This document discusses a wireless home automation system using the Internet of Things (IoT). It begins with an abstract that defines IoT as connecting physical devices to the internet to collect and share data. It then discusses how home automation is gaining popularity due to advances in automation technology and the widespread use of the internet. A wireless home automation system using IoT allows users to control home functions and appliances remotely using computers or smartphones. The system aims to reduce energy usage and human effort. Key advantages of a wireless system over wired include lower cost, easier expansion, and the ability to integrate mobile devices.
An introduction to the Internet of Things (IoT)7thingsmedia
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As presented at the IAB UK London's offices on 23rd April 2015. 7thingsmedia Founder & CEO, Chris Bishop, gave a detailed introduction to the āInternet of Thingsā and then looked forward to examine what is around the corner.
The presentation looks at who the early leaders are, what it is now and where it will go. It examines when it will truly enter the mainstream market and what effect it will have on home life, the city, our industries and the environment.
Internet of Things - The Tip of the Iceberg or The Tipping PointDr. Mazlan Abbas
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Dr. Mazlan Abbas gave a presentation on the Internet of Things. The presentation covered several key points:
1. The Internet of Things refers to connecting physical devices to the internet and to each other. Billions of devices are expected to be connected by 2020.
2. Organizations are looking to implement IoT solutions to gain more visibility into operations and make smarter decisions. Over 50% of organizations plan to implement an IoT solution in the next 24 months.
3. IoT enables the collection and analysis of large amounts of data from connected devices. This data can provide new insights and knowledge. However, challenges remain regarding technologies, standardization, security and privacy.
Why the Internet of Things needs AI & interoperability to succeedNuance Communications
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Gartner predicts 5.5 million new āthingsā will be connected everyday this year. The challenge: non-intuitive interfaces, disconnected systems, and incompatible APIs mean weāve not yet been able to unleash the greatest potential of this IoT-connected devices ecosystem. Thatās why we need to innovate with interoperability in mind.
power point presentation on 'Internet of things' by Utkarsh Sinh currently pursuing B.tech in Electronics & Instrumentation Engineering at IIT(ISM) Dhanbad. all the FAQs regarding it has been answered here.Amazon Alexa popular among it is also discussed on this ppt.
This document discusses why innovation in the Internet of Things (IoT) space is not happening primarily through software platforms. It notes that developing physical IoT products requires addressing many challenges beyond just software, including hardware choices, user experience design, manufacturing, certification, financing, marketing, distribution and more. The document advocates that IoT innovators consider these various challenges holistically rather than focusing only on software.
Internet of Things: Opportunities for designing new experiences, capabilities...Claro Partners Inc.
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Presented at WebVisions Chicago 2013
Discussion around the Internet of Things (IoT) often gets caught up on resolving issues of interoperability, battery life and security. However, in this session we will shift the focus to the enormous potential of valuable services built by designers, developers and users on top of the connections, data and networked objects. We'll outline our vision of how the IoT will develop and grow from the bottom-up and propose that while another appliance manufacturer redesigns the internet-connected fridge (again), networks of people will create new IoT experiences and capabilities themselves, enabled by the power of digital networks, accessible tools, new funding channels and programming fluency.
In fact, this ecosystem is already emerging, and we will show the vast landscape of value propositions in the IoT and the new business models they bring with them. We will also look at how services in the IoT can be designed to enable different technological capabilities as well as meet a range of human needs, uncovering the opportunities that arise when designers look beyond simple track-and-trace applications and control mechanisms to products which offer emotional benefits like the Good Night Lamp or Berg's Little Printer.
In the presentation we are sharing our perspective based on emerging business research and interviews with experts and IoT creators.
Our perspective is summarised in the following key points:
1. The Internet of Things is nascentā¦ like the internet in 1995, the IoT is just getting started. Actually it's mostly a collection of non-connected Intranets of Things
2. The IoT will be built by many different players with many different roles
3. The real value of the IoT will not come from the technology itself, but the services built on top and enabled by it
4. A significant part of the IoT will evolve from the bottom-up, by entrepreneurship
5. IoT-enabled services are complex because they have both physical and digital elements and need to deliver an experience that bridges the two
To conclude:
ā¢The big value of the Internet of Things isnāt in the connection of devices, but in the services for people that are built on top of those connections
ā¢To create those products and services will require a broad mix of expertise
ā¢Many of the Internet of Things products and services will be built by makers, hackers, entrepreneurs
In the talk we also introduce a couple of tools that help IoT creators discover opportunities and create and prototype IoT offerings.
