Bridging the Physical-Digital Divide: Industrial Designer Edition
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Transcript of Bridging the Physical-Digital Divide: Industrial Designer Edition

Bridging the Physical-Digital Divide !23 May 2014 Product Design and Innovation 2014
!Jason Mesut Head of User Experience, Plan
Local Leader, IxDA London !

5 years !Industrial Design
years !Digital User Experience
15

3 years Local leader
Interaction Design Association
L o n d o n
Subjects over 3 years Internet of Things Future of publishing Urban environment Smart materials Mobility / Automotive Clinical applications !Upcoming… Smart home Music interfaces Consumer healthcare

I want a future where physical
products and digital services
work in harmony

Industrial Designers
Industrial Designers Digital / UX Designers
I’ve interviewed over 30 designers

Experiences with familiar names
Consultancies Manufacturers Education

Some key questions
—Why should we care?
—What are we aiming for?
—What are the challenges?
—How can we tackle them??

Some key questions
—Why should we care?
—What are we aiming for?
—What are the challenges?
—How can we tackle them?

Screens dominating

Screens on everything

Screens replacing tactile controls

Screens in front of babies
http://www.digitaltrends.com/wp-content/uploads/2013/12/fisher-price-ipad-apptivity-seat.jpg

Emerging hardware revival

The internet of things is hitting the mainstream
Niche Mass

In odd ways

http://www.beamtoothbrush.com/toothbrush/
http://www.beamtoothbrush.com/toothbrush/

Tech companies buying hardware companies + skills

Service companies selling hardware

Wearable excitement
Something other than a smartphone to design

Even if they make us look ridiculous

Industrial Design seems
to be losing relevancy

Digital designersUser Experience for web, GUI expertise
Software technologistsUnderstand infrastructure and web services
MakersPrototype, and play with combining technologies
Graphical User Interfaces
Systems thinking
Human behaviour & experience
Web technology
Data
Infrastructure
Prototyping
Human behaviour
Connection with the arts
Mike Kuniavsky, author of Smart Things Matt Webb, Berg Kate Hartman, artist, technologist, educator OCAD
Digital natives seem to be driving the future

Industrial Design doesn’t engage
Industrial Designers have their heads in the ground
Ian BachSenior Interaction Designer Method

Doesn’t include freelancers
£350-600+ a day
Industrial Design
User Experience
Huge pay gap

Some key questions
—Why should we care?
—What are we aiming for?
—What are the challenges?
—How can we tackle them?

Greater harmony between
physical and digital

A recipe for integrated products?
+ +Physical Product
Digital Interface
Digital Service
Integrated product
=

+ +Physical Product
Digital Interface
Digital Services
!Aesthetic
Visceral. Visual, sonic, feel.
Interactive Behavioural. Distribution of inputs and controls.
!Experiential
Reflective. Fit with person’s context and ecosystems.
!!Key levels of harmony
Components of integrated experience

Unite product and graphic language
Nokia and Microsoft Windows mobileSeparated at birth

Physical form and interaction design
Nokia and MeegoA touchscreen curved at the edges to aid friction for swipes from the edge

iPod The original integrated product?
Appropriate interactions — Hardware and software
interface working together — iTunes store — Aesthetic mismatch

Clunky car interfaces Screen clash
Dangerous disparity — Aesthetic mismatch — Interface not tactile — Doesn’t create a better
experience


Integrated automotive interface
Texas InstrumentsImmersive AutomobilePhysical controls designed in concert with graphical user interface


Nest Rare harmony?
Coherent product-service — Elegant hardware — Slick UI — Intelligent services

Nest Rare harmony?

We need to seek
1. Quality balance
2. Connected design language
3. Appropriate interactions
4. Consideration of overall experience

Some key questions
—Why should we care?
—What are we aiming for?
—What are the challenges?
—How can we tackle them?

Why harmony is rare

Hardware is being
commoditised
1/2/3/4

Objects, like apps, are becoming transient — like kettles that don’t last or phones we replace regularly !Jeremy Offer Design Director, Great Fridays
Objects becoming transient

Delivery timelines
are different
1/2/3/4

UX is very much focused on the near term — it’s less reliant on supply chains !Mark Delaney Head of Design Forward, Nokia
UX focuses on the short term

Software design often begins later in the cycle. !You’re given a spec of controls and it’s very hard to adjust the hardware in the midst of development without long delays. !Nick Myers Director User Experience Design, Fitbit
Software added in later

Different delivery timeframes
18 months+
3 months+ initially Then monthly, weekly or daily
Hardware
Software
Problem framing Tooling
Tuning production
Manufacturing development
!Ideation
!Design development
R C D
!Production
2-6W 4-8W 4-8W 26W 12W 3W 4-8W
C D C D C D RCD RCD
Research Concept Design
RCD RCD RCD RCD RCD RCD RCD RCD

Disciplines don’t
understand each other
1/2/3/4

UX has done a pretty good job of making itself complicated in a short period of time with all the different sub-disciplines: IA, IxD, etc. !The more compartmentalised, the worse the result. !Marcus Hoggarth Industrial Design Director, Native
UX is confusing

Teams are
separated
1/2/3/4

Hardware and software teams often separated
SW HW
SW HW
In-house
In-house Agency
SW HW
Agency 1 Agency 2
SW HW
Agency

Design silos inhibit collaboration
ID UX VD SD

Should we destroy design silos before organisation ones?

