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Designing interactions for data 

obfuscation in IoT 

   

Carlos Mario Rodríguez Perdomo 

                              Interaction Design  Two­year master's Programme  15 credits  Spring 2016, Second Semester 

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“I don't want to live in a world where everything that I say, everything I do, everyone I talk to,                                        every expression of creativity or love or friendship is recorded.”[13]  Edward Snowden,The Guardian ​ , 8 July 2013    

 

 

 

 

 

                 

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Acknowledgment 

 

I would like to thank Anuradha Reddy for her valuable guidance during this process and for        encouraging me to explore beyond my own expectations. Also, I would like thank David        Cuartielles for his always enlightening advices. 

 

To Jody Barton, Sena Çerçi and Luke Richards, I would like to thank for their substantial        feedback and help.                           

 

 

 

 

 

 

 

 

 

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Abstract 

 

This project explores the internet of things (IoT) at home, especially the aspects related to        the quantity and the quality of the of data collected by the smart devices and the violation of        the users’ privacy this situation represents, since with the help of machine learning        algorithms, these devices are capable of storing and analysing information related to the        daily routine of each user at home. Therefore, this research enquires new ways to raise the        user's’ awareness about the flow of the data within the IoT at home in order to empower        them and give them back the status of administrators of this context by designing devices        that are capable of obfuscating the data before it leaves the home. 

 

During this process, several methods were used together in order to reach the outcomes.        From the use of annotated portfolios to evaluate the state of the art related with the field, to        video sketching as a useful and quick tool to embrace the user’s perspective in parallel with        the use of cultural probes in order to test some conceptual scenarios and find new ways to        explore this project based on the experiences of the participants. 

 

As a result, this project’s outcome is based on the use of the materialization of the data as        the proper way to bring the abstract process that happens in the background closer to the        user's reality in order to display how this data is actually flowing through the environment and        at the end generate a call­to­action to guide the user into the execution of the obfuscation of        the data. 

 

This project opens up the discussion within the interaction design field about the way we are        communicating with the technology and if it is the proper way to do it when this technology        coexist with the user at home. Additionally, it questions the way in which the interfaces        should be designed in order to create a transparent dialogue between the users, the objects        and the vendors.    Keywords:​ IoT, critical design, privacy, data obfuscation, HCI, tangible interaction.                             

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Table of Contents 

  Introduction   Part 1: Research Framework   1.1. From ubiquitous computing to IoT at home 3  1.2. Privacy and security 4  12.1. Administrator permission 4  1.2.2. Data storage 5  1.3. Related projects 6  1.3.1. Ethical Things 6  1.3.2. Lightbeam 7  1.3.3.Poetic Router 8  1.3.4. Apply Magic Sauce 9    Part 2: Theoretical Framework  2.1. Critical design in the IoT environment 11  2.2. Annotated portfolios 12  2.2.1. Materialization ­ Visualization 13  2.2.2. Unconscious ­ Awareness 13  2.3. Annotated Portfolio analysis 14    Part 3: Research Methods  3.1. Desktop Research 17  3.2. Annotated Portfolio 18  3.3. Ideation 18  3.4. Prototyping 19  3.5. Video sketching 20  3.6. Cultural Probe 21  3.5. Sketches 21    Part 4: Design Process  4.1. Desktop Research and Annotated Portfolio 23  4.2. Concepts 24  4.2.1. Data Obfuscation 24   4.2.1.1. Substitution (Lie) 26  4.2.1.2. Nulling out (Hide) 26  4.3. Cultural Probe 26  4.3.1. Cultural probe outcomes 29  4.4. Prototypes 30  4.4.1. MQTT 30 

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4.4.1.1. MQTT exploration 31  4.5. Fictional scenarios 34  4.5.1. Temperature and humidity 35  4.5.2. Light 36  4.5.3. Fictional scenarios Outcomes 36  4.4. Sketching Iteration 37  4.5. Final Iteration 40  4.6. Reflection 42      Part 5: Conclusion  5.1. Discussion 44    List of Figures 46  References 47  Appendix 49               

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Introduction 

 

IoT devices have been around for more than 20 years now, but the inclusion of this        technology at home has been spreading massively during the last decade without any        concern about how the users could react when they live with an artifact that is always        surveilling, recording and analysing their daily routine, or about the need to reveal the quality        and the quantity of the data these devices are gathering in order to create a transparent        dialogue between the system and the users. 

 

Right now, the current relationship between the users and the IoT vendors is based on how        to provide a better automatization service without revealing how these accurate solutions        use the data or even when they get that data. This situation creates a lack of awareness        from the user perspective about the complexity of the interoperability between devices, since        it isn’t only about turning on and off the light when the user leaves home. It is about how the        interconnected information such as location, energy consumption, sport habits, eating habits        and more data coming from different sources can be used by the vendors to predict events        that may happen in the future in regards to the user’s behavior.  

 

For instance, the anticipatory shipping       ​[1] is a patent owned by Amazon, and is based on the        connection of multiple layers of information such as the user’s location, the user’s previous        searches, the searches made by others around the user’s area and information about the        prevalent trends, which enables Amazon to ship products to the closest delivery hub even        before the user takes the decision to buy it in order to reduce the shipping time.  

 

This may seems like a good deal; however these kind of data analysis systems pose a threat        to the user’s privacy and it could be more intense if we translate this scenario into the IoT at        home where the amount and the quality of personal sensitive data increases.  

 

In this case the users not only reveals their names, address, likes and financial information,        but also habits, routines, personal ritual and more information that could fall into the wrong        hands, for this reason these kind of data analysis systems could have a tremendous impact        on the user’s life. 

