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Index
Designing Connected Products: UX for the Consumer Internet of Things Dedication Praise for Designing Connected Products Foreword Preface
From “Internet of Things” to “Connected Products” The Design Challenge Why Did I Write This Book? Why Is It About Consumers? Who Is It For? About the Authors How This Book Is Organized Acknowledgments
Personal Acknowledgments
1. What’s Different About User Experience Design for the Internet of Things?
How Is UX for IoT Different?
Functionality Can Be Distributed Across Multiple Devices with Different Capabilities The Focus of the User Experience May Be in the Service We Don’t Expect Internet-Like Glitches from the Real World IoT is Largely Asynchronous Code Can Run in Many More Places Devices are Distributed in the Real World Remote Control and Automation are Programming-Like Activities Complex Services Can Have Many Users, Multiple UIs, Many Devices, Many Rules and Applications Many Differing Technical Standards Make Interoperability Hard IoT is All About Data
A Design Model for IoT
UI/Visual Design Interaction Design Interusability Industrial Design Service Design Conceptual Model Productization Platform Design
Summary
2. Things: The Technology of Connected Devices
Types of Connected Device Multipurpose Computers
Embedded Devices
Embedded Hardware Embedded Software
Connected Sensors Passively Trackable Objects
RFID and NFC Beacons
Bridging Physical and Digital: Sensors and Actuators
Sensors Actuators
The Challenge of Powering Devices Conserving Battery Life
Powering Devices Creates UX Challenges
Summary
3. Networks: The Technology of Connectivity
Why is Networking Relevant to IoT UX? Networking Issues That Cause UX Challenges for IoT
IoT Devices Often Connect Only Intermittently Latency and Responsiveness May Vary Networks Are Not 100% Reliable The Impact of Latency and Reliability on UX Other Ways Networking Can Impact UX
The Architecture of the Internet of Things
Dedicated Gateway Smartphone as Gateway Direct Internet Connection Device-to-Device Connections Service-to-Service Connections How System Architecture Affects UX Advantages of Gateways
Edge devices can be kept simple Easier setup and maintenance The system can function when the Internet is unavailable Lower latency Enabling interoperability
Disadvantages of Gateways
Time consuming and costly to develop A potentially confusing point of failure
Types of Network
How Internet Networking Works Types of Internet Network
Ethernet WiFi Cellular data
Types of Local Networking
Bluetooth Proprietary radio ZigBee and ZWave RFID and NFC Powerline networking
IP to the Edge
Network Communication Patterns
Push, Pull, and Polling IoT Application Protocols
Internet Service
The Role of the Internet Service APIs
How do web APIs work? Key design issues for APIs
Granularity Structure Third-party APIs
Summary Case Study 1: Proteus Digital Health: The Connected Pill
The Technology Early Use Case 1: Caregiving Early Use Case 2: Informing Hypertension Treatment Discussion
4. Product/Service Definition and Strategy
Making Good Products
What is Productization? Why is This in a UX Book? Why is This in an IoT Book? Products Can Be Services
From Innovation to Mass Market
Innovators Are Not Consumers What’s Different About Consumers? Value Propositions for IoT
A new product in a new market A new type of product in an existing market A low-cost entrant to an existing market A niche entrant to an existing market
Tools Versus Products What Makes a Good Product?
The Product Solves a Real Problem (and Makes This Clear) The Product Comes at a Cost Proportional to the Perceived Value The Product is Pleasing to Use
Services in IoT
IoT Products Combine Devices and Services How Users Understand Devices and Services Service Ecosystems Building a Service Offering
Business Models
What is a Business Model? How Do Business Models Affect UX? Device and Service Models Bringing Digital Business Models to Physical Products
Summary
5. Understanding People and Context
The Role of Research in Connected Product Design Initial Questions and Concepts
Actors and Stakeholders
But first, how not to define people Actors, roles, and expertise Stakeholders When needs conflict
The Context of Interaction
Operational context Behavioral context
Sociocultural Ecological
Techniques: From Asking to Watching to Making
Asking: Elicitation Tools
Maps Timelines Diaries and usage logs
The Importance of Explanations Watching: Field Visits Making: Generative Methods
Summary
6. Translating Research into Product Definitions
Generating the Elevator Pitch Why Does Your Product Matter?
Expanding the definition of “value”
Aspirations and goals Moral behavior
Tools for Discovering and Communicating Value
Portraits Immersion tools
Customer journey maps
What Is Your Product?
