Presentation given to AGCOM 590 at Kansas State on Oct. 27, 2011. Covers new technologies that are available now and in the future and how they can be used in the workplace. Also gives information on evaluating and adopting new technology in the workplace with a case study on iPads.
An Introduction to Wearable Computers given on Thursday December 11th 2014 by Mark Billinghurst. Presented to people from CitiGroup and so case studies were from the financial sector.
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
Keynote speech given by Mark Billinghurst at the QCon 2018 conference on April 22nd in Beijing, China. The talk identified important future research directions for Augmented Reality.
Presentation given to AGCOM 590 at Kansas State on Oct. 27, 2011. Covers new technologies that are available now and in the future and how they can be used in the workplace. Also gives information on evaluating and adopting new technology in the workplace with a case study on iPads.
An Introduction to Wearable Computers given on Thursday December 11th 2014 by Mark Billinghurst. Presented to people from CitiGroup and so case studies were from the financial sector.
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
Keynote speech given by Mark Billinghurst at the QCon 2018 conference on April 22nd in Beijing, China. The talk identified important future research directions for Augmented Reality.
We focus on Invisible Interfaces and their influence on digital experiences. With the advent of 5G creating the foundation for the increased adoption of ‘invisibility’ in our interaction with technology – we’ll discuss what this could mean for the UX and CX industry.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
INTERACT 2019 'The Science Behind User Experience Design' CourseAsad Ali Junaid
Planning and conducting User Experience (UX) activities in a structured and scientific manner has many advantages. It is important that UX Professionals understand the scientific basis of UX methods and leverage them to enhance the UX of the application being designed. It would also be easier for the UX designer to get a buy-in from the stakeholders if his design recommendations are based in scientific logic and whetted by supporting data. In this course, UX relevant social sciences based scientific concepts and methods will be presented to the audience in a way which is simple to understand and easily to assimilate.
IOT - Moving from theory to practice. A presentation by Rajeev Jha (Founder - Yuktix Technologies Pvt Ltd) for makers, on how IOT, challenges faced by them when they are moving from the world of theory to the world of implementation.
Designing for connected products is different. To create a great connected product, industrial design, software UX and system design need to be considered in collaboration. Teams must think creatively to design elegant solutions around the limited capabilities of embedded devices.
Effective prototyping is key, but there are lots of possible methods. Choosing the right ones is a question of purpose – what you need to learn – and the effort required to develop it. Techniques like video sketching or enactment, not commonly used in software UX design, can be especially well suited to developing IoT user experiences.
In this talk, Martin will draw on his experience in both product and digital design to present ways in which teams can work together effectively and choose the right design methods to prototype the product experience.
Speaker
Presentation made to high-school students on April 2011.
A quick and dirty introduction to the Ubiquitous Computing research area mainly based on Weiser's vision.
Italian and English mixed, sorry.
Lecture 9 of the COMP 4010 course in AR/VR from the University of South Australia. This was taught by Mark Billinghurst on October 5th, 2021. This lecture describes VR input devices, VR systems and rapid prototyping tools.
COMP 4010 lecture on AR Interaction Design. Lecture given by Gun Lee at the University of South Australia on October 12th 2017, from slides prepared by Mark Billinghurst
The Glass Class: Rapid Prototyping for Wearable ComputersMark Billinghurst
Talk that was to be given by Mark Billinghurst at the AWE New York conference on March 25th 2014. Unfortunately, due to technical problems this wasn't able to go ahead.
Design for failure in the IoT: what could possibly go wrong?Claire Rowland
We’re putting computing power, machine learning, sensing, actuation, and connectivity into more and more objects, services, and systems in the physical world. This enables new ways for things to work better. But it also creates new possibilities for failure, not least when software problems produce real-world consequences. Failures can damage the user experience, undermine the value of the product, and sometimes present danger.
When you develop a connected product, you must identify everything that could go wrong—from power failures to cessation of user support—and ensure that each potential problem can be adequately mitigated. If the value of your product is marginal but the consequences of it going wrong could be catastrophic, it’s time to rethink your plans.
----
Talk from O'Reilly online conference Designing for the Internet of Things, 15th September 2016. A short version of this talk was given at Thingmonk on 13th September.
