How to Design Delightful Experiences for the Internet of Things

One of the next technological revolutions on the horizon is the emerging platform of the Internet of Things (IoT). The core of its promise is a world where household appliances, cars, trucks, trains, clothes, medical devices and, much more would be connected to the internet via smart sensors capable of sensing and sharing information.

As its presence in our lives grows, the Internet of Things (IoT) will be fundamental to most things we see, touch, and experience—UX design will play an important, if not essential, role in that advancement.

From healthcare to transportation—from retail to industrial applications, companies are constantly searching for new ideas and solutions in order to create new experiences, deliver greater value to customers, and make people’s lives easier and more efficient.

If you think you don’t know what IoT is, you’ve probably already experienced it and just didn’t realize what it was. Home automation hubs like Google’s Home and Amazon’s Alexa, the Nest Learning Thermostat, Philips Hue lightbulbs, Samsung SmartThings, Amazon Go, and fridges that monitor their contents all fall into the IoT category.

Flo, smart residential water systems that monitor water efficiency, leaks, and waste

The next wave of IoT will connect millions of devices across the globe and make homes, cities, transportation, and factories smarter and more efficient. Real-time data produced by hundreds of IoT sensors will change the way businesses operate and how we see the world.

The skills needed in this new paradigm will shift from component thinking to whole systems thinking; from one screen to multiple touch-points. Most IoT systems will be connected to an app, but this will eventually evolve into a multi-interface world, some of it yet to be invented.

Designers must adapt to new technologies and paradigms or risk becoming irrelevant. Experiences that we design for are shifting dramatically—think AI, VR, AR, MR, IoT, and any combination thereof.

Utilizing live streaming data collected from millions of sensors, designers will be tasked with crafting experiences turning that data into something useful via an interface (a mobile app, smart TV, smart mirror, smartwatch, or car dashboard).

There will be huge opportunities for designers in the industrial Internet of Things. Organizations of all types and industries are investing heavily in this space, making IoT growth projections astronomical—to the tune of 50 billion connected devices by 2020.

IoT Is Already Here

An example of an IoT ecosystem available today is an internet connected doorbell that has a video camera, speaker, microphone, and motion sensor. When a visitor either rings the doorbell or comes near the front door, the owner receives a notification on their mobile via the app. The owner is able to communicate with the visitor via the speaker and microphone; they can let the visitor in via a remote controlled door lock or instruct a delivery person to leave the package somewhere safe.

SkyBell is a smart video doorbell that allows you to see, hear, and speak to the visitor at your door whether you’re at home, at work, or on the go.

Another example is Nanit—a connected baby monitor with computer vision. It has real-time HD video with night vision, plus temperature and humidity sensors. It’s app gives you access to recorded and live HD video streams and smart notifications.

The IoT baby monitor Nanit

Implications for UX Design

These new experiences will require new modes of interaction—modalities yet to be designed. Touch will evolve and expand. Gestures and physical body motion will become a more natural way of interacting with the digital world around us.

The IoT space is ready for exploration and designers need to investigate the potential human interaction models, how to design for them and find ways to unlock value. The focus will no longer be on singular experiences, but instead those that represent a broader ecosystem.

The Myo armband

Designers will become involved during every stage of the design process as it will become more about designing the entire product experience.

They will need to share creative authority during the whole development cycle and effectively influence the outcome of the end product, working in collaboration with an industrial designer—for example, on what that IoT doorbell looks like, how it works, the video and sound between the two parties, and the unlocking and locking of the door.

Five Critical Aspects for Designers to Consider in the IoT Era

1) Prepare for Evolving User Interactions

Google Home connects seamlessly with smart IoT devices so you can use voice to set the perfect temperature or turn down the lights.

Just as touchscreens introduced the pinch, finger scroll, and swipe, we’ll soon be introducing other ways of interacting with IoT systems. We can expect that hand gestures will continue to be used, but we’ll begin to see even more natural movements, such as tiny finger movements, as options for controlling devices in our environment.

Google is already preparing for a future where hand and finger movements will control things in our environment. Its Project Soli is an interaction sensor that uses radar for motion tracking of the human hand.