 

At this point, during the big moment of IoT, it is imperative to ask about the implications of        this technology and reduce the selective exposure we are immersed in, whereas people      1        prefer avoiding the fact that we have been watched and someone else is using our personal        data for some purposes we are not even aware of. We have to admit that this is an        uncommon situation and never before we were exposed to the fact that we have to live with        such sophisticated pieces of technology that go beyond the boundaries of what we define as        home.  

 

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For this reason, this project aims to evaluate some data obfuscation strategies as a way to        empower the users in this unbalanced system, by giving them the chance to execute        tangible malfunction operations that will contaminate the data to be stored and analysed at        the vendor's server. 

 

The main motivation for this project, aside from empowerment of the user, is to raise        questions about the awareness of the data and the privacy issues that the ubiquitous aspect        of this technology raises since these devices work as invisible watchers of the user’s routine,        without giving any chance to hide from them. This situation is already happening within the        internet as infrastructure and if the interaction design field doesn’t start working on the ways        to solve it, our future will be guided by algorithms that control the systems in our lives.                                                                   

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Part 1: Research Framework 

1.1. From Ubiquitous Computing to IoT at Home 

 

At the beginning of the computer era, the idea of microchip­controlled machines everywhere        seemed like a futuristic illusion for users; however as Moore's law has predicted, since 1965,        the power of micro­controllers has been increasing in a predictable rate, making what was        once thought a fictional scenario is a reality nowadays. In the same way, Gillian Crampton        Smith claimed that there are many more computer chips on the planet than there are        humans ​[36]​, therefore researchers and designers should start thinking about this novel        reality we find ourselves in.  

 

The initial understanding of this new reality started with the creation of a group at Xerox        PARC, which has been trying to understand the possibilities of a fully connected        environment since the late 80s. Back then, the members of this team coined the concept of        calm technology, which then was called ubiquitous technology as: "      ​a world richly and        invisibly interwoven with sensors, actuators, displays and computational elements                  embedded seamlessly in the everyday objects of our lives and connected through a                          continuous network

 ​[42]​. Nowadays, this world is a reality that we call IoT, and lives among       

us, acting based on the concepts of seamlessness and interoperability as its core.   

The idea of a continuously invisible and seamless interconnected world creates a lack of        awareness from the user’s point of view about their context. This is a phenomena that        Weisser explains as a group of tools that don't interrupt the actions of the user, but rather        gives them the opportunity to focus on the big picture, almost like a magical disappearing act        [42] which is an important feature within the smart devices especially at the home        environments, where some robust products already coexist with the users and in this way        share the responsibility of controlling the environment along with the user. Then, via some        sophisticated machine learning algorithms, these devices would have the capability to map        the daily routine of the user, in order to provide an imperceptible, pervasive and efficient        service.  

 

The market of domestic IoT devices is growing everyday, populating the home environment        with automation systems, surveillance systems, light control systems, coffee makers, VR        headsets, remote­controlled audio systems and this list can continue since the main goal of        these devices is to provide the perfect customised service to the user. However, from a        broader perspective, all of the IoT systems at home are based on a similar structure formed        by two main contexts, firstly the home as the place where all the interaction with the user        and devices happens, secondly the servers where all the data is gathered and the artificial        intelligence runs, and both of them interconnected through the internet. For this reason, the        main focus of this project will be the home environment where the users still have the        chance to have an active role with the quality and quantity of data they want to share with        these external agents involved in the system. However, it is important to understand that at       

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to gain access to these services, and that's the only touchpoint where they take notice about        the data they will be sharing through these devices.    Figure 1.​ Infrastructure of IoT at home 

1.2. Privacy and Security 

 

The issues related with the privacy and security in the IoT at home could be divided into two        main situation. First, the gap between the understanding of the nature of the information        within the IoT world and and the tangible dimension that the user’s world has. Second, the        way the data is store nowadays and how it is use or could be potentially use. 

1.2.1. Administrator permission 

 

As soon as the IoT met the home environment, where the users are used to having complete        control over the elements around themselves, this pervasive technology has created an        interesting scenario for new products and services which will drag the users into a situation        where they don't have to worry about the functional aspect of their context anymore since all        the smart devices provide the perfect setup for a comfortable situation.  

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Even though this image seems suitable, it brings to the table several consequences where        the users lose the control and accessibility to the infrastructure of the context and become        spectators in an environment where they are supposed to be the administrators; instead        now, in the IoT homes, the real administrator is a sophisticated engine running in a server        miles away from the user and their control. 

 

This distance relationship between the user and the technology happens in a world of        encapsulated devices or black boxes where a perfect working piece of technology will make        that the users take the functionality for granted, focusing only on the inputs and the output,        while forgetting everything about the internal complexity of the device. Therefore, the more        this technology works seamlessly, the more opaque and obscure it becomes.  

 

This situation raises, some technical security problems related to the device itself, like the        research that Daniel Buentello showed during the Black Hat conference       ​[14] where Daniel      and his team found a way to hack the Nest thermostat in just 15 seconds, making clear that        behind every IoT devices there is a regular computer, which in this case was an ARM        processor that could be modified with a new firmware in order to create an invisible but        interrupted transfer of data that could be sent to third parties, with intentions other than the        original.  

 

These kinds of vulnerabilities are important within the whole situation of IoT due to the fact        that common users can’t have access to the embedded systems of the devices, while there        are some special users who can find a backdoor and use the data in other ways. However,        these aspects are completely related to the security of the device from a hardware        perspective and won’t be evaluated in this project, due to the reason that the main focus is        the relationship with the data management and the violation of user’s privacy through this        technology viewed from the interaction design perspective. 

