
Leandro Agrò | Gmail, Twitter, Skype: leeander
2. Virtual Assistants
& Second Life
Virtual is Real FRONTIERS
CONFERENCES
OLD times
…costruirsi un mondo prims per prims
A Design Journey /// Naba 2014
Che senso hanno le strade in
un luogo dove tutti possono
volare? Ed un ponte? 



Servono ad andare da un sito
all’altro, passeggiando.


Il carattere di luogo consente
a questa internet parallela di
trasmettere ai propri utenti
delle esperienze molto
diverse dal web. 

Pensate ai tradizionali (!) siti
web. Per passare da un sito
all’altro si attraversa un
confine. Un momento di
bianco.
SL è tutto questo, con in più la
possibilità andare da un “sito”
all’altro passeggiando! E se è
vero che il “viaggio” non è la
destinazione, ma quello che
c’è in mezzo… allora si
comincia a comprendere
l’enorme potenziale di SL.


The journey, not the destination
FRONTIERS
CONFERENCES
Friendship
“Ho visto caschi che pesavano quattro chili
con risoluzione 200×200 e madri disperate
che portavano figli malati al Santuario della
Realtà Virtuale dopo aver visto Il Tagliaerbe”
John Maeda
Learnings
Simulation to
support people
REAL LEARNING
http://www.secondlearning.it/progetto-itbridge-
esperienze-di-italiano-l2-in-second-life/
Events
Decoder Island | Award
Art & Awards
Leandro Agrò | Gmail, Twitter, Skype: leeander
Small world might be comfortable places
Islands are extended interfaces
https://vimeo.com/14294054
Where is the link between intelligence and simulation?
Unreal CRM
Make it emphatic
VA @work
2006
(before phones were smart)
Embodiment… where pixel and atoms crashes
Leandro Agrò | Gmail, Twitter, Skype: leeander
Leandro Agrò | Gmail, Twitter, Skype: leeander
This is Claudia -and- she is Real
Leandro Agrò | Gmail, Twitter, Skype: leeander
A Design Journey /// Naba 2014
“Research is the transformation of money into
knowledge. Innovation is the transformation
of knowledge into money.” Geoffrey Nicholson, 3M
http://www.foreveridentity.com
3/3
Kevin Kelly
Kevin Kelly (born August 14, 1952) is the founding executive editor of Wired magazine, and a former editor/publisher of the Whole
Earth Review. 

“This provocative book introduces a brand-new view of technology. It suggests that technology as a whole is not just a jumble of wires
and metal but a living, evolving organism that has its own unconscious needs and tendencies.”
Internet of Things
This is an evolutionary moment for
the Internet!
In fact…
A Design Journey /// Naba 2014
Even if the Internet appears ubiquitous, still the number of
connected objects or devices is vastly inferior to those which
are not connected.



The coming revolution will raise from the necessity of
substituting everyday objects with connected ones, making
these more intelligent and aware.
This is the
Internet of Things
HUMANS
OBJECTS
2003 2010 2015 2020
IN 2008 THE NUMBER OF
CONNECTED OBJECTS HAS
EXCEEDED THAT OF HUMANS
In Q1/12 there were more iPhone sold on planet Earth than babies born.
100 'things' are coming online
every second.
50 Billion connected objects await us on the
threshold of 2020, and many of these will
necessarily be "autonomous"

Cisco: Inspirational Video
Smart objects are natural born
story tellers
Crazy Years
http://vimeo.com/9016774
http://vimeo.com/7112182
http://www.youtube.com/watch?v=lDy10OtjNt8
http://vimeo.com/9016774
A Design Journey /// Naba 2014
Social norms has a
strong influence on
personal behavior and
happiness.
Global change is only
possible when people are
involved.
http://www.youtube.com/watch?v=ofm7ZqnB-eg
Design it is not -anymore- about
shape. Design is about behavior
Behaviors (not just style)
iPod+iTunes
Design
Laws for
Makers
Even asocial objects, dream of Clouds
Every object must
know STORIES
the History of its past (how it is
made, where it was produced,
how it is used) and its future (as
it is disassembled, valued in its
parts, recycled, disposed of).

