[hci lab] week 01. introduction to iot ux
TRANSCRIPT
Lecture 1
Introduction to “IoT UX : Design by Data”
2015 Winter Internship Seminar @Yonsei HCI Lab Track II : Prototypes and Evaluations Class hours : Wedn. 14:00 – 15:30 31st December, 2014
Paper Review
• Text
– Lim, Y.-K., Stolterman, E., and Tenenberg, J. 2008. The anatomy of
prototypes: Prototypes as filters, prototypes as manifestations of design
ideas. ACM Trans. Comput.-Hum. Interact. 15, 2, Article 7 (July 2008), 27
pages.
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Review Report Bullet Points
• Seminar
– Core Research Ideas : Bring out some keywords or related technological
trends, backgrounds, and concerns
– Research Questions : What they investigated
– Key theories : Some they referred and some they developed by their own
– Method : How they proved
– Results & Findings : What they learned from the study
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INTRODUCTION Lecture
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The components of UX
• User Experience
– User experience is the totality of the effect or effects felt by a user as a
result of interaction with, and the usage context of, a system, device, or
product, including the influence of usability, usefulness, and emotional
impact during interaction, and savoring the memory after interaction.
– “Interaction with” is broad and embraces seeing, touching, and thinking
about the system or product, including admiring it and its presentation
before any physical interaction.
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The components of UX
• Usability
– Usability is the pragmatic component of user experience, including effectiveness,
efficiency, productivity, ease-of-use, learnability, retainability, and the pragmatic aspects
of user satisfaction.
• Usefulness
– Usefulness is the component of user experience to which system functionality gives the
ability to use the system or product to accomplish the goals of work(or play).
• Functionality
– Functionality is power to do work(or play) seated in the non-user-interface
computational features and capabilities.
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The components of UX
• Emotional Impact
– Emotional impact is the affective component of user experience that
influences user feelings. Emotional impact includes such effects as
pleasure, fun, joy of use, aesthetics, desirability, pleasure, novelty,
originality, sensations, coolness, engagement, appeal and can involve
deeper emotional factors such self-identity, a feeling of contribution to the
world and pride of ownership.
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Ubiquitous Interaction
• Desktop, Graphical User Interfaces, and the Web Are Still Here and
Growing
– The “old-fashioned” desktop, laptop, and network-based computing
systems are alive and well and seem to be everywhere, an expanding
presence in our lives.
– Word processing, database management, storing and retrieving
information, spreadsheet management.
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Ubiquitous Interaction
• The Changing Concept of Computing
– Computer systems are being worn by people and embedded within
appliances, homes, offices, stereos and entertainment systems, vehicles,
and roads.
– Computation and interaction are also finding their way into walls, furniture,
and objects we carry (briefcases, purses, wallets, wrist, watches, PDAs,
cellphones)
– Most of the user-computer interaction attendant to this ubiquitous
computing in everyday contexts is taking place without keyboards, mice,
or monitors.
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Ubiquitous Interaction
• The Changing Concept of Interaction
– With an obviously enormous market potential, mobile communications are perhaps the fastest
growing area of ubiquitous computing with personal devices and also represent one of the
most intense areas of designing for a quality user experience.
– Interaction, however, is doing more than just reappearing in different devices such as we see
in Web access via mobile phone. Weiser (1991) said “. . . the most profound technologies are
those that disappear.”
– Russell, Streitz, and Winograd (2005) also talk about the disappearing computer—not
computers that are departing or ceasing to exist, but disappearing in the sense of becoming
unobtrusive and unremarkable. They use the example of electric motors, which are part of
many machines we use daily, yet we almost never think about electric motors per se. They talk
about “making computers disappear into the walls and interstices of our living and working
spaces.”
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Ubiquitous Interaction
• The Changing Concept of Interaction
– When this happens, it is sometimes called “ambient intelligence,” the goal
of considerable research and development aimed at the home living
environment. In the HomeLab of Philips Research in the Netherlands
(Markopoulos et al., 2005), researchers believe “that ambient intelligence
technology will mediate, permeate, and become an inseparable common
of our everyday social interactions at work or at leisure.”
– In these embedded systems, of course, the computer only seems to
disappear. The computer is still there somewhere and in some form, and
the challenge is to design the interaction so that the computer remains
invisible or unobtrusive and interaction appears to be with the artifacts,
such as the walls, directly. So, with embedded computing, certainly the
need for a quality user experience does not disappear. Imagine embedded
computing with a design that leads to poor usability; users will be clueless
and will not have even the familiar menus and icons to find their way!
