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Product design: how to build better products with Android Things

Michael DelGaudio
UX Manager, Product Design Lead at Google
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2018 Google I/O
May 10, 2018, Mountain View, USA
2018 Google I/O
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Product design: how to build better products with Android Things
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About speakers

Michael DelGaudio
UX Manager, Product Design Lead at Google
Kristin Gray
UX design lead at Google

Michael manages the user experience team for Android Things. Prior to Google, Michael was a creative director at Frog Design where he reimagined design systems and interfaces for companies such as General Electric, Verizon and Ernst & Young. He holds U.S. patent #D781889.

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Kristin is the UX design lead for Android Things. She focuses on understanding users to create more effective development and productivity tools including the Android Things Console, Android Things templates for Android Studio, and attestation for in-factory production.

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About the talk

This talk is aimed at Android developers interested in hardware and makers interested in learning about prototyping using Android Things. Learn a design framework that ensures alignment with user goals and considers the multiple touchpoints required to create connected product experiences. You'll leave with an understanding of how to apply design using Android Things to create better IoT products.

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Hi and welcome to how to make better products with Android things. I'm Kristen and I'm ux lead for Android things. You can think about this talk as product design 101 for people who may not be designers. But if you are a designer, we got you covered. I will be covering Hardware prototyping and the possibilities of what you can create using Android things in this talk will cover how you can accelerate the prototyping and product creation process. I using Android things. We'll talk about a design framework that you

can use starting today to help you think about who your users are and how they can play a more prominent role in crafting the products that you're creating. I will also talk about a concept project called Lantern to demonstrate how we've applied the design framework to use Android things create better products. Thanks, Michael. So we know that Hardware design is a long and difficult process. It can take anywhere from two to five years to bring a product from ideation all the way up to product. So you start was ideation and then you move on to the Prototype phase and then

you choose your hardware and then you design your software and get that'll code it up. And then you send it to a factory. You finally get it on the store shelf and then you cycle back and you have to go through updates. So we live in a world that's rapidly changing and Technology can change right in the middle of your production process. So, how can the design process keep up? That's one of the main reasons that we created Android things. It's made for a world that's rapidly changing and enables people to be part of the creation process from ideation all the way through maintenance.

So at the heart of Android things there's something called a song or a system-on-module k and this is also called a carrier board. The song can be used for prototyping and it can be also placed on a custom snap this song off and use it on your own custom PCB board. Okay, and this carrier board everything that surrounds us carrier board is an accessory. So everything from ethernet to power to the headphone jack over here. This is a powerful tool for prototyping because you already have a lot of tools that you need to get connected. And of

course if you need a different peripheral, you can easily connect it using traditional methods like pins a breadboard and resistors. So Android things offers number of tools for you to get started easily dare is the kit which has 9 x 7 developer board a touch screen and a stand. So for those of you have gotten your kid already or maybe been to some of the code Labs the kit assembles into a useful stand that you can use to prototype right on your desk. In addition to the kit. We offer the Android things toolkit app to help you get onto Wi-Fi really easily. One of the

pain points that we heard from developers in the code Labs at DriveTime for example was provisioning the devices on to the Wi-Fi network was difficult. So with the toolkit app, you can get it on to Wi-Fi on but in a breeze I also step you through the process of making sure that your Hardware is connected correctly and with recent updates to the toolkit app. We also have some samples that you can load from the app onto your device to see some of the powerful things to Android things can do like running the tensorflow demonstrations before you get into Android Studio. High-end

addition to the toolkit app and the hardware kit. We also recently updated the Android things. With google.com Community Hub. So now we offer code Snippets sample drivers in Project from the community something cool. You can submit it and will feature it on the site. We also recently updated the site to include driver submission so that if you do write a cool driver and you do want to submit it for other people to use we can have that in the side as well. If you haven't already gotten your kid head over to the io Dome and they'll give you information about how to get

one. Thanks, Android things provides an end-to-end solution. It offers tools from prototype to production is Michael mentioned the song makes Hardware selection Easier by offering modular Hardware solution. So you can use the same song for prototyping as you do production for prototyping the kit offers peripheral such as display the camera a rainbow hat for sensor input and interface output and also an intent to connect a device to Wi-Fi. An app also makes this easier as Michael mentioned to assemble your hardware and it also helps you get familiar with your carrier