Every object must
be SENTIENT
Every object should know
something about the world
around it through sensors, or at
least know when and where it is
used.
Every object must be able to
communicate and share its
status across social networks
used by humans,
"participating" in their social
relationships.
Every object
must be SOCIAL
A Design Journey /// Naba 2014
Every Tool, service, business that jump in the
digital technology, start to follow Moore’s Law:
Acceleration change everything.
http://www.youtube.com/watch?v=E9wFXHYJgdo Peter Diamandis
Retail Store
Online store
ProfessionalKOL
Product stories
Specs
Advertising
Social Sphere
Fan Group
Package
Sales Tools
B2C Help
B2B supportBakery
Baker
spoon
Recipe
Grocery (ingredients)
Package
Advertising
Fan Group
Social Sphere
Touchpoints multiplication
NON DIGITAL vs DIGITAL GOOD
Technology
Consumerization
Emerging Experience
N E S T ?
Observing NEST from a UX perspective
What really change with NEST? Why is perceived so well?
Customers are not buying an home automation system:
they are just buying another iPod.
Reinvent thermostats: an investor point of view…
Yes, we see the problem but is a crowded ugly niche, and doesn’t scale as a billion dollar business
Reinvent thermostats: an investor point of view…
“Ok, just think about it like another iPod”
This is a system in the user mind.
Like iPod/iTunes.
This is a system in the user mind.
Like something that only a technician might handle
and that any user will never never never understand.
Reinvent thermostats: an investor point of view…
“This object is a desirable and easy like an iPod, but always connected over the internet.
We will be the first to take a permanent place inside home, and we will grow through data and services”.
No hidden parts or buttons
Clear STATUS
Predictive Behavior
No programming needed
Human presence awareness
Multiple touchpoints
Touch based UI: EASY and MODERN
Trustable Aesthetic
Reinvent thermostats: an investor point of view…
No hidden parts or buttons
Clear STATUS
Predictive Behavior
No programming needed
Human presence awareness
Multiple touchpoints
Touch based UI
Trustable Aesthetic
Autonomous thinking
Cloud / Service layer
UI quick aging*
Data
Business Logic
Interface
Reinvent thermostats: an investor point of view…
No hidden parts or buttons
Clear STATUS
Predictive Behavior
No programming needed
Human presence awareness
Multiple touchpoints
Touch based UI
Trustable Aesthetic
Autonomous thinking
Cloud / Service layer
UI quick aging*
Data
Business Logic
Interface
Reinvent thermostats: an investor point of view…
No hidden parts or buttons
Clear STATUS
Predictive Behavior
No programming needed
Human presence awareness
Multiple touchpoints
Touch based UI
Trustable Aesthetic
Autonomous thinking
Cloud / Service layer
UI quick aging*
Data
Business Logic
Interface
“NEST solve a real and well perceived problem, while is desirable like an iPod, so
people will buy it independently from usual home automation channels.”
A brand new aesthetic of TRUST
Internet is NOT an extension of “your” home automation
device/system. Internet is about PEOPLE and TRUST.
The main goal is to shift home automation tools from
isolated-passive machines to a network of proactive,
collaborative, sharable equipment.
A Design Journey /// Naba 2014
•  Get users data in order to:
•  Save end user’s money
•  Facilitate peak handling for energy companies
•  Providing valuable user’s data to third parties
Nest business Model
•  Sell hardware
•  Value added services (NA)
Bruce Sterling
Writer, Futurist, Michael Bruce Sterling (born April 14, 1954) is an American science fiction author who is best known for his novels and his work on the
Mirrorshades anthology. Sterling, along with William Gibson, Rudy Rucker, John Shirley, Lewis Shiner, and Pat Cadigan, is one of the founders of the
cyberpunk movement in science fiction. Nickname "Chairman Bruce.” Spime is a neologism for a futuristic object, characteristic to the Internet of Things,[1] that
can be tracked through space and time throughout its lifetime.[2] They are essentially virtual master objects that can, at various times, have physical
incarnations of itself.[1][3] An object can be considered a spime when all of its essential information is stored in the cloud.[4] Bruce Sterling sees spimes as
coming through the convergence of six emerging technologies, related to both the manufacturing process for consumer goods, and through identification and
location technologies.
Near Future according… Me :)
Less Objects
than Humans
Past
Present
Future
Much more
Objects than
Humans
“Objects”
indistinguible
than Humans.
Most of the Objects are
isolated / Stand Alone
Most of the Objects stay very
close to Humans / Proximity
Most of the Objects lives
with humans

