Networked thermostats, fitness monitors, and door locks show that the Internet of Things can (and will) enable new ways for people to interact with the world around them. But designing connected products for consumers brings new challenges beyond conventional software UI and interaction design.
This book provides experienced UX designers and technologists with a clear and practical roadmap for approaching consumer product strategy and design in this novel market. By drawing on the best of current design practice and academic research, Designing Connected Products delivers sound advice for working with cross-device interactions and the complex ecosystems inherent in IoT technology.
Table of Contents
- Praise for Designing Connected Products
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
- How Is UX for IoT Different?
2. Things: The Technology of Connected Devices
- Types of Connected Device
- Multipurpose Computers
- Bridging Physical and Digital: Sensors and Actuators
- The Challenge of Powering Devices
- Conserving Battery Life
3. Networks: The Technology of Connectivity
- Why is Networking Relevant to IoT UX?
- Networking Issues That Cause UX Challenges for IoT
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
- Disadvantages of Gateways
- Types of Network
- Network Communication Patterns
- Internet Service
- Case Study 1: Proteus Digital Health: The Connected Pill
4. Product/Service Definition and Strategy
- Making Good Products
- From Innovation to Mass Market
- Tools Versus Products
- What Makes a Good Product?
- Services in IoT
- Business Models
5. Understanding People and Context
- The Role of Research in Connected Product Design
- Initial Questions and Concepts
- Techniques: From Asking to Watching to Making
6. Translating Research into Product Definitions
- Generating the Elevator Pitch
- Why Does Your Product Matter?
- What Is Your Product?
- What Does the Product Do?
- Recurring Questions for Product Strategy
- 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
Essentials of the Design Process
- Establishing a Design Direction
- Detailing and Developing the Design
- Engineering and Production
- Collaboration Between UX and ID
Three Faces of a Physical Product
- Form, Function, and Usability
- Aesthetics and Appearance
- Materials, Manufacturing, and Maintenance
- An Introduction to Thinking About Physical Objects in IoT
8. Interface and Interaction Design
Types of Interaction
- Physical Controls
- Visual and Screen Interfaces
- Audio and Voice Interfaces
- Gestural Interaction
- Tangible and Tactile Interaction
- Context-Sensitive Interaction
- Computer Vision, Barcodes, and Devices “Seeing”
- Multimodal Interaction and Interface Combinations
- IoT-Specific Challenges and Opportunities
- Universal Design and Accessibility
- Case Study 3: Ford SYNC 3: Connected Car
- Types of Interaction
9. Cross-Device Interactions and Interusability
- Cross-Platform UX and Usability
- What Is Interusability?
Conceptual Models and Composition
- Conceptual Models
- 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?
- The CompuServe of Things
- What Is Interoperability and Why Is It a Problem?
How Can Devices Interoperate?
- Interoperability at Different Levels of System Architecture
- Functioning Together Versus True Interoperability
- How Can We Improve Interoperability?
- The UX of Interoperability
- Case Study 4: LOOP: Connected Pelvic Floor Exerciser
11. Responsible IoT Design
- The UX of Security
- Why IoT Security is a Big Challenge
- Design Requirements for Usable IoT Security
- Information and Privacy
- Legal Issues, Consent, and Data Protection
- “Privacy by Design and Privacy by Default”
- Social Engineering
12. Supporting Key Interactions
- In-Life Housekeeping
- Control Experiences
- The Technology of Getting Things Connected
- Case Study 5: BRCK: Rugged Portable WiFi Hotspot
13. Designing with Data
- Data in IoT
- Types of Data-Driven Product
What This Means for Design
- Making Meaning and Enabling Action
- 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
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?
- Product/Service Visualizations
- What Does Using a Product Feel Like?
- How Does a Product Support a Service (and Vice Versa)?
- How Do We Prototype with Data?
- How Will People Interact with an Interface?
- How Do You Decide What to Prototype?
- Evaluation: Success Demands Failure
15. Designing Complex, Interconnected Products and Services
- It’s Complicated...
- Scaling the UX
Putting Users in Control
- Why is using IoT like programming?
- How IoT products displace actions from results
- Programming and notations
- What is programming?
- How can we make controlling complex systems easier?
- Giving Machines Control
- Putting Users in Control
- Approaches to Managing Complexity
- A. Companies, Products, and Links
- B. About the Authors
- About the Authors
- Title: Designing Connected Products
- Release date: May 2015
- Publisher(s): O'Reilly Media, Inc.
- ISBN: 9781449372569