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Hardware is hard(er)

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Hardware is hard(er)

Hardware is hard(er): designing for distributed user experiences in IoT - Claire Rowland, www.clairerowland.com

Designing connected devices and hardware-enabled services is significantly more complex than pure software. There are more devices on which code can run, connectivity and data sharing patterns to consider, and often multiple and varied touchpoints for users to interact with. Pulling this all together into a coherent experience involves strong collaboration between design and engineering, and a systems thinking approach to UX. In this talk, we’ll introduce what designers need to know about the tech, what engineers need to know about UX for IoT, and how to facilitate the whole-collaboration needed to create great products.

www.clairerowland.com

Hardware is hard(er): designing for distributed user experiences in IoT - Claire Rowland, www.clairerowland.com

Designing connected devices and hardware-enabled services is significantly more complex than pure software. There are more devices on which code can run, connectivity and data sharing patterns to consider, and often multiple and varied touchpoints for users to interact with. Pulling this all together into a coherent experience involves strong collaboration between design and engineering, and a systems thinking approach to UX. In this talk, we’ll introduce what designers need to know about the tech, what engineers need to know about UX for IoT, and how to facilitate the whole-collaboration needed to create great products.

www.clairerowland.com

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Hardware is hard(er)

  1. 1. Hardware is hard(er) Designing for distributed user experiences in IoT Copyright Claire Rowland
  2. 2. Hello Product strategy, product discovery and experience design for IoT, hardware- enabled services and energy tech
  3. 3. What’s IoT, and why is it hard?
  4. 4. Connected products Image: Philips
  5. 5. Hardware-enabled services Image: EVEnergy
  6. 6. Why is it hard? Software Always evolving Security, privacy and interoperability challenges Ongoing service relationship Hardware High upfront cost, hard to change once made Stringent design and testing Limited post-purchase relationship
  7. 7. Image: bulb.co.uk “How frequently can the sensor report data without running the battery down too fast?” “You forgot to turn the oven off” vs “You may be heating your home when you’re not there” > Image: SSE
  8. 8. Tech Design Business
  9. 9. UX for IoT is not just app UI and industrial design Industrial design/ hardware UI Software UI System UX: interusability Service design Propositions and business models Technical enablers (connectivity, APIs, data, power…)
  10. 10. Tech: Distributed systems are different
  11. 11. Technical architecture
  12. 12. Connectivity patterns Images: Canary Care
  13. 13. How could it fail? Image: Amazon
  14. 14. Proposition: Balancing value and risk
  15. 15. What user value do you provide? Easier invoicing Improved building safety
  16. 16. What risks are you introducing? Privacy/security Discrimination Burning the house down
  17. 17. Are you actually solving the problem… or just creating new ones?
  18. 18. Balancing revenue and costs, fairly
  19. 19. Design: Distributed UX
  20. 20. Interaction architecture and composition Images: Tado, British Gas (Nearly) all interactions via phone app Interactions mirrored across phone and devices
  21. 21. Consistency across diverse interfaces Image: Samsung
  22. 22. Cross-device interaction continuity Microwave is searching for WiFi networks Which network should Microwave connect to? ————————- Abraham LinkSys ————————- 361 Temple 2.4 ————————
  23. 23. …and the spaces in between • Latency • Reliability • Intermittent connectivity • Responsiveness of cloud service
  24. 24. Effective IoT teams
  25. 25. This image contains user experience decisions Image: Marcio Granzotto on Github
  26. 26. It takes a lot of different skillsets to make a good IoT product No one person can know everything …but everyone needs to understand their teammates’ jobs well enough to know when to talk to one another
  27. 27. How can you facilitate that? • Everyone needs to know how their individual work aligns with user, product and organisational goals • Incentivise people to collaborate and share, not do their thing and hand it over • Whole team weekly meeting: What’s everyone working on? What issues are you facing? Demos? Questions? • Work through key use cases as a team
  28. 28. Tools
  29. 29. What individuals can do • Be curious • Be respectful, don’t pigeonhole others: no-one can know everything and good ideas and valid suggestions can come from anywhere • Be prepared to think up new ways to explore problems: conventional software tools and approaches might not cut it • Learn how to communicate what you are doing to others outside your specialism, and make the effort to understand the way they communicate
  30. 30. Learn to ask the technical questions that shape UX: • What are the parts? • For functionality which impacts the user, which code runs where (cloud, device, app)? • How do the different parts communicate and connect? • How quickly and reliably will messages be passed around? What could go wrong there? • How often can we get the data (frequency/ granularity)? • Help designers think through the ‘art of the possible’: context, constraints and trade-offs • Explain conceptually how things work, to non technical people • Explain complex system effects: e.g. what looks like a low impact change on front end may have large impact across multiple components on back end • Understand that many things shape UX, and it’s not just UI design Engineers:Designers:
  31. 31. Want a book? Tweet @thoughtworks_de with I want a book #YConf2020 First 2 win!
  32. 32. Thank you! claire@clairerowland.com www.clairerowland.com @clurr

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