CHI 2015: The Glass Class - Designing Wearable InterfacesMark Billinghurst
Course given by Mark Billinghurst, Thad Starner and Claire Lee on how to design wearable interfaces for head mounted and wrist worn computers. The course was a three hour class taught on April 22nd as part of the CHI 2015 conference in Korea.
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
Presentation given by Mark Billinghurst on research into Empathic Glasses. Combining Augmented Reality, Wearable Computers, Emotion Sensing and Remote Collaboration. Given on February 18th 2016.
Beyond Screen - User Experience for the Internet of things.Chris Jackson
This was my presentation at UXNZ (http://www.uxnewzealand.com/) in November of 2015. The focus was on the diverse opportunities that IoT holds for UX, industrial and service designers, and how they need to move beyond screen to make the most of its potential. The talk draws on observations from client work at DNA, my own work at Northwards Design Studio and hosting the IoT Wellington Meetup.
SYNOPSIS:
Chris Jackson has a dream. It’s a dream where intelligent devices of all types communicate clearly with each other, CEOs see past their outdated business models, and user experience designers are freed from the confines of designing for the screen.
At UXNZ, Chris is going to share his dream. He’ll talk about the potential of a new Internet of Things (IoT) and how user experience designers are well placed to help make this dream a reality.
Please excuse the links to video, the original presentation was too large to upload on slideshare with embedded video. I also talk without notes, but hopefully it's simple enough to follow. I am hoping video will appear at some point from the conference organisers.
The network as a design material: Interaction 16 workshopClaire Rowland
Exploring the UX challenges which the properties of networks and connectivity patterns pose to connected products/the internet of things: latency, reliability, intermittent connectivity
We focus on Invisible Interfaces and their influence on digital experiences. With the advent of 5G creating the foundation for the increased adoption of ‘invisibility’ in our interaction with technology – we’ll discuss what this could mean for the UX and CX industry.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
INTERACT 2019 'The Science Behind User Experience Design' CourseAsad Ali Junaid
Planning and conducting User Experience (UX) activities in a structured and scientific manner has many advantages. It is important that UX Professionals understand the scientific basis of UX methods and leverage them to enhance the UX of the application being designed. It would also be easier for the UX designer to get a buy-in from the stakeholders if his design recommendations are based in scientific logic and whetted by supporting data. In this course, UX relevant social sciences based scientific concepts and methods will be presented to the audience in a way which is simple to understand and easily to assimilate.
IOT - Moving from theory to practice. A presentation by Rajeev Jha (Founder - Yuktix Technologies Pvt Ltd) for makers, on how IOT, challenges faced by them when they are moving from the world of theory to the world of implementation.
Designing for connected products is different. To create a great connected product, industrial design, software UX and system design need to be considered in collaboration. Teams must think creatively to design elegant solutions around the limited capabilities of embedded devices.
Effective prototyping is key, but there are lots of possible methods. Choosing the right ones is a question of purpose – what you need to learn – and the effort required to develop it. Techniques like video sketching or enactment, not commonly used in software UX design, can be especially well suited to developing IoT user experiences.
In this talk, Martin will draw on his experience in both product and digital design to present ways in which teams can work together effectively and choose the right design methods to prototype the product experience.
Speaker
Presentation made to high-school students on April 2011.
A quick and dirty introduction to the Ubiquitous Computing research area mainly based on Weiser's vision.
Italian and English mixed, sorry.
Lecture 9 of the COMP 4010 course in AR/VR from the University of South Australia. This was taught by Mark Billinghurst on October 5th, 2021. This lecture describes VR input devices, VR systems and rapid prototyping tools.
COMP 4010 lecture on AR Interaction Design. Lecture given by Gun Lee at the University of South Australia on October 12th 2017, from slides prepared by Mark Billinghurst
The Glass Class: Rapid Prototyping for Wearable ComputersMark Billinghurst
Talk that was to be given by Mark Billinghurst at the AWE New York conference on March 25th 2014. Unfortunately, due to technical problems this wasn't able to go ahead.
Design for failure in the IoT: what could possibly go wrong?Claire Rowland
We’re putting computing power, machine learning, sensing, actuation, and connectivity into more and more objects, services, and systems in the physical world. This enables new ways for things to work better. But it also creates new possibilities for failure, not least when software problems produce real-world consequences. Failures can damage the user experience, undermine the value of the product, and sometimes present danger.
When you develop a connected product, you must identify everything that could go wrong—from power failures to cessation of user support—and ensure that each potential problem can be adequately mitigated. If the value of your product is marginal but the consequences of it going wrong could be catastrophic, it’s time to rethink your plans.