Radar-sensed hand and finger tracking (Google’s Project Soli)

IoT will no doubt be integrated with VR. With VR, our movements mimic those of the real world. Moving our heads up, down and around allows us to explore the VR world in a natural way. We’ll be able to control our environment through commonly used arm, hand, and finger movements.

Merging the VR experience with IoT opens up many new possibilities. Imagine an Amazon Go VR version—a self-serve grocery store in a VR world where a customer “walks in” and collects items into their virtual shopping cart by picking up their choices from the store shelves with natural hand movements.

For designers, feedback and confirmation are important considerations in this new paradigm as are many of the 10 Usability Heuristics for User Interface Design. Many of these “rules of thumb” will live on:

  • Visibility of system status
  • Match between the system and the real world
  • User control and freedom
  • Consistency and standards
  • Flexibility and efficiency of use
  • Help users recognize, diagnose, and recover from errors

Voice will play a huge role. Even the act of walking will dictate some level of control. As these new controls get more refined and are adopted by users, they will become the standard by which we interact in this space, whether a screen is present or not.

Using Amazon Alexa is as simple as asking a question. Just ask to play music, read the news, control your smart home, call a car…

What about other tactile, sensory or emotive inputs? How will emotions and physiology apply to this space? Designers must get ahead of this new paradigm or risk being left behind.

2) Rethink and Adapt to Interactions of the Future

Myo lets you take control of the digital world from a distance via an armband.

It’s safe to say that, for example, things like the ‘menu’ in a user interface will in some shape or form always be a part of the experience. And just as we saw the introduction of the hamburger menu once mobile became ubiquitous, we’ll need to explore its evolution (or something similar) more extensively within IoT environments.

You need look no further than wearables like Samsung’s Gear S3 Watch to see how menu controls might evolve.

Samsung Gear S3 Watch (image by Gizmodo)

As we create the UIs of the future and new modes of interaction, we’ll need to make sure we keep in mind the users’ expectations. Designers will still need to follow usability and interaction standards, conventions, and best practices. By evolving from what is already known, the potential of new technologies can be harnessed—innovative UIs can be designed while still maintaining enough familiarity for them to be usable.

In the not-too-distant future, our daily lives will be imbued by micro-interactions as we move from device to device and UI to UI. There will not be just one, but many interfaces to interact with in a multitude of ways as people move through their day. An interaction may begin at home on a smart mirror, continue on a smartwatch down the street and on a mobile in a taxi, and then finish on a desktop at work. Continuity and consistency will play an important part.

As IoT continues to grow and evolve, we’ll encounter never-before-seen devices, new methods of interaction, and many varieties of associated UI. Those of us who design in these new environments will need to strike the right balance between the familiar and the new.

3) Design Contextual Experiences

IoT will achieve mass adoption by consumers and businesses when products are easily understood, affordable, and seamlessly integrated into their lives. This means we need to expand beyond personalization, and begin to infuse context into the experience.

IoT-powered home automation and connected car apps from Vin.li

Designing for context has the potential to permeate experiences, making them more meaningful and valuable.

As we design contextual, holistic experiences that will harness the power of IoT, we need to understand that being inconspicuous, far from being a bad thing, may be the goal. When the IoT product knows you, knows where you are, and knows what you need, it will only make itself present as needed. Things will adapt to people, and before we know it, become fully integrated into their daily lives.

As we design UIs for this new paradigm, we’ll need to understand that the human-computer interaction will be dynamic and contextual—and it will change constantly. At times we’ll need to allow for controls, while at others the systems will simply relay data with notifications that are useful in that moment. Each view will be intelligently displayed in the context of that very moment via the most appropriate channel and device. This contextual design would be micro-interaction driven, timely, and purposeful.

4) Design Anticipatory Experiences

One of the most promising characteristics of IoT is the ability to predict and adapt to situations. The old model of singular actions driving singular reactions is evolving at a rapid pace.

It’s going to be more about the output without much need for input.

“Magical experiences” will be born out of awesome combinations of AI, machine learning, computer vision, sensor fusion, augmented reality, virtual reality, IoT, and anticipatory design. Rumor has it, Apple is investing heavily into AR.

