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Designing Smarter Products in Smarter Ways
Prof Steve BenfordThe Smart Products beaconUniversity of Nottingham
Making Smarter Products in Smarter ways
GoodsYou own
ExperiencesYou do and remember
Smarter products …
ServicesAre done
for you
Hybrid products combine physical &
digital materials
… made in smarter ways
Personalise
Appropriate
Provenance
Storytelling
Crowdsource
Upcycle
Differentiation
Design
Narratives
Data allows product offerings to be differentiatedManufacturers personalise products to consumersConsumers appropriate products
Data enables product narrativesManufacturers give evidence of provenanceConsumers associate them with personal memories
Data informs the design of future products Manufacturers crowdsource requirements and ideasConsumers upcycle products, putting them to new use
Man
ufactu
rers
Co
nsu
mers
A multidisciplinary approach
Making Smarter
Products in Smarter
Ways
Artificial Intelligence
Machine Learning
Data Science
Computer Vision
ASAP, AgentsMixed Reality
Virtual Reality
Augmented Reality
Internet of Things
Advanced Manufacturing
Advanced Manufacturing
Technology Research
Food, Water, WasteAdditive
Manufacturing
Additive Manufacturing
Research
Manufacturing Metrology
Human
Art & design
Human Factors & HCI
Responsible Innovation
Business
Service Innovation
Marketing
Neo-demographics
Research Challenges
- Producing together - enabling humans and intelligent systems to collaborate in rich and productive ways
- Production flows – supporting data-driven product lifecycles spanning design, production and consumption
- Producing value – understanding how smart products and co-creation deliver value
- Producing responsibly - ensuring the smart products reflect human values and address societal concerns
Sectors
High Value Products
Physical goods with bundled digital services and embedded intelligence created in agile factories driven by data
Digital Media
Digital media increasingly connect to physical objects
and locations created in distributed digital studios
driven by data
Physical goods connect to digital media to deliver
product experiences that are completed or co-created by
consumers
Demonstrator projects
Designing with Diverse Stakeholders
- Ideation cards for:
- Bite size engagement
- Structured & flexible process
- Democratic turn taking
- DeniabilityMixed reality game design cards
Moral-IT cardsVisitor Box Museum Cards
The Mixed Reality Game ideation cards
The structure of the cards
Opportunities Questions Challenges
Sensors Manual Interaction Suitable sensors Inaccurate Sensors
Audio Compelling Audio Noise
Locations Fitting Locations Indoor/Outdoor Accidents
Time Episodic Content Duration
Physical Weather Input Nothing Physical Rain & Snow
Players Roleplaying Number of Players Real World Rules
Gameplay Exergaming Fun and Joy Feature Creep
Technology Public Display Nothing Digital Phone Zombies
Management Open Authoring Observing Players Testing
Process
Co
ncep
ts
Using the cards
1. Random draw for rapid idea generation
2. Choose the best idea
3. Expand with further opportunities
4. Introduce questions
5. Introduce challenges
6. Make a concept sketch or design document
Capturing Designs
Probing Design Data
Concept space Realisisation space
Implications for the use of cards
- Student perspective
- Use of cards depends on the brief
- Useful for reflection
- Teacher perspective
- Review teaching
- Design fixation
- Rebalance the deck
- Card designer perspective
- Collapse or expand cards
- Introduce scarcity
Future work:• Physical or digital cards• Capture rationale and discards• Towards intelligent ideation
Designing Smarter Products in Smarter Ways
• Smart products beacon:• www.nottingham.ac.uk/research/beacons-of-excellence
• Ideation cards:• Darzentas et al, Card Mapper: Enabling Data-Driven
Reflections on Ideation Cards, Proc ACM CHI 2019
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