07 October 2016

Principles of Calm Technology

With the rise of IoT and ubiquitous computing, the sheer amount of technology around us calls for a different interaction paradigm. One that doesn't constantly scream for our attention - hence the principles of calm technology.

To learn more about calm technology I advise you to read Amber Case excellent book, Calm Technology, in which she describes the principles of calm technology in great depth. Also check out calmtech.com.

Source: Calm technology


The principles

  1. Technology should require the smallest possible amount of attention
    • Technology can communicate, but doesn’t need to speak.

    • Create ambient awareness through different senses.

    • Communicate information without taking the wearer out of their environment or task.

  2. Technology should inform and create calm
    • A person's primary task should not be computing, but being human.

    • Give people what they need to solve their problem, and nothing more.

  3. Technology should make use of the periphery
    • A calm technology will move easily from the periphery of our attention, to the center, and back.

    • The periphery is informing without overburdening.

  4. Technology should amplify the best of technology and the best of humanity
    • Design for people first.

    • Machines shouldn't act like humans.

    • Humans shouldn't act like machines.

    • Amplify the best part of each.

  5. Technology can communicate, but doesn’t need to speak
    • Does your product need to rely on voice, or can it use a different communication method?

    • Consider how your technology communicates status.

  6. Technology should work even when it fails
    • Think about what happens if your technology fails.

    • Does it default to a usable state or does it break down completely?

  7. The right amount of technology is the minimum needed to solve the problem
    • What is the minimum amount of technology needed to solve the problem?

    • Slim the feature set down so that the product does what it needs to do and no more.

  8. Technology should respect social norms
    • Technology takes time to introduce to humanity.

    • What social norms exist that your technology might violate or cause stress on?

    • Slowly introduce features so that people have time to get accustomed to the product.

1. Technology should require the smallest possible amount of attention

  • Technology can communicate, but doesn’t need to speak.

  • Create ambient awareness through different senses.

  • Communicate information without taking the wearer out of their environment or task.

2. Technology should inform and create calm

  • A person's primary task should not be computing, but being human.

  • Give people what they need to solve their problem, and nothing more.

3. Technology should make use of the periphery

  • A calm technology will move easily from the periphery of our attention, to the center, and back.

  • The periphery is informing without overburdening.

4. Technology should amplify the best of technology and the best of humanity

  • Design for people first.

  • Machines shouldn't act like humans.

  • Humans shouldn't act like machines.

  • Amplify the best part of each.

5. Technology can communicate, but doesn’t need to speak

  • Does your product need to rely on voice, or can it use a different communication method?

  • Consider how your technology communicates status.

6. Technology should work even when it fails

  • Think about what happens if your technology fails.

  • Does it default to a usable state or does it break down completely?

7. The right amount of technology is the minimum needed to solve the problem

  • What is the minimum amount of technology needed to solve the problem?

  • Slim the feature set down so that the product does what it needs to do and no more.

8. Technology should respect social norms

  • Technology takes time to introduce to humanity.

  • What social norms exist that your technology might violate or cause stress on?

  • Slowly introduce features so that people have time to get accustomed to the product.

Tags

  • Internet of things
  • UX

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