Wearable 

Ambient
ATOMS ONLY
PASSIVE
REACTIVE
PRO-ACTIVE
ATOMS ONLY
HUMANS OBJECTS
Less Objects
than Humans
Past
Present
Future
Much more
Objects than
Humans
“Objects”
indistinguible
than Humans.
This room represent the initial space between mere TOOLS and HUMANS.
At the very beginning, tools were few, weak, isolated, not representative,
casual, while humans -since the early stage of the existents- were social.
Most of the Objects are
isolated / Stand Alone
Most of the Objects stay very
close to Humans / Proximity
Most of the Objects lives
with humans

Wearable 

Ambient
CO-EVOLUTION
IN LIFE ITERATION AND INFLUENCE
GENERATIONAL LEARNING
ATOMS ONLY
PASSIVE
REACTIVE
PRO-ACTIVE
Consumer Age
TBD Age
Industrial Age
and before
ATOMS ONLY
HUMANS OBJECTS
Less Objects
than Humans
Past
Present
Future
Much more
Objects than
Humans
“Objects”
indistinguible
than Humans.
This room represent the initial space between mere TOOLS and HUMANS.
At the very beginning, tools were few, weak, isolated, not representative,
casual, while humans -since the early stage of the existents- were social.
Most of the Objects are
isolated / Stand Alone
Most of the Objects stay very
close to Humans / Proximity
Most of the Objects lives
with humans

Wearable 

Ambient
CO-EVOLUTION
IN LIFE ITERATION AND INFLUENCE
GENERATIONAL LEARNING
TENS OF BILLIONS
ATOMS ONLY
BILLIONS
Time

Speed of digitalization 

Sharing / Speed of “Trust” 

Autonomous Awareness 

Population
PASSIVE
REACTIVE
PRO-ACTIVE
NOW
Consumer Age
TBD Age
Industrial Age
and before
ATOMS ONLY
HUMANS OBJECTS
Less Objects
than Humans
Past
Present
Future
Much more
Objects than
Humans
“Objects”
indistinguible
than Humans.
This room represent the initial space between mere TOOLS and HUMANS.
At the very beginning, tools were few, weak, isolated, not representative,
casual, while humans -since the early stage of the existents- were social.
Most of the Objects are
isolated / Stand Alone
Most of the Objects stay very
close to Humans / Proximity
Most of the Objects lives
with humans

Wearable 

Ambient
CO-EVOLUTION
IN LIFE ITERATION AND INFLUENCE
GENERATIONAL LEARNING
MOSTLY BITES
TENS OF BILLIONS
ATOMS ONLY
BILLIONS
Time

Speed of digitalization 

Sharing / Speed of “Trust” 

Autonomous Awareness 

Population
PASSIVE
REACTIVE
PRO-ACTIVE
NOW
Consumer Age
TBD Age
Industrial Age
and before
Deep hybridization between
humans and technologies
https://www.youtube.com/watch?v=3PMlDidyG_I
ATOMS ONLY
HUMANS OBJECTS
Neo-Animism
A Design Journey /// Naba 2014
Simulation in VR is often showed as a first
person view of the world.



TODAY this is true also outside the pure digital
environment.
Oculus: welcome (back) to Virtual Reality
The Machine to be another

TRADING BODIES, SEXES WITH
OCULUS RIFT

http://animalnewyork.com/2014/trading-bodies-sexes-
oculus-rift/
A Design Journey /// Naba 2014
A Design Journey /// Naba 2014
A Design Journey /// Naba 2014
The world as ultimate algorithms (Terraforming)
The world as ultimate algorithms Kevin Slavin (TED)
Will WrightThe Hitchhiker's Guide to the Galaxy / Douglas Adams
The single, most relevant, durable,
challenge that I found…
It’s all about TIME
Stewart Brand
Stewart Brand (born December 14, 1938) is an American writer, best
known as editor of the Whole Earth Catalog. He founded a number of
organizations, including The WELL, the Global Business Network, and
the Long Now Foundation.
Recap…

