Social Internet of Things by Alessandro Soro & Margot Brereton & Paul Roe

Social Internet of Things by Alessandro Soro & Margot Brereton & Paul Roe

Author:Alessandro Soro & Margot Brereton & Paul Roe
Language: eng
Format: epub
ISBN: 9783319946597
Publisher: Springer International Publishing


4.3 Designing for Behavior

The behavior of interactive smart objects is expressed through the autonomous and pro-active decisions they make. As this influences the experience the user has with these objects, designing behavior becomes increasingly important [44]. The field of the Aesthetics of Interaction states that there is a close relationship between efficiency and aesthetics during interaction, as “attractive things work better” [30].

Hassenzahl [18] distinguishes between three conceptual levels of the aesthetics of interaction, namely the What-, the How- and the Why-level. The What-level includes the functionality offered by a product, i.e. the goals users are able to accomplish through interaction. The How-level addresses the manner in which a user is able to accomplish these goals, e.g. by pressing a button or turning a knob. The Why-level considers the meaningfulness of using an object, e.g. “feeling close to a loved one”.

In order to define interaction principles that ensure better aesthetic experiences, connecting the How- and the Why-levels in an intuitive manner can be done by using an Interaction Vocabulary [23]. Previous work has shown that by using this vocabulary, we can consider stereotypical personalities and map them onto the behavior of an object [9, 25, 38, 43, 44]. Norman states that personalities provide humans with a good understanding of behavior and describes them as “a form of conceptual model, for it channels behavior, beliefs, and intentions into a cohesive, consistent set of behaviors” [29]. This is closely linked to the field of the Affective Internet of Things, where objects within the IoT gain affective personalities through behavior and enables them to induce attachment [35].

We consider related literature in the field of designing behavior for interactive objects and elaborate on a common design process used by authors. As behavior generates understanding of how objects should behave in interaction and in giving commands, this approach can address interaction challenges related to the user’s awareness.

Design Process

While reviewing related literature on designing behavior for interactive objects, we found similar approaches which we combined into a design process consisting of 5 phases, namely object improvisation, personality profile definition, interaction improvisation, synthesis, and behavior implementation & evaluation. An overview of the phases is shown in Table 1.Table 1Overview of the design process for behavior



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