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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>February</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Cooperation and Competition in the IoT Sandbox</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Joep Frens</string-name>
          <email>j.w.frens@tue.nl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mathias Funk</string-name>
          <email>m.funk@tue.nl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Growing Systems, IoT, IoT Sandbox, Design method, Cooperation,</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Competition</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Industrial Design, Eindhoven University of Technology</institution>
          ,
          <addr-line>Eindhoven</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <volume>17</volume>
      <issue>2021</issue>
      <abstract>
        <p>In a connected world with systemic relations and complexity, design needs new methods and approaches to create and design for systems that grow dynamically, relate to human users or inhabitants temporarily or over time, and expand their capabilities with emerging technologies. The openness of such systems challenges designers and conventional design approaches. The IoT Sandbox is a novel design environment that allows individual designers and design teams to experience and create given synthetic, adaptable constraints of a scripted system-through cooperation and competition. The IoT Sandbox exists in conceptual, physical and networked space, clearly linked to an educational methodology. We showcase this system in a group design project that targets a smart home design space, and we conclude the paper with a discussion of our ifndings and position for future work.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Human-centered computing → Interaction design.</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        Systems and systems thinking are widely recognized as the next
challenge for (interaction and product) design (e.g., [
        <xref ref-type="bibr" rid="ref10 ref12 ref2 ref4 ref6 ref8 ref9">2, 4, 6, 8–
10, 12</xref>
        ]). While there is consensus on the necessity to turn towards
systems and systems thinking in design, what is considered a
system depends on discipline, abstraction level, application area and
other criteria [
        <xref ref-type="bibr" rid="ref12 ref7">7, 12</xref>
        ]. In this position paper we focus on systems of
connected and interactive products in the home (Home IoT), and
we operationalize systems as networks of distributed, interactive
products (artifactual nodes) with multiple users (human nodes).
These nodes are connected to each other in various ways: wires,
radio waves, sensing modalities, and even social cues. Consequently,
the systems that we focus on are both technological as well as
social constructs that follow the rules of both [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. In this definition
lies an extension to the common understanding of the Internet of
Things: connected technologies help us form systems of more or
less complex nodes that exhibit agency and engage in interactions.
Furthermore, we understand such systems to be dynamic not only
in their component-specific and systemic behavior, but also in their
composition: (artifactual) system components can be added,
discarded or replaced, firmware is regularly updated, and people may
join or leave. We characterize such dynamic systems as ‘growing
systems’ [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] to indicate that the system’s user experience co-evolves
with the users to match their preferences or other requirements.
The result of this ‘growth’ is that systems of products exhibit
systemic openness: their functionality changes over time and is not
completely determined at the time of the design. Designing with
and for these systems is the core challenge that is targeted in this
paper.
      </p>
      <p>
        Despite the natural afinity of design to complexity and the
openness of systems, we observe a gap in design research and practice
when it comes to designing for systems beyond the conceptual.
The openness of systems challenges the design as their
conventional approaches often do not work. Here we focus on two aspects
of systemic openness, (1) distributed scope and interaction and
(2) functional composition. Looking at the functional scope,
standalone interactive products have clearly demarcated physical and
interaction boundaries. It is clear where they start and end, which
opportunities for accessing functionality through interaction they
ofer and how many users are involved to access this
functionality. Systems of products do not have these clear boundaries; they
may flexibly extend to the currently active products in the system.
Second, a system’s composite functionality changes with its
structure. The functionality depends not only on the functionality of
the individual products in the system, but also on functionality
that emerges as part of the system, that is, functionality that
different individual products can only ofer together or in interplay.
This form of emergence is partly undetermined and open at the
time of design, challenging the designer to deal with a multitude
of dependencies in the design process that can only be resolved
through a dual perspective on product and system level–this is
what we refer to as systemic openness. Systemic openness is a
particularly wicked phenomenon [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] to deal with in industrial
design processes. Connected products and systems have been part
of educational curricula since the conception of ubiquitous
computing. What strikes us as interesting, particularly when exploring
the body of work from design and computer science departments is
that the ‘things’ that feature are centered on the singular artifacts
without explicitly discounting the optionality of connectedness and,
in principle, open functionality. However, the system perspective
as an equal perspective in design is not fully explored. There are
other approaches to involving connected things in design such as
connectivity-inspired service design workshops [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] that aim to find
solutions to contemporary issues in the domains of smart cities
and mobility, clean energy transition and social networks. While
these approaches take a holistic view of a system, they neglect the
individual artifact and its embedding in the human context through
interaction and meaning. We observe that the exploration of new
educational approaches towards systems and systemic openness is
still in its infancy. In our approach, the introduction of the systems
design challenge into an educational context begins with the
realization that students need to be sensitized for dealing with systemic
openness and complexity in their collective design activities, that
concepts like emergence and growth set this challenge apart from
‘conventional’ interactive product design challenges. This requires
new tools and methods for design. In this position paper we present
the IoT Sandbox, a platform that fosters a systemic perspective in
the students that work with it. In what follows we first present
the IoT Sandbox, then we show a brief design case after which we
conclude with a discussion and a position for future work.