Take care of time as a tool and an issue
Remember than before than any USABILITY /
UX / ETC, the first barrier to climb is CULTURAL
and SOCIAL ACCEPTABILITY.
Design it is not about MAKING NEW JUNK that stay cool for a season.
In this age, Design is about helping people, companies, communities to
create meaningful objects, systems, services, solutions that take care of
all us, as humanity. In this sense, be aware about the need to create
emotionally durable smart objects.
Humans STAYS.
The fast forward innovation is the one that design SMART objects that
STAYS aka evolves.
A Design Journey /// Naba 2014
Gmail, Skype, Twitter, Flickr: @leeander
Thank you!
Design isn't just about shapes or pixels anymore.
Design is the process that shapes product
behaviors, communities, companies and -in the
end- builds new worlds”
https://www.youtube.com/watch?v=fEsbA8EBbos

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A Design Journey /// Naba 2014

  • 1. A Design Journey with Leandro Agrò | Gmail, Twitter, Skype: leeander
  • 2. LEANDRO AGRO’ Main WE LOVE THINGS! Things are our toys and we dismantle, hack, reload, connect, enhance everything (IoT&Service Lab) I am an awarded IxD/UX Director, patents contributor, with 15+ years of design and team leadership. Digital Design Director
  • 7. Digital Design Director Frontiers Conferences / co-Founder TOK.TV / VP Product JOINPAD / President SRLABS / Partner WideTAG / co-Founder Kallideas / R&D LAB Director RAZORFISH Healthware / UX Principal Main Side Past WebEgg / UX Director AltoProfilo / co-Founder
  • 8. Digital Design Director Frontiers Conferences / co-Founder TOK.TV / VP Product JOINPAD / President SRLABS / Partner WideTAG / co-Founder Kallideas / R&D LAB Director RAZORFISH Healthware / UX Principal Main Side Past WebEgg / UX Director AltoProfilo / co-Founder Inspirational Events Second Screen AR/VR Eye-Tracking iHealth Internet of Things Virtual Assistants SW as Design The UX company
  • 9. Digital Design Director Frontiers Conferences / co-Founder TOK.TV / VP Product JOINPAD / President SRLABS / Partner WideTAG / co-Founder Kallideas / R&D LAB Director RAZORFISH Healthware / UX Principal Main Side Past WebEgg / UX Director AltoProfilo / co-Founder A 25y long trip into the near future Inspirational Events Second Screen AR/VR Eye-Tracking iHealth Internet of Things Virtual Assistants SW as Design The UX company
  • 10. Digital Design Director Frontiers Conferences / co-Founder TOK.TV / VP Product JOINPAD / President SRLABS / Partner WideTAG / co-Founder Kallideas / R&D LAB Director RAZORFISH Healthware / UX Principal Main Side Past WebEgg / UX Director AltoProfilo / co-Founder Inspirational Events Second Screen AR/VR Eye-Tracking iHealth Internet of Things Virtual Assistants SW as Design The UX company Everything you can imagine, is real
  • 11. Which stories I should share today?
  • 12. Eye-Tracking Internet of Things Virtual Assistants Which stories I should share today?
  • 13. 1/3
  • 14. Doug Engelbart Douglas Carl Engelbart (January 30, 1925 – July 2, 2013) was an American engineer and inventor, and an early computer and Internet pioneer. He is best known for his work on the challenges of human–computer interaction, particularly while at his Augmentation Research Center Lab in SRI International, resulting in the invention of the computer mouse, and the development of hypertext, networked computers, and precursors to graphical user interfaces. These were demonstrated at The Mother of All Demos in 1968. Engelbart's Law, the observation that the intrinsic rate of human performance is exponential, is named after him. (Wikipedia)
  • 17. The Golden Triangle Discovery
  • 20. From XY pointer to the Xerox Parc What else?
  • 21. Prototyping a new generation of medical devices http://www.youtube.com/watch?v=JtvpUQykqWA
  • 23. 2/3
  • 24. Neal Stephenson Snow Crash was published way back in ancient 1992 and laid out many of the attributes of today's online life, including the Metaverse, a virtual place where people meet, do business and play, presenting themselves as avatars. If you've ever played wildly popular multiplayer online games like World of Warcraft, or visited the virtual communities of Second Life, you can get a chill thinking about what he saw back before the popularization of the World Wide Web." (io9) Isaac Asimov / Philip K. Dick
  • 25. Virtual is not an opposite to REAL
  • 26. Leandro Agrò | Gmail, Twitter, Skype: leeander 2. Virtual Assistants & Second Life
  • 27. Virtual is Real FRONTIERS CONFERENCES
  • 29. …costruirsi un mondo prims per prims
  • 31. Che senso hanno le strade in un luogo dove tutti possono volare? Ed un ponte? 
 