They are:
IoT emerging business landscape
The interactive IoT landscape mapping 400+ startups and initiatives, structured across 10 business and consumer facing verticals and 5 types of enablers. The IoT landscape shows the vastness, variety, and scope of the Internet of Things and is a key tool to identification of new opportunity spaces.
IoT canvas
The IoT canvas helps IoT creators navigate the multiplied complexity
Internet of things_by_economides_keynote_speech_at_ccit2014_finalAnastasios Economides
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Internet of Things forecast, economics, applications, technology, research challenges, sensor networks security, attack models, countermeasures, network security visualization
Geeks bearing gifts: Unwrapping New Technologies, Version April12ayoungkin
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Andrew Youngkin presented information on emerging technologies including QR codes, cloud computing, near field communication (NFC), augmented reality, and screencasting. He discussed each technology's uses and implications as well as providing examples and opportunities for hands-on practice. The overall goals were to enhance awareness of select technologies and how they can be used in libraries and education.
Technology & Information Technology trends 2012Mozammel Rony
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Global IT trends are shifting delivery platforms to mobility, cloud, and social technologies. Communication and collaboration channels are also being reinvented through various digital platforms. Consumer technologies are driving enterprise innovation. Data is exploding from numerous connected devices and sensors. Revolutionary trends include cloud computing, unified communications, mobile applications, IT security, social media, and automation. The cloud computing model provides infrastructure, platforms, and software as services. Tablets and mobile devices are increasingly used for work. Apps are delivered through application stores and accessed on various devices. Social media has surpassed email for communication and is merging into business processes. Automation links disparate systems for self-regulation but has limitations. Bangladesh's growing IT industry is led by domestic outsour
The Internet of Things (IoT) refers to connecting physical objects through sensors and software to the internet. This allows objects to collect and exchange data. IoT devices range from household appliances to industrial tools. IoT enables objects to send, receive, and both send and receive data. This allows for applications like smart homes, smart cities, and remote monitoring. Technologies like sensors, cloud computing, and machine learning have enabled the growth of IoT. IoT provides benefits to consumers through applications in home automation and transportation. Key industries that benefit include manufacturing, automotive, healthcare, and logistics. However, IoT also raises privacy and security concerns due to the sensitive data collected.
The document discusses the Internet of Things (IoT). It defines IoT as the network of physical devices embedded with sensors, software and network connectivity that enables the collection and exchange of data. It explains that IoT allows objects to be sensed and controlled remotely via existing network infrastructure. It estimates that IoT will consist of almost 50 billion connected objects by 2020. It also provides examples of common IoT applications and discusses some of the key enabling technologies and protocols used in IoT systems like MQTT.
IoT Internet of Things , represents many kinds of devices in the field, connected to data centres via various networks, submitting data, and allow themselves to be controlled. Connected cameras, TV, media players, access control systems, and wireless sensors are becoming pervasive. Their applications include Retail Solutions, Home, Transportation and Automotive, Industrial and Energy etc. This growth also represents security threat, as several hacker attacks been launched using these devices as agents. We explore the current environment and propose a quantitative and qualitative trust model, using a multi dimensional exploration space, based on the hardware and software stack. This can be extended to any combination of IoT devices, and dynamically updated as the type of applications, deployment environment or any ingredients change. Karthik MV "Trust Modelling for Security of IoT Devices" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-4 | Issue-4 , June 2020, URL: https://www.ijtsrd.com/papers/ijtsrd31573.pdf Paper Url :https://www.ijtsrd.com/computer-science/computer-security/31573/trust-modelling-for-security-of-iot-devices/karthik-mv
** Edureka IoT Training: https://www.edureka.co/iot-certification-training**
This Edureka tutorial video on "Iot Technology" will help you grasp the outline of Internet of Things, and let you relate to how it is revolutionizing the world today. This IoT tutorial helps you learn the following topics:
1. Vision of IoT
2. āThingsā in IoT
3. IoT Technology Stack
4. IoT Ecosystem
5. IoT Demo ā Media Center using Raspberry Pi
6. Prospects & Scopes
The document discusses emerging technology trends related to the Internet of Things (IoT) and how a platform-based approach can help address challenges in product development and testing for connected devices. It notes that the number of connected devices is expected to grow dramatically and these devices will need to be both intelligent and connected. A platform-based approach using modular, reusable components can help innovation keep pace with this growth by allowing developers to focus on unique aspects of each product rather than recreating common functionality.