Conceptual Models and Domain Metaphors Grounded Innovation
What Does the Product Do?
Design Principles Service Ecology Maps
Recurring Questions for Product Strategy
Persuasion and Behavior Change Data Ownership Automation
Summary Case Study 2: Little Kelham: Connected Home
7. Embedded Device Design
An Introduction to Thinking About Physical Objects in IoT
The Demise of “Form Follows Function” Another Layer of Experience Interaction and Placement: Basic Design Drivers
Devices that are hidden away and only rarely interacted with beyond initial setup Devices that are interacted with occasionally, but that are more conspicuous and abundant due to what they do Devices that are interacted with frequently and that are likely to be on display to be easily accessible or visible
Challenging These Characteristics
Making Stuff: Differences to UX
Product Design, Industrial Design, Design Engineering Mindset of Industrial Designers Design Freeze as Opposed to Continuous Iteration
Essentials of the Design Process
Establishing a Design Direction
Mood boards and design themes CMF research The importance of sketching Formulating a design language
Detailing and Developing the Design
3D modeling and rendering CAD/CAM Model making and prototyping
Engineering and Production
Hardware engineering, DFM, DFA Product certification
Collaboration Between UX and ID
Three Faces of a Physical Product
Form, Function, and Usability
Anthropometrics and ergonomics Affordance Practicalities Functionality and interfaces
Aesthetics and Appearance
Consistency and cohesion: Making connections Conveying brand image and brand promise Personality and character Multisensory: Weight, texture, temperature
Materials, Manufacturing, and Maintenance
Operating environment and maintenance Manufacturing constraints Sustainability and recycling BOM cost versus future-proofing
Summary
8. Interface and Interaction Design
Types of Interaction
Physical Controls Visual and Screen Interfaces
Light output Visual input Screens and displays
Custom segment displays Character set displays Dynamic displays Electronic ink displays Is a screen better than no screen?
Audio and Voice Interfaces
Audio output Voice interfaces
Voice as output Voice as input
Gestural Interaction
Intangible interactions
Tangible and Tactile Interaction
Tangible user interfaces Tactile output: Vibration, force feedback, and shape shifting
Context-Sensitive Interaction Computer Vision, Barcodes, and Devices “Seeing”
Are QR codes good or bad?
Multimodal Interaction and Interface Combinations
IoT-Specific Challenges and Opportunities
Deciding on the Level of Interactivity of a Connected Device Mobile and Web UIs Glanceable and Ambient Interfaces Working with Limited Input and Output Capabilities
Universal Design and Accessibility
Accessibility Universal Design—We’re All Disabled Sometimes
Summary Case Study 3: Ford SYNC 3: Connected Car
About Ford SYNC 3 Designing for Connected Car Systems A Functional-Rich Small Space Like Your Tablet but Intentionally Different Demonstrating and Implementing an Iterative User-Centered Design Process From Designing Features to Designing for Experiences Mobility as an Emotional System
9. Cross-Device Interactions and Interusability
Cross-Platform UX and Usability What Is Interusability? Conceptual Models and Composition
Conceptual Models
The user model and the design model Multidevice services are conceptually more complex
Composition
Patterns of composition Determining the right composition
What best fits the context of use? What connectivity and power issues do you need to consider? Can you work with preexisting devices? What interaction capabilities do the various devices have (or could you cost-effectively include on a custom device?) Does the system need to work if some devices are unavailable? How accurate does sensing need to be? Do users have set expectations of devices? How do you balance cost, upgradeability, and flexibility? How central to the service are the devices?
Consistency
Guidelines for Consistency Across Multiple Devices
Use consistent terminology Follow platform conventions Aesthetic styling Interaction architecture and functionality Consider the most likely combinations of devices
Continuity
Data and Content Synchronization Handling Cross-Device Interactions and Task Migration
Broader contexts of interusability
Summary
10. Interoperability
The CompuServe of Things What Is Interoperability and Why Is It a Problem?
Network Interoperability Interoperable Data
How Can Devices Interoperate?