 Servono ad andare da un sito all’altro, passeggiando. 
 Il carattere di luogo consente a questa internet parallela di trasmettere ai propri utenti delle esperienze molto diverse dal web. 
 Pensate ai tradizionali (!) siti web. Per passare da un sito all’altro si attraversa un confine. Un momento di bianco. SL è tutto questo, con in più la possibilità andare da un “sito” all’altro passeggiando! E se è vero che il “viaggio” non è la destinazione, ma quello che c’è in mezzo… allora si comincia a comprendere l’enorme potenziale di SL. 
 The journey, not the destination
  • 33. “Ho visto caschi che pesavano quattro chili con risoluzione 200×200 e madri disperate che portavano figli malati al Santuario della Realtà Virtuale dopo aver visto Il Tagliaerbe” John Maeda Learnings
  • 34. Simulation to support people REAL LEARNING http://www.secondlearning.it/progetto-itbridge- esperienze-di-italiano-l2-in-second-life/ Events
  • 35. Decoder Island | Award Art & Awards
  • 36. Leandro Agrò | Gmail, Twitter, Skype: leeander Small world might be comfortable places Islands are extended interfaces
  • 38. Where is the link between intelligence and simulation?
  • 43. Embodiment… where pixel and atoms crashes
  • 44. Leandro Agrò | Gmail, Twitter, Skype: leeander
  • 45. Leandro Agrò | Gmail, Twitter, Skype: leeander This is Claudia -and- she is Real
  • 46. Leandro Agrò | Gmail, Twitter, Skype: leeander
  • 48. “Research is the transformation of money into knowledge. Innovation is the transformation of knowledge into money.” Geoffrey Nicholson, 3M
  • 50. 3/3
  • 51. Kevin Kelly Kevin Kelly (born August 14, 1952) is the founding executive editor of Wired magazine, and a former editor/publisher of the Whole Earth Review. 
 “This provocative book introduces a brand-new view of technology. It suggests that technology as a whole is not just a jumble of wires and metal but a living, evolving organism that has its own unconscious needs and tendencies.”
  • 53. This is an evolutionary moment for the Internet! In fact…
  • 55. Even if the Internet appears ubiquitous, still the number of connected objects or devices is vastly inferior to those which are not connected.
 
 The coming revolution will raise from the necessity of substituting everyday objects with connected ones, making these more intelligent and aware. This is the Internet of Things
  • 56. HUMANS OBJECTS 2003 2010 2015 2020 IN 2008 THE NUMBER OF CONNECTED OBJECTS HAS EXCEEDED THAT OF HUMANS In Q1/12 there were more iPhone sold on planet Earth than babies born.
  • 57. 100 'things' are coming online every second. 50 Billion connected objects await us on the threshold of 2020, and many of these will necessarily be "autonomous"

  • 59. Smart objects are natural born story tellers
  • 63. Social norms has a strong influence on personal behavior and happiness. Global change is only possible when people are involved. http://www.youtube.com/watch?v=ofm7ZqnB-eg
  • 64. Design it is not -anymore- about shape. Design is about behavior
  • 65. Behaviors (not just style) iPod+iTunes
  • 66. Design Laws for Makers Even asocial objects, dream of Clouds
  • 67. Every object must know STORIES the History of its past (how it is made, where it was produced, how it is used) and its future (as it is disassembled, valued in its parts, recycled, disposed of).