Introduction to ibm internet of things foundationBernard Kufluk
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The document provides an introduction to IBM's Internet of Things Foundation. It discusses the growth of the IoT and forecasts billions of connected devices. IBM's IoT Foundation allows users to easily connect and manage devices, collect and analyze sensor data, and build applications. It offers APIs, data visualization, and device management. The presentation highlights case studies and recommends next steps for learning about and using the IoT Foundation to develop IoT solutions.
Internet of Things (IoT) is a buzzword that is widely used in different domains. This talk explains the current state of the art in IoT (from a technological and research perspective), mainly in Europe. The future of IoT is promising and the trends in terms of number of devices and money involved show significant growth. There are still challenges in technical, business and social areas and some of them will be addressed in the talk.
The Weird Is Yet To Come - What do we want from a connected world?Martin Spindler
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The document is a collection of tweets discussing emerging technologies and their unexpected consequences. It touches on topics like algorithms affecting stock markets, the continued evolution of digital technologies despite early predictions, and how connectivity and efficiency can paradoxically increase resource usage. The tweets speculate on strange future scenarios that may arise from advances like smart vehicles and voice assistants, and emphasize that the effects of new communications tools are often unpredictable at first and only become social phenomena once they are commonplace technologies.
This document discusses the history and future of the Internet of Things (IoT). It notes major developments in 2007 that helped spur growth in IoT, including the launches of Twitter, the iPhone, and the widespread availability of Arduino. The document outlines how platforms and consumer products evolved over time. It emphasizes the importance of avoiding creating an "Internet of boring things" and instead focusing on users, moving beyond screens, involving designers, and being bold to generate market interest and appetite for exciting new IoT applications.
Products are Services, how ubiquitous computing changes designMike Kuniavsky
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As more products, from tablets to bathroom scales to washing machines go online, our relationship to them changes. We start to think of them as representatives of online services, and to think of services as represented by products. Ubiquitous computing changes our understanding of where the boundaries of a hardware product and a service stop, and fundamentally challenges how we design both.
Internet of Things (IoT) will enable dramatic society transformation. This seminar presents an introduction to the IoT and explains why IoT Security is important.
Then it presents security issues in wireless sensor networks that constitute a main ingredient of IoT.
Seminar given at Centre TecnolĆ²gic de Telecomunicacions de Catalunya (CTTC) on 28 January 2015.
This is an extended version of the presentation I did at the Open Hardware Summit 2014 in Rome, during the open hardware business models workshop I facilitated.
It features an overview and tentative typology of open hardware business models, based on observation and interviews of project, using the business model canvas as a reference tool during the analysis.
What Exactly Is The "Internet of Things"?Postscapes
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Over the last several years, stories of the technologies making up an Internet of Things have started to slip into public consciousness. As this is occurring, we believe the whole story of Smart Systems and the Internet of Things is not being told. Many of the dispatches coming in from the āfront linesā of technology innovation are but fragments of a much larger narrative.
Postscapes collaborated with Harbor Research on an infographic to tell a more complete story about the Internet of Things.
From our perspective, this story is not just about people communicating with people or machines communicating with machines. Smart, connected systems are a technological and economic phenomenon of unprecedented scale, encompassing potentially billions if not trillions of nodes -- an Internet of infinite interactions and values...
Pathways from the Laboratory to Real World ProductsMiniFAB
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After 20 years of incubation, Lab-on-a-chip technologies are ready to realize their potential. Critical to achieving this goal is their ability to attract investment. Traditionally there has been a disproportionate emphasis on prototypes in the quest for investment. On too many occasions this disparate focus has created a vicious cycle of expensive and lengthy failures, leaving exciting technologies and ideas in the 'valley of death'.
Understanding user requirements, adopting a design-for-manufacture approach and having a clear idea of what your end-goal looks like can eliminate the dangers of the 'valley of death'.
Another crucial strategy is implementing a staged development strategy that segments the project into manageable, investible and technically achievable stages, concentrating on risk-based developments as opposed to agile ones.
For the investment community, processes such as these represent a mature and disciplined approach to translating lab-on-a-chip technologies from the bench top, into real-world products that address new commercial opportunities.
MiniFAB CEO Dr Erol Harvey presented this talk at Lab-on-a-Chip Asia in Singapore, November 2014.
The document summarizes the exponential growth of central bank balance sheets and global debt over the past decade. Central banks around the world have expanded their balance sheets from $3 trillion to over $13 trillion in the last 10 years, and now comprise at least 25% of global GDP. The author argues this unprecedented money printing by central banks enables endless government deficit spending and removes market checks on fiscal profligacy. They warn this unsustainable path will lead to serious inflation and a loss of wealth if not addressed.
