Integrating Artificial Intelligence (AI) with User Experience(UX)/User Interf...
Design beyond the glowing rectangle - EuroIA2010
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
We’ll 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. “Today’s multimedia machine
makes the computer screen into
a demanding focus of attention
rather than allowing it to fade
into the background.”
Mark Weiser
Tuesday, September 28, 2010
In 1991, Mark Weiser (the ‘father of ubiquitous computing’) said...
3. “I hope we don’t end
up in a world filled
solely with
slick,
glowing
rectangles”
Timo Arnall
image - The Onion
Tuesday, September 28, 2010
...19 years later, we’ve 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 ‘slick, glowing rectangles’.
4. UX is
moving
beyond the
screen.
Tuesday, September 28, 2010
However, we’re 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
Here’s 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.
We’re 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 - they’re 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.
That’s 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. “There’s a fine line between
pervasive computing and
invasive computing.”
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 user’s ‘comfort level’ etc. These may be determined by the users’ sense of control over their data and its use.
The level of ‘appropriate use’ is again dependent on the user and their culture.
As designers we need to set ‘sensible’ 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 ‘embodied cognition’*: 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. “I’m feeling down
today” is bad. Up (and fast) is good... “I’m feeling upbeat”. We say someone is ‘boiling over with rage‘ or ‘steam is coming out of their
ears’: 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 we’ve 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.
We’d 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