Why harmony is rare
1. Hardware commoditisation
2. Delivery differences
3. Don’t understand each other
4. Teams are separated

Some key questions
—Why should we care?
—What are we aiming for?
—What are the challenges?
—How can we tackle them?

How can we bridge the
physical-digital divide?

How can we bridge the
physical-digital divide
First, we must
Define the divide

ID Industrial Design Physical
Product Design
Mechanical Engineering
Ergonomics
CMF
Product visualisation

Offer Mindset Language Tools Time
ID Industrial Design Physical
UX Digital User Experience
Product Design
Mechanical Engineering
Ergonomics
CMF
Product visualisation
Interaction Design
Information Architecture
Content Strategy
User Research
Visual Design
Experience strategy

Jargon !Documentation !Communication
Motivation !Values !Principles
Methods !Software !Approaches
Value !Uniqueness !
Horizons !Timelines !Pace
Which factors affect how we work together?
Offer Mindset Language Tools Time

Offer Mindset Language Tools Time
What separates us?
Bespoke
vs.
Universal &
documented
!Design
+
Experience
Mechanical
vs.
Theoretical
!!Solving
problems
+
Making
solutions
Manufacturing
vs.
Modelling
!!Researching
+
Sketching
+
Prototyping
Hardware
vs.
Software
!!Understanding
people
+
Conceiving
solutions
Long term
vs.
Short term
!!Fast-paced
+
Immediate
interaction

Offer Mindset Language Tools Time
What unites us?
Bespoke
vs.
Universal &
documented
!Brand
+
Design
+
Experience
Mechanical
vs.
Theoretical
!!Solving
problems
+
Making
solutions
Manufacturing
vs.
Modelling
!!Researching
+
Sketching
+
Prototyping
Hardware
vs.
Software
!!Understanding
people
+
Conceiving
solutions
Long term
vs.
Short term
!!Fast-paced
+
Immediate
interaction

How can we bridge the
physical-digital divide?

How can we bridge the
physical-digital divide?
We need to
Connect / Calibrate / Collaborate

How can we bridge the
physical-digital divide?
We need to
Connect / Calibrate / CollaborateFind the common ground
Connect on a personal level
Respect differences

How can we bridge the
physical-digital divide?
We need to
Connect / Calibrate / Collaborate Adapt ourselves
Adapt our processes
Translate our language
!

How can we bridge the
physical-digital divide?
We need to
Connect / Calibrate / Collaborate Unite on common purpose
Share between teams
Prototype together
!

Find common ground Connect on a personal level
Respect differences
Connect
Offer Mindset Language Tools Time

Hardware is appropriately named because it’s hard...
!
...It’s a long, hard, painful, expensive process
!
... It requires a long term commitment to a design
!Robert Brunner Partner, Ammunition (the guy who hired Jony Ive)
Hardware is hard

Software is slippery
1. Hidden impacts from changes
2. Multiple releases
3. Integration challenges
4. Multiple platforms
5. Legacy code
!Some large organisations have terrible legacy code — it can take months to change a word or button on a site

Find common ground Connect on a personal level
Respect differences
Break down language barriers
Adapt our skills
Adapt our processes
Connect
Calibrate
Offer Mindset Language Tools Time

Adapt our skills and teams
Shifter Hybrid Partner Neutral leaderMoving from ID-to-UX Blending skills across ID + UX ID + UX working closely
together Solution agnostic leadership
+

No Learn skills, but don’t expect to do it all
Yes Find ways to work with specialists to create excellence
Maybe Rare few able to do this Are you ready to walk away from the craft?
Maybe ID to UX is possible, but the other way is tougher especially for seniors
Shifter Hybrid Partner NeutralID + UX working closely together
Partner or shift
+

Each approach has it's own value, but close that gap and the future will happen quicker and better !Duncan Fitzsimons Founder, Vitamins
Close the horizon gap

2014 2015 2016 2017 2018 2019
Digital focuses on shorter term
Horizon gap

Find common ground Connect on a personal level
Respect differences
Break down language barriers
Adapt our skills
Adapt our processes
Connect
Calibrate
Collaborate
Unite on a common purpose Share regularly Prototype together
Develop shared vocabulary
Offer Mindset Language Tools Time

I’ve found the best way to get integration is to get away from the features and unite on the higher goals !Scott Jenson Product Strategy, Google
Unite on a common purpose

We structure projects so industrial designers, interaction designers, mechanical engineers, and strategists can do the research together. !David Sherwin Interaction Design Director, Frog
Research together
Photograph by Misha Miller

Share regularly
At Palm, we did show and
tells across ID and UX. IDs
would bring their models and
we would offer suggestions
and opinions. We would bring
our interface concepts or
prototypes and they would
share their ideas too. !Kim Lenox
Former Director of User Experience, Lunar

We prototype in physical and digital - it's easy to do fast, and there is a lot to be said for tangible design - it might not be shippable, but it is experiential and experimental !Duncan Fitzsimons Co-founder, Vitamins
Prototype together

Hardware prototyping Tinkertronics

Hardware
Problem framing Tooling
Tuning production
Manufacturing development
!Ideation
!Design development
!Production
2-6W 4-8W 4-8W 26W 12W 3W 4-8W
Adapt our processes Cadence and relationships
Software
C D RCD
Research Concept Design
RCD RCD RCD RCD RCD RCD RCDDetail design C D

!Why?
!Seeking
!Against
!!We must
!
Losing relevancy !
Greater harmony !
Commoditisation, silos,
processes, language
Connect
Calibrate
Collaborate