Core competencies and essential reading from hardware, software, manufacturing, and the IoT.
As I noted in “Physical and virtual are blurring together,” we now have hardware that acts like software, and software that’s capable of dealing with the complex subtleties of the physical world. So, what must the innovator, the creator, the executive, the researcher, and the artist do to embrace this convergence of hardware and software?
At its core, this is about a shift from discipline toward intent. Individuals and institutions — whether they’re huge enterprises, small start-ups, or nonprofits — must be competent in several disciplines that increasingly overlap, and should be prepared to solve problems by working fluidly across disciplines.
To use Joi Ito’s example, someone who wants to develop a synthetic eye might begin to approach the problem with biology, or electronics, or software, or (most likely) all three together. Many problems can be solved somewhere in a large multidimensional envelope that trades off design, mechanics, electronics, software, biology, and business models. Experts might still do the best work in each discipline, but everyone needs to know enough about all of them to know where to position a project between them.
Below you’ll find the core competencies in the intersection between software and the physical world, and our favorite books and resources for each one.
Electronics for physical-digital applications
- Practical Electronics, by John M. Hughes: To know what’s possible and where to start, it’s essential to understand both the analog and digital sides of electronics. This is O’Reilly’s authoritative introduction to both analog and digital electronics, with information on circuit design, common parts and techniques, and microcontrollers.
- Raspberry Pi Cookbook, by Simon Monk: The Raspberry Pi is rapidly becoming the standard embedded computing platform for prototyping and experimentation, with enough computing power to run familiar interpreted programming languages and widely supported operating systems.
- Arduino Cookbook, by Michael Margolis: The Arduino microcontroller offers a fluid interface between digital and physical; it’s highly extensible and accessible to people with no prior experience in either electronics or code.
Our biggest opportunities as designers and product creators lie in a context-driven approach to designing user experiences.
Editor’s note: This is an excerpt from our recent book Designing Multi-Device Experiences, by Michal Levin. This excerpt is included in our curated collection of chapters from the O’Reilly Design library. Download a free copy of the Experience Design ebook here.We have entered a world of multi-device experiences. Our lives have become a series of interactions with multiple digital devices, enabling each of us to learn, buy, compare, search, navigate, connect, and manage every aspect of modern life.
Consider the hours we spend with devices every day — interacting with our smartphones, working on our laptops, engaging with our tablets, watching shows on television, playing with our video game consoles, and tracking steps on our fitness wristbands. For many of us, the following are true:
- We spend more time interacting with devices than with people.
- We often interact with more than one device at a time.
The number of connected devices has officially exceeded the seven-billion mark, outnumbering people (and toothbrushes) on the planet. By 2020, this number is expected to pass 24 billion. This inconceivable quantity not only attests to the growing role of these devices in our digital lives, but also signals an increasing number of devices per person. Many individuals now own multiple connected devices — PCs, smartphones, tablets, TVs, and more — and they are already using them together, switching between them, in order to accomplish their goals. Ninety percent of consumers use multiple devices to complete a task over time (PDF). For example, shopping for an item might entail (1) searching and exploring options at home on the PC, (2) checking product information and comparing prices in-store using your smartphone, and (3) writing product reviews on a tablet. Eighty-six percent of consumers use their smartphones while engaging with other devices and during other media consumption activities. Read more…
Andrew “bunnie” Huang on understanding the interplay between software, hardware, and the existing supply chain.
Editor’s note: this interview with Andrew “bunnie” Huang is an excerpt from our recent report, When Hardware Meets Software, by Mike Barlow. The report looks into the new hardware movement, telling its story through the people who are building it. For more stories on the evolving relationship between software and hardware, download the free report.Andrew “bunnie” Huang has a Ph.D. in electrical engineering from MIT, but he is most famous for reverse engineering the Xbox, establishing his reputation as one of the world’s greatest hardware hackers. He sees an evolving relationship between hardware and software.