----
Talk from O'Reilly online conference Designing for the Internet of Things, 15th September 2016. A short version of this talk was given at Thingmonk on 13th September.
CHI 2015: The Glass Class - Designing Wearable InterfacesMark Billinghurst
Course given by Mark Billinghurst, Thad Starner and Claire Lee on how to design wearable interfaces for head mounted and wrist worn computers. The course was a three hour class taught on April 22nd as part of the CHI 2015 conference in Korea.
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
Presentation given by Mark Billinghurst on research into Empathic Glasses. Combining Augmented Reality, Wearable Computers, Emotion Sensing and Remote Collaboration. Given on February 18th 2016.
Beyond Screen - User Experience for the Internet of things.Chris Jackson
This was my presentation at UXNZ (http://www.uxnewzealand.com/) in November of 2015. The focus was on the diverse opportunities that IoT holds for UX, industrial and service designers, and how they need to move beyond screen to make the most of its potential. The talk draws on observations from client work at DNA, my own work at Northwards Design Studio and hosting the IoT Wellington Meetup.
SYNOPSIS:
Chris Jackson has a dream. It’s a dream where intelligent devices of all types communicate clearly with each other, CEOs see past their outdated business models, and user experience designers are freed from the confines of designing for the screen.
At UXNZ, Chris is going to share his dream. He’ll talk about the potential of a new Internet of Things (IoT) and how user experience designers are well placed to help make this dream a reality.
Please excuse the links to video, the original presentation was too large to upload on slideshare with embedded video. I also talk without notes, but hopefully it's simple enough to follow. I am hoping video will appear at some point from the conference organisers.
The network as a design material: Interaction 16 workshopClaire Rowland
Exploring the UX challenges which the properties of networks and connectivity patterns pose to connected products/the internet of things: latency, reliability, intermittent connectivity
"What if this thing was magic?" The web is touching everyday objects now, and designing for the internet of things means blessing everyday objects, places, even people with extraordinary abilities—requiring designers, too, to break with the ordinary. Designing for this new medium is less a challenge of technology than imagination. Sharing a rich trove of examples, designer and author Josh Clark explores the new experiences that are possible when ANYTHING can be an interface.
The digital manipulation of physical objects (and vice versa) effectively turns all of us into wizards. Sling content between devices, bring objects to life from a distance, weave "spells" by combining speech and gesture. But magic doesn't have to be otherworldly; the UX of connected devices should build on the natural physical interactions we have everyday with the world around us. This new UX must bend technology to the way we live our lives, not the reverse. Explore the values and design principles that amplify our humanity, not just our superpowers.
To obtain a foundational understanding of how the Internet of Things applies to your business, begin by exploring the answers to five key questions. To learn more, check out our special Internet of Things section in Deloitte Review Issue 17: http://deloi.tt/1TwfcmI
Internet of Things meets UX #Flipthinking - Globant San Francisco 2014Globant
IoT meets UX. Get inspired and tinker. It was a night of inspiration and tinkering. Globant Wearable, IoT and UX directors and Flextronics Creative and Products directors discussed around the potential of Wearables and IoT, the hardware and software challenges, how to design for innovation and principles to approach experience design.
Internet of Things (IoT) - We Are at the Tip of An IcebergDr. Mazlan Abbas
You are likely benefitting from The Internet of Things (IoT) today, whether or not you’re familiar with the term. If your phone automatically connects to your car radio, or if you have a smartwatch counting your steps, congratulations! You have adopted one small piece of a very large IoT pie, even if you haven't adopted the name yet.
IoT may sound like a business buzzword, but in reality, it’s a real technological revolution that will impact everything we do. It's the next IT Tsunami of new possibility that is destined to change the face of technology, as we know it. IoT is the interconnectivity between things using wireless communication technology (each with their own unique identifiers) to connect objects, locations, animals, or people to the Internet, thus allowing for the direct transmission of and seamless sharing of data.
IoT represents a massive wave of technical innovation. Highly valuable companies will be built and new ecosystems will emerge from bridging the offline world with the online into one gigantic new network. Our limited understanding of the possibilities hinders our ability to see future applications for any new technology. Mainstream adoption of desktop computers and the Internet didn’t take hold until they became affordable and usable. When that occurred, fantastic and creative new innovation ensued. We are on the cusp of that tipping point with the Internet of Things.