board and it helps you connect to Wi-Fi. And finally when you're ready for production, the developer console can help you create build configure your firmware and release those builds to devices. Great. So we wanted to share with you a concept called Lantern and were using this as a demonstration to to help you understand how we were able to use Android things to bring products to life. So Lantern is not a Google product, but it's a project that we worked on with the north group that creates

augmented reality anywhere around you and so you can see this as an easy. I need you to understand example of how we were exploring creativity through prototyping possibilities of what you can create what we can create the possibilities of what can be created with Android things. So that his heart Lantern is obviously a lamp but it's a lamp that enables you to create augmented reality anywhere around you and it's it's created using off-the-shelf parts, and we thought that was really important because we wanted to make sure that as a recipe that you could potentially build

one on your own. So what is augmented reality you may have heard this term a arm does the AR kid, but how can we create this sense of augmented reality using Android things. So using Lantern and Android things we wanted to project onto everyday objects interesting pieces of information and content that may be trapped inside the phone or on the web but that may enhance the world around us. So say for example hear the currently playing Cash song We're projecting it onto a speaker and none of this was done using After Effects. This is all using the projection

system in the Prototype that we created another example of how our augmenting everyday objects is in this example a clock. So we're using Google Calendar and a wall clock with Lantern to project the calendar information around the clock. And again, this is all real the shop is in the studio using the projected lamp using Lantern. As an exploration here. We felt like it looked particularly good because it was on this nice curve round surface or give this ticker ticker tape can look but we're excited about these possibilities and that's why we

wanted to create this to share with you to demonstrate not only our design process which will get into but also to give it to the community to see what you guys may want to create with it. I said what is Lantern made of I mentioned before that. It was created using off-the-shelf parts. So there's the lamp inside is a laser projector and accelerometer a 3D printed housing and Raspberry Pi running Android things. It's important to recognize that there are two pieces of Hardware that Android things to boards to use me that Android things runs on it'll run on Raspberry Pi and it also run the

imx7 boards that are in that are in the kit. The Raspberry Pi is is Lil bit more prevalent at this point in the maker community. So we felt like building it on that platform with HDMI output was going to be better for this case because we can connected directly to Blazer projector. I said I wanted to assemble that looks like this you may have seen it over in the IRT Joan. We have one running over there as an example and we really believe that this is only now possible because of the democratization of design and hardware and prototyping and access to these kinds of tools that were

talking about today. So it was really difficult in the past to say print a 3D form like this and assemble it into a hardware shell because Hardware was expensive 3D prototyping tools were inaccessible and tools like Android things were not easily readily available for you to access to create new hardware prototypes. It's a lantern can also be assigned content to its its particular context. So it's aware of its orientation. So using that accelerometer in Lantern we can change its base position and then projected different content on two different

surfaces. So say we wanted to project a star chart on the ceiling or in the examples that we saw earlier. You can see the calendar information projected onto the wall. This code is available today. I get hub.com North projects - Lantern if you want to check it out download the source code and build your own. So we didn't set out to create Lantern. So where did Lantern come from you can see a number of sketches that we create an if your designers may be familiar with getting through scratching, but we have an inclination

that projected systems would be interesting when we started prototyping using Android things, but we use design to turn our idea into a real thing. And today we want to share with you the process that we went through in the Frameworks that we used to create amazing products so you can too So as Michael mentioned design helps create better better products. How many of you with the Rays of hand have created something that was used by another person as your hands all that's awesome. When we design things you might know that we use common principles to

ground our work a lot of the things that we design can be carried over from software into Hardware from a banking app for instance to a theater app is another instance. So we use these processes and principles to ground our work but then we use the design process to move forward as well. And then we continue iterating with Android things were taking some of the software UI Design Concepts and applying them to hardware. So what is design design is a creation of tools for people in a context to help them achieve a goal if any of you were familiar with the

development process? This is very similar to a user story. So for example, as a dog owner, I want to I want to connect a dog feeder so that I can feed my dog from work or as a person who orders pizza. I ordered he's all the time. I want visibility into the delivery route. So I know when my pizza will arrive or something like a simple story as a night. I want a stronger sword so that I can defeat the dragon now picking the night example, we framed out that the night went to Stronger sword. This is a tool that the night uses to achieve his goal of defeating the dragon. We call this tool and