  • 68. Every object must be SENTIENT Every object should know something about the world around it through sensors, or at least know when and where it is used.
  • 69. Every object must be able to communicate and share its status across social networks used by humans, "participating" in their social relationships. Every object must be SOCIAL
  • 71. Every Tool, service, business that jump in the digital technology, start to follow Moore’s Law: Acceleration change everything. http://www.youtube.com/watch?v=E9wFXHYJgdo Peter Diamandis
  • 72. Retail Store Online store ProfessionalKOL Product stories Specs Advertising Social Sphere Fan Group Package Sales Tools B2C Help B2B supportBakery Baker spoon Recipe Grocery (ingredients) Package Advertising Fan Group Social Sphere Touchpoints multiplication NON DIGITAL vs DIGITAL GOOD
  • 74. N E S T ?
  • 75. Observing NEST from a UX perspective What really change with NEST? Why is perceived so well? Customers are not buying an home automation system: they are just buying another iPod.
  • 76. Reinvent thermostats: an investor point of view… Yes, we see the problem but is a crowded ugly niche, and doesn’t scale as a billion dollar business
  • 77. Reinvent thermostats: an investor point of view… “Ok, just think about it like another iPod” This is a system in the user mind. Like iPod/iTunes. This is a system in the user mind. Like something that only a technician might handle and that any user will never never never understand.
  • 78. Reinvent thermostats: an investor point of view… “This object is a desirable and easy like an iPod, but always connected over the internet. We will be the first to take a permanent place inside home, and we will grow through data and services”. No hidden parts or buttons Clear STATUS Predictive Behavior No programming needed Human presence awareness Multiple touchpoints Touch based UI: EASY and MODERN Trustable Aesthetic
  • 79. Reinvent thermostats: an investor point of view… No hidden parts or buttons Clear STATUS Predictive Behavior No programming needed Human presence awareness Multiple touchpoints Touch based UI Trustable Aesthetic Autonomous thinking Cloud / Service layer UI quick aging* Data Business Logic Interface
  • 80. Reinvent thermostats: an investor point of view… No hidden parts or buttons Clear STATUS Predictive Behavior No programming needed Human presence awareness Multiple touchpoints Touch based UI Trustable Aesthetic Autonomous thinking Cloud / Service layer UI quick aging* Data Business Logic Interface
  • 81. Reinvent thermostats: an investor point of view… No hidden parts or buttons Clear STATUS Predictive Behavior No programming needed Human presence awareness Multiple touchpoints Touch based UI Trustable Aesthetic Autonomous thinking Cloud / Service layer UI quick aging* Data Business Logic Interface “NEST solve a real and well perceived problem, while is desirable like an iPod, so people will buy it independently from usual home automation channels.”
  • 82. A brand new aesthetic of TRUST Internet is NOT an extension of “your” home automation device/system. Internet is about PEOPLE and TRUST. The main goal is to shift home automation tools from isolated-passive machines to a network of proactive, collaborative, sharable equipment.
  • 84. •  Get users data in order to: •  Save end user’s money •  Facilitate peak handling for energy companies •  Providing valuable user’s data to third parties Nest business Model •  Sell hardware •  Value added services (NA)
  • 85. Bruce Sterling Writer, Futurist, Michael Bruce Sterling (born April 14, 1954) is an American science fiction author who is best known for his novels and his work on the Mirrorshades anthology. Sterling, along with William Gibson, Rudy Rucker, John Shirley, Lewis Shiner, and Pat Cadigan, is one of the founders of the cyberpunk movement in science fiction. Nickname "Chairman Bruce.” Spime is a neologism for a futuristic object, characteristic to the Internet of Things,[1] that can be tracked through space and time throughout its lifetime.[2] They are essentially virtual master objects that can, at various times, have physical incarnations of itself.[1][3] An object can be considered a spime when all of its essential information is stored in the cloud.[4] Bruce Sterling sees spimes as coming through the convergence of six emerging technologies, related to both the manufacturing process for consumer goods, and through identification and location technologies.
  • 87. Less Objects than Humans Past Present Future Much more Objects than Humans “Objects” indistinguible than Humans. Most of the Objects are isolated / Stand Alone Most of the Objects stay very close to Humans / Proximity Most of the Objects lives with humans
 Wearable 
 Ambient ATOMS ONLY PASSIVE REACTIVE PRO-ACTIVE ATOMS ONLY HUMANS OBJECTS
  • 88. Less Objects than Humans Past Present Future Much more Objects than Humans “Objects” indistinguible than Humans. This room represent the initial space between mere TOOLS and HUMANS. At the very beginning, tools were few, weak, isolated, not representative, casual, while humans -since the early stage of the existents- were social. Most of the Objects are isolated / Stand Alone Most of the Objects stay very close to Humans / Proximity Most of the Objects lives with humans
 Wearable 
 Ambient CO-EVOLUTION IN LIFE ITERATION AND INFLUENCE GENERATIONAL LEARNING ATOMS ONLY PASSIVE REACTIVE PRO-ACTIVE Consumer Age TBD Age Industrial Age and before ATOMS ONLY HUMANS OBJECTS
  • 89. Less Objects than Humans Past Present Future Much more Objects than Humans “Objects” indistinguible than Humans. This room represent the initial space between mere TOOLS and HUMANS. At the very beginning, tools were few, weak, isolated, not representative, casual, while humans -since the early stage of the existents- were social. Most of the Objects are isolated / Stand Alone Most of the Objects stay very close to Humans / Proximity Most of the Objects lives with humans
 Wearable 
 Ambient CO-EVOLUTION IN LIFE ITERATION AND INFLUENCE GENERATIONAL LEARNING TENS OF BILLIONS ATOMS ONLY BILLIONS Time
 Speed of digitalization 
 Sharing / Speed of “Trust” 
 Autonomous Awareness 
 Population PASSIVE REACTIVE PRO-ACTIVE NOW Consumer Age TBD Age Industrial Age and before ATOMS ONLY HUMANS OBJECTS
  • 90. Less Objects than Humans Past Present Future Much more Objects than Humans “Objects” indistinguible than Humans. This room represent the initial space between mere TOOLS and HUMANS. At the very beginning, tools were few, weak, isolated, not representative, casual, while humans -since the early stage of the existents- were social. Most of the Objects are isolated / Stand Alone Most of the Objects stay very close to Humans / Proximity Most of the Objects lives with humans
 Wearable 
 Ambient CO-EVOLUTION IN LIFE ITERATION AND INFLUENCE GENERATIONAL LEARNING MOSTLY BITES TENS OF BILLIONS ATOMS ONLY BILLIONS Time
 Speed of digitalization 
 Sharing / Speed of “Trust” 
 Autonomous Awareness 
 Population PASSIVE REACTIVE PRO-ACTIVE NOW Consumer Age TBD Age Industrial Age and before Deep hybridization between humans and technologies https://www.youtube.com/watch?v=3PMlDidyG_I ATOMS ONLY HUMANS OBJECTS Neo-Animism
  • 92. Simulation in VR is often showed as a first person view of the world.
 