IoT matters because it will create new industries, new companies, new jobs, and new economic growth. It will transform existing segments of our economy: retail, farming, industrial, logistics, cities, and the environment. It will turn your smartphone into the command center for the both digital and physical objects in your life. You will live and work smarter, not harder – and what we are seeing now is only the tip of the iceberg.
The technologies and people we are designing experiences for are constantly changing, in most cases they are changing at a rate that is difficult keep up with. When we think about how our teams are structured and the design processes we use in light of this challenge, a new design problem (or problem space) emerges, one that requires us to focus inward. How do we structure our teams and processes to be resilient? What would happen if we looked at our teams and design process as IA’s, Designers, Researchers? What strategies would we put in place to help them be successful? This talk will look at challenges we face leading, supporting, or simply being a part of design teams creating experiences for user groups with changing technological needs.
Innovative Technologies and Tech TrendsBrian Pichman
RAILS Webinar on Innovative Technologies and Tech Trends
What are the current technology trends that everyone seems to be talking about? Join Brian Pichman of the Evolve Project as he leads us on a journey of technology and how you and your library can remain ahead as the world continues to innovate. Throughout this session, we will discuss various tech trends from home automation to robotics to wearables. Learn what “big data” and “data curation” are all about; discover gesture based computing, and what NFCs and RFIDs mean to us in the future. We will discussion how these technologies can impact libraries and which technologies we should embrace. At the end of this webinar; learn what is coming out in the future and also how you can stay informed of what’s up and coming. Presenter: Brian Pichman
This talk will focus on a concept first described as “the internet of things” and subsequently as the “internet of everything” and “the programmable world/internet.”
This deck looks at some of the emerging technology trends in areas like IoT, big data, analytics, wearables, beacons, and contextual/anticipatory computing.
B4 - Have end-users fall in love with SharePoint again through meaningful ado...SPS Monaco
Most endusers "hate" SharePoint. The reason to this is many faceted. In this session I want to look at SharePoint project why most of them fail from End-User perspective. As a balance to the challenges we have, I want to show measures how to make your end-users fall in love with SharePoint again and how businesses can take the most out of their expensive information and collaboration platform investments.
When going into the development of a software product, a possible source of mistake is the incorrect evaluation of the complexity that lies behind an idea , as well as a clutter coming from the massive amounts of technologies enabled. This presentation explains a possible way to deal with such issues.
Rapid iteration for an Internet of ThingsStudioSFO
“Rapid Iteration for an Internet of Things – Tempo Automation”
Presented Wednesday, July 10, 2013
As rapidly as the fastest growing platform shifted from desktop to mobile, mobile itself now finds the attention shifting to a highly-diverse plethora of devices that are carried, worn, and used in brand new ways. New devices and ecosystems are emerging in entirely new form factors. Because their impact is often based on scale of use, device prototypers are now in need of ways to rapidly produce prototypes at scale. In short, this means rapidly iterating the Internet of Things.
Many fields already benefit from high speed iteration that scales – Lean Startup for business, Agile for software, and 3D printing for mechanical design. Tempo Automation has now developed a robot that brings this capability to electronics.
The current options for making low volumes of circuit boards are unattractive, to put it mildly. Either wait weeks to get a board back from a board house, or strain your fine motor skills trying to build multiple boards yourself. Tempo Automation aims to fix this problem with “Electronics Factory”, a reliable, easy to use, desktop robot. Think “MakerBot”, but optimized for electronics. The objective is to provide a robot that etch traces, applies solder paste, places components, reflows, and even tests. Tempo Automation releases each of these capabilities as they become available.
Our presenters, Co-founder and CEO Jeff McAlvay and Co-founder and CTO Markus Rokitta, will demo the latest production unit, and describe how rapid iteration will transform not only the startup landscape, but advance the impact of the emerging realm of things that generate and report connected data.
Jeff McAlvay, Co-founder and CEO, Tempo Automation (http://tempoautomation.com/). Previously, Jeff worked in industrial supply company McMaster-Carr’s leadership development program. There, his roles included warehouse operations design, sales, and product management. He currently runs the Bay Area Factory Tours Meetup group, and coordinates office hours that connect hardware startups with industry experts.
Markus Rokitta, PhD; Co-founder and CTO, Tempo Automation.
