The Internet of Things

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What is the Internet of Things?

The Internet of Things (IoT) refers to a network of physical objects—devices, appliances, and more—containing components that enable them to collect and exchange data over the Internet and interact with each other and central systems. Designers take a holistic mindset to craft IoT experiences that bridge the digital and physical worlds for users.

How Does UX Design Affect the Internet of Things?

The Internet of Things expands the role of UX (user experience) design far beyond screen-based technology. Modern users live in a truly “smart” world, one where physical devices—from thermostats to vehicles and beyond—sense, communicate, and act. Rather than design solely for desktops, tablets, or phones, IoT UX designers must create interactions that span sensors, voice interfaces, wearables, environmental controls, and more. These interactions often happen without a visible UI (user interface). So, designers must consider context, automation, and the entire system of connected devices. It’s about thinking outside “traditional” UX practices and accommodating a sophisticated system of interconnectedness.

Good IoT design is important because it reshapes the expectations users bring to the interactions they have with devices, systems, and more. In terms of the Internet of Things, users expect devices and systems to:

  • Communicate effortlessly.

  • Anticipate their needs.

  • Protect their personal data.

Thoughtful UX design means that connected products must empower users rather than overwhelm them. And thoughtful UX designers help users embrace helpful technology without anxiety about security and safety. Designers must think ahead to the many possibilities of what can happen behind the scenes.

For example, a user who adjusts their home heating system from a smartphone should not have to worry about what might happen if their phone screen freezes after they have accidentally clicked a button to raise the temperature many times. For that, an empathic grasp of user behavior and user needs goes a long way toward creating design solutions users can trust.

This example shows how, despite advances in technology, the deep, human-centered skills we all have, like empathy, are what lead to designs that users love. Watch our video to understand how empathy for your users serves them, your brand, and you as a designer:

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How The Internet of Things Works

Designers who understand the structure of the Internet of Things can anticipate user needs and constraints better. A typical IoT system consists of four core elements:

  1. Devices/Sensors: Physical objects with embedded technology like sensors capture environmental data such as temperature, motion, or location.

  1. Connectivity: Devices transmit and receive data through Wi-Fi, Bluetooth, cellular, or mesh networks.

  1. Data processing: Cloud-based or edge computing systems analyze the data.

  1. User interaction: Users receive feedback or control devices through apps, voice commands, or automated triggers.

For example, a smart lighting system detects motion, communicates with a home network, processes occupancy patterns, and automatically adjusts lighting. The user might control preferences through an app or rely on automatic behavior based on learned patterns.

Because the Internet of Things helps homes, businesses, transit systems, and whole cities run—to name several key areas—IoT designers will continue to have massive roles to play long into the future.

© Interaction Design Foundation, CC BY-SA 4.0

What Are the Benefits of the Internet of Things?

Designers who create digital solutions and other products and integrate them well with the IoT offer numerous advantages to users, brands, and other organizations (including governments):

  • Efficiency: Automation reduces manual tasks, saving time and resources.

  • Data-driven decisions: Real-time data collection enables informed decision-making.

  • Cost savings: Predictive maintenance and optimized operations lower expenses.

  • Enhanced user experience: Personalized services improve satisfaction and engagement.

Key Examples of the Internet of Things Technology

IoT technology permeates various sectors of the human world, enhancing operations and user experiences, and is well and truly part of modern living:

Smart Homes

The IoT enables homeowners to automate and control devices remotely. Smart lighting systems adjust brightness based on occupancy, while smart locks provide keyless entry and monitor access. Voice assistants like Amazon Alexa and Google Assistant integrate multiple devices, so users can manage their homes through voice commands no matter the distance.

Healthcare

In the medical field, IoT devices monitor patient vitals in real-time, making proactive care easier. Wearable devices track heart rate, sleep patterns, and physical activity—and transmit data to healthcare providers for analysis. Remote monitoring reduces hospital visits and enables timely interventions when needs arise.

Agriculture

Farmers tap into the IoT for precision agriculture. Soil moisture sensors inform irrigation systems to optimize water usage, while drones with cameras assess crop health. These technologies come together to increase yield and reduce resource consumption.

An image showing a crop sensor in a field.

Smart agriculture at work—symbolizing a fascinating dimension of IoT; how devices and nature stand side by side to bring the best results. Here, sensors monitor vital factors, such as solar radiation, temperature, humidity, and soil temperature and moisture.

© Pycno, Fair Use

What UX Design Challenges Does the Internet of Things Present?

Like many technological advancements, the designs of IoT solutions demand careful thought to ensure brands don’t overlook vital factors, especially relating to users’ privacy and safety. Poorly designed IoT experiences can lead to frustration, confusion, or even danger when security vulnerabilities arise.

To accommodate the IoT in design, consider specific challenges that differ from traditional UX design—they include:

1. Contextual Complexity

Unlike a smartphone app that operates within predictable contexts, IoT devices interact with dynamic environments. A smart thermostat must adapt to fluctuating temperatures, household schedules, and energy pricing.

  • Map all environmental variables that could influence device behavior.

  • Conduct field studies to understand real-world use conditions. From your findings, design flexible systems that adapt gracefully to changing contexts.

