Internet of Tangible Things (IoTT): Challenges and Opportunities for Tangible Interaction with IoT
Abstract
:1. Introduction
- (1)
- The identification in literature of eight tangible properties that can be exploited for designing interactions with the internet of things;
- (2)
- A card set for supporting the design of tangible interaction with IoT objects, composed by 16 cards that illustrate the eight tangible interaction properties and eight additional IoT properties.
2. Context
3. Related Work
3.1. Human-Computer Interaction with IoT
3.2. Tangible Interaction and Perspectives for IoT
- T1.
- Meaningful representations and controls of the single IoT object connectivity status and IoT object interconnections, as well as of information capture, elaboration and sharing.
- T2.
- Rich interactions that exploit the natural human skills, in particular exploiting haptic and peripheral interactions with IoT objects that are situated in the physical world.
- T3.
- Persistent physical representations that could last in case of power or connectivity outrage, allowing the user to control the state of an IoT object even when no Internet connection is available.
- T4.
- Spatial interactions that support collaborative setups with multiple IoT objects.
- T5.
- Immediacy and intuitiveness of the interaction, facilitating the understanding and control of IoT objects with minimal learning time.
- T6.
- Interactions with IoT objects that are integrated in the daily routines, which free users’ cognitive resources and do not disrupt attention.
- T7.
- Facilitated reflections on IoT object meaning and working principles, as well as support for associating and sharing memories.
- T8.
- Long-lasting interactions with IoT objects exploiting emotional durable designs, to cope with electronic waste due to technological obsolescence.
3.3. Internet of Tangible Things
4. Methodology of the Systematic Literature Review
5. Results of the Meta-Analysis
5.1. T1: Meaningful Representations and Controls
5.2. T2: Rich Interactions and Human Skills
5.3. T3: Persistency
5.4. T4: Spatial Interaction and Collaboration
5.5. T5: Immediacy and Intuitiveness
5.6. T6: Peripheral Interaction
5.7. T7: Reflection and Memories
5.8. T8: Long-Lasting Interactions and Emotional Bonding
6. Discussion
6.1. Trends and Perspectives for the IoTT
6.2. Discussion of Tangible Interaction Properties
6.3. Limitations of the Systematic Review
7. Design Card Set
7.1. Tangible Properties Cards
- (D)
- Meaningful representations and controls of the IoT object functions and parameters.
- (Q1)
- Can the user understand the IoT object function from its form?
- (Q2)
- Are the most important parameters of the IoT object accessible through physical props?
- (D)
- Rich interactions with IoT objects that are situated in the real world, exploiting the natural human skills and senses, such as haptics and hand manipulations.
- (Q1)
- Can interactions be performed on the physical IoT object?
- (Q2)
- Are users exploiting unconventional sensorimotor abilities, beyond those typically used on GUI interfaces?
- (D)
- Persistent physical representations that could last in case of power or connectivity outrage, allowing the user to control the state of an IoT object even when no Internet connection is available.
- (Q1)
- Are users able to control the object’ls future behaviour even if it is not connected to the network?
- (Q2)
- Is it possible to change the future behaviour of the object even if the object is turned off?
- (D)
- Spatial interactions that support collaborative setups with multiple IoT objects.
- (Q1)
- Is the spatial arrangement between object and people relevant for the interaction?
- (Q2)
- Is the spatial arrangement of IoT objects facilitating collaboration?
- (D)
- Immediacy and intuitiveness of the interaction, facilitating the understanding and control of IoT objects with minimal learning time.
- (Q1)
- Can the user interact with the IoT object without previous learning?
- (Q2)
- Can interactions with the IoT object be completed in less than 4 s (micro-interactions)?
- (D)
- Peripheral interactions with IoT objects that are integrated in the daily routines, that free users’ cognitive resources and do not disrupt attention.
- (Q1)
- Can the user interact with the IoT object while performing another task?
- (Q2)
- Is the IoT object notifying the user at opportune time, without distracting her from other activities?
- (D)
- Facilitated reflections on IoT object meaning and working principles, as well as support for associating and sharing memories.
- (Q1)
- Is the IoT object form and behaviour supporting user reflections about socially or individually relevant facts (such as personal health, environmental pollution, etc.)?