 TODAY this is true also outside the pure digital environment.
  • 93. Oculus: welcome (back) to Virtual Reality
  • 94. The Machine to be another
 TRADING BODIES, SEXES WITH OCULUS RIFT
 http://animalnewyork.com/2014/trading-bodies-sexes- oculus-rift/
  • 98. The world as ultimate algorithms (Terraforming)
  • 99. The world as ultimate algorithms Kevin Slavin (TED) Will WrightThe Hitchhiker's Guide to the Galaxy / Douglas Adams
  • 100. The single, most relevant, durable, challenge that I found…
  • 101. It’s all about TIME Stewart Brand Stewart Brand (born December 14, 1938) is an American writer, best known as editor of the Whole Earth Catalog. He founded a number of organizations, including The WELL, the Global Business Network, and the Long Now Foundation.
  • 102. Recap…
 Take care of time as a tool and an issue Remember than before than any USABILITY / UX / ETC, the first barrier to climb is CULTURAL and SOCIAL ACCEPTABILITY. Design it is not about MAKING NEW JUNK that stay cool for a season. In this age, Design is about helping people, companies, communities to create meaningful objects, systems, services, solutions that take care of all us, as humanity. In this sense, be aware about the need to create emotionally durable smart objects. Humans STAYS. The fast forward innovation is the one that design SMART objects that STAYS aka evolves.
  • 104. Gmail, Skype, Twitter, Flickr: @leeander Thank you! Design isn't just about shapes or pixels anymore. Design is the process that shapes product behaviors, communities, companies and -in the end- builds new worlds”