Markus received his PhD in Engineering from the University of Queensland in Australia. Since then, he has designed and manufactured a small form-factor MRI machine and has managed medical device programs at companies including Carl Zeiss and BIT Analytic Instruments, in countries including the US, Germany, and China.
Location:
Qualcomm Inc.
3165 Kifer Road Santa Clara,
Italy Agriculture Equipment Market Outlook to 2027harveenkaur52
Agriculture and Animal Care
Ken Research has an expertise in Agriculture and Animal Care sector and offer vast collection of information related to all major aspects such as Agriculture equipment, Crop Protection, Seed, Agriculture Chemical, Fertilizers, Protected Cultivators, Palm Oil, Hybrid Seed, Animal Feed additives and many more.
Our continuous study and findings in agriculture sector provide better insights to companies dealing with related product and services, government and agriculture associations, researchers and students to well understand the present and expected scenario.
Our Animal care category provides solutions on Animal Healthcare and related products and services, including, animal feed additives, vaccination
APNIC Foundation, presented by Ellisha Heppner at the PNG DNS Forum 2024APNIC
Ellisha Heppner, Grant Management Lead, presented an update on APNIC Foundation to the PNG DNS Forum held from 6 to 10 May, 2024 in Port Moresby, Papua New Guinea.
1.Wireless Communication System_Wireless communication is a broad term that i...JeyaPerumal1
Wireless communication involves the transmission of information over a distance without the help of wires, cables or any other forms of electrical conductors.
Wireless communication is a broad term that incorporates all procedures and forms of connecting and communicating between two or more devices using a wireless signal through wireless communication technologies and devices.
Features of Wireless Communication
The evolution of wireless technology has brought many advancements with its effective features.
The transmitted distance can be anywhere between a few meters (for example, a television's remote control) and thousands of kilometers (for example, radio communication).
Wireless communication can be used for cellular telephony, wireless access to the internet, wireless home networking, and so on.
Understanding User Behavior with Google Analytics.pdfSEO Article Boost
Unlocking the full potential of Google Analytics is crucial for understanding and optimizing your website’s performance. This guide dives deep into the essential aspects of Google Analytics, from analyzing traffic sources to understanding user demographics and tracking user engagement.
Traffic Sources Analysis:
Discover where your website traffic originates. By examining the Acquisition section, you can identify whether visitors come from organic search, paid campaigns, direct visits, social media, or referral links. This knowledge helps in refining marketing strategies and optimizing resource allocation.
User Demographics Insights:
Gain a comprehensive view of your audience by exploring demographic data in the Audience section. Understand age, gender, and interests to tailor your marketing strategies effectively. Leverage this information to create personalized content and improve user engagement and conversion rates.
Tracking User Engagement:
Learn how to measure user interaction with your site through key metrics like bounce rate, average session duration, and pages per session. Enhance user experience by analyzing engagement metrics and implementing strategies to keep visitors engaged.
Conversion Rate Optimization:
Understand the importance of conversion rates and how to track them using Google Analytics. Set up Goals, analyze conversion funnels, segment your audience, and employ A/B testing to optimize your website for higher conversions. Utilize ecommerce tracking and multi-channel funnels for a detailed view of your sales performance and marketing channel contributions.
Custom Reports and Dashboards:
Create custom reports and dashboards to visualize and interpret data relevant to your business goals. Use advanced filters, segments, and visualization options to gain deeper insights. Incorporate custom dimensions and metrics for tailored data analysis. Integrate external data sources to enrich your analytics and make well-informed decisions.
This guide is designed to help you harness the power of Google Analytics for making data-driven decisions that enhance website performance and achieve your digital marketing objectives. Whether you are looking to improve SEO, refine your social media strategy, or boost conversion rates, understanding and utilizing Google Analytics is essential for your success.
Bridging the Digital Gap Brad Spiegel Macon, GA Initiative.pptxBrad Spiegel Macon GA
Brad Spiegel Macon GA’s journey exemplifies the profound impact that one individual can have on their community. Through his unwavering dedication to digital inclusion, he’s not only bridging the gap in Macon but also setting an example for others to follow.
2.Cellular Networks_The final stage of connectivity is achieved by segmenting...JeyaPerumal1
A cellular network, frequently referred to as a mobile network, is a type of communication system that enables wireless communication between mobile devices. The final stage of connectivity is achieved by segmenting the comprehensive service area into several compact zones, each called a cell.
