[hci lab] week 01. introduction to iot ux

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Lecture 1 Introduction to “IoT UX : Design by Data” 2015 Winter Internship Seminar @Yonsei HCI Lab Track II : Prototypes and Evaluations Class hours : Wedn. 14:00 – 15:30 31 st December, 2014

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Page 1: [HCI Lab] Week 01. Introduction to IoT UX

Lecture 1

Introduction to “IoT UX : Design by Data”

2015 Winter Internship Seminar @Yonsei HCI Lab Track II : Prototypes and Evaluations Class hours : Wedn. 14:00 – 15:30 31st December, 2014

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Paper Review

• Text

– Lim, Y.-K., Stolterman, E., and Tenenberg, J. 2008. The anatomy of

prototypes: Prototypes as filters, prototypes as manifestations of design

ideas. ACM Trans. Comput.-Hum. Interact. 15, 2, Article 7 (July 2008), 27

pages.

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Review Report Bullet Points

• Seminar

– Core Research Ideas : Bring out some keywords or related technological

trends, backgrounds, and concerns

– Research Questions : What they investigated

– Key theories : Some they referred and some they developed by their own

– Method : How they proved

– Results & Findings : What they learned from the study

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INTRODUCTION Lecture

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The components of UX

• User Experience

– User experience is the totality of the effect or effects felt by a user as a

result of interaction with, and the usage context of, a system, device, or

product, including the influence of usability, usefulness, and emotional

impact during interaction, and savoring the memory after interaction.

– “Interaction with” is broad and embraces seeing, touching, and thinking

about the system or product, including admiring it and its presentation

before any physical interaction.

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The components of UX

• Usability

– Usability is the pragmatic component of user experience, including effectiveness,

efficiency, productivity, ease-of-use, learnability, retainability, and the pragmatic aspects

of user satisfaction.

• Usefulness

– Usefulness is the component of user experience to which system functionality gives the

ability to use the system or product to accomplish the goals of work(or play).

• Functionality

– Functionality is power to do work(or play) seated in the non-user-interface

computational features and capabilities.

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The components of UX

• Emotional Impact

– Emotional impact is the affective component of user experience that

influences user feelings. Emotional impact includes such effects as

pleasure, fun, joy of use, aesthetics, desirability, pleasure, novelty,

originality, sensations, coolness, engagement, appeal and can involve

deeper emotional factors such self-identity, a feeling of contribution to the

world and pride of ownership.

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Ubiquitous Interaction

• Desktop, Graphical User Interfaces, and the Web Are Still Here and

Growing

– The “old-fashioned” desktop, laptop, and network-based computing

systems are alive and well and seem to be everywhere, an expanding

presence in our lives.

– Word processing, database management, storing and retrieving

information, spreadsheet management.

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Ubiquitous Interaction

• The Changing Concept of Computing

– Computer systems are being worn by people and embedded within

appliances, homes, offices, stereos and entertainment systems, vehicles,

and roads.

– Computation and interaction are also finding their way into walls, furniture,

and objects we carry (briefcases, purses, wallets, wrist, watches, PDAs,

cellphones)

– Most of the user-computer interaction attendant to this ubiquitous

computing in everyday contexts is taking place without keyboards, mice,

or monitors.

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Ubiquitous Interaction

• The Changing Concept of Interaction

– With an obviously enormous market potential, mobile communications are perhaps the fastest

growing area of ubiquitous computing with personal devices and also represent one of the

most intense areas of designing for a quality user experience.

– Interaction, however, is doing more than just reappearing in different devices such as we see

in Web access via mobile phone. Weiser (1991) said “. . . the most profound technologies are

those that disappear.”

– Russell, Streitz, and Winograd (2005) also talk about the disappearing computer—not

computers that are departing or ceasing to exist, but disappearing in the sense of becoming

unobtrusive and unremarkable. They use the example of electric motors, which are part of

many machines we use daily, yet we almost never think about electric motors per se. They talk

about “making computers disappear into the walls and interstices of our living and working

spaces.”

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Ubiquitous Interaction

• The Changing Concept of Interaction

– When this happens, it is sometimes called “ambient intelligence,” the goal

of considerable research and development aimed at the home living

environment. In the HomeLab of Philips Research in the Netherlands

(Markopoulos et al., 2005), researchers believe “that ambient intelligence

technology will mediate, permeate, and become an inseparable common

of our everyday social interactions at work or at leisure.”

– In these embedded systems, of course, the computer only seems to

disappear. The computer is still there somewhere and in some form, and

the challenge is to design the interaction so that the computer remains

invisible or unobtrusive and interaction appears to be with the artifacts,

such as the walls, directly. So, with embedded computing, certainly the

need for a quality user experience does not disappear. Imagine embedded

computing with a design that leads to poor usability; users will be clueless

and will not have even the familiar menus and icons to find their way!

