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