Meet up Milano 14 _ Axpo Italia_ Migration from Mule3 (On-prem) to.pdfFlorence Consulting
Quattordicesimo Meetup di Milano, tenutosi a Milano il 23 Maggio 2024 dalle ore 17:00 alle ore 18:30 in presenza e da remoto.
Abbiamo parlato di come Axpo Italia S.p.A. ha ridotto il technical debt migrando le proprie APIs da Mule 3.9 a Mule 4.4 passando anche da on-premises a CloudHub 1.0.
2. Tommy Sundström
• UX and strategy, at Helt Enkelt
• Användbarhetsboken/The usability book
• Worked in Internet of Things projects
for smart offices and heart monitoring
• Writing a book on Internet of Things
11. …a team
• The function is often built
using a team of physically
separated components
• Sensors
• Hubs
• Actuators
• User interfaces (often
perceived as the ”thing”)
12. …the real thing
• The extension of a ”traditional” IT system
• Input directly from physical reality
(GPS-position of bus)
• Acts directly on physical reality
(once we have self driving buses)
• Interface adapted the situation
13. New UX challenges
• Less administrative input—systems will ”read”
physical reality themselves
• …and output—systems will act on physical reality
themselves
• Essential parts of UX ”hidden” in the model
(if the model is not correct, it cripples user experience)
• More information & interaction
• …in the most appropriate form, when needed,
using the most efficient channel
17. Marketing
• Targeted advertising—everywhere
(Image: Personalized billboard from Coca-Cola)
• Detailed information on every aspect
of the customer’s life
• Detailed information on how the product is used
• …and in what environment
18. Data fetichism
• Lazy visionaries—Internet of Things will be like Google
• Marketing
• It is assumed that collecting a lot of data atomagically
will produce knowledge
• Optimization of products, workflows and organisations
19. UX challenges
• No one likes a spy – be invisible or at least discrete
• …or give more than you take
20. Data harvester
• Observes – in order to big data-analyze
• Typically asynchronous – results of the analyze is not
used in the situation
• Marketing (learn about the user)
• Optimization
• Monitoring & Maintanance (including many health
applications)
• Typically totally dependent of the Internet
22. • Engages the user
• Acts by persuading the user to act.
The user is the actuator.
• Shopping. Your history and how you move
in the store effects what offers are shown
on in store screens—and on the web
40. Internet of Things
is the new Second Life
• A symbol of the future
• Attracts early adapters,
for whom the technology is the value
• Early success can be a trap
• Early adapters likes to configure
& are willing to invest time
• Mainstream consumers are not
41. How do we avoid building the
Internet of
Stupid Things?
43. Start with
user & business goals
Sensor →
Processor →
Actuator
= Product
Why? For whom?
← Business/User goals
← What functionality?
← What model?
← What data?
← What sensor?
Ideal, but not innovative
44. Tech is often the
source of ideas
• You won’t get an idea like this,
if you start with user needs
• Possibility-driven design
• When technology develops rapidly,
user needs can not be the creative
driver
47. Environment
• Is the user doing something else at the same time?
• Social context—other people can often see you when
using a thing
• Shared usage—things are often used by several
persons
• A swarm of things—your thing is not the only one
wanting the users attention
49. Service design
& touchpoints
• Many things are parts of a larger context or service
• Medical
• iBeacons (in-store offerings on the phone)
• Service design & touchpoint maps
are methods to cover the full context
50. System thinking
• The coffee maker in Oxford—probably the
first Internet of Things-thing
• You can see if there is any coffee, before you
go to the kitchen
• But—new coffee is mostly made by
someone who comes to the kitchen and
discover that there is none
• Result: Empty most of the time
• We’re not designing things, we’re designing
systems
53. Things already sold will be the
Google Analytics of IoT design
• …if they call home and report usage patterns
With remote configuration they
can be used for A/B testing
55. The end of agile?
• Physical production often has many dependencies
(specially for consumer products)
• Christmas
• Production slots
• Features (described in documentation, retailer info,
marketing material etc.)
