User Experience Design for Green IT Products Through Wearable Computing and Quantified Self

  • Jingyan QinEmail author
  • Sha Cao
  • Xiaohui Wang
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9747)


Green IT products collect personal small data by wearable computing and Quantified Self, Internet of Things (IoT) and Internet of Everything (IoE) link the small data with the big data, and transform the user experience from User-Centered Design (UCD) into User Participated (Involved or engagement) Design (UPD). To collect the seamless and sustainable UPD small data, we use the wearable computing sensors and applications for small data mining, filter, information visualization and interaction design. By information sorting the wearable computing into five types (in me, on me, with me, around me, beyond me), we intend to design the user experience in a sustainable way by Quantified Self. With the context awareness, conscious awareness and emotion awareness, we use LBS (location-based service) to construct context awareness, set up big five personalities and Enneagram to deal with the data of conscious awareness. For the Green IT Products, we set up the eco system information architecture and agile interaction model for the user experience design, we also use pre-conscious, sub-conscious and conscious awareness big data to analyze and predict the long-term impaction factors for the user experience and users’ intuitive interaction. From the strategy level, structure level, framework level and visual level, we point out the Meaning-Centered Design methodology to dig out the user experience design for the Green IT Products, green and live information architecture for the life cycle evaluation for the Green IT products, figure out the stakeholder and interaction logic moving line by mapping the mental model for the diversified users’ agile transformation needs, emotions and interaction feedback, provide the mass customization and crowds innovation contents to support the Green IT products and Product Service System (PSS), modify the quality of the real physical products and enrich the virtual reality digital information contents to prolong the life cycle of the Green IT Products. By decreasing the carbon footprint and increasing the three flows (information flow, logistics, financial flow) chain touchpoints, we find the painpoints and design the good user experience for the real people. We construct the user engagement innovation platform and transform the users’ function with duality role player with user and designer. For the evaluation of the user experience, we change the scenario role player design into ‘real design for real people’, and with the agile interaction and intuitive interaction, we modify the user experience with the real time high-fidelity prototype and iterative usability testing. In the pilot study, we design the smart clothes and interactive stage, props to collect the dancer’s small data about the heart-beat, EMG, EEG, motion, body gesture, emotion and the audience feedback such as the sound of clapping, the environment light change, the audience moving line and the air smog haze index. We use the module and separate design for the clothes and sensors, memory metal, fiber-optical to balance the clothes light change, clothes form transformation and small data visualization. On the one hand, the clothes can collect the dancer’s action data in an active way, at the same time, the clothes also interact with the dancer, the audience and the stage environment to support the digital contents of the dance. One clothes can express the five scenes of the dance in a sustainable way. And because of the separate design, the clothes and the sensors play the role in a parallel way to leave the dancer plenty of free uncertainty expression space. That win-win design support the real and virtual parts life cycle for the Green IT Products. We use the expert review, heuristic evaluation, big data visual analytics and usability testing for the user experience design evaluation and design the third version for the smart clothes and interactive stage.


Smart clothing Interaction design Quantified self Small data Wearable computing Participatory design 



This work is funded by the National Natural Science Foundation of China (Grant No. 71173012) and the Fundamental Research Funds for the Central Universities (FRF-TP-14-004C1). The clothing was designed by Dr. QIN Jingyan, Sun Bohan and Zhou He. The project was technically supported by Xiao Wenpeng and Xian Feng’s companies, and our design team provided the product service system (PSS) to the dancer Shi Jingxing. Over thirty master’s candidates, Ph.D. candidates and post-doctoral researchers took part in the design project. We would like to express our gratitude to all those who helped us during the three years.