2. Invisible Interactions

Many IoT interactions occur without explicit user input—they’re “alive” in the sense they can decide and act. Devices may act autonomously based on sensor data, which blurs the line between human and machine control.

  • Use clear feedback mechanisms, such as notifications or subtle physical cues—such as lights or sounds—to inform users about device actions.

  • Give users accessible controls to override automated behaviors. Let them be able to take over from the machines.

3. Security and Privacy

IoT systems collect vast amounts of sensitive data. Poor security design can expose users to hacking, identity theft, or physical risks—for example, hacked smart locks. As systems become increasingly sophisticated, new risks emerge. Nefarious individuals, malfunctioning systems, and other threats may exploit vulnerabilities or “loopholes.” These risks can cause harm either through deliberate malicious actions or through the brand’s failure to effectively safeguard and support its users and customers.

  • Integrate security and privacy into the UX from the start. Use encryption, authentication, and clear privacy settings. Communicate data collection practices transparently and give users control over their information.

An image of a smart thermostat.

Ecobee’s Smart Thermostat doubles as a base station and keypad for home security.

© Ecobee, Fair Use

4. Connectivity Issues

IoT devices often depend on uninterrupted network access. Failures in connectivity can disrupt functionality in critical ways. For example, consider a new design for a smart lock and what might happen during a power outage. If the designer hasn’t designed the smart lock to fail-closed (remain locked) or allow manual override for safety, this could result in an unfortunate customer becoming the victim of an opportunistic burglar when the power is out.

  • Design for graceful degradation. Ensure devices retain basic functionality offline or can reconnect seamlessly.

  • Provide clear guidance when connectivity issues arise.

5. Interoperability

Many IoT ecosystems involve devices from different manufacturers. Lack of standardization can frustrate users when devices fail to work together.

  • Follow open standards where possible.

  • Clearly communicate compatibility requirements.

  • Design modular systems that allow incremental upgrades without full replacement.

An image featuring an evening city skyline with smart lighting.

Smart lighting—a key aspect of safety and convenience in the modern age—takes such forms as street lighting. For example, from a network of IoT streetlights, authorities can monitor factors such as bulbs that need changing, vandalism, and other areas that can affect public wellbeing and safety.

© Remy Marcotorchino, Fair Use

Internet of Things: UX Design Best Practices

On IoT projects, these are some general guidelines and best practices to help you optimize what you create for your solution’s—and brand’s—users:

1. User Research

Good user research forms the foundation designers build upon. User research becomes even more critical in IoT projects because of the complexity and diversity of twenty-first-century interactions. Effective research strategies include:

  • Contextual inquiry: Observe users in their natural environments to understand how IoT devices fit into daily routines.

  • Journey mapping: Map the full user journey across devices, touchpoints, and platforms.

By grounding IoT designs in real-world insights, UX researchers and designers ensure that systems meet genuine needs rather than hypothetical ones.

Watch as William Hudson, User Experience Strategist and Founder of Syntagm Ltd, explains important points about how to make user research work for you.

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2. Take a Holistic View

IoT interactions often involve multiple devices, services, and stakeholders. For example, a smart fridge might communicate with grocery stores, recipe apps, and energy management systems.

  • Design for ecosystems, not isolated devices. Visualize the full system architecture and identify user touchpoints across the ecosystem.

3. Prioritize Simplicity

IoT systems can become complex—quickly. If a system overwhelms users with endless configuration options or ambiguous automation, they may well abandon it.

  • Offer simple, intuitive interfaces. Default settings should serve common use cases while allowing customization for advanced users.

4. Design for Trust

Trust plays a central role in IoT adoption. Users must believe that devices will perform reliably, safeguard data, and respect autonomy.

  • Provide clear communication about system behavior, data practices, and security measures. Enable users to monitor and control device operations easily.

5. Anticipate Failure

In IoT, failures can occur at many levels—device, network, data processing, or user interface.

  • Plan for failure modes—an “if something can go wrong, it will” mindset can help you string a safety net beneath your users and your brand. Design recovery workflows that minimize user disruption. Offer clear troubleshooting steps and support channels.

6. Consider Physical Interfaces and Not Just Screens

Some IoT devices lack screens—so comes a need to explore alternative input and feedback methods, such as voice, gestures, or ambient signals (for example, LEDs or vibrations).

  • Match input methods to context and user capabilities. Provide redundant feedback where possible to ensure accessibility. It’s better to be redundant than miss the mark and risk a system failure. Users have many needs—including users with disabilities—which demands a heightened sense of catering to all users in design for IoT products and systems.

A diagram showing the application of internet of things in warehouse management.

Consider the many aspects of warehouse operations, including stock levels, employee safety, and loading of products—and how IoT design solutions can optimize them.

© Rishabh Software, Fair Use

The Future of UX Design and The Internet of Things

As the Internet of Things matures, new UX challenges and opportunities will emerge—particularly:

  • Artificial Intelligence (AI) integration: Smarter algorithms will enable devices to predict user needs, so designers must balance helpfulness with user autonomy.

  • Edge computing: Solutions that process data locally on devices reduce latency and enhance privacy but introduce new design constraints.

  • Sustainability: Energy-efficient durable IoT products become crucial as device proliferation impacts the environment. The complex and delicate nature of the planet is a fitting example to speak to why designers must consider everything to be a system—or part of one—and design with a careful eye for potential consequences.

