The document discusses various aspects of designing for experiences with Internet of Things (IoT) technologies. It covers levels of user experience with IoT including tangible interactions, social connections, and data visualization over time. Various examples of IoT products are presented that incorporate sensors, computation, networking and actuators. Different embodiments of interactions between humans, things and other things are mapped out, including the distance and placement of outputs/inputs. The document concludes with seven proposed design patterns for IoT experiences, such as supporting collective activities, social interactions, tracking data over time and near field communications.
Visual Frameworks to Drive Innovation ProcessesRoberta Tassi
Designing complex services involving a large number of actors and many different channels (like healthcare services) can benefit from the use of visual frameworks to help drive and accelerate design processes.
The Backpack Plus project (frog + UNICEF) is a tangible example of how a visual framework can help designing a comprehensive systemic solution, and evolve across the different stages of the design process.
Information Design Matters, London 2014
Guerrilla futures is a practice at the intersection of strategic foresight and tactical media.
It's a direct answer to the challenge of bringing possible future scenarios to life in urban spaces.
This is an edited version of a presentation made by Stuart Candy (@futuryst) as part of a panel on Urban Tactics, for the second annual Festival of Transitional Architecture (@FESTA_CHCH) in Christchurch, New Zealand, on 26 October 2013. The panel was organised by Barnaby Bennett (@mrbarnabyb). http://festa.org.nz/
Speculative Everything: Be a Dreamer with Critical Design and Design FictionMino Parisi
Talk about how be a Dreamer with Critical Design, Design and Ethics. Slides talked about this topics:
- How design will evolve in the Future?
- What's Speculative and Critical Design?
- Who will we design for in the Future?
- What role will design play in the Future of technology?
- How designers will shape the Future?
- Designing futures with Speculative Design Thinking Process
- Who inspires our design mindset?
- What does Ethics mean in design?
Visual Frameworks to Drive Innovation ProcessesRoberta Tassi
Designing complex services involving a large number of actors and many different channels (like healthcare services) can benefit from the use of visual frameworks to help drive and accelerate design processes.
The Backpack Plus project (frog + UNICEF) is a tangible example of how a visual framework can help designing a comprehensive systemic solution, and evolve across the different stages of the design process.
Information Design Matters, London 2014
Guerrilla futures is a practice at the intersection of strategic foresight and tactical media.
It's a direct answer to the challenge of bringing possible future scenarios to life in urban spaces.
This is an edited version of a presentation made by Stuart Candy (@futuryst) as part of a panel on Urban Tactics, for the second annual Festival of Transitional Architecture (@FESTA_CHCH) in Christchurch, New Zealand, on 26 October 2013. The panel was organised by Barnaby Bennett (@mrbarnabyb). http://festa.org.nz/
Speculative Everything: Be a Dreamer with Critical Design and Design FictionMino Parisi
Talk about how be a Dreamer with Critical Design, Design and Ethics. Slides talked about this topics:
- How design will evolve in the Future?
- What's Speculative and Critical Design?
- Who will we design for in the Future?
- What role will design play in the Future of technology?
- How designers will shape the Future?
- Designing futures with Speculative Design Thinking Process
- Who inspires our design mindset?
- What does Ethics mean in design?
Catalyst - An Intuit Innovation ExperienceIntuit Inc.
On January 29, Intuit is hosting Catalyst, a small, invitation-only event designed to share the best of what we have learned and are practicing around driving innovation. Seventy-five of our valued business partners and customers will get hands–on training on innovation concepts and techniques that were pioneered by our founder Scott Cook.
http://bit.ly/IntuitCatalyst
I presented the seminar-style "Deep Service Design" at Designing For Digital in April, 2017, where I both tried to introduce service design and a takeaway practice that included three approaches -- jobs to be done, the Kano model, and the service blueprint -- as well as try to rationalize service design with user experience design. https://libux.co
How can we rethink the experience of museums to harness emotions in a sensible way that activates visitors?
Developed by the UX for Good team in 2014, the Inzovu Curve is a model that inherits the best practices established by the Kigali Genocide Memorial, Rwandan community and Aegis Trust, the organisation which developed the memorial. The model has helped evolving the experience of the Kigali Genocide Memorial to produce better outcomes looking both at foreigner visitors and local population. The model has been used to map other similar museums across the world and foster the importance of designing memorial experiences that are able to generate positive behaviour changes.
Museum Next, Geneva 2015
Storytelling for change: what is your why?Shiftbalance
What is storytelling?
Why is it so powerful?
How to leverage it to tell your message as an entrepreneur?
Presentation for Saudi National Creative Initiative. March 2016
The role of service design in organizations Carol Massá
Presentation given at FusionConf UX Edition in Charlotte, NC (April, 2019) about the power of perspectives, role of service design, methodologies and challenges around shifting from operational driven to design drivel models in today's world.
Carol Massa is a service designer at Harmonic Design
www.thisisharmonic.com
Slides from a service design workshop held at Ratkaisu13, an annual conference organized by CGI Finland (formerly known as Logica). If you are interested in knowing more, get in touch.