2
      </p>
    </sec>
    <sec id="sec-3">
      <title>THE IOT SANDBOX</title>
      <p>The IoT Sandbox builds on more than a decade of experience with
teaching design students to design connected and smart products
in a growing systems context. We first summarize our
experiences briefly after which we present the IoT Sandbox together
with methodological considerations.
2.1</p>
    </sec>
    <sec id="sec-4">
      <title>Building on experiences in education</title>
      <p>Over the past decade we have introduced the systems perspective
to our Industrial Design students. This has been an insightful
journey where we have learned about the dificulties in adopting a
systems perspective in design. One of the main hiccups proved to
be systemic openness, students have consistently struggled with
the lack of boundaries (or constraints) that was caused by the
concept of systemic openness. A persistent tendency in our students
was the desire to ‘think the solution through’ rather than to start
making solutions: the mind was trusted over the hands. Even more
than for traditional design endeavors, this approach is bound to
fail for systems and even more so as the system is not static but
evolves dynamically through the designing and acting of others.
Consequently, this created long unproductive struggles that took
up significant time in the semester, designerly exploration sufered.
Another prominent observation was that students created ‘walled
gardens’ that reduced their design solutions to essentially
interaction design solutions rather than ‘systems’ design solutions–data,
connectivity, emergence or openness were markedly scarce in the
solutions that the students delivered. After all, designing systems
is not compatible with a divide-and-conquer approach or mindset—
and the same holds for teaching how to design for systems. So, we
conceptualized the IoT Sandbox.
2.2</p>
    </sec>
    <sec id="sec-5">
      <title>The IoT Sandbox</title>
      <p>
        The IoT Sandbox turns the act of designing for systems into a
systemic activity itself. It explicitly limits designing in compartments.
With the IoT Sandbox we took both pragmatic steps towards
lowering the technological threshold as well as methodological steps
helping with taking a systems perspective. Physically the IoT
Sandbox is a 1:20 scale model of a family home [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] that acts as an arena
for design to explore, share and evaluate systems behavior, see
Figure 1. Together with the home we introduce ‘mundane characters’:
ordinary, everyday (but imaginary) people that live in the house as
a family. The connectivity layer of the IoT Sandbox is provided by
a design middleware [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] to lower the threshold of prototyping with
connected technologies and sharing data. To aid in taking a systems
perspective we have implemented two rules (1) all students share
the same reality and (2) all students need to find ways to connect
their designs to the designs of their fellow students. This sets the
stage for two social mechanisms that work to our advantage in
tackling the systems design challenge: cooperation and
competition. Part of the game is that students cooperate over the borders of
their (group) projects. They cooperate through exchanging (sensor)
data in order to elaborate the connected and systemic nature of
their design proposals. The students compete for (conceptual and
physical) space in the IoT Sandbox. This element of competition
is implemented for two reasons: (a) Students are instilled with a
sense of urgency – if they do not choose a spot in the IoT Sandbox
they might not be able to do what they want (there is only one
reality, no two versions of the same concept are allowed). This sense
of urgency helps speed up the process and makes students make
design decisions. (b) Students need to creatively solve ‘conflicts’
between functionality of diferent projects and necessarily take a
systems perspective in their designs. A last (but seldom used)
mechanism is given to project coaches: if the projects in the IoT Sandbox
are evolving towards too reduced interaction design challenges,
coaches can make interventions in the home, for example by adding
a mundane character to the house and shake up the design space.
      </p>
      <p>In summary, the combination of enabling layers and constraining
rules shape the systemic openness of the systems design challenge
by ‘forcing’ students to bring their designs together and evaluate the
consequences–showing the dynamics of a growing system. The IoT
Sandbox makes the systemic openness concrete and manipulable
while still allowing the students to explore what would happen
if their designed artifact is introduced in a diferent (functional)
context.
3</p>
    </sec>
    <sec id="sec-6">
      <title>EMBEDDING IN EDUCATION – A DESIGN</title>
    </sec>
    <sec id="sec-7">
      <title>CASE</title>
      <p>When the students start with their IoT Sandbox based design project
they are given a presentation that both sensitizes them to the
systems design challenge as well as familiarizes them with the IoT
Sandbox. Former work is presented, and they are told that the
previous mundane characters have decided to move and that a new
family is moving in. They are given the names, ages and family
relations between the mundane characters and given the task to
elaborate a day in the life of those families. Using the IoT
Sandbox as a three-dimensional pinboard students work through their
combined scenarios of the day in the life the family, leaving traces
by means of sticky notes in the process. This 2-hour workshop
lays the foundation for the semester to come. After the sensitizing
workshop the students start their designerly explorations while
simultaneously furnishing the home and elaborating the mundane
characters. In the following, we showcase a concrete group
design project that developed from the basis of the sensitization and
introduction to the IoT Sandbox.</p>
      <p>In one of the first semesters that we used the IoT Sandbox, we
assigned a group of master students the concrete challenge to design
a family of systemic products for a house—inside the IoT
Sandbox. The group chose to first work on a scenario where multiple
connected products would be influenced by an overarching house
’system’ that would support a set of three family values:
sustainability, comfort and social cohesion (see Figure 2). Then, each member
of the group set out to design a single connected product with a
specific functionality target: lighting, heating, security, media and
communication (see Figure 3).</p>
      <p>The first artifact (top-left) is a (series of) media player(s). There
is a media player in each room, and they share playlists, ofer social
listening (multiple people listening to the same songs) and they
share presence data with the ‘system’. The second artifact
(topright) is a communication mediator (unfinished) that streamlines
casual communication (e.g., reminders, shopping lists, etc.) in the
home. The third artifact (bottom-right) is a security system that
takes presence data from the other devices as well as from dedicated
sensors. It communicates potential security breaches by tilting. The
fourth artifact (bottom-middle) is a (series of) light controller(s).