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From Usability to User Experience

• The Traditional Concept of Usability

– Usability is that aspect of HCI devoted to ensuring that human–computer

interaction is, among other things, effective, efficient, and satisfying for

the user. So usability includes characteristics such as ease of use,

productivity, efficiency, effectiveness, learnability, retainability, and user

satisfaction (ISO 9241-11, 1997).

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From Usability to User Experience

• Misconceptions about Usability

– First, usability is not what some people used to call “dummy proofing.”

– Usability is not equivalent to being “user-friendly.”

– To many not familiar with the field, “doing usability” is sometimes thought

of as equivalent to usability testing.

– Finally, another popular misconception about usability has to do with

visual appeal.

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From Usability to User Experience

• The Expanding Concept of Quality in Our Designs

– The field of interaction design has grown slowly, and our concept of what constitutes

quality in our designs has expanded from an engineering focus on user performance

under the aegis of usability into what is now widely known as user experience.

– Thomas and McCredie (2002) call for “new usability” to account for “new design

requirements such as ambience or attention.”

– At a CHI 2007 Special Interest Group (SIG) meeting (Huh et al., 2007), the discussion

focused on “investigating a variety of approaches (beyond usability) such as user

experience, aesthetic interaction, ambiguity, slow technology, and various ways to

understand the social, cultural, and other contextual aspects of our world.”

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From Usability to User Experience

• Is Not Emotional Impact What We Have Been Calling User Satisfaction?

– Some say the emphasis on these emotional factors is nothing new—after

all, user satisfaction, a traditional subjective measure of usability, has

always been a part of the concept of traditional usability shared by most

people, including the ISO 9241-11 standard definition.

– Technology and design have evolved from being just productivity-

enhancing tools to more personal, social, and intimate facets of our lives.

Accordingly, we need a much broader definition of what constitutes

quality in our designs and quality in the user experience those designs

beget.

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From Usability to User Experience

• Functionality is Important, but a Quality User

Experience Can Be Even More So

– The iPod, iPhone, and iPad are products that

represent cool high technology with excellent

functionality but are also examples that show

the market is now not just about the features—it

is about careful design for a quality user

experience as a gateway to that functionality.

– To users, the interaction experience is the

system.

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First Apple store opened in the Netherlands on 3rd March 2012. It has an amazing spiral staircase, a trademark like those in all other Apple stores.

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From Usability to User Experience

• Functionality Is Important, but a Quality User Experience Can Be Even More So

– Hassenzahl and Roto (2007) state the case for the difference between the functional view

of usability and the phenomenological view of emotional impact. People have and use

technical products because “they have things to do”; they need to make phone calls,

write documents, shop on-line, or search for information.

– Hazzenzahl and Roto call these “do goals,” appropriately evaluated by the usability and

usefulness measures of their “pragmatic quality.” Human users also have emotional and

psychological needs, including needs involving self-identity, relatedness to others, and

being satisfied with life.

– These are “be goals,” appropriately evaluated by the emotional impact and

phenomenological measures of their “hedonic quality.”

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From Usability to User Experience

• A Good User Experience Does Not

Necessarily Mean High-Tech or “Cool”

– The best user experience requires a

balance of functionality, usability, aesthetics,

branding, identity, and so on. (eg. Microsoft

Vista Package)

– In addition to user experience not just being

cool, it also is not just about technology for

technology’s sake. (eg. University

Conference Call system)

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Figure 1-1 A new Microsoft software packaging design

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From Usability to User Experience

• Design beyond Just Technology

– Design is about creating artifacts to satisfy a

usage need in a language that can facilitate a

dialog between the creator of the artifact and

the user. That artifact can be anything from a

computer system to an everyday object such

as a door knob.

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From Usability to User Experience

• Components of a User Experience

– The newer concept of user experience still embodies all these implications of usability.

How much joy of use would one get from a cool and neat-looking iPad design that was

very clumsy and awkward to use? Clearly there is an intertwining in that some of the joy

of use can come from extremely good ease of use.

– The most basic reason for considering joy of use is the humanistic view that enjoyment is

fundamental to life. (Hassenzahl, M., Beu, A., & Burmester, M. (2001). Engineering joy.

IEEE Software, 18(1), pp. 70–76.)

– As a result, we have expanded the scope of user experience to include:

• effects experienced due to usability factors

• effects experienced due to usefulness factors

• effects experienced due to emotional impact factors

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From Usability to User Experience

• User Experience Is (Mostly) Felt Internally by the User

– User experience, as the words imply, is the totality of the effect or effects

felt (experienced) internally by a user as a result of interaction with, and

the usage context of, a system, device, or product.