interface. People people typically think of a user interface is a touch screen or a mobile phone or a tablet because you can tap on the screen and things happen, right? It's magic. And while this is true user interface is much broader than that like in the example. I used before the user interfaces the sword. But we can see here from this slide that a button can be used to build upon an interface to create a joystick which can be used to create a game that shoots down aliens from the sky and then there could be feedback on top of that where

there is LEDs inside of a breadboard that light up when you push the button, right? So all of these are is example of a user interface, but one of the most simple user interfaces that we used to design things as simple as a piece of paper and a pen. And admittedly a design is iterative and sometimes it feels like this like the hamster in the wheel. That's okay. The truth is is that you're never done teams need to collectively learn through the experience of observation and iteration that being said Android things enables you to iterate Faster

by allowing you to work through many design issues by using the design kit as a base for your prototype phase and allowing for early over the air updates using the developer console. So design is a process that can be used to create better products for everyone and we know that design is agnostic of medium time Trends or technology company and we believe it's important to think about design as a process that's agnostic of these things. So no matter what changes you have the right tools to apply that process when I'm whatever problem you're working on.

So we talked about design being in the context of people are people in the context of a goals. But how is it done? And what does it look like? So each Milestone outlines here planning prototyping getting feedback and iteration on needs to be vetted and using this iterative framework. We can enable this to help us make less mistakes produce better products and have a cheaper production process along the way because we learned earlier how the product needs to take shape as it's evolving. This will truly help you make decisions sooner. So thinking about

planning planning takes the shape of any forms on first meme to create Baseline understandings of needs that may exist for our users. So we may Begin by talking to people about 10 points or getting inspiration from places from Pain points that we have ourselves. We may look at competitive products to think about how they're solving specific problems and how we may want to do things differently by if you're familiar with the design for software systems. You may be familiar with creating user personas to get an idea of how you can gain empathy into the mind of somebody who's actually using

your product. We also create things like wireframes storyboards to begin to tell the story of how we seeing the products use unfolding overtime. Help me then create something, right. So based on what we know in the hypothesis of how something should work We Begin by creating medium Fidelity designs. So we saw this really preliminary sketches, right? We may create something like a video simulation to think about how it might look and feel before it actually works. We might make something on a breadboard to get an idea of what it functionally might do or what some of the key

characteristics of that functionality might be like I'm finally getting feedback. So it's important to get feedback in this cycle because we need to understand how people are actually using things. So qualitative feedback understanding the user's perception of how they feel about a particular feature or what you're proposing quantitative research. We can be used to game data to understand how specific features are you are being used or not used internal feedback. We're constantly sharing projects with each other internally to get feedback from other people. It's really

helpful to get an objective eye on something so that they can do that. Person can point out something that you may not have seen Ian Gorilla research. I'm showing your prototype to somebody who may not be familiar with the project can give you tremendous inside because then you can have an objective set of eyes on Saint features that you may be creating from somebody who may not be familiar with the project before. I'm finally in later stages. You may imply something like a loud study and more formally to ask participants to use your prototype Jesse in a controlled environment side-by-side. What

different variations maybe like And you're not saying that you need to do all of these things along the way. So for example, we may create a rough storyboard which then translates to a click-through and then gained internal feedback and iterate on that psycho or for example, we may do a bit of competitive analysis or just find some must-have requirements and then creative looks like feels like prototype and then perform some Gorilla research with somebody who's not familiar with the product for creating. So something else to mention is that Hardware isn't

hard. It's just different you need to consider what parts that you need to make what you want. You also need to think about designing a system possibly with non customized part. Sometimes it's like Jenga One requirement can actually affect another and you also need to think about future-proofing how much space do you need to allocate for user data? For example, if you're designing a camera this might be important for users And finally, you also need to think about form factor how how will all of the parts if you want to fit into your design fit into a form factor that's

delightful for your users. One other thing to consider is your interaction design. So when do you flip when you connect the product to the internet? Do you make a companion app for that? How do you make sure that the notifications can be seen from a reasonable view? How do you make it accessible? Pick something as easy as a software update. Do you tell the user at 8 a.m. When people are actually using your product or do you wait until 2 a.m. When people might not be using your product and they might be asleep. Also. What if there's no screen something else to consider for the