Beyond Screen - User Experience for the Internet of things.Chris Jackson
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This was my presentation at UXNZ (http://www.uxnewzealand.com/) in November of 2015. The focus was on the diverse opportunities that IoT holds for UX, industrial and service designers, and how they need to move beyond screen to make the most of its potential. The talk draws on observations from client work at DNA, my own work at Northwards Design Studio and hosting the IoT Wellington Meetup.
SYNOPSIS:
Chris Jackson has a dream. Itās a dream where intelligent devices of all types communicate clearly with each other, CEOs see past their outdated business models, and user experience designers are freed from the confines of designing for the screen.
At UXNZ, Chris is going to share his dream. Heāll talk about the potential of a new Internet of Things (IoT) and how user experience designers are well placed to help make this dream a reality.
Please excuse the links to video, the original presentation was too large to upload on slideshare with embedded video. I also talk without notes, but hopefully it's simple enough to follow. I am hoping video will appear at some point from the conference organisers.
The network as a design material: Interaction 16 workshopClaire Rowland
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Exploring the UX challenges which the properties of networks and connectivity patterns pose to connected products/the internet of things: latency, reliability, intermittent connectivity
The document discusses the benefits of visual thinking and visual recording. It explains that the brain is highly tuned for visual information, with 75% of neurons dedicated to vision and 50% of brain processing power used for visual tasks. Pictures are more memorable than words, with recall accuracy increasing from 10% for words alone to 65% when words are paired with images. The document then provides an overview of skills and tools for visual recording, such as sketchnoting and graphic facilitation. It offers tips for getting started, such as practicing observation skills and copying techniques from other artists. Overall, the document promotes visual thinking and recording as effective methods for improving communication, learning, and knowledge sharing.
FailChat: UX Comes First Because UX is Everything!ellendunne
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Two stories of UX gone bad and why, and a look at how the principles of Lean UX - iterate quickly, talk to customers often - can help avoid building product that users don't need or can't use. From the May 9th, 2012 FailChat event in SF.
UX for the internet of things: ThingsCon 150505Claire Rowland
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This document summarizes some key differences in UX design for internet of things (IoT) devices compared to traditional internet and software applications. It discusses how IoT products need to (1) have clear value propositions that solve tangible problems, (2) use conceptual models that simplify the complex connectivity of devices, and (3) implement interaction models that provide coherence across interconnected systems and handle issues like latency, reliability and intermittent connectivity. The document cautions that good consumer UX for IoT will remain challenging due to the complexity of designing experiences for networks of devices that work seamlessly together.
Designing UX for the Internet of ThingsFahim Kawsar
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This document summarizes a talk about designing interaction for consumer internet of things (IoT). It discusses how current IoT interactions are app-driven, object-centric, spatially fixed, and temporally constrained, which differs from how humans naturally interact in an activity-centric, spatially distributed, and temporally dispersed manner. The document advocates for designing reflective user experiences for IoT that are spontaneous, personalized, opportunistic, and activity-aware by using techniques like purposeful data, activity awareness, opportunistic interfaces, ambient attention, personalization, and storytelling to better match human behaviors and intentions.
This document summarizes the work of Dr. Yong-Lae Park in developing soft robotics technologies. It discusses his background and research developing soft artificial skin sensors, soft artificial muscle actuators, and soft robotic devices for applications such as wearable sensing, rehabilitation, and assistive technologies. Specific projects highlighted include developing soft sensors for whole-body motion capture, soft multi-axis force sensors, sensor-integrated soft artificial muscles, soft orthotic devices for ankle rehabilitation, and soft wearable robots for the knee and arm.
Updated: Design beyond the glowing rectangle (Polish IA Summit 2011)Claire Rowland
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The document discusses how the internet of things will impact UX designers. It begins by noting that most interactions still involve screens but objects are becoming interconnected. This will require designing experiences that involve not just screens but physical objects and services across platforms. The document outlines some key challenges this presents for UX designers, such as relationships between devices, services, and data becoming more complex. It suggests designers will need to consider cohesion across experiences, interfaces, and platforms.
An updated version of the presentation we did at the Euro IA summit, presented at the Polish IA summit in April 2011. For more information on Fjord, visit www.fjordnet.com or follow us on twitter @fjord
This document provides an overview of user experience (UX) and its history and evolution. UX began in the field of human factors engineering to study how users interact with technology. It has since expanded to encompass usability, user needs, and business goals. The document discusses various trends that impact modern UX, such as new technologies, data usage, and changing consumer behaviors. It also outlines typical stages of the UX design process and provides examples of UX deliverables like experience principles and prototypes.
