Abstract

IoT products are believed to be a new type of things that combine both material and immaterial resources. Their unique attributes can result in user experiences strongly differing from traditional products, imposing new design challenges. This study aims to 1) test whether existing UX frameworks are applicable to IoT products in design practices, 2) identify essential elements in experience design for IoT products, and 3) explore new associated experience design opportunities. We conducted a workshop including 25 design-engineering students testing two UX frameworks. The participants designed new experiences for a representative IoT product (i.e., smartwatch) in the workshop and presented the experience scenarios by role-playing, revealing existing frameworks’ insufficiencies and highlighting how interactions in an IoT network influenced experiences. The study critically discusses whether pleasurable elements should be prioritised in IoT products' experience design and how the agency of IoT products can be a tool for designers to shape experiences.

Keywords

IoT, experience design, participatory workshop, interactions

Creative Commons License

Creative Commons Attribution-NonCommercial 4.0 International License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License

Conference Track

Research Paper

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Jun 25th, 9:00 AM

Designing experiences for IoT products: A case study testing existing UX frameworks

IoT products are believed to be a new type of things that combine both material and immaterial resources. Their unique attributes can result in user experiences strongly differing from traditional products, imposing new design challenges. This study aims to 1) test whether existing UX frameworks are applicable to IoT products in design practices, 2) identify essential elements in experience design for IoT products, and 3) explore new associated experience design opportunities. We conducted a workshop including 25 design-engineering students testing two UX frameworks. The participants designed new experiences for a representative IoT product (i.e., smartwatch) in the workshop and presented the experience scenarios by role-playing, revealing existing frameworks’ insufficiencies and highlighting how interactions in an IoT network influenced experiences. The study critically discusses whether pleasurable elements should be prioritised in IoT products' experience design and how the agency of IoT products can be a tool for designers to shape experiences.

 

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