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From Usability to User Experience
• The Traditional Concept of Usability
– Usability is that aspect of HCI devoted to ensuring that human–computer
interaction is, among other things, effective, efficient, and satisfying for
the user. So usability includes characteristics such as ease of use,
productivity, efficiency, effectiveness, learnability, retainability, and user
satisfaction (ISO 9241-11, 1997).
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From Usability to User Experience
• Misconceptions about Usability
– First, usability is not what some people used to call “dummy proofing.”
– Usability is not equivalent to being “user-friendly.”
– To many not familiar with the field, “doing usability” is sometimes thought
of as equivalent to usability testing.
– Finally, another popular misconception about usability has to do with
visual appeal.
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From Usability to User Experience
• The Expanding Concept of Quality in Our Designs
– The field of interaction design has grown slowly, and our concept of what constitutes
quality in our designs has expanded from an engineering focus on user performance
under the aegis of usability into what is now widely known as user experience.
– Thomas and McCredie (2002) call for “new usability” to account for “new design
requirements such as ambience or attention.”
– At a CHI 2007 Special Interest Group (SIG) meeting (Huh et al., 2007), the discussion
focused on “investigating a variety of approaches (beyond usability) such as user
experience, aesthetic interaction, ambiguity, slow technology, and various ways to
understand the social, cultural, and other contextual aspects of our world.”
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From Usability to User Experience
• Is Not Emotional Impact What We Have Been Calling User Satisfaction?
– Some say the emphasis on these emotional factors is nothing new—after
all, user satisfaction, a traditional subjective measure of usability, has
always been a part of the concept of traditional usability shared by most
people, including the ISO 9241-11 standard definition.
– Technology and design have evolved from being just productivity-
enhancing tools to more personal, social, and intimate facets of our lives.
Accordingly, we need a much broader definition of what constitutes
quality in our designs and quality in the user experience those designs
beget.
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From Usability to User Experience
• Functionality is Important, but a Quality User
Experience Can Be Even More So
– The iPod, iPhone, and iPad are products that
represent cool high technology with excellent
functionality but are also examples that show
the market is now not just about the features—it
is about careful design for a quality user
experience as a gateway to that functionality.
– To users, the interaction experience is the
system.
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First Apple store opened in the Netherlands on 3rd March 2012. It has an amazing spiral staircase, a trademark like those in all other Apple stores.
From Usability to User Experience
• Functionality Is Important, but a Quality User Experience Can Be Even More So
– Hassenzahl and Roto (2007) state the case for the difference between the functional view
of usability and the phenomenological view of emotional impact. People have and use
technical products because “they have things to do”; they need to make phone calls,
write documents, shop on-line, or search for information.
– Hazzenzahl and Roto call these “do goals,” appropriately evaluated by the usability and
usefulness measures of their “pragmatic quality.” Human users also have emotional and
psychological needs, including needs involving self-identity, relatedness to others, and
being satisfied with life.
– These are “be goals,” appropriately evaluated by the emotional impact and
phenomenological measures of their “hedonic quality.”
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From Usability to User Experience
• A Good User Experience Does Not
Necessarily Mean High-Tech or “Cool”
– The best user experience requires a
balance of functionality, usability, aesthetics,
branding, identity, and so on. (eg. Microsoft
Vista Package)
– In addition to user experience not just being
cool, it also is not just about technology for
technology’s sake. (eg. University
Conference Call system)
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Figure 1-1 A new Microsoft software packaging design
From Usability to User Experience
• Design beyond Just Technology
– Design is about creating artifacts to satisfy a
usage need in a language that can facilitate a
dialog between the creator of the artifact and
the user. That artifact can be anything from a
computer system to an everyday object such
as a door knob.
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From Usability to User Experience
• Components of a User Experience
– The newer concept of user experience still embodies all these implications of usability.
How much joy of use would one get from a cool and neat-looking iPad design that was
very clumsy and awkward to use? Clearly there is an intertwining in that some of the joy
of use can come from extremely good ease of use.
– The most basic reason for considering joy of use is the humanistic view that enjoyment is
fundamental to life. (Hassenzahl, M., Beu, A., & Burmester, M. (2001). Engineering joy.
IEEE Software, 18(1), pp. 70–76.)
– As a result, we have expanded the scope of user experience to include:
• effects experienced due to usability factors
• effects experienced due to usefulness factors
• effects experienced due to emotional impact factors
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From Usability to User Experience
• User Experience Is (Mostly) Felt Internally by the User
– User experience, as the words imply, is the totality of the effect or effects
felt (experienced) internally by a user as a result of interaction with, and
the usage context of, a system, device, or product.