UX Day Mannheim: UX for systems of connected productsClaire Rowland
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1) When designing user experiences for systems of connected products, designers need to consider the entire system rather than just individual devices or interfaces.
2) There are many facets to designing the user experience for connected systems, from screen layouts and visual design to conceptual models, interactions across devices, and the holistic experience across digital and physical touchpoints.
3) Designing for uncertainties like intermittent connectivity and latency requires approaches like acknowledging actions but only confirming once complete, or being transparent about the system's current status to build trust with users.
The document discusses virtual worlds and business models. It provides an overview of key characteristics of virtual worlds, including shared space, graphical user interfaces, and persistence. A conceptual framework is presented covering the supply and demand sides. Emerging applications for virtual worlds in areas like collaboration, learning, and prototyping are described. Issues around adoption and the future of virtual worlds are also examined.
Mobile BYOD allows employees to use their own devices for work, increasing productivity and making organizations more attractive. Augmented reality overlays digital information on the real world, changing interactions. Cloud services provide computing power and applications via an economic pay-per-use model, improving agility and quality of service.
Wearing UXāWhen Our Clothes Become the InterfaceTechWell
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With the interest in wearable technology exploding, UX practitioners and development teams need to focus on creating experiences that intuitively fit the rhythm and ecosystem of a userās daily life. Unfortunately, much like what happened early on with mobile design, wearable UX designers seem to have unlearned many of the best practices and heuristics they employ on, for example, desktop design. Starting with a historical perspective on technology adoption and an assessment of where we are today, Jason Snook discusses challenges designers face with the varied interfaces and interactions associated with wearables. Join this session to explore key UX considerations, including interaction design, adoption theory, and the social aspects and stigmas that are important to realizing the full potential of wearable experiences.
Glimpses into the future of mobile devices, the internet, and more - updated ...Michael Harries
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First given at Mobile Monday Sydney on 2 November 2009.
A thought provoking look at the forces affecting the future of the mobile internet.
(Let me know what you think.)
This report discusses the rise of tablets and their role in converging smartphones and PCs. Tablets are bringing together previously separate industries like mobile operating systems. The report examines the landscape of mobile operating systems and their developers. It also discusses the importance of ecosystems like app stores and content/commerce portals in supporting devices. The report presents forecasts for tablet and device growth under different scenarios, including the potential for "creation tablets" that could cannibalize PCs or lead to a larger market. It argues connectivity between devices will be important and drive further convergence in the consumer electronics industry.
- Technology, society, lifestyle and livelihood are driving change in workplaces and society. Advances in technology like the internet, mobile devices, and cloud computing are enabling new types of jobs and business models without borders.
- The digital world is growing exponentially in data size and transactions. Fujitsu sees opportunities to leverage their technologies to analyze and store vast amounts of "big data" and provide business value through cloud services.
- Fujitsu's vision is to create a "Humancentric Intelligent Society" where technology enhances people's lives by collecting and analyzing data from sensors and the real world to deliver useful knowledge and appropriate services through networks and clouds.
Smart, connected products are everyday products like televisions, tractors, and baby monitors that are connected to the Internet by their manufacturers. This allows the manufacturers to continually optimize the products through software updates and analysis of sensor data. The products can evolve over time and offer new features through the cloud. This changes the relationship between manufacturers and consumers to an ongoing, dynamic interaction.
AusLUG - Australian Lotus User Group - "Social Business at Work" by Ed BrillEd Brill
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Ed Brill's keynote presentation at the Australian Lotus User Group, 29/30 August 2011 in Sydney. Covers high level themes of social business, Lotus Notes/Domino 8.5.3, and future directions for Lotus Notes/Domino.
Wireless Global Congress: 2020 is not that far awayRob Van Den Dam
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1) The document discusses how emerging technologies like cognitive computing, blockchain, and the internet of things are transforming industries by 2020. It notes that 30 billion devices will be connected and 85% of data will be unstructured.
2) Most data from the internet of things is invisible like sensor data and video, requiring new technologies to analyze it and extract insights. Cognitive systems that can understand, reason, and learn from this data are entering a new era of computing.
3) Blockchain technology will transform transactions in the same way the internet transformed information, providing benefits like reduced costs, risks, and increased trust through shared recordkeeping. A cognitive business can turn data into knowledge to adapt to customer needs.