land of iot so we can apply our design process using Android things to help us iterate faster and get back to get that feedback sooner make better informed decisions for these questions, and also ultimately help us design better products. And one thing to know if you're a software designer something that you're really familiar with is the undo button in Hardware. You don't have an undo button. It's really difficult to roll back release. So it's really easy to roll back released when you're a software engineer as well. But when you're designing for Hardware, it's a

lot more permanent. So you need to have a strong iteration cycle because each time that you move forward and your design cycle the more expensive it gets to move backwards. For example in 1966 NASA's budget was over 4% of us spending any undertaking was Mammoth. Now, for example, he can shoot 3D printers into space a simple technology up there update it from your laptop and reused the Rockets all at a fraction of the price. We can shoot cars into space simply because it's fun and because we can

What are the things to do here is the design process with the Mercury Gemini and Apollo missions. They were all built to get us to the Moon Mercury put a man into space Gemini by twisting twisting the capsule stay from hours into days and the Apollo to get us to the Moon. These are some pretty big adoration Cycles. But you know, they were really on to something you may also noticed that even today is some Hardware design is actually based on a waterfall process. It requires everything to be perfect and is expensive in end in Cycles. So for example, you start

with your requirements, you hand those off once those are done to the designers who finished the designs and then they hand that offenses to the engineers for implementation. Once the implementation is finished off then they hand it off to the QA Engineers for verification and then cycle back through maintenance cycle and you do that over and over again, and if you make a mistake or you decide that you want to change If you're late in the process, you have to go all the way back up to the requirements section. So on the right, you'll see something that looks a little bit more like the

process that Mike was talking about only said we have a few more Milestone sprinkled in there. So it's one of these is an iteration cycle you plan prototype feedback and iterate and you keep continuing to do that throughout your process. Iteration is flexible and it helps keep costs contained and the user is included in the process. In the past there were also very specific roles that contribute to the creation of a project including fabrication Engineers. Now with the access to tools like on demand 3D printing product creation has become more democratized is Michael mentioned

before anyone can print 3D Parts designers can code visualisations. Now with the ease of prototyping tools app developers that can also apply their skills to hardware and Android things that use you to do. So Specifically for dealing with software in the past, it was also labor-intensive to create and release the bill and it was difficult to set up testing environment for those devices as well with Android things. We've introduced the developer console. So that users can update their app in Android Studio open up the dev console and create and build create a build and release it all in a few

easy steps. So now that we talked a little bit about the sign-in process we want to bring this back to the lantern project that I mentioned earlier. So, how are we able to use the process of planning prototyping getting feedback and iterative to help us improve this concept we were able to think about people contacts tonight and goals and then apply this to the simple IDM. So as a designer sitting at my desk, I'd like to bring my room to live through projections simple idea that connects people context and goals. We started by sketching but what happened next

We began to create a looks like feels like prototype. So before we were even assembling Hardware or putting together the housing we started to think about what would a Time rendering look like as a projection if it was sitting next to me or what would I want to project onto the desk in front of me as I was typing. What if he some Bitcoin information or a price of something else or how I'm doing in a certain game looks like feels like prototype can help you understand how something how something exists independent state without actually having to get there

through the full creation process. So again, we went back to sketching to think about how the housing may come together. If you're thinking about a lamp and thinking about the parts that needed to go in it while we mentioned earlier. We need the Raspberry Pi board. We need some sort of projector and have to start fit inside of this specific shape. This is one of the first prototypes that we created using foam core and some of the parts. So once we knew the parts that we needed to begin to put them together and assemble them not into a 3D print right away, but just

using foam creating slices cutting them out and making the forms that we knew that they would fit into the lamp. And before we put everything together, we started to prototype what some of these content simulations may look like functionally. So on the left what you're seeing is an accelerometer test showing how he could change content based on orientation. And again, it's really simple. We had the projector. We had the Raspberry Pi connected to an accelerometer running Android things and we just said can we show you the direction or show us the direction