- (Q2)
- Does the IoT object support remembering stories and facts, exploiting its physical form as tangible cue for memories?
- (D)
- Long-lasting interactions with IoT objects exploiting emotional durable designs, to cope with electronic waste due to technological obsolescence.
- (Q1)
- Can the form and/or unexpected behaviour of the object (e.g., life-like, zoomorphic) help developing an emotional bonding with the user?
- (Q2)
- Is the IoT object supporting appropriation and personalization?
7.2. IoT Properties Cards
- (D)
- The IoT main functions are clear to understand for the user.
- (Q1)
- Is the IoT object appearance meaningful for the user?
- (Q2)
- Does the IoT object offer easy-to-understand affordances for its use?
- (D)
- The IoT object can be easily switched on/off and power consumption is under control.
- (Q1)
- Can the user easily turn off/unplug the IoT object without any possibility to turn it on from the network?
- (Q2)
- Is the power consumption easy to monitor and to reduce through the interface of the IoT object?
- (D)
- Current state/activity of the IoT object is under control.
- (D1)
- Is it easy to understand if the IoT object is turned on and correctly functioning?
- (D2)
- Supposing that the IoT object can have different states or operation modes, can the user easily understand and control these states?
- (D)
- IoT object connectivity can be easily switched on/off and the network links are intelligible.
- (Q1)
- Is it possible to physically disconnect the IoT object from the network (while ensuring its local functioning)?
- (Q2)
- Is it clear which are the other IoT objects and/or people that are (potentially) connected to this object?
- (D)
- User has full control and understanding of the environmental/personal information acquired by the IoT object.
- (Q1)
- Has the user a clear understanding of the sensors embedded in the object and of the information collected by these sensors?
- (Q2)
- Can the user easily control which information is acquired by the object?
- (D)
- The user knows and controls to whom acquired information is sent.
- (Q1)
- Does the IoT object inform the user to whom the acquired information is sent, if any?
- (Q2)
- Can the user choose which information can be shared and with whom?
- (D)
- The user knows and control which information is stored, where and for how long.
- (Q1)
- Can the user choose which information is stored by the object and erase it at any time?
- (Q2)
- Can the user know or choose where the information is stored (internally/on another personal device/on the cloud)?
- (D)
- The user knows who has access to the IoT object functions and information.
- (Q1)
- Can the user configure who can use the object functions (locally and/or remotely)?
- (Q2)
- Can the user easily understand and control who has access to the information collected or elaborated by the IoT object?
8. Evaluation of the Design Card Set
8.1. Workshop Design Results
8.1.1. Domotic Universal Control (DUC)
8.1.2. Bobby
8.1.3. FitFoot
8.1.4. Tangigotchi
8.1.5. Eisenhower Matrix
8.1.6. Museum Memories
8.2. Discussion of Workshop Results
9. Conclusions
- Tangible interaction affordances can facilitate the understanding and control of IoT objects.
- IoTT objects can support unobtrusive interactions in the periphery of user’s attention or focused interactions that support reflection and/or behaviour change. The right balance between these interaction styles should be found, considering the application type and the context of the interaction.
- Privacy and trustiness in IoT systems can be enhanced through tangible interfaces for IoT key parameters (such as connectivity, power, data collection and sharing), beyond the main system function.
- IoT object obsolescence and abandon could be avoided by building long-lasting interaction and an emotional attachment to the object, through life-like behaviours of the object and designing the IoT object for appropriation and personalization.
- Rich and unconventional interactions based on complex object manipulations might have a longer learning curve but do not exclude the possibility to be executed in the periphery of user’s attention and integrated in daily routines after extensive use.
- Intuitive interactions, in some contexts, might not exclude reflections at some point.
- IoT systems are characterized by working principles that go beyond existing users’ mental models. User-centred approaches and long-term tests are needed to ensure appropriate user-experience with IoTT objects.
