This document summarizes a research presentation on how user mental models influence Internet of Things (IoT) product innovations. The research examined how factors like technical skill level, use experience, mental models, and speculative digital ecologies affect user innovativeness over two years using simulations and interviews. The results showed that use experience and sharing technology information significantly influence mental models and innovativeness, while technical skills did not. Social context and collective systems were found to strongly shape memory sharing behaviors and mental models. The findings suggest that social and ecological affordances will increasingly drive the evolution of IoT technologies.
SaaStr Workshop Wednesday w/ Lucas Price, Yardstick
The Attributes of Technology Affordances Influencing the IoT Modeling by Users
1. The Attributes of Technology Affordances Influencing
the IoT Modeling by Users
: A Group Simulation Study of Social Affordances as an
Antecedent upon Participatory Platform Architectures
Heejung Kwon, Ph.D., Creative Innovation Research Center, Yonsei Business Research Institute
2015 KMIS Fall Conference
Session A1 : ICT Application
Time : 9:00 am ~ 10:30 am, Saturday 21st November
Room : B223
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2. Introduction
Internet of Things
− Convergence Products of Home
Controllers?
− Sensors
− Presence
− Motion
− Direction
− Temperature
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4. IoT Use Cases by Ninja Sphere
Be alerted if you have left home and left an appliance on,
and easily turn it of, such as heaters/lamps/AV equipment
(phone & smart socket)
Check in on your dog/cat while you’re away from home (tag
& phone)
See who is at home/away (tag & phone, opt in)
See exactly where your lost wallet/keys are located (using
tag & phone)
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5. IoT Use Cases by Ninja Sphere
Be alerted if a valuable is being moved and you’re not at home (tag &
phone)
Have useful information pushed into your ambient environment via the
LED matrix, such as the weather or energy usage of your appliances -
page through this information using hand gestures. (smart socket, LED &
gesture)
Consolidated control of your lights, media, and environment devices via
natural gestures on top of the spheramid (LED & gesture)
Consolidated control of your devices via one native application.
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6. IoT Use Cases by Ninja Sphere
Create ‘if this then that’ style rules against presence, location, time,
energy usage controlling your appliances or alerting you via your phone.
Further, any third party device you add can also be controlled via our
rules engine. Examples out of the box:
- ‘If i’m on my way home and it’s cold outside turn on the heater’
(phone/tag & smart socket)
- ‘Turn on the lights when I get home and it’s dark’ (phone/tag & smart
socket)
- ‘Turn off my appliances automatically when I go to bed at night’
(phone/tag & smart socket)
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7. Research Question
How do the changes of user mental models
influence to the IoT Product Innovations?
−Experience Factors
− Technical Skill Level
− Use Experience
− User Mental Model
− Speculative Digital Ecology
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9. Tales of Things
Tales of Things and electronic Memory
(TOTeM) is a three-year collaborative
project between five universities in the
United Kingdom. The project aim is to
explore the implications of Internet of
Things (IoT) technologies for the design of
novel forms of augmented memory
systems(Barthel, 2013).
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10. ToT has been Applied to varied
academic research projects
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11. It’s about people, spaces, and things, and
how they are related to in our memories.
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Tales
Capturing the Past
The panorama was captured in front of the Chambermaid stencil by the
artist Banksy, created in May 2006, on the wall of the Roundhouse in
Camden. According to the Camden New Journal Article the maid is a
portrait of Leita who worked in a Hotel in Los Angeles.
Libbey Cambell the newly elected Liberal Democrat Councilor stated
that "Banksy should of got permission for the art and ask who is going to
pay to have it removed?". We are sad to say that is has now been removed
- well done Camden Council...
Created by: Smithee on 22 Apr 2010, 4:23 p.m.
12. User Innovation in iOT Context
Theories and Experiments
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13. Research Overview
2 years of a longitudinal Research
−Round 1
− September 2014
− Participants : 10 (male 5, female 5, Median age 22)
−Round 2
− September 2015
− Participants : 12 (male 6, female 6, Median age 24)
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14. Research Procedures
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Phases Tasks Ref
Phase 1
Draw the interaction cycle of “Tales of Things”
− Note to what your goal of “Tales of Things” was.
− Describe the example world of “Tale of Things” use context
− Describe your gulf of execution to use “Tales of Things”
− Describe your gulf of evaluation to use “Tale of Things”
Norman’s (1990)
stages-of action
model
Phase 2
Translate the cycle into the UAF
− Tell your stories of experiencing ToT
− What did you plan?
− What were the steps of the translation?
− Explain your physical action to the app.
− What was the outcomes of ToT following to your physical action?
− Were the system feedbacks proper?
Andre's (2001)
The user action
framework
Phase 3
Analysis/Design your own ToT use case.
− Who are the users?
− What do they use ToT for?
− What use context will they be in to access the ToT process(or Interaction
Cycle)?
Hartson's (2012)
18. Conclusions
The user mental models are significantly influenced by use
experiences, and the behaviors of sharing technology
information[H2, H5].
The user mental model of using memory sharing media such
as photos is largely dependent on social behaviors, and
collective apparatus[H5].
The originality and novelty of innovative ideas are not coupled
to technical fluency or exposures to industry experiences [H1].
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19. Conclusions
The use experience in social context is a significantly outstanding antecedent
of user mental model formation, and presumably influence to user
innovativeness[H2, H3].
− The finding could be considered as an evidence of ecological affordance factors(Gaver, 1996),
and proved the influence of social affordances in ecological perspective. The affordance in
new media spaces would gradually evolve from physical perspectives to social perspectives,
and vice versa.
− Also the bidirectional influences between physical affordances, and social affordances will
increase in multimodal technology environments.
The ecological affordance and responsiveness of new media environments
will be the critical facets of IoT evolutions.
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