UX designers and other professionals in the IoT field will need to stay agile. They must learn new skills and adapt methods to keep up with developments as user expectations—as well as needs, behaviors, and concerns—grow with technological advancements. As the world increasingly relies on AI, designers have an added area of responsibility (and opportunity) to ensure they cover all possible angles to delight users with thoughtfully designed products. Some of these might become household names.

Watch as Ioana Teleanu, Senior Product Designer, UiPath; Founder, UX Goodies explains how AI is changing the world.

Transcript

Overall, “trust” may be the core watchword for designing for the Internet of Things. Whether they realize it or they don’t, users of all types entrust numerous aspects of their everyday lives to brands who promise them solutions for managing their lives and living well. IoT designers must justify their users’ faith and deliver on—and ideally exceed—their expectations.

When designers prioritize user needs, anticipate challenges, and embrace the complexity of connected environments, they can create IoT products that aren’t just functional but meaningful and empowering too. A holistic mindset leads to products that not only offer seamless experiences but remove the worry from users’ minds before it can even occur to them. The future belongs to those who design for connections. Connection, another vital watchword in the human experience, demands careful consideration and design, between devices, services, and—most importantly—people.

Questions About Internet of Things?
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What is the Internet of Things (IoT) in simple terms?

The Internet of Things (IoT) means everyday objects connect to the Internet to share data and work smarter. These “things” can be anything: fridges, thermostats, cars, or even toothbrushes. They have sensors that collect data and send it to other devices or cloud systems, helping them react to real-world conditions automatically.

For example, a smart thermostat learns your habits and adjusts the temperature without being told. A fitness tracker monitors your steps and sleep and then syncs that information to your phone. The key idea is that connected devices talk to each other and make life easier without needing constant human input.

In their billions, the growing network of IoT devices helps improve homes, cities, and industries by turning simple tools into responsive, data-driven systems.

Take a deep dive into the Internet of Things with our course AI for Designers.

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Why is designing for IoT different from designing for web or mobile?

Designing for IoT differs from web or mobile because IoT devices interact with the physical world, often without screens and often “behind the scenes” (i.e. users might not be aware of the workings). Designers must think beyond visual interfaces and consider things like sensors, voice input, and automation. A smart lightbulb, for instance, doesn't need a screen, but it must still be intuitive to use.

IoT design also involves more variables. Devices connect across networks, respond to real-world changes, and work with other products. That creates complexity in usability, security, and reliability. Unlike web or mobile, IoT often runs on limited hardware with tight power and memory constraints.

Designers must ensure the experience feels seamless, even when part of it happens invisibly. A user might tap an app, speak a command, or simply walk into a room to trigger a response. That level of subtlety makes IoT design more system-wide and behavior-driven.

Take a deep dive into the Internet of Things with our course AI for Designers.

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What kinds of products count as IoT devices?

IoT devices include any product that connects to the internet and shares data to work more intelligently. Common examples are smart home gadgets like thermostats, lights, and doorbells. These devices adjust settings or send alerts based on your habits or environment. Wearables, such as fitness trackers and smartwatches, also count. They monitor things like steps, heart rate, or sleep and sync data to apps.

In industries, IoT includes machines that report maintenance needs or track performance in real time. Smart cars, connected refrigerators, voice assistants, and even internet-linked toothbrushes all qualify. What they share is connectivity, sensors, and the ability to act on data.

The key point is, if a product connects to the internet, collects data, and responds to it, it's part of the Internet of Things.

Take a deep dive into the Internet of Things with our course AI for Designers.

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How do I conduct user research for IoT devices?

To do user research for IoT devices, observe real-life use in real-life settings. Since IoT products often blend into daily routines, lab testing alone won't reveal how people interact with them. The Internet of Things involves networks of interconnected devices operating to improve lives, so naturally much of the data to discover will be intricate and rich. Use techniques like field studies, home visits, and diary studies to capture authentic behavior. Ask participants to show how they use devices across time—not just in a single moment.

Tools like cultural probes or video diaries let users document interactions, frustrations, and workarounds over days or weeks. These insights will help uncover hidden needs and contexts.

Also, test the full ecosystem, not just the device. Include mobile apps, voice assistants, or other linked tools. Interview users about their trust, privacy concerns, and what happens when something fails. With more sophisticated design comes a need for greater focus on what can go wrong and what might be exposed.

IoT research isn't just about usability—it's about understanding daily habits, invisible interactions, and expectations users may not say out loud.

Take a deep dive into the Internet of Things with our course AI for Designers.

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What skills do UX designers need to work on IoT projects?

UX designers working on IoT projects need a mix of technical understanding, systems thinking, and empathy. First, they must grasp how sensors, connectivity, and data flows work—even if they're not engineers. That knowledge helps them design interfaces and feedback for devices that may not have screens.

Systems thinking is essential. IoT products rarely stand alone; they interact with apps, cloud services, and other devices. Designers must map how each part affects the user experience. They also need to design for edge cases like connection loss or data delays.

Empathy plays a big role. Since many interactions are invisible or automatic, designers must anticipate user needs and emotions without direct input. They should also understand privacy, security, and trust from the user's perspective.