Ubiquity: smart people, smart places, smart organisationsDaisy Group
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BBC futurist, Tom Cheesewright, talks ubiquitous computing and how it is affecting people, places and organisations across the world. This is the speech Tom gave at Daisy Communications' flagship event 'Daisy Wired? 2014'.
The Glass Class: Rapid Prototyping for Wearable ComputersMark Billinghurst
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Talk that was to be given by Mark Billinghurst at the AWE New York conference on March 25th 2014. Unfortunately, due to technical problems this wasn't able to go ahead.
Key questions to ask when designing for connected products/hardware-enabled services:
Is it a product, or a service?
How does your product workā¦ā¦and how can it fail?
Is your business model a good fit for user expectations?
How do we design not just for individual UIs but for distributed UX?
How often do devices connect? How responsive are they?
How do we give users transparency and control?
The document discusses some of the key challenges in designing user experiences for connected products and the Internet of Things. It notes that while visions of IoT often depict seamless interactions, the reality is that technology is still maturing and interactions can be glitchy. It debunks several myths about IoT design, including that zero user interfaces are feasible, interactions will be seamless, and IoT is only about connected things rather than holistic services. The document emphasizes the importance of considering factors like latency, intermittent connectivity, conceptual models, distributed functionality across devices, and how technology enablers like APIs impact what experiences can be created.
Design for failure in the IoT: what could possibly go wrong?Claire Rowland
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Weāre putting computing power, machine learning, sensing, actuation, and connectivity into more and more objects, services, and systems in the physical world. This enables new ways for things to work better. But it also creates new possibilities for failure, not least when software problems produce real-world consequences. Failures can damage the user experience, undermine the value of the product, and sometimes present danger.
When you develop a connected product, you must identify everything that could go wrongāfrom power failures to cessation of user supportāand ensure that each potential problem can be adequately mitigated. If the value of your product is marginal but the consequences of it going wrong could be catastrophic, itās time to rethink your plans.
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Talk from O'Reilly online conference Designing for the Internet of Things, 15th September 2016. A short version of this talk was given at Thingmonk on 13th September.
Direct manipulation is broken: O'Reilly Design Conference Jan 2016Claire Rowland
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The document discusses how direct manipulation breaks down in the context of IoT devices. Using connected devices conceptually requires thinking like a programmer by requiring users to anticipate future needs, plan solutions, configure systems to meet needs, and deal with unexpected conditions - tasks that are difficult for non-expert consumers. While empowering users to program could be seen as positive, it requires a significant time investment that many users may not have. The document explores ways to make controlling complex connected systems easier through better feedback, visibility into remote contexts, explaining unexpected behaviors, and error prevention.
Interusability: designing a coherent system UXClaire Rowland
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This document summarizes key concepts for designing coherent user experiences across connected products and systems. It discusses facets like conceptual models, consistency, continuity and intermittency. Conceptual models are important because connected products require users to understand complex system models. Functionality can be distributed across devices to suit contexts of use. Consistency in terminology and interactions is important, while designs should follow platform conventions. Continuity considers fluid cross-device interactions, handling intermittent states gracefully. Physical controls need to evolve to reflect changes made digitally. The complexity is greater in connected product design.
Interusability: designing a coherent system UX: NUX 23.10.15Claire Rowland
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The document discusses key considerations for designing coherent user experiences (UX) across interconnected Internet of Things (IoT) devices and systems. It identifies several facets of IoT UX design that are more complex than standalone products, including conceptual models of how systems work, consistency across device interfaces, and providing continuity of interactions across devices that may be offline intermittently. It provides examples of both best and worst practices for addressing these challenges in a user-centered way. The overall message is that good consumer UX for IoT systems is difficult due to the complexity of distributed interactions compared to single devices.
Over the Air 15: Experience design for the IoT: system UX & interusability 15...Claire Rowland
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This document discusses key considerations for designing user experiences that are interusable across connected devices and systems. It identifies conceptual models, composition, consistency, and continuity as important facets of interusable UX for the Internet of Things. Conceptual models are important for users to understand how connected systems work, as functionality is often distributed across multiple devices. Consistency in terminology and some conventions help users transfer knowledge, while composition and continuity aim to provide a coherent experience across devices. Latency and reliability issues also require transparency or gracefulness in how systems represent real-time states and responses.
Workshop on designing for consumer IoT, covering value, designing the system UX/interusability, and handling network issues such as latency/reliability and intermittent connections.