• Continuous development hard
• Distinct product generations
(the marketing logic of something new and shiny)
56. Agile philosophy still useful when
prototyping & for products
that essentially are computers
57. Mistakes are expensive
—so easier to get a test budget
• …hopefully
• Design and starting production are expensive
for physical products (compared to digital)
• The cost for misstakes are higher
$
61. Symbiotic relation
to the user
• Thing and user cooperates
• The thing analyzes data and present them to
the user in an accessible form
• The user makes the decisions
• The user is the actuator
64. • Presence (and to some extent body language)
replaces mouse/touch
• We all carry a remotely readable barcode:
our phone
• Used when identity of the user
is needed
• Example: The heater in your
house starts working when
you are on your way home
65. Zero interface
• We will have to deal with (to) many things every day
• Solution: Zero interface. No interaction, it just works
• Sometimes the user is not even aware
• (Topp, here in Malmö, is an active proponent of this ideal)
• But, to be quiet is to be forgotten
• Will brand managers accept that their products do not
attract attention? (Anti-virus do not need to, but do)
66. Gestures
• Works well for natural and cultural gestures.
• Works well if you have only a few things.
• But, does not scale
With many things, will you remember
them?
• Will gestures be a common interface?
• My guess: No.
68. …and buttons (knobs,
levers, etc.)
• Oldie but a goldie
• Direct connection between control and effect
• Labeling is good for UX
• Has its limitations—almost useless for configuration
and complex actions
70. Will the phone replace
the buttons?
• Phone:
• Cheaper
• Easier to set up
• Button
• Easier to understand (?),
and to use
71. Is anthropomorphism
a good idea?
• Should things behave like humans?
• Should things look like humans (or animals)?
• Should things talk like humans?
72. Yes, it is
• Humans relates strongly to things that appears to be alive
• Soldiers in Iraq did not only
name their robots, they
formed emotional bounds to
them.
There were incidents when
soldiers risked their lives to
save their robot.
73. But don’t fall into
the uncanny valley
Johnny Cab, from Total Recall
78. It took Samsung Smart TVs less
than a year to lose functionality
79. How do we make this
a happy marriage?
• The computer/smart phone way:
Throw away hardware after 2-4 years
• Can smart recycling make this viable?
• The set top box way:
Loose coupling. Switch box every other year,
keep screen
80. The industrial
and the digital designer
• The industrial (physical) designer’s culture:
• No errors
• Late changes or recalls is extremely expensive
• The digital designer’s culture:
• Time to market
• No need to be perfect,
better get experience and fix it in next version.
83. How many things are we
willing to take care of?
• How many things-controlling apps can we have?
84. TV has taught consumers to fear
interconnected technology
85. Risk is part of
the value proposition
• Will this work, or will I have to spend countless hours
waiting for telephone support?
• Specially when connecting different brands
87. The calendar tells your house that you have a date with
Sara. Your refrigerator has checked with Saras
refrigerator for allergies and preferences, and ordered the
ingredients for a romantic dinner. Your car informs the
house that you will arrive in 30 minutes, and the oven…
88. The calendar tells your house that you have a date with
Sara. Your refrigerator has checked with Saras
refrigerator for allergies and preferences, and ordered the
ingredients for a romantic dinner. Your car informs the
house that you will arrive in 30 minutes, and the oven…
Will not
happen
89. Downton Abbey of Things
Sorry, but there will be no butler
anticipating your every need
(There will however be
a chauffeur)
91. IoT designer ethics
• Users are—sometimes—extremely concerned about
integrity
• When is it ok to spy on the user?
• Internet of Things will observe our lives in greater
detail then Stasi ever did. Do we always have to know
this much about our users?
• Is a blockchain (Bitcoin) model a feasible way to build
Internet of Things?
93. To be continued
• Facebook: Internet of Things Sverige
• Webb: http://www.anvandbart.se/blogg
• tommy@heltenkelt.se
• 070-213 09 20
94. Images
Eye Ben Mortimer. Creative Commons Attribution-ShareAlike 2.0 Generic
Brain Licensed by Google creative commons.
Muscles Natalie Prigozhina. Creative Commons Attribution License
Telephone Smartphone Italia. Cative Commons
Processor/Model Diagrams
…a team Image with many things: Mark Moz. Creative Commons
Big Data – User StormSignal. Creative Commons
Zoltar – Engages the user MagicNumberSix
Super Powers Xurble Creative Commons Attribution 2.0
Agile philosophy kk+ Creative Commons 2.0 (by-nc-sa)
Sea turtle Brocken Inaglory CC BY-SA 3.0
One thing Shindigz Party Creative Commons