The Nest Learning Thermostat, an automated home climate control IoT system that adapts to its owners’ habits and saves energy in the process (photo by Nest)

We will be surrounded by a growing number of intelligent IoT systems that will automatically do things for us in a predictive manner. For example, after using it a few times, the Nest learns our habits and adjusts intelligently without us needing to get involved.

We’ll begin to see systems that will become increasingly predictive. A simple gesture, movement, or word will initiate a series of useful events. There will be a chain of events that aren’t initiated by people at all, because the system will learn and optimize its actions based on a treasure trove of data. These events could be initiated by a person’s proximity, the time of day, environmental conditions (such as light, humidity, temperature, etc.), and previous behavioral data.

More than ever, deep user research will play an important role in designing experiences that are anticipatory and contextual. Defining personas, observing user behaviors, and empathy mapping—just to name a few UX techniques—will become crucial in crafting sophisticated user experiences that will feel almost “magical” to people.

5) Most Importantly, Make It Useful!

We’re seeing tremendous advancements in the field of IoT and the role that design will play in it is about empowering people in ways that were not possible before. The demand for deeply satisfying, quality experiences will increase with high expectations and standards.

While all of the above is important, we must never lose sight of the fact that it’s about making people’s lives easier. Designing “moments of delightful surprise” in this new paradigm—along with deep empathy for the user—is a skill designers will need to develop. As we look towards an even more connected digital future, connecting us to “intelligent things” in meaningful ways will allow for more efficient interaction, more productivity and, hopefully, happier lives.

Designers will need to design IoT-driven experiences that are contextual, helpful, and meaningful—optimized for people, not technologies.

“Experiences” will trump “things.”

The next step is for designers to become involved, and design the most seamless user experiences for the Internet of Things. Technologies must evolve into “optimizers of our lives.”

In other words, become useful for people.

This post originally appeared on Toptal

The post How to Design Delightful Experiences for the Internet of Things appeared first on Infinityleap - Technology stops for no one..

Use These 3 Lessons From the Past to Create the Future of VR

Use These 3 Lessons From the Past to Create the Future of VR

VR hardware prices are decreasing. New premium headsets are entering the market. 6DOF mobile is making its way to consumers. 2017 is laying the foundation for a VR content explosion that will usher in a new wave of VR developers.

Creating for a new medium, which is still in the midst of discovering itself, can be challenging. Luckily, we have history to help guide us. Designers and theorists like Marshall McLuhan, Jony Ive, and Raymond Loewy had to innovate within new mediums. We can use their experience to inform today’s virtual reality design process.

If you are thinking about joining the VR crusade, these three lessons, inspired by history’s greats, will help save you time and fine tune your thinking. Consider these early (and often) before opening your VR engine of choice.

Lesson 1 – The Message of the Medium 

“New media may at first appear as mere codes of transmission for older achievement and established patterns of thought.” – Marshall McLuhan, 1960

In the early days of cinema, budding filmmakers would simply film radio dramas. They used the “known” (radio) and overlaid it with a new technology. This holds with every medium since the invention of language. As the original media theorist Marshall McLuhan explained, any new medium starts with old functions but evolves into an entirely new form. “Printing made literature possible. It did not merely encode literature.”

VR content is in a similar phase today. It’s obvious to take an existing game genre (like a first person shooter), put it in VR, tweak a few things, and call it something new.

To avoid simply using VR for VR’s sake, look at the fundamentals of what you are creating to determine if it really warrants VR.

It’s certainly easier to NOT develop in VR; wider audience, easier development, more forgiving performance requirements. If you are going to go down this path, make sure you start with something that can only exist within virtual reality.

Force yourself and your team to ask “Why does this belong in VR?”. You’ll either realize the experience doesn’t belong in VR, or you’ll discover ways to further enhance the VR experience. As McLuhan said “It is the framework which changes with each new technology and not just the picture within the frame.”

Lesson 2 – New, but Familiar 

Raymond Loewy was behind the logos for companies like Shell Oil and Air Force One. He also designed cars, buses, and even the space station. Everything Loewy created was at the edge of normal to the 1960s public. This was very much intentional.

Loewy’s foundational design concept is abbreviated MAYA – Most Advanced Yet Acceptable. Humans crave the familiar, but also want something new. With MAYA Loewy aimed to balance these competing desires and push technology boundaries right up to the edge of what society could accept. MAYA allows for evolution without consumer abandonment.