1.2.2. Data storage 

 

From the data storage perspective, there are many cases that show how insufficient the        security strategies applied to some servers may sometimes be. For instance, in 2011, the        servers of Sony PlayStation were hacked and as a result of this attack, more than 77 million        accounts with sensitive personal information were exposed       ​[29]​, revealing information such        as full name of the user, home address, email address, IP address, credit card number, date        of birth, birthplace, telephone number and username. If we translate this case to a scenario        related to the IoT at home where multiple levels of the users’ data have the potential to be        exposed and the quality of this data could generate a deeper impact on the user privacy,        since in this case it can extend to information about the daily routine of the user, creating a        bigger gap in their personal security.  

 

This research seeks to create a statement based on the three main questions asked by        Edwards et al. as follows; "      ​What kinds of affordances do we need to provide to                    occupant­users to make the system intelligible?

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home?

​ ", "  ​Where will the locus of interaction be in a system that exists in no one place, but                                 

rather represents the sum of many interoperable (and changing) parts?

​ " ​[7]​. 

 

These questions summarize two issues that are unsolved in the IoT, viewed from the user's        perspective. On the one hand, it reveals the need to understand the degrees of control and        freedom the user needs to be aware of, now that they are coexisting with smart data        collectors, which can create a physical impact into their environment. In other words, the        current situation of the IoT devices at home is trying to introduce services that cause total        isolation of the user from the functional aspect of the home, taking away the possibilities and        responsibilities of new kinds of affordances that the users could have.  

 

Also, it is possible to question the interoperability features of IoT. For instance, the Nest        devices can exchange data with other smart devices, which could have more sophisticated2        sensors or actuators and creates a complex fabric of data, which not only provides a better        service, but could also become a surveillance tool for many others interested in this data.    

This data could even be use in legal situation, for example, the section 215 of the USA        Patriot Act , claims that the Government "  3         ​may make an application for an order requiring the                  production of any tangible things (including books, records, papers, documents, and other                        items) for an investigation to protect against international terrorism or clandestine                      intelligence activities

 ​[8]​. This means that if for some reason the pattern of behaviour of any       

user changed in a way the authorities claimed to be suspicious they can ask for data that        isn't only related to a specific environment, but now they can also access to complex data        related to the routines of the users at their homes, or indeed any other smart environment        they might frequently inhabit. 

 

For all the situations explained before, this project will work with two concepts closely related        with this technology, ​affordance of data and awareness about the data

​                     , in order to explore         

new ways to reveal how intrusive these devices are in a context where users should have        control but don’t. 

1.3. Related Projects 

Many projects were evaluated during the research phase of this project however only four        will be mention in this document since they exemplify the four opposites that will be used in        the annotated portfolio, materialization/visualization and awareness/unconscious. 

1.3.1. Ethical Things 

 

This project by Automato Farm         ​[9] is a fan which is able to take the decision of whom it        should point at based on the opinion of a group of people connected to the Amazon        Mechanical Turks application who have access to some information the users can set by       

2 The Nest Devices ​[24]​ is ​a family of IoT products consisting of a thermostat, a smoke alarm, and a camera.  3 ​The Patriot Act ​[8]​ is a piece of legislation created by the United States Government ostensibly in order to  create protection against terrorism. 

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turning four knobs on the sides of the device, which describes aspects such as religion,        degree, gender and age. Then, this information will become the criteria to take a moral        decision of to whom it should help.  

 

The aim of this project is to criticise the fast­development of autonomous systems which in        some cases are in charge of solving situations that need some degree of human morality,        such as self driving car or lethal battlefield robots. Automato Farm claimed that most of the        time these discussions about ethics and technology always involve extreme cases, however        they try to transpose this discussion to other situations such as the smart devices in home        environments, where there are devices that can gather substantial information about the        user but, are these devices able to take the right decision in such cases like if a ‘smart’        coffee machine should make a cup of coffee to its user upon their request, when it knows        about their heart problems.   

 

Figure 2. ​Ethical Things by Automato Farm  

1.3.2. Lightbeam 

 

Lightbeam ​[21] is a Mozilla­Firefox add­on that uses an interactive visualization to show        which websites are interacting with the user while they browse the web and who is getting        data from this process, due to the fact that the communication with one specific server could        often be tracked or observed by a third party. The Mozilla Foundation claims that tracking        data is not bad, since it helps to raise the awareness of the data shared by the user while        empowering the user by giving a transparent experience throughout the use of the web. 

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This tool is partly owned by the Mozilla Foundation, a non­profit organization that promotes        the values of an open Web and understands the growing relevance of online privacy,         therefore they are part of some initiatives such as stopwatching.us       ​[39]​, a project trying to          gather organizations, individuals and business to protest against the NSA’s surveillance        apparatus and the abuse that it represents to the basic rights.      Figure 3.​ Lightbeam visualization 

1.3.3. Poetic Router 

 

This device designed by Saurabh Datta       ​[30] is middleman router connected to the home        network and creates an access point which other devices can connect to, and that way it can        monitor all the traffic going through. After listing all the communication occurring, it collects        the HTML text from the pages in order to create the body of a poem, which is then sent to a        FM transmitter, which recites the poem generated before by using a Text To Speech        algorithm. The motivation of this project is to create discussion beyond the the privacy of the        communications in IoT and try to view the data around the smart devices at home from an        artistic perspective. 

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Figure 4.​ Poetic Router by Saurabh Datta 

1.3.4. Apply Magic Sauce 

 

In 2013 Cambridge University’s Psychometric Centre created Apply Magic Sauce       ​[2]​, a web      service which collects all the digital footprints from the user’s Facebook accounts and uses        this data to predicts a psychological profile of them. This service can predict things like the        psychological age, the psychological gender, five big personality features such as openness,        conscientiousness, extraversion, agreeableness and neuroticism. It can also predict life        satisfaction, sexual preference, political orientation, religion orientation, professional        interests and relationship status. 