What can we expect to happen to services and design in the next 10 years? In this presentation, our head of Insight, Marzia Arico, explores four drivers of change that will significantly impact services and design in the future. #SDGC17
When it comes to customer centric innovation and digital transformation processes, design tools and methodologies provide a solid framework for organisations to understand the user behaviors and develop relevant solutions.
Nevertheless, designing services or experiences is not simply a matter of conducting contextual interviews, building journey maps and leveraging user needs to drive all the decisions from ideation to implementation. In a moment in which human beings are finally the center of attention of companies and professionals across all industries, the quality of research insights and design outcomes is often surprisingly flat, raising concerns around the value and relevance of what we do.
Design tools are indeed useless without a radical shift in perspective: less interviews with users and more conversations with human beings; dedicate time and space to embrace nuances and complexity instead of only scratching the surface of problems to move faster; transition from designing for users to designing with users, becoming ourselves enabling tools for people to shape meaningful solutions.
DESIGN THINKING RESOURCES is free PDF collection with very inspirational books, tools, toolkits, blogs and companies in the subject of Design Thinking and Service Design.
Author: PLEO group, Paweł Krzciuk
http://pleogroup.com/
As organizations continue to establish and mature their in-house design teams, it turns out there’s very little common wisdom on what makes for a successful design organization. Books and presentations tend to focus on process, methods, tools, and outcomes, leaving a gap of knowledge when it comes to organizational and operational matters.
In this talk, Kristin Skinner discusses how to coordinate efforts and structure teams within large organizations. She covers:
- Realizing the Potential of Design
- Organizational Models / The Centralized Partnership
- The 5 Stages of Design Organizations
- The 12 Qualities of Effective Design Organizations
She also stresses the impact that design can have on business and highlights the importance of design managers in coordinating in-house efforts, advocating for quality, and enabling culture.
More information can be found in Kristin's book with Peter Merholz, Org Design for Design Orgs: Building and Managing In-House Design Teams, published by O'Reilly in August 2016.
http://orgdesignfordesignorgs.com/
Catalyst - An Intuit Innovation ExperienceIntuit Inc.
On January 29, Intuit is hosting Catalyst, a small, invitation-only event designed to share the best of what we have learned and are practicing around driving innovation. Seventy-five of our valued business partners and customers will get hands–on training on innovation concepts and techniques that were pioneered by our founder Scott Cook.
http://bit.ly/IntuitCatalyst
I presented the seminar-style "Deep Service Design" at Designing For Digital in April, 2017, where I both tried to introduce service design and a takeaway practice that included three approaches -- jobs to be done, the Kano model, and the service blueprint -- as well as try to rationalize service design with user experience design. https://libux.co
How can we rethink the experience of museums to harness emotions in a sensible way that activates visitors?
Developed by the UX for Good team in 2014, the Inzovu Curve is a model that inherits the best practices established by the Kigali Genocide Memorial, Rwandan community and Aegis Trust, the organisation which developed the memorial. The model has helped evolving the experience of the Kigali Genocide Memorial to produce better outcomes looking both at foreigner visitors and local population. The model has been used to map other similar museums across the world and foster the importance of designing memorial experiences that are able to generate positive behaviour changes.
Museum Next, Geneva 2015
Storytelling for change: what is your why?Shiftbalance
What is storytelling?
Why is it so powerful?
How to leverage it to tell your message as an entrepreneur?
Presentation for Saudi National Creative Initiative. March 2016
The role of service design in organizations Carol Massá
Presentation given at FusionConf UX Edition in Charlotte, NC (April, 2019) about the power of perspectives, role of service design, methodologies and challenges around shifting from operational driven to design drivel models in today's world.
Carol Massa is a service designer at Harmonic Design
www.thisisharmonic.com
Slides from a service design workshop held at Ratkaisu13, an annual conference organized by CGI Finland (formerly known as Logica). If you are interested in knowing more, get in touch.
What can we expect to happen to services and design in the next 10 years? In this presentation, our head of Insight, Marzia Arico, explores four drivers of change that will significantly impact services and design in the future. #SDGC17
When it comes to customer centric innovation and digital transformation processes, design tools and methodologies provide a solid framework for organisations to understand the user behaviors and develop relevant solutions.
Nevertheless, designing services or experiences is not simply a matter of conducting contextual interviews, building journey maps and leveraging user needs to drive all the decisions from ideation to implementation. In a moment in which human beings are finally the center of attention of companies and professionals across all industries, the quality of research insights and design outcomes is often surprisingly flat, raising concerns around the value and relevance of what we do.
Design tools are indeed useless without a radical shift in perspective: less interviews with users and more conversations with human beings; dedicate time and space to embrace nuances and complexity instead of only scratching the surface of problems to move faster; transition from designing for users to designing with users, becoming ourselves enabling tools for people to shape meaningful solutions.
DESIGN THINKING RESOURCES is free PDF collection with very inspirational books, tools, toolkits, blogs and companies in the subject of Design Thinking and Service Design.