There is at least one light controller in each room, and they ofer
control over mood-lighting to support social cohesion. The light
controllers use data from other artifacts to finetune the expressivity
of the mood-lighting. The fifth and last artifact (bottom-left) is a
(series of) smart thermostat(s). There is at least one in each room
and it aims to balance energy control – it gives more rotational
friction if much energy is used and it uses presence data from other
artifacts to control the temperature in the rooms.
4</p>
    </sec>
    <sec id="sec-8">
      <title>DISCUSSION</title>
      <p>The IoT Sandbox and its mundane characters were perceived by
many students as helpful. Yet there were also students who
considered it to be an extra burden. The latter group only used the
IoT Sandbox in the first weeks of the semester, mainly because we
asked them to. In those latter cases the design challenge was
consequently simplified to a ‘simple’ interaction design challenge and
the systemic aspects were hardly touched. The successful projects,
often group projects, ofered design proposals with clear systemic
qualities. It was noticeable that these benefited from being group
projects (tasked with designing product families, like in the example
above) with multiple designs that worked as a system within the
confines of the group (at the same time these were master students
so that could also explain their better understanding of the
challenge). While initially scarce, in the later semesters, cross-project
initiatives became more numerous. While there is certainly room
for improvement, important steps have been taken as we received
design proposals that have clear systemic qualities and that are
arguably open for growth.</p>
      <p>The students who worked on the design case that we presented
above reflected on the utility of the IoT Sandbox in their process
report. They bring forward that the close proximity to the IoT
Sandbox helped “to form an accurate model of orientation”, meaning that
it helped ground and calibrate their design proposals. They also
critiqued the IoT Sandbox and stated that “to create a specific context
to design for, seems paradoxical when you simultaneously create
that context yourself”. This feedback must be seen in the light of
the early phase of the deployment of the IoT Sandbox in education
– at that time we were still tuning the approach. Feedback such as
that of this group of students, combined with our observations of
the students’ design processes led us to a new implementation of
the mechanisms of cooperation and competition. The students in
the design case were working with more than one group in a house
but there was enough room for them to be comfortably out of each
other’s way. This can be read from their statements where they
claim to have complete freedom of creating the environment in the
IoT Sandbox. The important lesson there we learned there is that
the IoT Sandbox needs to be ‘crowded’ with projects to make the
mechanisms of cooperation and competition work. Pressure from
other projects is needed so that there is a competition for
(conceptual) space. Variation in projects is needed to create opportunity
for meaningful cooperation.</p>
      <p>Next to optimizing the implementation of the mechanisms of
cooperation and competition we observed several additional points
for improvement when working with the IoT Sandbox. A problem
that became prominently visible during the first semesters of use
is a consequence of the sandbox-like nature of the IoT Sandbox: it
proved to be hard for the students to seek external validation for
their design proposals ’in the wild’. In later semesters we coached
our students to seek external validation, but it remains dificult to
evaluate the systemic characteristics (i.e., the cross-project qualities)
of the projects.</p>
      <p>Another point for improvement concerns the use of data within
but particularly between the design projects in the IoT Sandbox.
In several of the projects (including the presented design case) the
design proposals shared data as part of their functionality. The use
of data as a material for design is one aspect of what makes these
artifacts systemic artifacts. Yet, other aspects of systemic behavior
such as co-dependence between artifacts, emergent functionality
or even just simple forms of growth are harder to design for.</p>
    </sec>
    <sec id="sec-9">
      <title>5 CONCLUSION</title>
      <p>We have presented the IoT Sandbox as a tool and method for design
in a systems context with explicit attention to its operation in
design education. We have seen valuable work emerge from the
hands of the students that worked with the IoT Sandbox and we
feel that this has much to do with the mechanisms of cooperation
and competition that the method builds on. The IoT Sandbox is
instrumental in seeding, amplifying and enforcing mechanisms of
cooperation and competition in systemic group design projects,
and it is essential in making the design process systemic in itself.
We will continue working with the platform and currently aim to
better visualize the data that is shared in the physical model itself.</p>
    </sec>
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