 

This service is a psycho­demographic prediction based on the user’s Facebook Likes and        creates a visualization of how others perceive them online. Even though they claim this        picture may not be entirely accurate, it is important to highlight the kind of awareness this        tool can provide based on the idea of the digital persona we are creating everyday on        Internet. 

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  Figure 5.​ Apply Magic Sauce structure                                                                 

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Part 2: Theoretical Framework 

 

2.1. Critical Design Approach to IoT at Home 

 

To raise a critical perspective, this paper will use the three design strategies described by        Khovanskaya et al.     ​[20] and at the same time, the concept of the counter functional things by        James Pierce et al.      ​[28] will be considered in the way the functions of the objects could be        reinterpreted to explore new relations with the user. 

 

Make it creepy, make it strange, and make it malfunction are the three strategies that this        project will use in order to understand the relationship between the critical design and the        current situation of the IoT at home in order to create awareness about the flow of data back        and forth from the smart devices, and to explore new affordances for the users to interact        with the devices around the home. Each strategy will be explained by its influence on the        current infrastructure and the motivation behind the use of them. 

 

The use of the first strategy, make it creepy, will try to tell the stories of the users based on        the information collected by the devices involved in the IoT data collection at home. The        main goal in this case is to reveal the interoperability not only between the different sensors        installed at home, but also those that the users carry everyday, like the GPS of the mobile        phone, the wearable devices that measure steps, heartbeat, sleep routines and so on. The        main motivation of this strategy is to create a creepy big brother situation of an external        element writing the biography of the user’s life. 

 

The second strategy, make it strange, aims to create a strange situation for the user by        displaying the image that the devices at home have of the user in order to create a disruptive        relationship between them, and that way the user will try to change their routines if they        disagree with that. In this particular case, the goal is to show the possible outcome that the        machine learning algorithms have from the user, and also to explore the emotional impact        and the social pressure that data could have on the user. 

 

For the malfunction strategy, the user will have the possibility to contaminate or manipulate        the data gathered by the devices before it leaves the home network in order to give some        control back to the user. However, in the end, it is possible that all this corrupted data will        have an impact on the service provided by the actuator within the home, such as, incorrect        temperature routines, incorrect lightning behaviours and other situations related to the        quality of the data sent to the servers for processing. 

 

After the analysis of these strategies, it is important to notice a constant overlapping        between the three of them in relation to the flow of data within the system and how the        structure of the hierarchy of data in IoT leaves always the user at the bottom of the pyramid.        Hence, in order to empower them and give them control over the use of the data, we can       

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conclude that within the devices in the home contexts is the gateway at the home network,        and more particularly the router, the most relevant element of the system for this purpose        since it is the last touchpoint the user could have with the data before it is transfer to the        vendor’s servers.  

 

Thus, the router will become a “counter­functional thing” defined by James Pierce as “           ​a thing  that exhibits features that counter some of its own ‘essential functionality’                     ​while nonetheless    retaining familiarity as essentially that thing

          ” ​[28]​, for this reason, this object combined with       

the new situation that the critical design perspective will provide as a result during the design        process is the primary tool to explore the empowerment of the user. 

Figure 6​. Khovanskaya et al. strategies applied to the project  

2.2. Annotated Portfolios 

 

To understand a broader perspective of the context where the project will coexist, I created        two annotated portfolios which helped me to place the chosen related project across two        axis. The X axis goes from materialization to visualization in order to map the solutions used        by other projects in relation to the used medium, and the Y axis goes from awareness to        unconscious in order to grasp the relationship each project tries to address between the user        and the data.  

 

The first annotated portfolio tries to understand the relation previously described and the        second one overlaps the finding from the first annotated portfolio with the results of the        Khovanskaya et al. strategies applied to the project described in the previous point of this        section in order to overlap the results of the first brainstorming approach with the context        where the project will be placed. 

 

Also, it is important to mention that not all the projects are in the same research field, since        some are more related to an artistic perspective of the situation, while others try to reveal the        technical or cognitive aspects of the IoT home situation. 

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2.2.1. Materialization ­ Visualization 

 

This range correspond to the X axis in the following diagram and it reveals the influence of        the mediums and its relation with how the user could understand the flow of the data within a        network or an specific place through an object. 

 

The projects at the Materialization side are directly related with the TUI (tangible user        interface) which according to Hiroshi Ishii       ​[18] corresponds to give a physical form to the        digital information, making easier to the user the manipulation of bits. This means that in the        case of the IoT devices the information gathered by the sensors will create a reaction in the        environment, which is the way how they work however the chosen projects explore a        different understanding of the interpretation or the reaction of that collected data. 

 

On the Visualization side, the projects try to address the quantity and the complexity of the        data transferred through internet mostly using GUI (graphic user interface) components such        as button, windows, graph and diagrams. 

 

The main goal of this axis is to understand the contracts between these two way to represent        the information, some could be mainly a graphic representation which could give a wider        access to different layers of information or could be tangible which could have a more        meaningful impact in the user’s life without expressing the whole complexity of the data.        Hence, this axis is based on the affordance and manipulation of the data. 

2.2.2. Unconscious ­ Awareness 

 

The Y axis explores the transparency of the use of the information in relation with the output        viewed from the user perspective. Even though, all the project explore the use of the data        from a critical perspective, its position depends on the clarity of the conveyed message.   

The upper side of the graph have projects with the interest of make the transfer of        information transparent to the user and try to reveal the gaps of the current situation and        also reveal the infrastructure where the data comes from, while the lower side of the graph        has projects that try to create a re interpretation of the data, without revealing the        infrastructure behind. 

 

Both perspectives display the range in which this project will coexist since depending on the        analysis of the context and the user, the aim of the final message could have different        nuances. 