Add in skills like prototyping for hardware, user research in real-world settings, and data visualization, and you've got the “UX toolkit” for IoT.

Watch our video about empathy to understand more about why it's vital in design:

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What privacy issues should I think about when designing for IoT?

When designing for IoT, prioritize privacy from the start. These devices collect sensitive data, like your location, habits, or even health details, and they often do it passively. Users might not always know what's being tracked or when, which creates serious trust risks. A good analogy may be to think of a heavily surveilled society where people don't have a choice—now think of a society you want to design for and live in, too.

Make data collection transparent. Let users know what's gathered, why it's needed, and how it's stored. Offer clear choices about turning tracking on or off. Also, don't collect more data than necessary. If a smart light doesn't need voice input, don't include it.

Another key issue is data sharing. IoT devices often send information to third-party services or apps. Make those relationships clear and give users control. Also, plan for security—a serious matter, as weak points in connected devices can expose entire networks.

Take a deep dive into the Internet of Things with our course AI for Designers.

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What are the biggest UX challenges in IoT design?

The biggest UX challenges in IoT design come from complexity, invisibility, and context.

IoT systems are inherently complex because they involve networks of interconnected devices, platforms, and services. Each device might come from a different manufacturer, follow a different protocol, or use a different interface. Designers must orchestrate these into a unified experience—one where users don't feel overwhelmed by the technical layers. For instance, setting up a smart home system involves integrating thermostats, lights, cameras, and door locks—each with unique settings and failure points. The user experience suffers when there's inconsistency in design logic, control schemes, or feedback mechanisms.

Many IoT devices operate without a screen or direct interface, making their functionality invisible. Users can't always tell if a device received a command, encountered an error, or completed a task. This "black box" behavior erodes trust. For example, a smart plug might turn off a lamp but give no indication of its current status. Designers must proactively communicate system state through sound, light, or companion apps to reduce uncertainty.

IoT devices must interpret a user's context—location, time, habits, and even emotions—to deliver relevant responses. But misinterpreting this context can lead to failures. A smart assistant might lower the lights at night, assuming it's bedtime, while the user is reading. Designers must build flexible systems that adapt to nuanced, shifting user needs without making assumptions.

Another challenge is fragmentation. Users often juggle devices from different brands that don't talk to each other smoothly. Designers must create systems that feel cohesive, even across ecosystems. Privacy and trust are massive challenges too. IoT devices collect sensitive data, so designers must clearly communicate what's being tracked and why.

Good IoT design demands predicting needs, reducing confusion, and creating feedback, even when no screen is involved.

Take a deep dive into the Internet of Things with our course AI for Designers.

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What are some recent or highly cited scientific journal articles about the Internet of Things?

Stanton, D., & Smith, C. (2019). Experience-driven engineering in IoT: The importance of user experience for developing connected products people love. AIS Transactions on Human-Computer Interaction, 11(4), 232–243.

This article emphasizes the critical role of user experience (UX) in the development of Internet of Things (IoT) products. Stanton and Smith argue that successful IoT solutions must go beyond technical functionality to deliver meaningful and engaging user experiences. They introduce experience-driven engineering principles, advocating for a human-centered design approach that integrates UX considerations throughout the development process. The authors provide frameworks and recommendations to guide designers and engineers in creating IoT products that resonate with users, ultimately enhancing adoption and satisfaction. This work is influential in highlighting the necessity of prioritizing UX in the rapidly evolving IoT landscape.

Hacid, H., Al-Shamaileh, O., & Maamar, Z. (2023). An exploratory study of rethinking user experience in the Internet of Things. Computing, 105(1), 1–12.

In this exploratory study, the authors examine the unique challenges and opportunities associated with user experience (UX) in the context of the Internet of Things (IoT). They argue that traditional UX models are insufficient for IoT applications due to the complexity and ubiquity of connected devices. The paper proposes a reimagined UX framework that accounts for the dynamic and context-aware nature of IoT systems. By addressing factors such as user trust, privacy, and seamless interaction across devices, the study provides valuable insights for designing user-centric IoT solutions. This research is significant for its contribution to evolving UX methodologies tailored to the IoT domain.

Xu, H., Wei, W., Wu, C., & Pan, Y. (2023). Positive experience design strategies for IoT products to improve user sustainable well-being. Sustainability, 15(17), Article 13071.

This study by Xu, Wei, Wu, and Pan investigates how positive experience design can be applied to Internet of Things (IoT) products to support users' long-term well-being. Drawing from positive psychology, the authors propose 15 design strategies focused on enhancing emotional satisfaction, such as autonomy, relatedness, and engagement. These strategies were validated through expert reviews and applied to real-world IoT scenarios. The paper stands out by shifting the UX conversation from usability to emotional enrichment and human flourishing. Its contribution lies in guiding IoT designers toward more holistic, user-centric innovations that align technology with sustainable happiness and meaningful life experiences.

Greengard, S. (2021). The Internet of Things (Revised and updated ed.). The MIT Press.