The Apple Newton was far too advanced and thus unacceptable. Consumers needed the iPod and then an iPhone before being able to accept the iPad. The same applies with virtual reality content.

As a VR developer, you need to understand the technological edge of today’s audience. Then, have a vision for where you want it to go. While many in the VR industry want a Snow Crash or Ready Player One metaverse today, the rest of society is a decade away from being able to accept that. Instead, creators need to bring the audience to the technological edge with each release. The metaverse will emerge, as if it had been inevitable, from these gradual evolutions.

Lesson 3 – Create Comfort, then Move On

Skeuomorphic is a design term, often used to describe user interfaces, in which a digital object represents its real world counterpart.

Apple famously used a skeuomorphic design in its iPhone operating systems until the release of iOS 7 in 2013. Before that, everything that could be skeuomorphic was; The Notes application looked like a notepad. iBooks looked like a bookshelf. Game Center looked like a billiards table.

Skeuomorphic iOS elements

Apple helped consumers get comfortable with touch screen phones by providing a direct correlation to an application’s real world counterpart. MAYA at work.

In VR, the skeuomorphic concept can be taken further to include skeuomorphic interaction. Players are delighted when their virtual interaction behaves as it would in the real world – be it a bow and arrow or coffee cup. When objects function in VR as they do in the real world the player becomes more immersed.

Job Simulator is the king of skeuomorphic interaction. Nearly every object functions as you would expect, from computer to coffee cup. The company famously spent over 800 hours just on their liquid subsystems.

As you develop for VR, which objects should you bring to life?

Apple abandoned their skeuomorphic design because “People had already become comfortable with touching glass, they didn’t need physical buttons [anymore],” said Jony Ive in a USA Today interview. Similarly, certain interactions in VR may only be needed temporarily. Manually unloading the clip of a gun, grabbing a new clip, then loading it back into the gun is a slow and imprecise way to reload. Audiences may tire of such mechanics as the desire for deep interaction grows more sophisticated.

History shows that VR will unlock as something completely different than cinema or video games. VR creators and audiences will move past the ‘filming a radio show’ stage, but VR’s final form is still up for debate. The chance to shape a new medium happens once per generation, and thanks to the thinkers and creators of the past, this process will occur faster than it ever has before.

Nick Robinson is co-founder of the VR Studio RLTY CHK. Follow him on Instagram and Twitter.

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Faraday Future Used VR To Design Their Flagship “Fully Connected” Car

Faraday Future Used VR To Design Their Flagship “Fully Connected” Car

Like NASA’s experiments with mixed reality, entities are using VR and AR to increase efficiency and lower cost in big ways. NASA is using VR as a training space for astronauts, but also testing out components for different mechanisms in mixed reality without having to manufacture things that may or may not work or fit properly. This type of work is bound to permeate throughout different engineering and manufacturing industries and today may be one of the biggest signs of such.

Faraday Future is an American start-up founded in 2013 that’s focused on building electric vehicles. Today they revealed their flagship car and it was built from the ground up while their team experimented and implemented new ideas through virtual reality.

Faraday Future previously allowed users to view their concept cars in VR, but having it as a part of the design and engineering process is another step entirely. When describing their approach to car manufacturing at Faraday, they express that a lot of their ideas are uninhibited by existing products and concepts. They’re attempting to shape their line of cars from the ground up and experimenting in such a way could be a financial risk a start-up couldn’t afford. With virtual space, that risk is curbed as further described on their site.

“Traditionally, automotive interior design is an extensive process that can require a ‘sitting buck’ – a large, physical replica of a car’s inner cabin. These structures can take months to build at a significant cost. Now, with our in-house VR systems, we can bring fully-designed interiors to life in a single day – saving us an incredible amount of time and R&D costs. Working in a virtual landscape allows us to build out interactive environments that can be spontaneously modified in light of new ideas or technologies. Now, we are not limited by the confines of a single, static creation. We can actively design new possibilities – in real time – right from the passenger’s seat.”