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Figure 7​. Annotated Portfolio   

 

2.3. Annotated Portfolio analysis 

 

Ethical Things   ​[9] is a fan which can decide whom to help first based on a collaborative        decision from the Mechanical Turks application. The aim of this object is to criticise the lack        of a moral criteria in algorithms revealing the inability of the technology to take decisions        based on the ethics of the situations. This project is located at the materialization/awareness        corner of the annotated portfolio, because it uses a physical object that will modify the        tangible world based on a piece of software. Furthermore, the fact that they decided to use a        banal object raises more questions about the invisibility of the IoT technology, which is a        concept that also affects the Y axis. 

 

At the visualization/awareness corner, there is Lightbeam       ​[21]​, a Mozilla Firefox extension          that helps the user see who is tracking their Internet traffic through an interactive       

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visualization, revealing normally invisible communication to the average user. Even though        this project doesn't affect the real world directly in the same way the previous project does,        Lightbeam is giving the users the opportunity to go deeper into the communication and help        them understand how their internet traffic has been tracked and eventually modify their        habits and increase the concerns of who is surveilling our internet activity and especially if        we agree with the surveillance aspects that this situation raises. 

 

The Poetic Router     ​[30] works as a "man in the middle" router, where all the communication        could be analyzed, tracked, and in this particular case, the router lists all the links, sends a        request to to all the found links and then with the returned information creates a poem that is        read by a text to speech voice coming from a radio. This project is located in the        materialization/unconscious corner of the annotated portfolio, firstly because it gives a new        technical dimension to the router as an object, but also extends the relationship with other        elements around it, increasing the explored capabilities using similar communication        protocols ­in this case Wi­fi and radio frequencies. However, it keeps some aspects of the        invisibility of the data due to the fact that even though it tries to create something out of it, it’s        still something that the users will never be relate to, unless they are familiar with the whole        conceptual and theoretical background behind. 

 

Finally, the project at the visualization/unconscious corner is an experiment by the        Cambridge University called Apply Magic Sauce       ​[2]​. This project tries to calculate the digital        footprint of Facebook users by acquiring their information related to likes or status and        compare it with more than 6 million different social media profiles and in the end they can        create a profile of the user where they can define some personally aspect. In this case, it is        important to understand the amount of data the Internet users leave behind every time they        browse the Internet, and how these digital persona created by these data could affect the        real life of the users. This service is relevant to the project because it brings to light the        picture we create by sharing data on internet and raise the question whether we agree with        this picture that the Internet users will get from us or not. 

 

To summarize, these projects try to reveal new ways to raise awareness about the data        shared by the users and the multiple possibilities that can emerge by the the analysis of it.        With this particular situation, this paper will seek to evaluate the current interoperability of the        various IoT devices within our homes, and their intrusiveness in the users’ lives by creating        critical scenarios, which will propose new ways of affordance in order to empower the        homeowner, and give them back the status of administrator of their own private space. In        order to place this research in the current state­of­the­art, it is important to locate the        strategies described above within the critical design approach to IoT at home section in the        same context of the related projects to understand their differences and similarities. 

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Figure 8.​ Annotated portfolio overlapped with Khovanskaya et al. strategies. 

 

In this second annotated portfolio, the “Make it Creepy” strategy, which creates the        biography of the user by using invisible data, is closely related with the materialization        concept used by the Poetic Router, since both of their outputs are narrative structures.        However, the closest link between the user and the output described by strategy used in this        project could create an interesting reaction in the user’s actions and habits. At the other end        of the spectrum, Lightbeam, and the “Make it Strange” strategy share a similar input in a        sense of the interoperability with different results; however, both of them impact the user’s        behaviour and look for a more conscious use of the technology. Meanwhile, the “Make it        Malfunction” and the Ethical Things try to empower people and create an uncommon        relationship between the user, the data gathered by the sensors, and the service provided by        the device. Besides, it also creates an interesting way of affordance where the technology is        simply a medium, and not the main core of the interaction. 

       

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Part 3: Research Methods 

3.1. Desktop Research 

 

The desktop research phase is useful as the first stage of the process to understand the        main features of the topics, which will be overlapping within the project. So, at the beginning,        it is relevant to define an open brief or a question for the evolution of the project or the way        Salmond et al. ​[33]​ explains as “​Define the problem, solve the problem

​ ”.  

 

This stage is where the designer must explore ideas executed before, who or what are the        parts of the system and how they participate within the current situation. In the case of the        IoT, these are the companies that manufacture the products, researchers, the user, and        even those who with malicious intentions want to manipulate the system; and on the critical        design side, there are design studios, researchers and solutions coming from special user        such as the members of DIY community. 

 

After the formation of a brief which can give a broad perspective of the field, the next step is        to be more specific with the situation, which will become the core of the project, therefore, it        is important to dig deeper and apply a literature search method       ​[19] in order to find published        information that can influence the output of the project. In this step, it is important to access        relevant archives or start by reading mainstream writers about the topic, and from there use        the references they use to continue with the research. 

 

Then, it is important to create a boundary examination       ​[5] in order to refine the problem and        find the particular topic within the field which the project will work with; however, since this is        an evolving process, the boundaries could change throughout the design process. To be        more specific, since the first analysis of the field, the designer must write a statement which        will evolve during each step of the process in parallel with a list of keywords and adjectives        which will help to build the criteria in order to expand the spectrum of future solutions. 

 

Also, it is important at this point to make a sampling with experts       ​[5] by sharing the project          concerns with them and to understand their reactions and their feedback. This step is useful        to grasp how provocative the focus of the project is and its relevance within the interaction        design field.  

 

The result of this process is the research question and some additional keywords which will        rule the project; however, the desktop research phase cross the design process since the        first day until the end of the project for this reason, the designer should be open to refine the        statement constantly. 