Samuel Greengard's The Internet of Things offers a comprehensive exploration of the rapidly evolving network of connected devices, objects, and people that are transforming our daily lives and work environments. In this revised and updated edition, Greengard delves into the latest developments in IoT, illustrating how technologies like smart lightbulbs, earthquake-warning sensors, and immersive virtual reality headsets are becoming integral to modern society. He elucidates the underlying technologies that construct and manage the IoT and examines its role in the Fourth Industrial Revolution, highlighting advancements in smart manufacturing, supply chain visibility, and integrated artificial intelligence. Additionally, the book addresses pressing concerns such as threats to free speech, increasing inequality, and the rise in cybercrime, providing readers with a nuanced understanding of the challenges and opportunities presented by a hyperconnected world.

Slama, D., Puhlmann, F., Morrish, J., & Bhatnagar, R. M. (2015). Enterprise IoT: Strategies and Best Practices for Connected Products and Services. O'Reilly Media.

Enterprise IoT by Dirk Slama, Frank Puhlmann, Jim Morrish, and Rishi M. Bhatnagar is a comprehensive guide that addresses the complexities of implementing Internet of Things (IoT) solutions within enterprise environments. The book introduces the Ignite | IoT Methodology, a structured framework designed to assist businesses in defining IoT strategies, preparing organizations for adoption, and executing IoT projects effectively. It encompasses illustrative case studies across various domains, including smart energy, connected vehicles, manufacturing, supply chain management, and smart cities. Additionally, it provides a detailed case study of the IIC Track & Trace testbed, exemplifying the practical application of the methodology. This resource is invaluable for professionals seeking actionable insights into IoT strategy management and project execution.

How should I deal with latency or connectivity issues in my UX design?

To handle latency or connectivity issues in UX design, always plan for failure and make delays visible. IoT devices often rely on unstable connections, so users need clear feedback when something lags or breaks. If users have apps that control or monitor IoT devices, show loading states, use animations, or display simple messages like “Trying to reconnect” to reduce frustration. User trust is vital, especially with IoT matters.

Also, build fallback options. Let users retry actions, switch to manual control, or keep basic features running offline. For example, a smart lock should still open with a key or local access—even if the app fails. Imagine the potential for catastrophic consequences if fallbacks were not in place.

Do not design for perfect conditions. Design for real life, where signals drop or servers go down. Buffering, error handling, and local storage all help reduce the impact. Smart thermostats, for instance, can continue adjusting temperature based on learned behavior even when offline.

Good UX prepares users, keeps them informed, and gives them alternatives when tech falters.

Take a deep dive into the Internet of Things with our course AI for Designers.

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Earn a Gift Earn a Gift, Answer a Short Quiz!

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Question 1
Question 2
Question 3
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Question 1

What key feature distinguishes a device as part of the Internet of Things (IoT)?

1 point towards your gift

  • It includes an on/off switch and can perform basic electronic tasks.
  • It connects to the internet and can interact with other devices or systems.
  • It can only be operated manually without any digital interface.
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Question 2

Why is UX design particularly challenging for Internet of Things (IoT) systems?

1 point towards your gift

  • IoT systems often lack user interfaces altogether.
  • Designers only need to focus on visual aesthetics in IoT.
  • IoT devices are simple and don’t require much design attention.
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Question 3

Which of the following is a common real-world application of the Internet of Things (IoT)?

1 point towards your gift

  • A digital camera that stores pictures on an SD card.
  • A smart thermostat that adjusts heating based on occupancy patterns.
  • A traditional light bulb controlled by a wall switch.

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One Size Fits All? Definitely Not in Task-Oriented Design for Mobile & Ubiquitous UX - Article hero image
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One Size Fits All? Definitely Not in Task-Oriented Design for Mobile & Ubiquitous UX

In the 1980s and ‘90s, our technology-loving civilization rode the wave of Personal Computing – one computer per person. As computers became smaller and less expensive to produce, every worker—or indeed, every person—could have one at his/her disposal. With the rapid rise of Ubiquitous and Mobile co

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One Size Fits All? Definitely Not in Task-Oriented Design for Mobile & Ubiquitous UX

One Size Fits All? Definitely Not in Task-Oriented Design for Mobile & Ubiquitous UX

In the 1980s and ‘90s, our technology-loving civilization rode the wave of Personal Computing – one computer per person. As computers became smaller and less expensive to produce, every worker—or indeed, every person—could have one at his/her disposal. With the rapid rise of Ubiquitous and Mobile computing, the situation had certainly changed by the 2010s. It’s more or less fair to say that every person is the owner and user of many computers, desktops or laptops, tablets and—of course—smartphones. We receive our computing services even from things that don’t look like computers at all—for example, Amazon’s Alexa or smartwatches. What does this mean for UX design? How can we design experiences that take this variety in computing resources and interfaces into account and help ourselves optimize our results? Let’s find out.

Mark Weiser, a senior researcher at Xerox Park and widely regarded as the founding father of Ubiquitous Computing, argued in 1994 that the future of computing would be dominated by ubiquitous computing devices. Contrary to the Personal Computing model, where each person owns a computer, Ubiquitous Computing is a model where each person owns and uses many computers, or even where many computers share many users. It’s not hard to see that this prediction came true: A modern smart home, including not just Internet of Things devices such as smart lighting, smart thermostats and smart energy meters but also personal and shared devices such as tablets, smartphones, and desktop and laptop computers, provides shared services to all family members and guests.

