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Design Research on Social Things © 2015, Jun Hu

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Design Research on Social Things

© 2015, Jun Hu

Internet of Things

• "Beyond RFID - The internet of things”, “a world-wide network of uniquely addressable interconnected objects, based on standard communication protocols” (Eposs, 2008).

07-03-15 © Jun Hu, 2015 PAGE 2

Internet of Things

• Internet of Things• As technology (sensors, actuators, controllers, Internet),

technology as material for design• As a concept to be designed, and to inform technology

07-03-15 © Jun Hu, 2015 PAGE 3

Internet of Things

• Internet of Things• As technology (sensors, actuators, controllers, Internet),

technology as material for design• As a concept to be designed, and to inform technology• Research questions

• How do we design using these technologies as material for interactive and intelligent products and systems?

• What are the affordances of digitally enhanced things? • How can design innovate the Internet of Things, and related systems and services?

07-03-15 © Jun Hu, 2015 PAGE 4

Internet of Things

• European Research Cluster on the IoT (BEUC/ANEC, 2008): the internet of people

• Accenture (2008): Internet of Everyone• “standard Internet protocols to allow for human-to-thing or thing-to-

thing communication”, hence, including the human element in the very definition (Garcia-Morchon, 2011).

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Internet of things + Internet of People

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Social things

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Social things : Design Research?

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Design Research on Social Things

• “Internet of Social Things”, allowing the objects to have their own social networks, enabled by communication technologies.

• “Internet of Social things” are further in connection with their environments and users through sensors and actuators, forming a “Social Internet of Things”.

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Design Research on Social Things

• “Internet of Social Things”, allowing the objects to have their own social networks, enabled by communication technologies.

• “Internet of Social things” are further in connection with their environments and users through sensors and actuators, forming a “Social Internet of Things”.

• New opportunities and challenges in designing new products (that are networked) and services (that are adaptive to their human users and context aware in their physical and social environments).

• Therefore the design research to meet these new opportunities and challenges needs a social approach to the Internet of Things.

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Design Research on Social ThingsVision

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Design Research on Social ThingsVision

• Social things for service centric design

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• Social things for social innovation

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Design Research on Social ThingsVision

Design Research on Social ThingsVision

• Social things as “simulation” platforms for design

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• Social things as a competency and as a tool in the design education

Design Research on Social ThingsVision

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Design Research on Social ThingsAreas

• Social Things to support Cyber-Physical Systems

Design Research on Social ThingsAreas

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• Social things for Health and Care

Design Research on Social ThingsAreas

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• Social things in Public Spaces

Design Research on Social ThingsAreas

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• Social things for sustainability

Design Research on Social ThingsAreas

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Design Research on Social ThingsAreas

• Data Mining

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• Research with the Internet of Things Industry

Design Research on Social ThingsAreas

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• Intersection of computational systems and social behavior

Design Research on Social ThingsResearch Methodology

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• Intersection of computational systems and social behavior• Engineering methods

Design Research on Social ThingsResearch Methodology

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Design Research on Social ThingsResearch Methodology

• Intersection of computational systems and social behavior• Engineering methods• Empirical research methods

07-03-15 © Jun Hu, 2015 PAGE 25

Design Research on Social ThingsResearch Methodology

• Intersection of computational systems and social behavior• Engineering methods• Empirical research methods• Research through Design

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Integration of research and education

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• Bi-directional integration• Research tools and infrastructure to be shared with education• Research results to be fed into education

• Active involvement of the students in on-going research

Integration of research and education

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Basic skills to be introduced

• Introduction to sensors, actuators and embedded systems

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Basic skills to be introduced

• Introduction to creative programing

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Makerspace for Internet of Things

• Where the research and education take place• Where researchers and students work together• Open for participation • Encourage cooperation between design and engineering• Links to other makerspaces• Make the makerspace a “make space”.• Make learning playful and social.

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PhD research projects as touch points

• Involve PhD candidates in Education• Encourage cooperation between students and PhD candidates

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Education in context

• Active involvement of both the researchers and the students• Internships in cooperation with industry

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Design Research on Social Things

© 2015, Jun Hu