of which way the object is pointing. So does it know if it's pointing up down or sideways and then on the right hand side, these are some of the initial tests that we did looking at how we can get the currently playing song off of the Wi-Fi when you're casting to a nearby device and just projecting it onto a notepad to see is that even possible using the hardware that we think we want to use Looking at physical prototyping. Here's Joe with the first assembled prototype by looking at the accelerometer changing the content based on the orientation of the physical prototype

and hear flips up at the feeling. Then you can see the content starts to come to life again. We built these pieces up individually and then started to put them together into their final form. Someone tool that I wanted to mention that the team found highly beneficial in creating this project was processing. And so if you're a designer, you may already be familiar with processing as a lightweight IDE that enables you to quickly create visualisations for designers like me and helps me because I can create visualisations independently and there's a really nice library that was

real recently released from the processing Foundation processing for Android and what that enables you to do is write processing and then test that in it on an Android device you test on your phone. You can test it on your where to buy IV. You can also use that on Android things which is really nice because you can work on the visualization and then load that onto your Hardware independently. What does enabled us to do was work with the visualisations get them to a place where we wanted them and then integrate them into the hardware. I'm a few batches when you're moving from

processing. You can export an Android Studio project. However, you need to upgrade the minimum SDK version in the Gradle file in order for you to work with Android thing. So Android things requires a slightly higher Android build number and once you do that, you'll be able to connect your processing visualisations to Hardware to manipulate them. I'm through the standard Android things gpio inputs. It's a thinking about our iterative process. How do we go about getting feedback on Lantern? So first we started asking team members around us to use

it. We couldn't really go out to the public because this is a private thing that we're working on, but we were able to find other people inside of Google who are not familiar with the project team members such as the ml team on Android things. He thought it was pretty interesting. But one thing that we had really kind of pushed away from was the idea of integrating into interactivity into our MVP or our first generation of the project. We're specifically adverse to incorporating interactivity because we wanted to prove that we could project content in different ways interactivity adds

another layer of complexity. So again, we wanted to simplify this into its basic form so that we could prove that the independent on interactions were working. However, when we shared the Prototype with the NFL team they were really keen on integrating a camera And so because we were working with Android things been working with 3D printing we were able to make some modifications integrate the camera and the Norton happen to be working in London Eye and the Mountain View team was over here and it was really an interesting story of how this involved because again

never before have you had access to tools like this like 3D printing from the web I we are able to actually build prototypes into physical locations and collaborate on them and fill them out simultaneously, which is really cool. And again Android things made it really easy to integrate new hardware like this and connect it to the visualization pieces in a snap. And so with the Cameron place, we now have the possibility of a greater range of interactivity and interactive input. I said this let us to creating Quick Draw pen and paper Edition. So for those of you who are a tile last year you

may have seen a quick draw. How much is a creative Labs project from Google that I promise you with the word and then as you'd ride on a tablet on the Weber on your phone, it starts to guess what you're drawing and we thought that would be really cool to do in the physical world. Now that we had this projected AR system. And so what we did is we did just that so previously it was limited to scream based in points, but we thought wouldn't it be cool if we could use just a pen paper capture that input field that into the Quick Draw engine

and then have an interactive game that you could use in the physical world. This is an example of the demonstration that we have set up over in the iot dome. If you haven't visited the Dome you can check it out and you can try it out for yourselves. We've got a lantern setup and it works it works great. So you're prompted with a word and as you start to draw with the pen in the paper, it starts to guess on this projected in her face in front of you. So again thinking about this as a mixed reality surface, I

So now he's gone one through one cycle, right? We plan to be prototyping and we've got feedback and we've generated on that cycle. We made some improvements and so we're done right? We're ready to ship a project. What we're going to do is start the production process. And so what this means is we're going to move forward maybe Mass producing something like Lantern. Android things has many prototyping tools to get you started after you've completed your proof of concept and the initial

prototypes everything is working and you know what you want it to look like and you know, you want to move over to a custom board. This is easy because of the song like I mentioned before you shouldn't have to redo all of the work that you did in the prototyping phase just because you're using the same architecture to create your products. Now it's been that I want to mass-produce Lantern night and it's part of the feedback process. I wanted to learn more about factory production and bring up Frosty's visit a few factories in China as it turns out they have a