– Here, we give the terms “interaction” and “usage” very broad
interpretations, as we will explain, including seeing, touching, and
thinking about the system or product, including admiring it and its
presentation before any physical interaction, the influence of usability,
usefulness, and emotional impact during physical interaction, and
savoring the memory after interaction.
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From Usability to User Experience
• User Experience Cannot Be Designed
– A user experience cannot be designed, only experienced. You are not
designing or engineering or developing good usability or designing or
engineering or developing a good user experience.
– There is no usability or user experience inside the design; they are
relative to the user. Usability occurs within, or is revealed within, the
context of a particular usage by a particular user. The same design but
used in a different context—different usage and/or a different user—
could lead to a different user experience, including a different level of, or
kind of, usability.
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From Usability to User Experience
• User Experience Cannot Be Designed
– We illustrate this concept with a non-computer example, the
experience of enjoying Belgian chocolates. Because the “designer”
and producer of the chocolates may have put the finest ingredients
and best traditional processes into the making of this product, it is
not surprising that they claim in their advertising a fine chocolate
experience built into their confections.
– However, by the reasoning in the previous paragraph, the user
experience resides within the consumer, not in the chocolates. That
chocolate experience includes anticipating the pleasure, beholding
the dark beauty, smelling the wonderful aromas, the deliberate and
sensual consumption (the most important part), the lingering bouquet
and after-taste, and, finally, pleasurable memories.
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From Usability to User Experience
• User Experience Cannot Be Designed
– When this semantic detail is not observed and the chocolate
is marketed with claims such as “We have created your
heavenly chocolate experience,” everyone still understands.
– Similarly, no one but the most ardent stickler protests when
BMW claims “BMW has designed and built your joy!” In this
book, however, we wish to be technically correct and
consistent so we would have them say, “We have created
sweet treats to ensure your heavenly chocolate experience”
or “BMW has built an automobile designed to produce your
ultimate driving experience.”
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From Usability to User Experience
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Figure 1-2 User experience occurs within interaction and usage context
TALES OF THINGS IoT Case Study 01
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Tales of Things : Web
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Tales of Things : Mobile
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Related Links
• App Site
– http://talesofthings.com/
• Book
– http://themobilestory.com/ch-19-tales-of-things/
• Conference
– http://dh2011abstracts.stanford.edu/xtf/view?docId=tei%2Fab-
158.xml%3Bquery%3D%3Bbrand%3Ddefault
• News
– http://bookleteer.com/blog/2010/08/tales-of-things/
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IOT BY WEATHER DATA IoT Case Study 02
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Indoor Weather Station Idea
• Abstract
In this project, we investigated how a ludic approach might open new possibilities for environmental HCI by designing three related devices that encourage environmental awareness while eschewing utilitarian or persuasive agendas. In addition, we extended our methodological approach by batch-producing multiple copies of each device and deploying them to 20 households for several months, gathering a range of accounts about how people engaged and used them. The devices, collectively called the 'Indoor Weather Stations', reveal the home's microclimate by highlighting small gusts of wind, the colour of ambient light, and temperature differentials within the home. We found that participants initially tended to relate to the devices in line with two 'orienting narratives' of environmental tools or ludic designs, finding the devices disappointing from either perspective. Most of our participants showed lingering affection for the devices, however, for a variety of reasons. We discuss the implications of this 'sporadic interaction', and the more general lessons from the project, both for environmental HCI and ludic design.
http://goo.gl/vLfxGY
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Linking Data to Lighting
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http://www.casa.ucl.ac.uk/weather/colours.html
Netatmo Weather Station
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Weather Station by Netatmo
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http://goo.gl/rV4xfY
Related Links
• App Site
– https://ifttt.com/
• CEDE Project
– http://projectcede.org/
• More Readings
– http://www.digitalurban.org/2014/02/iftt-netatmo-philips-hue-linking-data-
to-lighting.html
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FREE FROM BEING SOCIAL IoT Case Study 03
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http://www.kovertdesigns.com/product/
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Homework
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Create Your Personal Blog
Write a Personal Statement
Upload Your Video Journal About Yourself
1 2 3
Choose one from the Blogs below - Google Blog - Wordpress - Tumblr
Your Blog Post #1 - 150 words or fewer - What I like - Where I like to be (or hang
out) - The best experience of my
life so far
Your Blog Post #2 - Title “Message From Me in
2015 to myself in 2025 Future” - Edit it in the length of 30
seconds. - Share the vimeo(or youtube)
link on your blog
Submission Due : 11: 59 pm Mon. 5th Jan. 2015