The Internet of Things From a User Perspective: Enhancing user experience in networks with multiple devices Helena Holmström Olsson Malmö University
Helena Holmström Olsson About me: Professor, Computer science, Malmö University. Research leader in the Internet of Things And People (IoTaP) research profile. Research leader in the Software Center. Background in informatics (PhD from University of Gothenburg, 2004). Research: User- centered development in IoT Data- driven development Business ecosystems Projects: Unlocking User Value in IoT Fast Customer Feedback In Large- Scale SE Ecosystem Driven R&D Management Success criteria: Academic excellence AND industrial impact
Internet of Things Length of Innovation Cycle IoT is the interconnection of uniquely identifiable embedded computing devices within the existing Internet infrastructure. The various communication technologies include e.g. wired and wireless transmission technologies, networking technologies, gateway technologies and switching technologies. When connected, these devices become active participants in business, information and social processes where they are enabled to interact and communicate among themselves, and with the environment, by exchanging data and information. Car Software: 1-5 days
Smart Wellbeing
SONY Lifelog: Activity tracker
Smart Cities A smart city is a place where the traditional networks and services are made more efficient with the use of digital and telecommunication technologies, for the benefit of its inhabitants and businesses. A smart city uses digital technologies or information and communication technologies (ICT) to enhance quality and performance of urban services, to reduce costs and resource consumption, and to engage more effectively and actively with its citizens.
Enevo: Waste collection
Smart Homes A smart home is a home equipped with lighting, heating, and electronic devices that can be controlled remotely by smartphone or computer. A smart home or building is a home or building that is equipped with structured wiring to enable occupants to remotely control or program an array of automated home electronic devices. For example, a homeowner on vacation can use a mobile application to arm a home security system, control temperature gauges, switch appliances on or off, control lighting, program a home entertainment system, and monitor energy consunption.
Eon 100Koll: Energy consumption
Knocki Knocki is a disc- shaped device that turns solid surfaces, such as walls, doors or tables, into remote control switches for internet- connected devices. All you have to do is knock. Knocki is a solution to add interactivity anywhere using the existing walls, furniture, doors, etc in our homes. A haptics interface is a system that allows a human to interact with a computer through bodily sensations and movements. Haptics refers to a type of human- computer interaction technology that encompasses tactile feedback or other bodily sensations to perform actions or processes on a computing device.
Internet of Things and People (IoTaP)
Main objectives IoTaP Research Center Build a sustainable research environment in the area of Internet of Things and its human users Do high quality research through co- production with industrial and societal organizations Apply research to address societal challenges
and People IoT research has focused on the technological infrastructure. But in order to develop successful products and services, the perspective of the users must be integrated. We focus on: Interaction technology User- centered development Embedded intelligence
IoTaP application areas Societal challenges Smart transport: improving transportation systems, including logistics and public transport. Smart cities: supporting emergency services, waste management, public safety & security, etc. Smart energy: improving the production, distribution, and consumption of energy. Smart living: improving the comfort and quality of domestic life. Smart health: supporting (preventive) health care anywhere and anytime. Smart learning: facilitating learning anywhere, including both professional and informal learning.
Billion 50 45 40 35 30 25 20 15 10 5 0 Connected Devices Worldwide (not including tags, e.g. RFID) M2M Connected Consumer Electronics PCs Fixed phones / IP phones Mobile phones 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 ebook readers Music/DVD players Gaming devices Cameras Home appliances In- vehicle entertainment etc.
Billion 50 45 40 35 30 25 20 15 10 5 0 Connected Devices Worldwide (not including tags, e.g. RFID) M2M Connected Consumer Electronics PCs Fixed phones / IP phones Mobile phones 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 Traffic systems Automotive Transport and logistics Utilities smart grid Security connected buildings Home appliances Medical automation Remote healthcare ATM, Point of sale, Vending Critical infrastructures Monitoring and control
Background IoT is at the peak of the curve as the new digital business paradigm that offers fundamentally new ways for service- and value creation. Recent estimations show that by 2020, more than 50 billion devices will be connected to the Internet. Companies in the IoT user interface (UI) domain receive more than double than what is invested in IoT platform and component companies. The IoT paradigm will be successful only if adding value that enhances user experience.
IoT characteristics Access to multiple devices: IoT systems allow users to have access to multiple devices through the interface of only one device. Data collection: IoT systems allow increasing opportunities for continuous collection of large amounts of data revealing user/product behaviours and patterns. Intelligent systems: IoT systems are intelligent systems- of- systems where individual devices continuously learn about user preferences and contextual settings, and adapt accordingly.
Implications Increasing need to capture user needs and expectations in relation to a larger system of which the individual device is only one part. Increasing dependency on quantitative user data as a data source that requires analysis and visualization processes and tools. Development of dynamic user interfaces where real- time data works as the basis for continuous updates and changes. Increasing need to capture user needs and behaviors for development of systems where user interaction decreases over time due to the intelligence of the system itself. Identification of appropriate forms for interaction, i.e. mobile and screen- based interfaces vs. haptics interfaces.
Conclusions IoT systems is fundamentally changing the way in which users and businesses interact with information technology. From specifications to capabilities. IoT systems allow real- time data collection to learn about product performance and user preferences. From troubleshooting to continuous improvement. IoT systems are non- predictive and require increasingly incremental and iterative development approaches. From development of static and standardized systems/ui s to development of emergent and dynamic systems/ui s. IoT systems are pro- active and reduce user interaction when this is not desireable. From users initiating actions to systems initiating actions.
Thank you! helena.holmstrom.olsson@mah.se