Life now. Data later. In this week’s podcast guest Carla Diana, a product designer, discusses this mantra and other attributes designers should consider when developing connected products.
Tagged with “hardware” (21)
A chat about the future of UI/UX design with Alasdair Allan, Josh Marinacci and Tony Santos.
We take it for granted that smart and connected products will bring a benefit to our lives, but connecting is only the first step.
To get away from the repetitive visions of the connected, efficient and sterile home of the future and to look for new and more human scenarios, we need to shift from designing internets to designing relationships of things.
People have bias, stereotypes and cultural beliefs that they pass into the products that they design. Companies have business goals that they have to meet and rivalries with other competitors. If we take the point of view of a product in this scenario, how will its life change?
New relationships and conversations will emerge between products with different goals or references and at the same time with people that will live with them.
If we stop only drawing dotted lines between products, but we actually start looking at what relationship could emerge on that line, we will find ourselves exploring a new way of understating services and interactions with connected products.
Simone Rebaudengo hails from Turin, lived in Sweden for a while, and now spends most of his time in Munich where he works as an interaction designer with Frog Design.
His fascination with the way that people and objects interact with each has led to some amazing work. Not content with exploring the Internet Of Things, he‘s experimenting with the Internet Of Things With Feelings. He paints an all-too-believable picture of how network-enabled objects might behave when they know how other objects on the network are being used. I, for one, welcome our neurotic robotic overlords.
We invited Simone to come along and speak at our other conference, UX London, and it was a smash hit. I remember thinking, “Oh man, this is perfect for this year’s dConstruct!”
You’re going to love him.
You can see Simone’s work at simonerebaudengo.com and you should really check out his Tumblr blog, Designed Addictions.
For Episode 3, I interviewed the designer and maker Brendan Dawes. Brendan’s known for early interactive web projects like Psycho Studio, that allows users to remix Hitchcock’s famous shower scene themselves. He’s also known for his physical projects, such as the Moviepeg and Popa phone accessories, and devices that cross the digital/physical divide, such as the Happiness machine, an internet-connected printer that prints random happy thoughts from people across the web.
We talk about making digital stuff tangible, design, art and simplicity, remixes and supercuts, and how makers can get their work out into the world for people to see.
We’re now entering the third industrial revolution, Anderson said. The first one, which began with the spinning jenny in 1776, doubled the human life span and set population soaring. From the demographic perspective, "it’s as if nothing happened before the Industrial Revolution."
The next revolution was digital. Formerly industrial processes like printing were democratized with desktop publishing. The "cognitive surplus" of formerly passive consumers was released into an endless variety of personal creativity. Then distribution was democratized by the Web, which is "scale agnostic and credentials agnostic." Anyone can potentially reach 7 billion people.
The third revolution is digital manufacturing, which combines the gains of the first two revolutions. Factory robots, which anyone can hire, have become general purpose and extremely fast. They allow "lights-out manufacturing," that goes all night and all weekend.
"This will reverse the arrow of globalization," Anderson said. "The centuries of quest for cheaper labor is over. Labor arbitrage no longer drives trade." The advantages of speed and flexibility give the advantage to "locavore" manufacturing because "Closer is faster." Innovation is released from the dead weight of large-batch commitments. Designers now can sit next to the robots building their designs and make adjustments in real time.
Thus the Makers Movement. Since 2006, Maker Faires, Hackerspaces, and TechShops (equipped with laser cutters, 3D printers, and CAD design software) have proliferated in the US and around the world. Anderson said he got chills when, with the free CAD program Autodesk 123D, he finished designing an object and moused up to click the button that used to say "Print." This one said "Make." A 3D printer commenced building his design.
Playing with Minecraft, "kids are becoming fluent in polygons." With programs like 123D Catch you can take a series of photos with your iPhone of any object, and the software will create a computer model of it. "There is no copyright on physical stuff," Anderson pointed out. The slogan that liberated music was "Rip. Mix. Burn." The new slogan is "Rip. Mod. Make."
I asked Anderson, "But isn’t this Makers thing kind of trivial, just trailing-edge innovation?" "That’s why it’s so powerful," Anderson said. "Remember how trivial the first personal computers seemed?"
— by Stewart Brand
Native applications are a remnant of the Jurassic period of computer history. We will look back on these past 10 years as the time we finally grew out of our desktop mindset and started down the path of writing apps for an infinite number of platforms. As the cost of computation and connectivity plummets, manufacturers are going to put ‘interactivity’ into every device. Some of this will be trivial: my power adaptor knows it’s charging history. Some of it will be control related: my television will be grand central for my smart home. But at it’s heart, we’ll be swimming in world where every device will have ‘an app’. What will it take for us to get here, what technologies will it take to make this happen?
This talk will discuss how the principles of the open web must apply not only to prototocols but to hardware as well. How can we build a ‘DNS for hardware’ so the menagerie of devices has a chance for working together?
Scott Jenson used to work at Apple, developing the Human Interface guidelines and working on the Newton, no less. He also worked at Symbian and Google so he knows all about mobile devices of all kinds.
Scott is currently Creative Director at Frog Design where he has been writing about the coming zombie apocalypse.
Seb is known for large scale installations and events that bring people together using technology, like his interactive digital fireworks, glowstick voting, and PixelPhones - a system that connects all the smart phones together, turning each member of the audience into a single pixel of a huge pulsating display.
Hardware and software is evolving so fast that creative coders can barely keep up, and we’ve just scratched the surface of what depth sensors, projectors and smart phones are capable of.
In this down to earth session, Seb will explore how technology can create huge interactive playful events and encourage a sense of community rather than everyone having a private experience with their own screens.
Lest you think that Seb dabbles only in the realm of pixels, he has been known to use the physical world as his canvas too, making digital fireworks and projections with Processing.
Here are two ways of looking at a television: a TV is a display surface in my home which can show video which is broadcast or kept on storage media. And then: television is a friend who starts conversations between me and other people.
Products aren’t only their aesthetic form and feature lists in catalogues. We live alongside them, and they open us to experiences. We first spy them across a crowded shop floor (then take them home and unwrap them); we get to know them, are frustrated by them, are pleased by them; we socialise with them and our other friends.
The experience of a product is what we feel and what guides us through our lives together. Every time we cross paths, there’s a hook for experience. The sequence of these communicates the brand, and can be variously playful, engaging, educational or however we choose to colour it.
Being aware of how this happens helps us design that experience. Through his favourite on-screen apps and physical, plastic gadgets, Matt looks at the whole experience stack – from the moment-by-moment feedback in user interface to large, complex ideas in critical design – and discusses how we can apply these ideas to our own projects.
Portland State Aerospace Society (PSAS) is a student aerospace engineering project at Portland State University. We’re building ultra-low-cost, open hardware and open source rockets that feature perhaps the most sophisticated amateur rocket avionics systems out there today.
With the new proposed NASA budget eliminating the US manned spaceflight program and a heap of small private space companies popping up, the way we think about getting to space is changing. Is there room for open source in this brave new (space) world? PSAS has been working on open source avionics and hardware for small rockets for several years. We present our experience with, and thoughts on the future of, open source rocketry.
Encouraging useful and usable designs for a better customer experience. /
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