“The Ubiquitous Computing era will have lots of computers sharing each of us. Some of these computers will be the hundreds we may access in the course of a few minutes of Internet browsing. Others will be imbedded in walls, chairs, clothing, light switches, cars – in everything. UC is fundamentally characterized by the connection of things in the world with computation. This will take place at a many scales, including the microscopic.”

-Mark Weiser & John Seely Brown, 1996

Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0

Ubiquitous Computing is the third wave of computing, according to pioneering researcher Mark Weiser. He correctly predicted that devices such as tablets, smartphones and connected Internet of Things gadgets would overtake the market and transform the way we think about computers and their services (diagram based on Weiser, M. 1994).

For a UX designer, understanding the users’ environment during the Empathy or Define stages in the Design Thinking process means understanding the devices available to them and what they are best suited for, or the how and why users make use of these devices.

Understanding the context of device use to inform UX design

In their book “Pervasive Computing: The mobile world”, Uwe Hansmann et al. (2003) discuss the information technology infrastructure that would power the ubiquitous computing wave. In their discussion, they offered the insight that computing services would be provided via a range of devices available to the users, either directly or as part of a service infrastructure. One critical aspect of this insight was the purpose of use of each device:

  • Servers will be used to store and process large volumes of information – indeed, think about cloud services such as Dropbox or Google Drive, or the massive servers that process big data to provide recommendations in services like Foursquare. These devices are not directly accessible to users, but they are part of the user experience, as the information architecture in user interfaces largely depends on the processed information this infrastructure provides.

  • Workstations are devices such as desktops and laptops: People can use these devices for longer sessions, spanning from a few minutes to several hours. Because of their large screens and input modalities (keyboard and mouse), they are well suited for editing and managing considerable volumes of personally relevant information, or for accomplishing complicated tasks that require the cognitive processing of lots of information.

  • Devices are what we refer to as our tablets, smartphones or other personal, mobile gadgets (e.g., fitness trackers). They are primarily used to access the information stored in the servers and managed by workstations, or to create small bits of information themselves, which can be uploaded to servers. Interaction with these devices is best limited in short sessions, a few seconds or minutes at the most, typically because the user might be mobile (thus often interrupted or distracted by more urgent things—for instance, paying attention to the road while walking), but also because the limited input and output modalities of these devices (small screens, awkward touch-based text and pointer entry) frustrate users during prolonged use.

Author/Copyright holder: Andreas Komninos and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0

The tiers of ubiquitous computing information technology infrastructure by Hansmann et al. (2003). Services will be distributed across a wide range of different types of computers, and users will employ a different device depending on how they need to interact with a service. We can expect to have a larger volume of devices, compared to workstations or servers. The ecosystem of devices and services is underpinned by an array of common standards that guarantees interoperability.

Let’s consider an example of the above. If you wanted to engage in a complex task, such as finding a new TV to buy, you would probably want to do this on a desktop computer. With its large screen, you can open multiple browser tabs or stack browser windows side by side, helping you navigate and compare technical specifications and prices from multiple e-shops until you find what you want and go through the checkout process. The same task would be much more difficult using a smartphone. Because you would need to visit multiple e-shops and only one website can be displayed on the screen at any time, you would need to remember what you found previously or frequently switch through the many websites to refresh your memory, making the interaction very frequent and, of course, putting considerable strain on your cognitive load and memory. Other examples might be editing a long document or email, where the small screen on a smartphone presents not just input problems but also problems with having an overview of the document structure (you need to scroll a lot!) and managing spelling mistakes.

Inversely, if you wanted to quickly fact-check something during a conversation in the pub (e.g., to find what year the Bugatti Veyron car model came out), you could very easily do this with your smartphone. If you wanted to check in to a place on Facebook, you could again create this small bit of information with your smartphone – there’s certainly no need to wait until you are at a stationary computer! Or, to record your daily jogging activity, a wearable fitness band is just perfect; you don’t even need your smartphone for that. For a UX designer, what would be the point in engaging in the design of a website for desktop computers that allowed users to record their jogging but required them to carry a laptop while doing so?

That last question was rhetorical – of course, there’s no point. But the question highlights that good UX design depends on understanding not just what the users want to do (and their motivations) but also the devices that they have available to them (or haven’t, but that’s something you might create from scratch).

Choosing adaptive or responsive UI strategies with Task-Oriented Design

Task-oriented design (TAD) is not a strictly defined methodology, but according to Lewis & Rieman (1994), it’s simply an approach to systems development that places a heavy focus on finding out the goals that users need to meet while interacting with a system, and then designing that system so that it can best accommodate the tasks that lead to accomplishing these goals. The process of breaking down a user’s goal into tasks is called Task Analysis.

In the days of old, the services offered by websites and applications were tightly coupled to the hardware that these ran on. For example, back in the early 2000s, you could only visit a website through a personal computer. From our vantage point, years later, we can easily see how it’s simply not enough to think of services as something that’s so heavily bound by hardware. Instead, a service should adapt, as much as possible, to the hardware devices currently available to the user. This has led to the introduction of concepts such as responsive design, whereby the interface (usually a website) adapts to the physical layout of the device on which it is being viewed, in order to afford maximum usability. You will have seen this often with the mobile versions of many websites, where code ensures that the interface layout changes drastically to facilitate navigation and information seeking through the small displays of modern smartphones.