The revealed car, the FF 91, is being called the world’s first “truly connected car”. Media features such as route planning or streaming of sports events integrate across home computers, mobile devices, and the car itself. It also functions as a mobile hotspot with two antennas on the vehicle and syncs the preferences of individuals via a worldwide Faraday profile called your FFID (powered by Bluetooth and facial recognition).

On the road, it definitely can carry itself with 378 miles on a single charge and 482 miles achieved with a constant speed of 55mph and the capability to go 0-60 in 2.39 second, making it the fastest electronic vehicle available.

It’s a self driving vehicle that has features seen in similar cars, but they do have a bit of a twist with their self-parking assist mode: It can operate with no one behind the wheel. In a live demo, the next speaker at the live stream got out of the car and used the mobile app to instruct it to find parking. It drove around the parking lot until it found an open spot and reversed into the spot with no problem.

In April of last year Faraday Future broke ground on their facility in Las Vegas, Nevada, a $1 billion investment that will create approximately 4,500 jobs over the next ten years. In a press release about the event, Faraday’s VP of Global Manufacturing Dag Reckhorn expressed that they aim to “complete a program that would normally take four years and do it in half the time, while still doing it right” and it’s likely that the efficiency afforded them by VR could be pivotal in the expediency of their growth.

You can reserve a spot in line to purchase the new car by creating an account on the .

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‘SculptrVR’ Update Adds Hang-Gliding Exploration With More Coming Soon

‘SculptrVR’ Update Adds Hang-Gliding Exploration With More Coming Soon

Almost immediately developers have tried to harness virtual reality’s space for infinite creativity. Tilt Brush and applications like it put various tools in the user’s hands and allow them to run wild with a virtual canvas. SculptrVR is of the same vein and revolves around building with voxels, but the program also offers an additional twist with 3D printing. Having such an option gives creators an opportunity to explore their creations in a different way by bringing it to actual life, but now the program is giving users a different way to explore in-game: hang-gliding.

We chatted with the SculptrVR community organizer Elias Leers about the new update.

SculptrVR is already a solid value, allowing people to build three-dimensional objects, massive landscapes, and more in a virtual space. You can even set the mood of your creations by with atmospheric effects like fog and rain or bring friends in to explore or create as well. Viewing your own creations or those of others was already a surreal experience, but now you and your crew can hang-glide around the different creations at high speeds.

“We think locomotion and exploration are the best ways to add value to every world or users build, so we intend to improve on what we have as well as add other ways to explore,” Leers says. The update was in the works for about a month before release, so there’s no telling what the team could put together with such quick turnaround. In the time since release, SculptrVR has become home to some truly majestic creations.

“One of our favorite worlds are the giant turtle with the world on it’s back, since it’s a really great example of building in multiple scales,” Leers recalls “And then there’s the world that was built when one of our users Shadowxaf hosted a server for an entire week, lots of people hopped in and collaborated.”

The sky is the limit with community efforts like this and, as is shown in the trailer above for the new update, worlds that take advantage of the new way to move will pop up more and more. Whatever other forms of movement the team has in mind, no doubt the community will create some fun world’s upon which to implement them. You can get SculptrVR on steam for $14.99.

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HTC Partners With Autodesk to Bring Professional Design into VR

HTC Partners With Autodesk to Bring Professional Design into VR

The 2016 Autodesk University event kicked off in Las Vegas yesterday, and the design software company wasted no time in making some big announcements for the VR industry.

For those that don’t know, Autodesk creates software for various industries, allowing designers to make 3D models and environments for professional use. Its services already support VR viewing, but now the company is going one step further. Forge, the company’s cloud-based developer platform, is now coming to the HTC Vive via the Viveport platform. The service will let designers and creators build products in VR, show them with others.

Autodesk CTO Jeff Kowalski spoke of the importance of VR to the company’s work during his keynote speech at Autodesk University. “When you’re in VR, you’re more connected to your data,” he said. “It’s more detailed, it’s more emotional and meaning full.” He talked about interacting with data at “human scale”, designing chairs or even buildings at their correct scales.

“Of course, the ultimate step is actually designing in VR,” Kowalski continued. “And we’re working on new tools that let you model and simulate in a VR environment from the start.” An example of what’s possible with Forge in VR is being shown at the event this week.