“It used to be that products were limited solely by the capability of their hardware. Early radios, for example, had mechanical buttons that acted directly on the physics of the receiver,” says Huang. “As hardware becomes more capable, the user experience of the hardware is more dictated by the software that runs on it. Now that hardware is ridiculously capable — you basically have supercomputers in your pockets that cost next to nothing — pretty much the entire user experience of the product is dictated by the software. The hardware simply serves as an elusive constraint on the user experience.”
Hardware is “a cage,” says Huang, and good software developers learn to work within the constraints of the hardware. “When I work with programmers on new products, I take the first prototype, put it on the desk and I say, ‘Welcome to your new cage.’ That’s the reality. There’s a hard wall. But we try to build the cage big enough so there are options for programmers. A quad core Android phone with a gigabyte of memory is a pretty big cage. Sometimes when programmers feel constrained, they’re just being lazy. There’s always more than one way to skin a cat in the software world.” Read more…
Dirk Knemeyer on the changing role of design in emerging technology.
The discipline of design is morphing. Designers’ roles and responsibilities are expanding at a tremendous pace. Jonathan Follett, editor of Designing for Emerging Technologies recently sat down with Dirk Knemeyer, founder of Involution Studios, who contributed to the book. Knemeyer discusses the changing role of design and designers in emerging technology.
Changing roles: Designers as engineers
Knemeyer explains the morphing role of designers as technologies advance and disciplines overlap. Designers are expected to have skills or working knowledge of topics well outside design, including programming and industrial design:
“We’re already seeing a convergence of engineering and design. We’ve been talking about it for a decade, that designers need to know how to code. Designers get it, and they’re out there and they’re learning to code. To remain relevant, to remain a meaningful part of the creationary process in these more complicated contexts, that’s only going to accelerate. Designers are going to need to see themselves as engineers, maybe as much, if not more, than as designers in order to be relevant in participating in the design and creation processes within the world of emerging technologies.”
Drones might never find meaningful retail delivery work, but they might find practical employment in warehouses.
After writing my short post about the use of drones to deliver packages, it occurred to me that there’s one more realistic use case. Unfortunately (or not), this is a use case that you’ll never see if you’re not an Amazon employee. But I think it’s very realistic. And obviously, I just can’t get drones out of my head.
As I argued, I don’t think you’ll see drones for retail delivery, except perhaps as a high-cost, very conspicuous consumption frill. What could get more conspicuous? Drone pilots are expensive, and I don’t think we’ll see regulations that allow autonomous drones flying in public airspace any time soon. Drones also aren’t terribly fast, and even if you assume that the warehouses are relatively close to the customers, the number of trips a drone can make per hour are limited. There’s also liability, weather conditions, neighbors shooting the drones down, and plenty of other drawbacks.
These problems all disappear if you limit your use of drones to the warehouse itself. Don’t send the drone to the customer: that’s a significant risk for an expensive piece of equipment. Instead, use the drones within the warehouse to deliver items to the packers. Weather isn’t an issue. Regulation isn’t an issue; the FAA doesn’t care what you do inside your building. Autonomous flight isn’t just a realistic option, it’s preferable: one massive computing system can coordinate and optimize the flight paths of all the drones. Amazon probably has some of that system built already for its Kiva robots, and Amazon is rather good at building large computing architectures. Distance isn’t an issue. Warehouses are big, but they’re not that big, and something (or someone) has to bring the product to the packing station, whether it’s a human runner or a Kiva robot. Read more…
For the time being, we won't see drone delivery outside of a few very specialized use cases.
I read with some interest an article on the Robotenomics blog about the feasibility of drone delivery. It’s an interesting idea, and the article makes a better case than anything I’ve seen before. But I’m still skeptical.
The article quotes direct operating costs (essentially fuel) that are roughly $0.10 for a 2-kilogram payload, delivered 10 kilometers. (For US-residents, that’s 4.4 pounds and about six miles). That’s reasonable enough.
The problem comes when he compares it to Amazon’s current shipping costs, of $2 to $8. But it sounds roughly like what Amazon pays to UPS or FedEx. And that’s not for delivering four pounds within a six-mile range. And it’s not just the fuel cost: it’s the entire cost, including maintenance, administrative overhead, executive bonuses, and (oh, yes) the driver’s salary. Read more…