Author/Copyright holder: Muhammad Rafizeldi, Wikimedia. Copyright terms and licence: CC BY-SA 3.0

In responsive design, the content is “liquid” – i.e., restructured and laid out differently so as to better fit the device on which it is being displayed. All of the content and functionality are still there; they’re just presented differently.

The concept of adaptive design builds on this principle but doesn’t only concern itself with laying out interface elements differently. In adaptive design, depending on the user’s goal and device context, the service may alter not just its layout and visual appearances but also the way it offers services. In web design, this is often accomplished by having separate, dedicated, custom versions of the same website, tailored for mobile devices. Some services might not appear in the UI, because it doesn’t make sense for the user to be able to perform them in the given context (device and use mode). For example, a custom mobile website for an e-shop may completely lack a multiple-item comparison feature, because fitting so much information about multiple items inside a small screen is just impractical. Alternatively, some services may be provided differently. For example, if a programmer defines that an input field should contain only numbers (e.g., used for entering a telephone number), the mobile device will display a special version of the keyboard that allows the input of just numbers, to ensure that the user enters valid data. The equivalent field on the desktop version of the website may simply have additional code attached that checks that the entered data is valid (i.e., numeric only).

Author/Copyright holder: Andreas Komninos, Interaction Design Foundation. Copyright terms and licence: CC BY-SA 3.0

An example of adaptive system design: Google’s Chrome browser and GBoard keyboard for Android. The snippet of code shows the HTML specified by a web designer, indicating the various purposes of the input fields to the browser (context of entry). When the user focuses on each input field, different versions of the keyboard appear – to help with entry tasks. From the left to the right, a standard text field invokes the default keyboard view along with a suggestion bar. A “telephone” field invokes a numeric-only version of the keyboard that contains symbols (+, #, *) used in telephone dialing. An “email” field invokes a special version of the alphanumeric keyboard that has a shortcut to the @ symbol and no suggestion bar. Finally, a “date” field invokes not the keyboard but a special dialog window to allow users to select a date accurately. Note that the functionality of the keyboard is different in each case – for example, you can’t force the keyboard into an alphanumeric mode for the telephone field.

A task-oriented approach to design teases out such user requirements and guides design to help users achieve their goals, by optimally designing not just for the task at hand, but also for the device available to the user and the situations in which this device is used.

Designing for users, devices and use context

Often, the use of a certain type of device also implies a lot about the way users engage with that given device. As Hansmann et al. (2003) highlighted, users in the age of Ubiquitous Computing can choose the most appropriate type of device to achieve a goal depending on their current context. For example, reading the news on a desktop computer typically means the user is stationary and prepared to dedicate a considerable amount of time to that activity. If users are on their mobiles, they could well be seated, but this might quickly change (e.g., as they approach their train stop), so perhaps it’s best to give them just the really important news first, because the interaction with the device is likely to be interrupted at any time by other priorities. The level of interruption during mobile use is all too real: researchers Oulasvirta et al. (2005) found that when we are using our mobile or cell phones, interactions are impulsive, fragmented and inherently short term, as our use of the mobile device continuously competes for our cognitive resources with the simultaneous performance of mobility (e.g., walking) as well as environmental (e.g., being aware of our surroundings) and social tasks (e.g., being aware of those around us and our relationship with them). It was found in that study that for these reasons, users’ attention to their cells or mobiles spans between a mere 4 and 8 seconds. This means that any task (or sub-task) you would want your users to perform on their mobile devices shouldn’t take longer than that amount of time. Going beyond this might run the risk of causing frustration (the ultimate sin for any designer) and accidents. We certainly don’t want to encourage less-attentive users to walk into things, out in front of moving things, or off things that are any distance above the ground!

Author/Copyright holder: tomemrich, Flickr. Copyright terms and licence: CC BY 2.0

How do you design the UX for that which has no interface? A connected IoT device such as this fan, for example. In many cases, the interface has to be purely virtual, or very limited (think of just an on-off switch and maybe a few LEDs). Here are your key considerations: Where are the users? What are they doing? What are their goals? What’s the best way of interacting with this device?

UX consultant Larry Marine (2014) outlines some of the contexts of use associated with different types of devices and the assumptions that we might be entitled to make about our users when they are using such devices.

  • Stationary computers (e.g., laptops and desktops): With these devices, users are typically stationary and interaction sessions to complete goals are longer, ranging from several minutes to even hours. They are the preferred type of device for performing more complex tasks. As stated previously, the large display area that can fit a lot of information allows users to spend more time processing that information, rather than interacting with the device to get it. Also, because of the ability to use keyboards and mice, the creation and management of large volumes of information are much easier. The accuracy and feedback-rich nature of such input devices (e.g., you know when you’ve pressed a key or clicked a button) allows users to perform complex operations (e.g., blind-type, drag-and-drop, multiple selections) with little frustration.