Author: PLEO group, Paweł Krzciuk
http://pleogroup.com/
As organizations continue to establish and mature their in-house design teams, it turns out there’s very little common wisdom on what makes for a successful design organization. Books and presentations tend to focus on process, methods, tools, and outcomes, leaving a gap of knowledge when it comes to organizational and operational matters.
In this talk, Kristin Skinner discusses how to coordinate efforts and structure teams within large organizations. She covers:
- Realizing the Potential of Design
- Organizational Models / The Centralized Partnership
- The 5 Stages of Design Organizations
- The 12 Qualities of Effective Design Organizations
She also stresses the impact that design can have on business and highlights the importance of design managers in coordinating in-house efforts, advocating for quality, and enabling culture.
More information can be found in Kristin's book with Peter Merholz, Org Design for Design Orgs: Building and Managing In-House Design Teams, published by O'Reilly in August 2016.
http://orgdesignfordesignorgs.com/
Done by Group : Inventors
School Name : Al Shaimaa Independent Secondary School for Girls.
Smart Sensors Module : Gives knowledge about smart sensors and the PVDF films through activities, experiments and projects which depend on smart sensors.
the product Idea is : to make a smart sensor mounted in the ground of the Corniche.It works with touch and it is connected to electrical circuit .it gives some tips of news that will appear on Corniche floor or sides supported by lights.
The Internet of Things is Made of SignalsAndy Piper
People. Devices. Smart objects. Things. All of these create data, or signals. Signals, and responding to them in intelligent ways, are what drives behaviour. We’ll look at how the Internet of Things is, in fact, made up of signals – and some of the technology considerations to think about.
Presentation from Thingmonk 2013
At Thingscon 2015 in Berlin I did a workshop on haptic interactions. First half of the two hours was dedicated to inspiration, second half for exploring and sharing. This is the presentation.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
The quest for realizing Smart Environments has taken place for the last 30 years. Diverse adaptations of the original UbiComp vision have been developed, each highlighting diverse aspects who have been considered critical to enable a wider and more acceptable adoption of Smart Environments. Notable examples of such interesting adaptations are Context-aware Computing, Sentient Computing, Ambient Intelligence, Ambient Assisted Living and Internet of Everything. Under those different umbrella terms, researchers have explored the 3 stage enabling equation for Smart Environments, i.e. “SENSE + PROCESS = ACT”, i.e. spaces where the environment is aware of the needs, profiles and preferences from the sensed users and accommodates its behaviour to ease their daily interactions. Contributions around these different perspectives and applied to distinct environments, i.e. Smart Offices, Smart Homes, Smart Factories or Smart Cities, have been produced, all addressing the challenges posed by ever more complex systems of systems populated by multiple users. This talk will exemplify research results on how to accomplish these three core steps. Firstly, in the SENSE part, the importance of location sensing and the spread of low cost highly dense sensing environments (RFID, NFC or low range Bluetooth) will be described. Secondly, the PROCESS stage where ever more sophisticated analytics mechanisms to take into account historic and real-time data are considered, combining domain-driven (rules) and data-driven solutions, will be analysed. Thirdly, the ACT stage will be explored, considering the evolution from reactive to learning persuasive environments which aim to collaborate with their users. Thus, a middle ground fostering collaboration between smart things and people will be defended giving place to Smarter environments. The implications of the Smarter environments approach will be illustrated with use cases in the Open Government and Efficient Energy Management domains.
International Conference on Cognitive Modeling 2010 Brahms tutorialMaarten Sierhuis
This presentation is the course work for the Brahms tutorial given at the 2010 International Conference on Cognitive Modeling. Brahms is a Multi-Agent Modeling and Simulation Environment for Human Behavior and Work Practice.
3. Feedback Loops of User Experience
http://www.slideshare.net/tmo/designing-for-an-internet-of-things
4. Expressions of IOT Experience
“So these levels of user experience:
Tangible and embodied
Connection and sharing
Visualisation and reflection
“Can be seen as feedback loops that take place over
time.”
“From the immediate usage of a product through to the
longer term. We have the beginnings of a way to look at
the experience of these products, and to see how we
might design them.” –T. Arnall
11. One Thing Over Cloud
2.Computation 1.Sensors
Cloud
Space/Time
4.Actuators
3.Network
12. The complexity of multiple things over time/space
2.Computation 1.Sensors
Cloud
Space/Time
3.Network 4.Actuators
13. Fill out this form
sensors computati network actuators
on
Over space
Over time
Over
space+time
14. Interactive Things through Cloud
A Thing becomes a “mashup” of sensors/computation/network/actuators
Experience could be interwoven to a great extent
Interaction should be designed as space+time coupled embodiment
15. Three Types of Interaction
• HTH (Human to Human)
– Not discussed here
• HTT (Human to Thing)
– Distance of human and things
• TTT (Thing to Thing)
– Embodiment of Things
16. Embodiment of Things
• Full/Nearby/Environment/Distant:
– A vector (F, N, E, D)
• A thing could have multiple embodiments
eg. (Full + Environment)