       

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3.2. Annotated Portfolio 

 

The annotated portfolio is a useful tool to set the context where the project will coexist,        constrained by the keywords and the research question. 

 

This method is described by William Gaver       ​[12] as the way to present at the same time the        particularity and multidimensionality of design process without leaving behind the demands        of theory, therefore in projects that overlap several fields, this method works perfect to reveal        the intersections between them. 

 

It is vital for this method to recognize the annotated portfolios not only as a visualization tool,        but also as a critical tool of the current situation, since part of the outcome of this process is        to find out how the research question will fill a gap within the current design landscape; a        gap which could have been previously studied by others, but from different perspectives or        by using different mediums. 

 

This method will help the designer be critical about the assumptions found in the previous        steps; therefore, at this point, the research question could have some changes. However, as        I mentioned before, this part of the project aims to understand the field and then finding the        right place to locate the research. 

 

The result of this stage is a complete overview of the state of art and a graphic piece that        shows where the project is placed. Additionally, the research question at this point is fully        grounded and ready to be challenged by the other stages of the design process. 

3.3. Ideation  

 

The ideation process is constantly overlapping with other processes during the project,        because, since the first stages of the project where the research question starts to emerge,        some vague ideas on possible ways to solve the problem emerge as well, hence all these        ideas should be collected and added as notes to a design diary where the designer collects        the raw data of the process before it is analyzed. 

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Figure 9.​ Design Diaries. 

 

Also, during the prototyping phase where there is a direct contact with the technical aspects        and the users, the ideation process will help to connect the research question and the        criteria built during the first stage of the project with the outcomes of the prototype. 

 

The ideation method is a constant process in the designer's mind, however it is essential to        keep this creative process organized using several methods such as a checklist       ​[19] where    the designer needs to prepare a list of questions based on the research statement in order to        evaluate the project. Additionally, another way to organize this process, is by the creation of        a selected criteria     ​[19] which is a set of objectives that have to be satisfied in order to        continue with the process.  

Since the ideation process is always happening throughout the course of a project, it is        difficult to define an expected result, however this process and the one related with the        selection of the idea are important checkpoints to realise the quality of the project based on        how generative and challenging for the field the outcoming ideas are. 

3.4. Prototyping 

 

Since the interaction design field tries to merge topics, the prototyping stage becomes        crucial to test where and how they intersect, for this reason, the use of the Houde and Hill        model ​[15]​ is useful to find which aspects of the evaluated situation the prototype will affect.   

The Houde and Hill model reveals the complexity of the prototypes and the interconnection        between different aspects, therefore it is essential to create a list of questions or issues the        prototype will answer based on three specific subject: Role, Look & Feel, and       

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Implementation. The next step is to prioritize those questions and try to find some links        between them by placing the aim of the prototype in the model.  

 

Then, after understanding the function of the prototype within the design process and the        building and testing phase, the designer must gather the results and judge the project using        the criteria developed during the previous phases and the research question from a critical        perspective. Also, since a prototype is an interconnected system within itself, some other        questions and issues will lead to new decisions. 

 

 

Figure 10.​Houde and Hill model applied to the technical prototypes 

 

The result of this phase is hard to define since this method will try to narrow down during the        building process, but it will open up once again during the of analysis stage, so it is also        important to try to set some boundaries or priorities based on the external factors of the        project, such as goals, time and resources. 

 

3.5. Video sketching 

 

Video sketching is a helpful tool to understand from the user’s perspective what is the        relations between the user, the context and the object involved in a specific situation and on        the contrary of the video scenarios, this particular method is meant to use the simplest and        quickest tools around. 

 

John Zimmerman  ​[43] define four main advantages when video sketches are used in a        project. First, Video sketches help to decide how a concept works at a low level of details        which leads to the second advantage which will help to focus on the interaction design        reaction. Also, it reveals the relation with the context and the usability issues the design       

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concept could have and based on the last three advantages this tools become an important        way to communicate and share the concept. 

 

This last advantage overlaps with the fact that the tools used to build the video sketch are        usually simple and quick which give it a sense of a work in progress and at the moment of        been shown and shared to a group of participants they will feel more open to discuss and        point the mistake and in this sense it becomes a perfect tool for ideation within a workshop .   

3.6. Cultural Probe 

 

The cultural probe is an ethnographic strategy coined by Bill Gaver et. al       ​[10] influenced by      the International Situationist, a french artistic group from the late 1950s to the early 1960s        that developed useful techniques between the artistic perspective and the ethnography        approach such as psychogeography and la derivé (drifting).  

 

The aim of the cultural probe is to provoke the participant’s imagination in order to trigger        questions about specific aspects of life, values and thoughts.  

 

This strategy involves a set of objects and instructions that will guide the participant into        actions and situations that could challenge established ways of their lives or even reveal new        perspective and values about their context. This approach gives the opportunity to get        information from the user’s perspective without disturbing their context or even their        expressivity. 

 

An important part of this strategy is to create a proper level of engagement at the beginning        by meeting the user at the context where the probe will take place, that way by checking the        context the cultural probe will have a better fit in the flow of the user’s daily life and at the        end of the process it is also important to have a meeting with the participants in order to        understand how the probe changed or disrupted their lives.  

 

This last part is the trigger for what Gaver defined as User­Centered Inspiration since the        cultural probe could open unknown perspective from the participant side, which enrich the        project perspective or even change and ground different directions about the project. 

3.7. Sketches  

 

Sketching is an amazing tool to generate and iterate ideas and solve problems, it is also an        efficient way to communicate concepts, not only because it is fast but also because it opens        up the opportunity for others to participate in the project by discussing or commenting.   