  • Tablets: Because of their relatively large size that requires either the use of both hands or some support (e.g., on the body or a table), tablets are typically used from a stationary position. Even when the users are mobile, they would typically need to stop in order to use their devices. Nevertheless, tablets tend to have a relatively large display area, so they could be just as good for reviewing large volumes of information as stationary computers. On the other hand, they lack the accuracy and feedback of keyboard and mouse devices, because input largely relies on the touchscreen and virtual keyboard. As such, tablets are not appropriate for managing and creating large volumes of information. In this respect, an adaptive design such as the design of the keyboard operation and automatic switch between alphanumeric and numeric-only modes or the automatic input of values (e.g., entering a city name by resolving the geographic coordinates fetched by the GPS) can help considerably.

  • Smartphones: These devices have, by and large, become our sidekicks, our trusted companions that go everywhere with us and often, literally or metaphorically, save our lives when we need to find some information or generate some quickly. Let’s think about what this means for a moment. We use our smartphones mostly to support other tasks that we perform, such as finding our way to the nearest café or finding a cab to take us somewhere. This means that interaction with these devices is spontaneous and sporadic. We use them for short periods of time, to accomplish simple and very focused information-retrieval tasks swiftly (e.g., finding out our location) or to respond to an incoming alert (e.g., replying to a short message). The small display sizes mean that only small amounts—or short bursts—of information can be presented at any time to a user. They also mean that input is largely frustrating, whether it involves selecting material on the screen or entering text with the virtual keyboard. As a result, interaction sequences have to be very short and simple, both for minimizing the amount of interaction and for allowing users to quickly resume their ongoing tasks. You should also automate as much as possible, both in terms of filtering out and presenting only the content which is contextually relevant (e.g., showing only a list of cafés within walking distance instead of all cafés in the city), and in terms of data entry (e.g., automatically fetching the users’ geographical coordinates instead of requiring them to input these manually using a map).

Larry Marine’s article stops short of the latest development of the third wave of computing, which is the proliferation of the Internet of Things. We can add to his list as follows.

  • Internet of Things devices:small, connected devices that are pervasive (i.e., embedded in the environment around us) and work autonomously to make our lives a little more comfortable. They serve single purposes and should be designed to support just those and optimally so. Users are seldom close or attentive to those devices. Other than setting them up, and sometimes intervening to override their behavior, users can be mobile or stationary, but they are typically far away from these and engaged in other, unrelated tasks. These devices pose the hardest interaction problems. As they are meant to be largely transparent, their interfaces might be completely virtual (i.e., visible only through another device, such as a smartphone) or completely minimal, with a low-resolution display, mechanical controls (e.g., knobs or buttons) and possibly status LEDs. Interaction with these devices is meant to be mostly implicit—for example, our mere presence in a room at night might be enough to switch on the intelligent lighting for that room to the levels of our personal preference. One important consideration for these devices, though, is that they are inherently shared devices. While smartphones are highly personal, IoT devices often serve many users simultaneously (e.g., family members in the same room), whose individual preferences might conflict. Given that, we cannot really rely on large-scale success from designing for a “bachelor-pad” market.


Author/Copyright holder: CODE_n, Flickr. Copyright terms and licence: CC BY 2.0

Connected device virtual interfaces, such as Samsung Home (pictured) or Apple’s HomeKit, consist of a framework that provides a unified application through which users can control all the connected devices in their home. This is another great example of adaptive design – these apps adapt to whatever functions each device can offer and display only those controls to the user that are relevant.

Naturally, these are general assumptions that may not always hold true, depending on the context of the UX that we are designing for. However, keeping these assumptions in mind and adapting them for your own project will greatly help you in deciding whether a responsive or adaptive design is best suited for the UX design of your application (which you should really begin to think of as a service).

The Take Away

The third wave of computing—Ubiquitous Computing—brings new opportunities as well as challenges for us as UX designers. Responsive and adaptive design are one way in which we can begin to address the design challenges of offering services to users via all the devices they own or have use of. To create efficient designs and pleasurable user experiences, we can employ task-oriented design approaches to defining the users’ problems and ideating new solutions. The analyses of tasks, however, should focus not just on the users’ goals and subtasks for achieving these but also on the nature of the devices that users may employ to carry out these tasks, and the implications these devices have regarding the way and environment in which users are to use them—and enjoy doing so. Only when we accommodate the entire scope of use in this way can we craft designs that will arrive on target in the marketplace and satisfy users time and again, wherever they may happen to be.

References & Where to Learn More

Hero Image: Author/Copyright holder: Bretislav Valek, Wikimedia. Copyright terms and licence: CC BY-SA 3.0

Hansmann, U., Merk, L., Nicklous, M. S., & Stober, T. (2003). Pervasive computing: The mobile world. Springer Science & Business Media.

Cousins, C. (2015). “Is adaptive design better than responsive design?”.

Lewis, C., & Rieman, J. (1993). Task-centered user interface design. A Practical Introduction.

Marine, L. (2014). “Responsive Design vs. Task-Oriented UX Design”.

Oulasvirta, A., Tamminen, S., Roto, V., & Kuorelahti, J. (2005, April). Interaction in 4-second bursts: the fragmented nature of attentional resources in mobile HCI. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 919-928). ACM.

Weiser, M. (1994, March). Ubiquitous computing. In ACM Conference on Computer Science (p. 418).

Weiser, M., & Brown, J. S. (1997). The coming age of calm technology. In Beyond calculation (pp. 75-85). Springer New York.

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