Author Contributions
Conflicts of Interest
References
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Paper | Type | T1 | T2 | T3 | T4 | T5 | T6 | T7 | T8 |
---|---|---|---|---|---|---|---|---|---|
TangiSense (Traffic) [50] | System, no user evaluation | X | X | X | |||||
Active Forms [52] | Theoretical | X | X | X | X | ||||
AwareKit [53] | System, user evaluation | X | X | X | X | X | |||
CapNFC [45] | System, no user evaluation | X | X | X | X | ||||
Cognitive Objects [54] | Theoretical | X | X | X | X | ||||
Smart-home environment [55] | System, user evaluation | X | X | X | |||||
TANGerINE [56] | System, no user evaluation | X | X | X | X | ||||
Expressing Intent [57] | System, no user evaluation | X | X | X | X | X | |||
VoxBox [43] | System, user evaluation | X | X | X | X | ||||
Invisible connections [44] | Theoretical, user interviews | X | X | X | X | ||||
IoT Owl [58] | System, no user evaluation | X | X | X | |||||
Iyagi [59] | System, no user evaluation | X | X | ||||||
TangiSense (Kitchen) [60] | System, user evaluation | X | X | ||||||
Projected interfaces [61] | System, no user evaluation | X | X | X | X | ||||
RapIoT [62] | Toolkit | X | X | ||||||
T4Tags [63] | Toolkit, end-user insights | X | X | X | X | X | |||
Technology Individuation [42] | Theoretical, analysis of user-evaluated systems | X | X | X | X | X | X | X | |
Tiles [64] | Toolkit | X | X | X | X | X | |||
Total: 18 papers | 4 theoretical, 3 toolkits, 11 systems. 7 papers include user insights | 13 | 10 | 1 | 12 | 11 | 11 | 7 | 4 |
System/Properties | T1 | T2 | T3 | T4 | T5 | T6 | T7 | T8 | I1 | I2 | I3 | I4 | I5 | I6 | I7 | I8 | Total Tangible | Total IoT |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bobby | X | X | X | X | X | X | X | X | 4 | 4 | ||||||||
DUC | X | X | X | X | X | X | 3 | 3 | ||||||||||
Eisenhower Matrix | X | X | X | X | X | X | X | X | X | X | X | 6 | 5 | |||||
FitFoot | X | X | X | X | X | X | X | X | X | X | 4 | 6 | ||||||
Museum Memories | X | X | X | X | X | X | X | X | X | X | 5 | 5 | ||||||
Tangigotchi | X | X | X | X | X | X | X | X | 4 | 4 | ||||||||
Total (Property) | 4 | 0 | 3 | 3 | 5 | 3 | 4 | 4 | 6 | 1 | 6 | 2 | 5 | 3 | 3 | 1 |
Tangible/IoT Property Links | I1 Function | I2 Power | I3 State | I4 Connect. | I5 I. Capture | I6 I. Sharing | I7 I. Storage | I8 Access C. |
---|---|---|---|---|---|---|---|---|
T1 Meaningful rep. & ctrl | B M F | B D | B | B | ||||
T2 Rich interactions | ||||||||
T3 Persistency | F | D | ||||||
T4 Spatial interactions | T | M | ||||||
T5 Immediacy & intuitiveness | D | B | B M | M | ||||
T6 Peripheral interaction | B T | |||||||
T7 Reflection & memories | M | F T | F M | F | ||||
T8 Long-lasting interactions | B T | M | M |
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Angelini, L.; Mugellini, E.; Abou Khaled, O.; Couture, N. Internet of Tangible Things (IoTT): Challenges and Opportunities for Tangible Interaction with IoT. Informatics 2018, 5, 7. https://doi.org/10.3390/informatics5010007
Angelini L, Mugellini E, Abou Khaled O, Couture N. Internet of Tangible Things (IoTT): Challenges and Opportunities for Tangible Interaction with IoT. Informatics. 2018; 5(1):7. https://doi.org/10.3390/informatics5010007
Chicago/Turabian StyleAngelini, Leonardo, Elena Mugellini, Omar Abou Khaled, and Nadine Couture. 2018. "Internet of Tangible Things (IoTT): Challenges and Opportunities for Tangible Interaction with IoT" Informatics 5, no. 1: 7. https://doi.org/10.3390/informatics5010007
APA StyleAngelini, L., Mugellini, E., Abou Khaled, O., & Couture, N. (2018). Internet of Tangible Things (IoTT): Challenges and Opportunities for Tangible Interaction with IoT. Informatics, 5(1), 7. https://doi.org/10.3390/informatics5010007