Mike Rohde   ​[35] talks about the importance of this process more as visual thinking rather        than by its aesthetic purposes and by this way he encourages people to avoid sentences like        “I can’t sketch because I’m not an artist”. Rohde also highlights the importance of sketching       

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as an addition to the designer’s repertoire, next to the software and hardware tools, since        every tool opens up the opportunities to new working spaces. 

 

Sketching has three main features that make it especially useful for the designer. First, the        variety of ideas that this process can generate quickly provides the perfect tool in a process        where the iteration and the exploration aspects of the design are the main concern. Second,        the possibility to explore the alternatives since using this method isn’t the constraints by the        possibilities of other mediums therefore, it helps to evaluate solution and detect in an early        stage potential problem during the production stage. Finally, the last feature is that it is the        perfect tool for discussion due to the unfinished look of its outcome, enabling and        encouraging others to comment without any concern about destroying the work of long        hours.                              

 

 

 

 

 

 

 

   

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Part 4: Design Process 

 

4.1. Desktop Research and Annotated Portfolio 

 

At the beginning of the design process, the aim was to understand the big picture about the        IoT and its different perspectives, therefore I started my research scanning the reports from        the IOTAP (Internet of Things and People Lab at Malmö Högskola)       ​[16]​. This part of the          process helped me to find out what could be the most problematic aspect within this        interconnected and complex field. As a result of this process, I found out about different        issues such as configuration, user interface, cognitive issues between the user and the        devices, among other things. However, privacy and the management of the data was the        most promising aspects to overlap with a critical perspective of interaction design.  

 

After taking the decision to focus on this specific topic within the IoT field, I used the        references of the reports previously mentioned to dig deeper into this subject. This is where I        found most of the referenced literature used in this project and also by sharing the project        with the people involved within the field, I was suggested some new perspectives and further        readings. 

 

In parallel, I listed different design studios and projects that criticise the current situation in        IoT such as Automato Farm         ​[9]​, Iohanna Nicenboim ​[26]​, Unfit Bits ​[41] and Dunne & Raby        [6]​. Some of them are more focused on the technical exploration, which opens up the        possibility to change the current situation through hacking the system and by using the        vulnerabilities of it. Yet, on the other hand, there are projects closer to a more humanistic        approach, which try to reveal the flaws in the dynamics between humans and technology.   

In order to create the landscape where this research will coexist, I created an annotated        portfolio with the most relevant projects I found in the previous step by placing them into a        two axis graph which revealed the contradictions between the medium, from materialization        to visualization, (X axis) and the level of awareness of the user related with the sharing of        data, from awareness to unconscious (Y axis). This process helped lead to an understanding        of the different features, which I had aimed at with the project, but the most important finding        was the understanding of how others are working with or criticising the awareness and the        affordance of the smart devices. 

 

Also, during this part of the process I looked for several tools which could help me        understand functional aspects such as the flow of the data and the manipulation        communication with tools like Mosquitto         ​[22] and Node Red ​[25] some of which will be        further explained in the prototyping section.  

 

Also, some services such as Spacebrew       ​[38] and Shiftr.io ​[34] which are interesting ways to        display the nature of the network and even though the target group for these services are       

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users with some knowledge in the technical aspects, it could be simplified for the common        users to grasp its functionality, since the graphic interfaces of both projects reveal the need        to create simple and understandable interfaces for this topics. 

 

After the process of understanding the current situation within the particular chosen field, it        was important to match the theoretical aspects and the related projects using the same        strategy of annotated portfolio, but in this case, the main goal was trying to understand the        similarities and differences between these two worlds. In this case, I used the chosen project        in the first annotated portfolio and matched them with the strategies related to critical design        found within the theoretical research. The outcome of this step is the creation of a proper        criteria in order to continue with the next phases of the project. 

4.2. Concepts 

 

After the definition of the three strategies by Khovanskaya et al.       ​[20] mentioned in the        Theoretical Background section and its application to this project, I decided to work with the        “Make it Malfunction” strategy. I chose this after a process of discrimination based on the        criteria made by two concepts, awareness of the shared data and affordance of data. 

 

The possible outputs mentioned before with the other two strategies try to raise the        awareness by the visualization or the materialization of the data, but those strategies never        give any new way of control of this data to the user. Therefore the chosen strategy which is        tightly related to the control or in this case the uncontrolled data, fits better however it is        important to refine this strategy in order to solve the research question fully. 

 

The concept of malfunction is mostly attributed to the uncommon behaviour of technology,        which drives the user into a situation where they lose all control over the expected output,        since the technology is mostly encapsulated and the users only have access to the input and        the output of the system. Therefore, for the sake of this project and in order to focus on the        user side, the term of malfunction will be modified to data obfuscation which will act as the        underlying concept and its different methods will be used as concept strategies. 

4.2.1. Data Obfuscations 

 

Data obfuscation is the process of hiding or modifying data, however when this process is        executed, it is important to remain some usable data for future processes. When this        technical process overlaps with the current situation of IoT from the user’s perspective, it is        clear that as soon as the user acquires the smart device and agrees to the terms and        conditions, it is impossible for them to avoid the intrusiveness of the built­in sensors.        Therefore, at this point we must ask, what if the user has the possibility to control the flow of        data in order to be empowered within the situation and balance the current hierarchy?.   

The obfuscation technique comes from the engineering terminology and it is important to say        that there are many strategies to execute this process such as shuffling, number variance,       

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encryption, masking out and many more. However, for this project I decided to work with        substitution and nulling out since they are the most used strategies and both of them can be        related to two common human actions, lying about something and hiding information from        someone else. 

