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Designing for the Internet of Things

Book Description

Learning the latest methodologies, tools, and techniques is critical for IoT design, whether you're involved in environmental monitoring, building automation, industrial equipment, remote health monitoring devices, or an array of other IoT applications. The O'Reilly Design Library provides experienced designers with the knowledge and guidance you need to build your skillset and stay current with the latest trends.

This free ebook gets you started. With a collection of chapters from the library's published and forthcoming books, you'll learn about the scope and challenges that await you in the burgeoning IoT world, as well as the methods and mindset you need to adopt. The ebook includes excerpts from these books:

  • Designing for Emerging Technologies: UX for Genomics, Robotics, and the Internet of Things
  • Designing for Connected Products: UX for the Consumer Internet of Things
  • Discussing Design: Improving Communication and Collaboration through Critique
  • Understanding Industrial Design: Principles for UX and Interaction Design
  • Software Above the Level of a Single Device

Download this ebook now and learn how the O'Reilly Design Library can help you stay up-to-date with best practices in IoT application design.

Table of Contents

  1. Preface
  2. I. Designing for Emerging Technologies
  3. 1. Learning and Thinking with Things
    1. Tangible Interfaces
      1. Kanban Walls, Chess, and Other Tangible Interactions
      2. Manipulatives in Education
      3. Virtual Manipulatives
      4. Embodied Learning
    2. (Near) Future Technology
      1. Thinking with Things, Today!
    3. Timeless Design Principles?
      1. Cylinder Blocks: Good Learning Objects
    4. Farther Out, a Malleable Future
    5. Nothing New Under the Sun
    6. Closing
  4. 2. Architecture as Interface: Advocating a Hybrid Design Approach for Interconnected Environments
    1. The Blur of Interconnected Environments
      1. Design Traditions from Architecture
      2. Architectural Design Theory: Models of Interaction and Meaning
    2. Theorizing Digital Culture: New Models of Convergence
      1. Enter Interconnected Environments
    3. Hybrid Design Practice
      1. Trapelo Road Case Study
      2. Human to Machine, Machine to Machine
      3. Emerging Models of Convergent Design
    4. Changing Definitions of Space
    5. A Framework for Interconnected Environments
      1. Modes of Interaction
    6. Spheres of Inquiry
    7. An Exercise in Hybrid Design Practice
    8. Architecture as Interface
    9. Conclusion
    10. References
  5. 3. Design for the Networked World: A Practice for the Twenty-First Century
    1. The Future of Design
    2. New Environment, New Materials
      1. Happenings, Conversations, and Exploration
      2. Twenty-First Century Foundation
    3. New Tools for a New Craft
      1. Experiment
      2. Learn new skills
      3. Be critical
      4. Making the Future in Which We Want to Live
  6. II. Designing Connected Products
  7. 4. Product/Service Definition and Strategy
    1. Making Good Products
      1. What is Productization?
      2. Why is This in a UX Book?
      3. Why is This in an IoT Book?
      4. Products Can Be Services
    2. From Innovation to Mass Market
      1. Innovators Are Not Consumers
      2. What’s Different About Consumers?
      3. Value Propositions for IoT
    3. Tools Versus Products
    4. What Makes a Good Product?
      1. The Product Solves a Real Problem (and Makes This Clear)
      2. The Product Comes at a Cost Proportional to the Perceived Value
      3. The Product is Pleasing to Use
    5. Services in IoT
      1. IoT Products Combine Devices and Services
      2. How Users Understand Devices and Services
      3. Service Ecosystems
      4. Building a Service Offering
    6. Business Models
      1. What is a Business Model?
      2. How Do Business Models Affect UX?
      3. Device and Service Models
      4. Bringing Digital Business Models to Physical Products
    7. Summary
  8. 5. Cross-Device Interactions and Interusability
    1. Cross-Platform UX and Usability
    2. What Is Interusability?
    3. Conceptual Models and Composition
      1. Conceptual Models
      2. Composition
    4. Consistency
      1. Guidelines for Consistency Across Multiple Devices
    5. Continuity
      1. Data and Content Synchronization
      2. Handling Cross-Device Interactions and Task Migration
    6. Summary
  9. III. Discussing Design
  10. 6. Understanding Critique
    1. Conversations Matter
    2. The Problem with Asking for “Feedback”
      1. What Is Feedback?
      2. Three Kinds of Feedback
      3. What We Really Need Is Critical Thinking
      4. Critiquing Solo
    3. Why Critique Is So Important
      1. Critique Builds Shared Vocabularies
      2. Critique as Consensus Finder
      3. Critique as Iteration Driver
    4. Critique as a Life Skill
      1. Giving Critique the Attention It Deserves
    5. Incorporating Critique and Moving Forward
    6. Wrapping Up
  11. 7. What Critique Looks Like
    1. The Two Sides of Critique and the Importance of Intent
    2. Giving Critique
      1. The Characteristics of Bad Critique
      2. Best Practices for Giving Critique
      3. A Simple Framework for Critique
    3. Receiving Critique
      1. Critique Anti-Patterns
      2. Best Practices for Receiving Critique
    4. Critique, Conversation, and Questions
    5. Wrapping Up
  12. IV. Understanding Industrial Design
  13. 8. A Brief History of Industrial and Interaction Design
    1. Industrial Revolution
      1. Design for Business
      2. Design for People
      3. Design for Technology
      4. Design for Context
      5. Designing for Behavior
    2. Computing Revolution
      1. The Split Between Physical and Digital
    3. Information Revolution
    4. Smartphones
    5. Smart Everything
  14. 9. Sensorial
    1. Formgiving
    2. Color, Materials, Finish (CMF)
    3. Multisensorial Products
    4. Addictive Action
    5. Delightful Reaction
      1. Reaction Versus Feedback
      2. Audio Feedback
    6. New Frontiers: Designing for Smell and Taste
    7. An Orchestration of the Senses
  15. V. Software Above the Level of a Single Device
  16. 10. Software Above the Level of a Single Device: The Implications
    1. Multiple Smart Things
    2. Importance of Human Input
    3. Implicit Versus Explicit Input
    4. Types of Sensors
    5. The System as a User Interface
    6. A Network of Devices
    7. The Robustness Principle
    8. Software Above the Level of a Single Device
    9. System of Interaction
    10. How the World “Should” Work
    11. Think About Things That Seem Hard