– Here, we give the terms “interaction” and “usage” very broad

interpretations, as we will explain, including seeing, touching, and

thinking about the system or product, including admiring it and its

presentation before any physical interaction, the influence of usability,

usefulness, and emotional impact during physical interaction, and

savoring the memory after interaction.

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From Usability to User Experience

• User Experience Cannot Be Designed

– A user experience cannot be designed, only experienced. You are not

designing or engineering or developing good usability or designing or

engineering or developing a good user experience.

– There is no usability or user experience inside the design; they are

relative to the user. Usability occurs within, or is revealed within, the

context of a particular usage by a particular user. The same design but

used in a different context—different usage and/or a different user—

could lead to a different user experience, including a different level of, or

kind of, usability.

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From Usability to User Experience

• User Experience Cannot Be Designed

– We illustrate this concept with a non-computer example, the

experience of enjoying Belgian chocolates. Because the “designer”

and producer of the chocolates may have put the finest ingredients

and best traditional processes into the making of this product, it is

not surprising that they claim in their advertising a fine chocolate

experience built into their confections.

– However, by the reasoning in the previous paragraph, the user

experience resides within the consumer, not in the chocolates. That

chocolate experience includes anticipating the pleasure, beholding

the dark beauty, smelling the wonderful aromas, the deliberate and

sensual consumption (the most important part), the lingering bouquet

and after-taste, and, finally, pleasurable memories.

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From Usability to User Experience

• User Experience Cannot Be Designed

– When this semantic detail is not observed and the chocolate

is marketed with claims such as “We have created your

heavenly chocolate experience,” everyone still understands.

– Similarly, no one but the most ardent stickler protests when

BMW claims “BMW has designed and built your joy!” In this

book, however, we wish to be technically correct and

consistent so we would have them say, “We have created

sweet treats to ensure your heavenly chocolate experience”

or “BMW has built an automobile designed to produce your

ultimate driving experience.”

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From Usability to User Experience

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Figure 1-2 User experience occurs within interaction and usage context

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TALES OF THINGS IoT Case Study 01

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Tales of Things : Web

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Tales of Things : Mobile

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Related Links

• App Site

– http://talesofthings.com/

• Book

– http://themobilestory.com/ch-19-tales-of-things/

• Conference

– http://dh2011abstracts.stanford.edu/xtf/view?docId=tei%2Fab-

158.xml%3Bquery%3D%3Bbrand%3Ddefault

• News

– http://bookleteer.com/blog/2010/08/tales-of-things/

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IOT BY WEATHER DATA IoT Case Study 02

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Indoor Weather Station Idea

• Abstract

In this project, we investigated how a ludic approach might open new possibilities for environmental HCI by designing three related devices that encourage environmental awareness while eschewing utilitarian or persuasive agendas. In addition, we extended our methodological approach by batch-producing multiple copies of each device and deploying them to 20 households for several months, gathering a range of accounts about how people engaged and used them. The devices, collectively called the 'Indoor Weather Stations', reveal the home's microclimate by highlighting small gusts of wind, the colour of ambient light, and temperature differentials within the home. We found that participants initially tended to relate to the devices in line with two 'orienting narratives' of environmental tools or ludic designs, finding the devices disappointing from either perspective. Most of our participants showed lingering affection for the devices, however, for a variety of reasons. We discuss the implications of this 'sporadic interaction', and the more general lessons from the project, both for environmental HCI and ludic design.

http://goo.gl/vLfxGY

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Linking Data to Lighting

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http://www.casa.ucl.ac.uk/weather/colours.html

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Netatmo Weather Station

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Weather Station by Netatmo

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http://goo.gl/rV4xfY

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Related Links

• App Site

– https://ifttt.com/

• CEDE Project

– http://projectcede.org/

• More Readings

– http://www.digitalurban.org/2014/02/iftt-netatmo-philips-hue-linking-data-

to-lighting.html

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FREE FROM BEING SOCIAL IoT Case Study 03

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http://www.kovertdesigns.com/product/

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Homework

Lecture #1 2015 Winter Internship @Yonsei HCI Lab 38

Create Your Personal Blog

Write a Personal Statement

Upload Your Video Journal About Yourself

1 2 3

Choose one from the Blogs below - Google Blog - Wordpress - Tumblr

Your Blog Post #1 - 150 words or fewer - What I like - Where I like to be (or hang

out) - The best experience of my

life so far

Your Blog Post #2 - Title “Message From Me in

2015 to myself in 2025 Future” - Edit it in the length of 30

seconds. - Share the vimeo(or youtube)

link on your blog

Submission Due : 11: 59 pm Mon. 5th Jan. 2015