物聯網產品體驗設計架構 | A Conceptual Framework for IoT Product Experience Design
1. A Conceptual Framework
for IoT Product
Experience Design
物聯網產品
體驗設計架構
2014 / 11 / 15
HCI: Well-being Space Workshop 2014
National Yunlin University of Science & Technology
32. Contextual experience
Physical experienceInformation experience
Interaction experience Service experience
A meaningful / reasonable context, place, activity…
An IoT product
experience
Form, material, mechanics, etc.
33. Contextual experience
Physical experienceInformation experience
Interaction experience Service experience
A meaningful / reasonable context, place, activity…
An IoT product
experience
Form, material, mechanics, etc.
Useful information, less is more,
data visualization…
34. Contextual experience
Physical experienceInformation experience
Interaction experience Service experience
A meaningful / reasonable context, place, activity…
An IoT product
experience
Form, material, mechanics, etc.
Foreground and background
Useful information, less is more,
data visualization…
35. Contextual experience
Physical experienceInformation experience
Interaction experience Service experience
A meaningful / reasonable context, place, activity…
An IoT product
experience
Form, material, mechanics, etc.
Foreground and background
Eco-systems,
fluidity in accessing among
different touch-points
Useful information, less is more,
data visualization…
37. Contextual Design (CD) is a user-centered
design process developed by Hugh Beyer and
Karen Holtzblatt.
It incorporates ethnographic methods for
gathering data relevant to the product via
field studies, rationalizing workflows, and
designing human-computer interfaces.
In practice, this means that researchers
aggregate data from customers in the field
where people are living and applying these
findings into a final product.
38. Contextual Design (CD) is a user-centered
design process developed by Hugh Beyer and
Karen Holtzblatt.
It incorporates ethnographic methods for
gathering data relevant to the product via
field studies, rationalizing workflows, and
designing human-computer interfaces.
In practice, this means that researchers
aggregate data from customers in the field
where people are living and applying these
findings into a final product.
Process Overview:
1. Collecting data - contextual inquiry
2. Interpretation
3. Data Consolidation
4. Visioning
5. Storyboarding
6. User Environment Design
7. Prototyping
41. Industrial design (ID) is the professional
service of creating and developing
concepts and specifications that optimize
the function, value and appearance of
products and systems for the mutual
benefit of both user and manufacturer.
Industrial Designers Society of America
45. Information design is the practice of
presenting information in a way that
fosters efficient and effective
understanding of it.
The term has come to be used
specifically for graphic design for
displaying information effectively,
rather than just attractively or for
artistic expression.
Information design is closely related
to the field of data visualization and
is often taught as part of graphic
design courses.
49. Interaction Design (IxD) defines the structure
and behavior of interactive systems.
Interaction Designers strive to create
meaningful relationships between people and
the products and services that they use, from
computers to mobile devices to appliances
and beyond.
Interaction Design Association
50. The design of a pen that responds to stressful behavior
(After: ID-StudioLab @ TU Delft | Faculty of IDE)
51.
52. More to see at Microinteractions: Designing with Details (2013)
by Dan Saffer
http://microinteractions.com/what-is-a-microinteraction
54. Service design is the activity of planning
and organizing people, infrastructure,
communication and material
components of a service in order to
improve its quality and the interaction
between service provider and customers.
The purpose of service design
methodologies is to design according to
the needs of customers or participants, so
that the service is user-friendly,
competitive and relevant to the
customers.
Service Design Network
58. Addicted Products
TU Delft / Haque Design Research (NL)
http://awards.ixda.org/entry/2014/addicted-products
59. Contextual design
Physical designInformation design
Interaction (behavior) design Service design
A meaningful / reasonable context, place, activity…
Form, material, mechanics, etc.
Foreground and background
Eco-systems,
fluidity in accessing among
different touch-points
Useful information, less is more,
data visualization…
60. Haggle-O-Tron
by the Internet of Second Hand Things team @ Edinburgh College of Art
https://www.youtube.com/watch?v=tPW-t5kNh5Q
61. Contextual design
Physical designInformation design
Interaction (behavior) design Service design
A meaningful / reasonable context, place, activity…
Form, material, mechanics, etc.
Useful information, less is more,
data visualization…
Foreground and background
Eco-systems,
fluidity in accessing among
different touch-points
64. IoT (Internet of Toilet)
Image: dirtyboxface/Flickr
What Your Toilet Could Detect:
Early Pregnancy Detection
Bacterial Infections
PSA Levels Are High, Gents
It’s Hangover Time
Key Indicators on Health