Interusability: Designing a Coherent System UXClaire Rowland
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This document discusses user experience (UX) design considerations for interconnected Internet of Things (IoT) systems. It addresses how to design conceptual models that help users understand how distributed IoT systems work. Key aspects discussed include consistency across interfaces, appropriate distribution of functionality across devices, and providing fluid interactions when devices are interconnected yet experience latency or reliability issues. The document stresses that good consumer UX for IoT systems is challenging due to the complexity of conceptual models for distributed systems and the need to handle issues like intermittent connectivity.
"Siri, did I leave the oven on?" UX for the connected home (updated for IA Su...Claire Rowland
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This document summarizes a presentation about designing user experiences for connected home technologies. It discusses four key UX challenges: 1) Making the home feel personal rather than like an engineered system, 2) Managing the social consequences of visible data, 3) Avoiding demanding too much user attention with mundane tasks, and 4) Overcoming users' lack of understanding of home technologies. It provides examples of both poor and promising approaches to these challenges. The presentation argues for a user-centered "service design" approach that considers the full customer experience across devices, services, and touchpoints.
Service design for the cloud of diverse devicesClaire Rowland
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The document discusses designing services across multiple devices. It begins by introducing the concept of "interusability" which refers to user experience across multiple levels including touchpoints on devices, interactions in the cloud, and the overall service experience. The document discusses what makes for a good touchpoint experience on individual devices, including being appropriate to the device's capabilities and limitations. It also discusses what makes a service feel coherent across devices, such as maintaining continuity of tasks, data, and interactions when switching between devices. The document emphasizes the importance of consistency across devices while also prioritizing what is appropriate for each specific device.
In order to understand the needs of highly mobile workers, Fjord interviewed a small but highly influential group of Nomads to understand their lifestyles, goals and technology needs. We also wanted to understand how the physical and social costs of this highly demanding mobile existence compared with the benefits. Also available at http://www.fjordnet.com/fjord-insights/fjords-digital-nomads-report-highlights-new-mobility
Psychology Of Creativity - London IA 30.03.10Claire Rowland
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A basic and pragmatic introduction to the psychology of creativity, from empirical research. PDF with notes: full academic references included in the notes.
Over the Air: Inspiration/Outspiration panel slidesClaire Rowland
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This document discusses framing problems in user experience (UX) research and design. It explains that framing problems involves understanding user needs and behaviors over time through empathic understanding and modeling of users. This process helps generate possibilities for solutions by creating empathy and stories that connect different perspectives.
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The built environment plays a crucial role in shaping a child's visual identity.Mostafa Abd Elrahman
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The built environment plays a crucial role in shaping a child's visual identity.
From the vibrant colors and playful designs of playgrounds to the textures
and layouts of schools, the spaces around children can profoundly influence
their cognitive, emotional, and social development
Custom Logo Design The Top Five AdvantagesMR Logo Design
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Explore these top five advantages of custom logo design, as suggested by the experts of a custom logo design company in the UK in this slideshow. For more information visit our website - https://www.mrlogodesign.co.uk/
Graphic design is the art and practice of planning and projecting ideas and experiences with visual and textual content.
It involves combining images, typography,and other visual elements to communicate messages effectively.
In Lahore, there are several institutions offer various courses in graphic design at undergraduate and postgraduate levels.
Graphic designers use various tools and techniques to create visual concepts that inspire, inform
and captivate audiences.
https://pnytrainings.com/graphic-designing-training-course
https://nidmindia.com/
The Digital Marketing Training Institute in Bangalore offers expert-led courses on SEO, social media, content marketing, and PPC. Gain practical experience and industry-recognized certifications to excel in the digital marketing field.
Building Accessibility into your Design SystemsResolute
Ā
Accessibility is transforming from a mere buzzword to a crucial design principle, essential for creating inclusive experiences that cater to all users, including those with disabilities. Overlooking accessibility can alienate potential users, highlighting the importance of incorporating it to ensure equality and a seamless user experience. At the heart of ensuring consistent, quality experiences lies the concept of a design system, defined by Diana as "the single source of truth" for all teams involved in product development.
Integrating accessibility within design systems from the outset is not only more efficient and cost-effective but also fosters a cohesive and inclusive digital environment across design, development, and product management, ensuring that products serve everyone's needs right from the beginning.
1. Design beyond the
glowing rectangle.
What does the internet of things mean for UX people?
Claire Rowland & Chris Browne
September 2010
Tuesday, September 28, 2010
Weāll be covering why this is important for us to start thinking about, what the impact may be, and what some of the key challenges
are.
2. āTodayās multimedia machine
makes the computer screen into
a demanding focus of attention
rather than allowing it to fade
into the background.ā
Mark Weiser
Tuesday, September 28, 2010
In 1991, Mark Weiser (the āfather of ubiquitous computingā) said...