process to and it Maps well to be overall product design process. When do you Mass produce a product? The factory will build out of line with station. Each station is staffed with people who put together the product if I want millions of products are millions of lantern the factory might oughta make that process and make some really cool robot and automate things with conveyor belts and those robots. During the whole process. So it's good for you is a product designer to continue iterating on your product. But probably leaning more towards software instead of Hardware changes and I'll show you

why. So you've created 10 units perhaps and your prototyping phase right? And then you send those off to the factory and they're going to run everything through something called a validation test and you start out with engineering validation test. Do you send your prototypes to the factory and they'll send back maybe a hundred units and during that time you need to make sure that everything works with the materials that you selected. They're probably going to be using soft tools possibly hard tools in the stage to create all of the forms

for your your industrial design. And then that after you verified everything then you send any feedback back to the factory and you move on to design validation test. This is where you move onto stainless tooling all of the stations are set up in a staff with people and at this point the product design team should be using Android things console to update software and update all of the testing channels to help make your iteration Cycles go better. In the meantime, you should also be doing user testing through all of these faces when you have feedback for the factory and you

send things back. Then you move on into the product validation test this please make sure that everything is moving as fast as possible. This is more for the factory than for you they'll send you back around a thousand units and you should be continuing to use the console to run and test metrics on these devices and finally for mass production. You should be using the developer console to send any zero updates if needed and gather more metrics on these devices. As you move through the process. They should be sending devices back to you the whole time and you should be testing

those devices giving feedback extensively through QA and one other note from a design perspective as you move forward through this framework your Solutions might need to get more creative or MacGyver e and lean more towards software Solutions because it might be too expensive or too late to go backwards and start over again if your with a product team So some of the tools that you can use to make this all go a lot smoother is the developer console. So we've included something new called the app Library. This allows you to add apps to you cancel out. It adds apps to DAP library and use

them on multiple projects do if you have multiple lanterns, for example, you can write one APK upload it to the app library and then you can use it throughout each of your different product. When you're ready to test over the air updates, you can create releases and channels. And so sorry when you're ready to build you can actually go through and use the you can use the build settings and then you can create a build individually and run through each of the steps to set all of the firmware and software for your device. And then you create a build

very seamlessly. And when you're ready to test over the air updates, you can create releases in channels. You can push those releases to channel so you can test your software in different groups for detailed testing. So for example here I'm creating custom Channel. I'm creating an update and I'm going to push these updates to my devices or my sweets of devices wirelessly. And finally after you release you can gather metrics to help you gather quantitative data on your products to help you make better decisions about what you need

to do next. So for example in Lantern version point one you have maybe a set a set of features that you want to use and then you want to move on and a quick draw if you can do so fairly easily by using the build tool and then you can check in metrics to see if it's doing better. And once your devices in the market, the feedback doesn't stop there. So you should be gathering feedback doing user testing and checking everything as your device is in the market through any updates that you've created continue doing user testing continue doing gorilla testing anything that's in that research call

him. You should be continuing to do to help you create updates for your products and also help you define the next iteration cycle through your thing. And that's the process. So we've taken you through ideation prototyping with Android things kids making spinal Hardware selections creating bills and Hardware bring up the factory process all the way to the end product with maintenance and updates running through design iterations each step of the way. Thanks for asking. And so we talked about today how design is people in contact with

goals? And it's a process we can plan prototype feedback and in Raytown that process in order to help those people in those contacts achieved those goals. And now it's easier than ever participate in the creation of physical products than it has been ever before Android things to offer his tools to help accelerate the prototyping process that you can use today to kick-start your ideas processing enables the fastest. Experimentation of Rich graphics. And when combined with Hardware enables you to make really powerful experiences, all of these techniques really enable you to make better

connected products for everyone using Android things. How you can get started today I experiments with google.com Lantern. You can check out some of the samples projects and more at Android things with google.com. If you picked up a kid today, there's lots of sample code over there for you to try out. If you haven't gotten the kit. You can get one over at the ioc Dome a big thank you to the Nord group banjo and Mike for helping out with this project getting on Android things u x team for managing all of the Intercontinental prototyping that

was required for a test and Chloe on the Android things on LTM for making all of the ml magic come to life. Please check it out. I would love to see you over there. Thank you guys for coming and if you have feedback, would you want to hear from you you can do so right now.

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