 

Before going deeper into the two conceptual cases, it is important to explain the concept of        the expert system and which is the perfect operation scenario is for this project. This        scenario tries to understand how the artificial intelligence system is set within the vendor’s        servers; however, I don’t have any proof that this structure corresponds to the actual one        because this information is classified and it is impossible for the user to access it. 

 

The artificial intelligence system in IoT is made by an expert system which is able to simulate        the decisions made by a human expert in a specific topic using if­then rules. These kinds of        system live inside the vendor's servers and use the data coming from the user, overlaps it        with data from other sources such as electricity consumption statistics, weather forecast and        so on, and then execute the rules in order to take the decision which will return as the action,        such as turning on/off the lights or changing the temperature setting of the air conditioning        system. 

 

The expert systems are made by two subsystems: 1. the knowledge base where all the        unstructured information is stored, and in the IoT at home situation is filled with the raw data        coming from the sensor inside the smart devices, 2. the inference engine which is the part of        the system that use all the stored information or knowledge, and by applying some rules can        create new knowledge. However, it is important to say that sometimes there is an additional        element which filters the data in order to identify their source or even their quality, therefore        for the perfect scenario where my project will develop upon, the filter will be before the        inference engine. 

   

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4.2.1.1. Substitution (Lie) 

 

This data obfuscation method allows substituting data with authentic looking values in order        to preserve the authentic look and feel of the data base. In this case, it is important to        understand the nature of the values such as the range of the information (maximum and        minimum) and the average value over time. 

 

This strategy gives back the status of administrator to the user since it is possible for them to        have some degrees of freedom in the quality of the data that will be stored in the knowledge        base. Thus, the responsibilities of some of the operations performed by the actuators of the        system will be shared by both the users and the vendors.  

 

Also, we can compare this strategy with the action of lying, since humans use this action as        a way to keep themselves secure       by creating a false statement that is presented as if it were        true. Therefore, lying to the knowledge base is a defence mechanism that the users perform        when they can’t hide from the surveillance features of the system. 

4.2.1.2. Nulling out (Hide) 

 

Nulling out is the method of sending a null value to a database, sometimes it could be        understood as deleting but is actually more related to filling a space with a value that could        be the unexpected result of an operation or presumably the expected result from an        operation that has not been executed by the system yet. 

 

This clarification is important when we try to overlap this concept with the action of hiding,        since the efficiency aspects of the current IoT systems could understand this strategy as a        malfunction from the sensors side; however, it could open up the opportunity for new        degrees of freedom from the user’s interaction point of view.   

 

For instance, in some cases, the user doesn’t want something to be registered by the        sensors because it could destroy the map of data created on the server’s side, and since        there isn’t any chance to turn off the devices or switch between a private or public state, it is        important to empower the users with tools that can help them manipulate and control the        quality of the data during the transference amongst the home and the servers. 

4.3. Cultural Probe 

 

In order to understand when the users are willing to lie or hide information to the IoT devices,        a cultural probe was deployed during one week with 5 users, between 24 and 40 years old        who live alone or share the apartment with another person. 

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The dynamic of the probe was based on the fictional scenario of a home full of smart IoT        devices, such as a smart refrigerator, a smart lock, a smart lighting system and a smart TV.        This four smart objects were chosen not only because are related with daily activities but        also because are part of the most used devices at the home environment nowadays. 

 

The cultural probes consist on an small card with a pen placed next to the object that could        become smart, that way the users will ask themselves the question about lying or hiding        information at the moment they are interacting with it.  

 

 

Figure 12. ​Cultural probes installed in one of the participant’s house 

 

The structure of the cards had five elements. Here is explanation of its the structure but the        design of all the cards is part of the Appendix A: 

 

● The situation:     ​At the top­left of each card there is question that helps to introduce        the participant into the situation where the smart device could be useful. 

 

● The pro:   ​This sentence explain the features that the device can provide to the user        in order to solve the situation. 

 

● The con:   ​This sentence explains how the feature described before could be use by        someone else against the user’s privacy. 

 

● The survey:   ​This section has three columns each with a sentence at the top. So,        every time the participants use the device they have to ask themselves if based on        the previous information they would prefer ​that someone else knows about it

​                  (the 

participant has no concerns about sharing the data),​to lie to the device

​                  (they want to     

obfuscate the data by substituting it), t

         o hide information to the device         (they want to     

obfuscate the data by nulling it out) and fill one space in the column.   

(34)

● The news: At the top­right corner of the card there is a QR code with a URL which        will guide the user to a news articles that describes a particular situation where the        security of the related smart device was exploited. 

 

 

Figure 13. ​The parts of the cultural probe   

Before the implementation of the cultural probes a meeting with the householders took place        in order to inform them about the dynamics of the experiment and to talk with them about        their current relation with smart devices. 

 

After the deployment of the cultural probe, the participants were interviewed again in order to        understand their answers and if the cultural probe had a long term impact into their relation        with this technology. Since the focus of the interview was to create a comfortable and open        conversation the use of a rigid questionnaire was dismissed, instead the conversation was        guided following some keypoint such as: global comments about the week, talk about each        device, talk about the pattern of the answer for each device, when this pattern change and        why?, did the cultural probe generate more question about the topic?, did the cultural probe        had an impact on other aspects of the daily life?. 

 

For the sake of documentation of this project, the last interviews were recorded and        uploaded to a private SoundCloud​[37]​ account which are part of the Appendix B4​       4 The link to SoundCloud are part of the Appendix however some participants agreed to be part of the cultural probe only if the recordings were used  for academic  purposes, therefore to access to this recordings please contact the author. 

Figure

Figure 4. ​ Poetic Router by Saurabh Datta 
Figure 7 ​. Annotated Portfolio 
Figure 8. ​ Annotated portfolio overlapped with Khovanskaya et al. strategies. 
Figure 9. ​ Design Diaries. 
+7

References

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