Interoperability at Different Levels of System Architecture
One edge device connects directly to another One edge device connects to another via local gateway/hub One gateway connects to another Edge devices connected via a cloud platform Service to service over Internet Products and services can interoperate on several levels
Functioning Together Versus True Interoperability
How Can We Improve Interoperability? The UX of Interoperability
UX Issues in Interoperability
Knowing which devices will talk to each other Getting devices to coordinate Generic versus specific UIs Organizing devices and accessing controls Interoperability puts users in control
Summary Case Study 4: LOOP: Connected Pelvic Floor Exerciser
11. Responsible IoT Design
Security
The UX of Security Why IoT Security is a Big Challenge Design Requirements for Usable IoT Security
Limit the damage that can be caused Keep devices secure Make authentication easier Keep users in control of permissions Make the invisible visible Design security measures to suit user and domain needs
Privacy
Information and Privacy
Handling data with tact Collecting and distributing data Aggregation Patterns of behavior
Legal Issues, Consent, and Data Protection
In the USA In Europe Principles of data management for privacy Privacy settings and informed consent
“Privacy by Design and Privacy by Default”
Social Engineering
Mitigating the dangers of social engineering?
Environment
What’s the Environmental Impact of an IoT Product?
Manufacturing Usage Maintenance and upgradeability Disposal
What Can Designers Do?
Summary
12. Supporting Key Interactions
Setup
Creating Good Setup Experiences Preconfiguration Versus User Effort Flexibility and Modularity Instructions Context of Use Is Anyone Else Involved? Getting Things Connected Getting Real Benefit Out of the System Test It’s Working
In-Life Housekeeping
Device Management Notifications, Messages, and Alerts User Management System Maintenance
Discovery Control Experiences
Prioritizing Key Controls Grouping Controls Sending Commands to Other Devices Activity Feeds
Platforms
Common Components
A common design language for UI elements Design templates and patterns Handling instructions from multiple users/devices Viewing interrelationships between devices, services, and rules Automation
The Technology of Getting Things Connected
Set Up Gateway or Directly Internet-Connected Device Mobile Devices Pairing Devices
Bluetooth pairing options
“Just works” Numeric comparison Passkey entry Out of band pairing
Summary Case Study 5: BRCK: Rugged Portable WiFi Hotspot
Designing the Setup of the BRCK
What is BRCK? Designing for BRCK User Learning Curve The Unboxing Process What We Learned and Changed
13. Designing with Data
Introduction Data in IoT
Flow of Data in Connected Products Data Science Types of IoT Data
Static versus dynamic Direct versus inferred Big versus small, real-time versus historical Time, frequency
Augmenting Your Data with Third-Party Data
Types of Data-Driven Product
Smart Systems Ambient Analytics Personal Assistants Quantified Self Data Above the Level of a Single Product
What This Means for Design
Making Meaning and Enabling Action
Understand motivations and goals Provide context Actionable insights, explanations, and data
Attention is a Scarce Resource Experience Over Time Inference and Interpretation Transparency and Trust Data May Not Be Objective When Behavioral Change is a Goal Visualizing Data Using Data in the Design Process
Summary
14. Iterative Design: Prototyping and Learning
The Necessity of Working Iteratively Using Prototypes to Answer Questions
What Does the World Look Like with Your Product in It? Collages Product/Service Visualizations
Storyboards Media from the future Video prototyping
What Does Using a Product Feel Like?
Experience prototypes Wizard-of-Oz demonstrations
How Does a Product Support a Service (and Vice Versa)? How Do We Prototype with Data?
Canned data Faking it
How Will People Interact with an Interface?
Inputs and outputs: beyond the screen, keyboard, and mouse
Adapt a working device Connect toolkit components
New screen interaction paradigms Evaluating placement, size, and scale
How Do You Decide What to Prototype?
Prototype what you care about Build as little from scratch as possible Fit the medium to the purpose
Evaluation: Success Demands Failure Summary
15. Designing Complex, Interconnected Products and Services
It’s Complicated... Scaling the UX
Keeping Track of Multiple Devices Looking Beyond Devices Addressing User Needs Context
Control
Putting Users in Control
Why is using IoT like programming? How IoT products displace actions from results
Displacement in space Displacement in time Displacement in function/application
Programming and notations What is programming? How can we make controlling complex systems easier?
Make programming easier Is programming the right model?
Giving Machines Control
Make the system smarter What intelligent systems can do UX risks of autonomous systems
Reduced control Reduced predictability and comprehensibility
Balancing user control with system autonomy
Approaches to Managing Complexity
How UX in the Platform Scales Up Data Models
System-generated metadata about devices Metadata about the device context Data about the system Data about the wider context Data about the user How much modeling do you need?
Summary
A. Companies, Products, and Links B. About the Authors Index About the Authors Copyright
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