3. āI hope we donāt end
up in a world filled
solely with
slick,
glowing
rectanglesā
Timo Arnall
image - The Onion
Tuesday, September 28, 2010
...19 years later, weāve not really solved this, have we?
Our day to day lives involve many interactions with objects, but most of our interactions with computing still happen through the
abstracted world of what Timo Arnall calls āslick, glowing rectanglesā.
4. UX is
moving
beyond the
screen.
Tuesday, September 28, 2010
However, weāre starting to see digital dissolve more into our surroundings.
Of course, people like Weiser have been talking about this for a long time now.
But things are now starting to happen in the mainstream, here and now, which pose new challenges for UX and service design.
We think that in the next couple of years, a lot of UX designers are going to have the opportunity to design things that involve not
just screens, but for the world around them.
13. What does
this mean for
design?
Tuesday, September 28, 2010
Over the next couple of years, this stuff is due to hit the mainstream and will affect the work UX designers do on an increasing basis
Hereās what we think this might mean for design...
19. Key design
challenges.
Tuesday, September 28, 2010
Here are a few of the key challenges we think UX designers will have to be prepared for, and some suggested ways to do things
differently.
Weāre just working this stuff out ourselves... these are some of the issues we hope to be able to research over the next couple of years.
These touch on bigger issues - theyāre important for this but each is a huge topic in its own right
20. 1.
Service and
interaction design
needs to scale.
Tuesday, September 28, 2010
Classic usability tends to focus on one user, one device, one service and one task at a time.
Service designers recognise that services are dynamic but we can often still get away with designing for a limited number of platforms
and quite scripted scenarios.
Thatās all right if your interactions are fairly simple, and your service works in isolation.
As embedded components come online, digital services will have to cope with increasing complexity, in 3 ways:
24. 2.
What do we do with
all this data?
Tuesday, September 28, 2010
25. Data overload
Tuesday, September 28, 2010
More and more data is being produced in both the physical and digital space, and can be shared in near real time.
How do we as designers leverage this huge amount of increasing complex data to help enrich the services we design, and aid us in
designing new forms of services?
33. 4.
Ensuring users
retain control of
their data.
Tuesday, September 28, 2010
34. āThereās a fine line between
pervasive computing and
invasive computing.ā
Victor Rozek
Tuesday, September 28, 2010
Privacy management is much more than a bunch of tick boxes and security settings. It incorporates less tangible elements such as
'appropriate use' and a userās ācomfort levelā etc. These may be determined by the usersā sense of control over their data and its use.
The level of āappropriate useā is again dependent on the user and their culture.
As designers we need to set āsensibleā defaults for users and allow them to quickly and easily manage their privacy settings, whilst
clearly communicating the pros and cons of their choices. This is an increasingly difficult challenge as many users can barely
manage Facebook privacy settings.
38. 5.
Interactions
become tangible.
Tuesday, September 28, 2010
39. Thinking is physical
Tuesday, September 28, 2010
Cognitive scientists now talk about āembodied cognitionā*: the idea that the way we think is shaped by, and inseparable from, our
physical experiences of interacting with the world. (Dourish, McCullough)
For example, the idea that up is good and down is bad is rooted in your physical experience of living with gravity. āIām feeling down
todayā is bad. Up (and fast) is good... āIām feeling upbeatā. We say someone is āboiling over with rageā or āsteam is coming out of their
earsā: understanding anger through containment of liquids. These are English language examples, but the principles seem to be
universal.
Cognitive scientists would argue that this perception of up and down is a very fundamental basic level category or building block of
thought used to make sense of other, more abstract things.
Embodied interaction seeks to make physical designs make sense to us through harnessing the way we understand the world through
physical experience. At the moment, much tangible interaction work is happening in R&D labs...
45. 7.
User research and
prototyping
methods.
Tuesday, September 28, 2010
There are two big challenges here...
Understanding needs for things people are not yet familiar with
Prototyping and testing complex systems
50. How can UX
people get
started?
Tuesday, September 28, 2010
Everything weāve talked about is happening now, somewhere.
We think this is about to affect the work that many of us do, even if just in small ways.
Weād like to suggest a few ways in which UX designers can start to think about this.
57. Thank you.
chris.browne@fjord.co.uk
claire@fjord.co.uk
Thanks also to Alex von Feldmann, Dom Quigley, Ann Light, Alfred Lui,
Christian Lindholm, Ji-Hye Park, Sam Crosland
Tuesday, September 28, 2010