  1. 1.
    Murugesan, S.: Harnessing Green IT: Principles and Practices, IEEE IT Professional, pp. 24–33, January–February 2008Google Scholar
  2. 2.
    Kounatze, C.R.: OECD Conference on ICTs, the environment and climate change, Helsingør, Denmark, 27–28 May 2009.
  3. 3.
    Wolf, G.: The Data-Driven Life, The New York Times, 28 April 2010Google Scholar
  4. 4.
    CES 2013: The Year of The Quantified Self? Forbes. CES 2013: The Year of the Quantified Self? Accessed 15 Sept 2013Google Scholar
  5. 5.
    Card, S.K., Moran, T.P., Newell, A.: The Psychology of Human-Computer Interaction. Taylor & Francis, Moran (1983)Google Scholar
  6. 6.
    Ellis, A., Abrams, M., Lidia, D.A.: Personality Theories: Critical Perspectives. SAGE, Thousand Oaks (2008)Google Scholar
  7. 7.
    Swan, M.: Sensor mania! the internet of things, wearable computing, objective metrics, and the quantified self 2.0. J. Sens. Actuator Netw. 1, 217–253 (2012)CrossRefGoogle Scholar
  8. 8.
    Jing-yan, Q.I.N.: Grand Interaction Design in Big Data Information Era. Packag. Eng. 36(8), 1–5 (2015)Google Scholar
  9. 9.
    Kiekens, P., Langenhove, L.V., Hertleer, C.: Smart clothing: a new life. Int. J. Clothing Sci. Technol. 16(1/2), 63–72 (2004)CrossRefGoogle Scholar
  10. 10.
    Mann, S.: Smart clothing: wearable multimedia computing and personal imaging to restore the technological balance between people and their environments. In: Aigrain, P. (ed.) The Fourth ACM International Conference on Multimedia, pp. 163–174. ACM, Boston (1997)Google Scholar
  11. 11.
    Tian, M., Li, J.: Design mode and development tendency of smart clothing. J. Text. Res. 35(2), 109–114 (2014)Google Scholar
  12. 12.
    Yao, L., Ou, J., Cheng, C.-Y., Steiner, H., Wang, W., Wang, G., Ishii, H.: bioLogic: natto cells as nanoactuators for shape changing interfaces. In: CHI 2015, pp. 1–10 (2015)Google Scholar
  13. 13.
    Ildeniz, A.: Intel and Chromat Reveal Technology’s Possibilities for Fashion on the Runway. [EB/OL]. (11 September 2011) [05 March 2016].
  14. 14.
    Wigdor, D., Wixon, D.: Brave NUI World, Designing Natural User Interfaces for Touch and Gesture. Morgan Kaufmann, Burlington (2011)Google Scholar
  15. 15.
    The Lady Gaga + Intel Collaboration Experience, 15 February 2016.
  16. 16.
    Van Halen, C., Vezzoli, C., Wimmer, R.: Methodology for Product Service System Innovation, p. 21. Uitgeverij Van Gorcum, Assen (2005)Google Scholar
  17. 17.
    Cooper, R.: About Face 2.0: The Essentials of Interaction Design. Wiley, New York (2003)Google Scholar
  18. 18.
    Singer, E.: The Measured Life. MIT. Accessed 05 July 2011Google Scholar
  19. 19.
    Wolf, G.: Quantified Self. Archived from the original on 26 March 2012. Accessed 26 March 2012Google Scholar
  20. 20.
    Quantified Self Blog, oldest entries. Archived from the original on 26–03–2012. Accessed 26–Mar–2012Google Scholar
  21. 21.
    Augemberg, K.: Building that Perfect Quantified Self APP: Notes to Developers, Part 1 (2012). Accessed 20 Mar 2013
  22. 22.
    Weiser, M.: The computer for the 21st century. Sci. Am. 265(3), 94–104 (1991)CrossRefGoogle Scholar
  23. 23.
    Dourish, P.: Where the Action Is: The Foundations of Embodied Interaction. The MIT Press, Cambridge (2001)Google Scholar
  24. 24.
    Shettleworth, S.J.: Cognition, Evolution, and Behavior. Oxford, New York (2010)Google Scholar
  25. 25.
    Card, S.K., Mackinlay, J., Shneiderman, B.: Readings in Information Visualization: Using Vision to Think (Interactive Technologies), 1st edn. Morgan Kaufmann, Burlington (1999)Google Scholar
  26. 26.
    Levy, J.: UX Strategy: How to Devise Innovative Digital Products that People Want, 1st edn. O’Reilly Media, Sebastopol (2015)Google Scholar
  27. 27.
    Nielson, J.: Usability Engineering, 1st edn. Morgan Kaufmann, Burlington (1993)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  1. 1.School of Mechanical EngineeringUniversity of Science and Technology BeijingBeijingPeople’s Republic of China

Personalised recommendations