With Forge, HTC and Autodesk are looking to build the dominant platform for VR product design, architecture and more. A release date for Forge on Viveport hasn’t been announced, though its pricing model is likely to follow the one already established: $500 a month with a free 12 month trial period with limit cloud data storage. We’re not sure if Forge integration is exclusive to Vive or could coming to the Oculus Rift and Touch later down the line, though we’ve reached out to the company to find out.

IT’s not the only VR announcement made at this week’s event, with IrisVR also launching its own VR products.

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7 Weird And Wonderful HTC Vive Accessory Ideas From The Viveport Community

7 Weird And Wonderful HTC Vive Accessory Ideas From The Viveport Community

HTC wants you to accessorize the Vive. At the beginning of the month the company kicked off a new competition over on Viveport, asking fans to design new additions for its VR headset, no matter how silly of infeasible. Over the past week there have been a flood of submissions that the community will vote on. The top three will each earn an HTC Vive, and the overall winner will have their design 3D printed (though not actually functioning).

As you might expect, there are already a lot of gun controllers and a lot of hooks to hang wires from. We’ve looked for some of the most unusual submissions we could actually see using ourselves. In our quest, we also found some of the strangest, funniest designs out there that we had to share with you.

We’ve got everything from haptic feedback controller covers to, uh, cup and ball accessories. Who knows, maybe the next big VR innovation is on this list? See anything that inspires you to make your own design? There’s still just under three weeks to submit a design.

Vive Hoverboard, from GabeMan

Back to the Future may have been a bit ambitious about the future of the hoverboard, but we can still use VR to step into the role of Marty McFly. GabeMan’s sleek board has a rubber balance disc in the middle that raises you off the ground, while built-in sensors mean you can actually direct and drive in-game. Tony Hawks’ RIDE board was “full of technology” and still failed, but with accurate lighthouse tracking we could see this being a pretty heavy addition to the Vive line-up.

Rating: Wonderful

Vive Pet Collar, from katie_tripixels

In concept, putting a collar on your cat so that you can track it in VR, and not the real world where you might actually need to find it sometimes, sounds silly. Still, it’s a very valid point that Mittens doesn’t know you’re experiencing room-scale VR and can’t actually see her when you’ve got a clump of plastic over your face. We certainly wouldn’t forgive ourselves if anything painful were to happen, so maybe this one’s a good idea after all.

Rating: Weird and Wonderful

Haptic Feedback Case for Controller, from MaxieGast

Vive’s vibration feedback goes a long way to adding immersion to certain actions like batting a ball, but it only gets you so far. Until a second or third generation of controller implements better haptics, we really like the idea of this add-on cover that you slide your wands into. It would enhance the feedback you get from your games to make every shot feel more realistic or every button give you resistance.

Rating: Wonderful

Player Tracking Camera Robot, from BOLL

Want to make your VR livestreams a little more cinematic? This awesome user-tracking robot will keep you in the center of the action as you run around your room-scale play area. The designer has other ideas to get the camera on a moving track too. Imagine making mixed reality videos that actually moved with this setup.

Rating: Wonderful

Lighthouse mounting on a Lampster body, from notadecoy

We’re more pointing this one out because of just how adorable it makes the Lighthouse sensor, rather than actually being that practical. As the name suggests, Lampster bodies are actually designed for lights, not high-tech pieces of tracking hardware. Look at the little dude though! If only he was several feet taller, so he could efficiently track where you were moving to, and not just look cute.

Rating: Werid

Immersive Floor, from Sander_Cohen

Have you ever walked over the virtual cracks in a dry desert floor or perhaps the flaky bridge boards in EVEREST VR and wondered “Why can’t I feel that?” Immersive Floor wants to bring you that bit further into your experience with electrically-charged modular mats that will change shape based on the surface you’re walking on. It’s a pretty interesting idea, though it adds to all the setup you’re already going through to get room-scale support.

Rating: Weird and Wonderful

Analogous Cup-and-Ball for HTC Vive Controllers, from Kaibear

Who needs VR when you’ve got cup-and-ball? Spent $799 on the high-tech Vive and start using it straight away with this addictive game that’s fun for all the family. No expensive PC required!

Rating: Best invention ever