ubiquitous computing lecture 14 dr mark wright key points
TRANSCRIPT
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Ubiquitous Computing Lecture 14
Dr Mark WrightKey points:
– Making the computer part of the environment– Mobile devices– Implicit input– Ambient output– Continuous interaction– Issues for design and evaluation
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Introduction• Human-computer interaction addresses the relationship between humans
and computers, doing tasks in environments
• The focus should be on supporting human activities• Ideally, the computer would just be part of the background environment in
which we do the task• This concept has been called invisible, pervasive or ubiquitous
computing (Weiser, 1991)
Human
Task
Computer
Environment
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Dr. Mark Weiser (1952-1999), Chief Technologist at the Xerox Palo Alto Research Center
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Introduction
• Computation beyond the workstation or desktop computer (fixed location, screen, keyboard & pointing device).
• Includes:• Handheld, portable and
wearable devices• Mobile phones, PDAs, digital
cameras, sat-navs etc.
Introduction
5http://www.pranavmistry.com/projects/sixthsense/
SixthSense: A Wearable, Gestural Interface to Augment Our World (MIT Media Lab, 2009)
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Introduction• Computation beyond the workstation or
desktop computer (fixed location, screen, keyboard & pointing device).
• Includes:– Handheld, portable and wearable devices
• Mobile phones, PDAs, digital cameras, active badges etc.
– Very different scales or styles of output• Very small and very large displays,
distributed, 3-dimensional • Richer sounds, device actuation, ambient
cues • Augmented vs. virtual reality
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IntroductionComputation beyond the workstation or desktop computer (fixed location, screen, keyboard & pointing device). – Handheld, portable and wearable devices
• Mobile phones, PDAs, digital cameras, sat-navs etc.– Very different scales or styles of output
• Very small and very large displays, distributed, 3-dimensional • Richer sounds, device actuation, ambient cues • Virtual or augmented reality
– Novel forms of input • Pen-based, touch based, proximity sensing• Voice operated• Tilt or motion sensing• Implicit input – location, time, context
– Embedded computers in other technologies • Cars, washing machines, etc.• Instrumented rooms, buildings, environments
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Introduction• Often these factors interact:
Mobile device Smaller interface Alternative I/O
methodsReduced power and
functionality Specialised for certain functions Task specific
interfaces
Improved usability!
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Guidelines for Small Devices• Should distinguish mobile (usable while moving) from portable (movable
but need to be stationary to used successfully)
• Use(fulness) immediately apparent• Structure interface to task• Short cuts and flexibility• Minimise memory load• Use consistent screen templates• Provide a Back function on every screen• Selection is better than writing
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The Evolving iPod
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Small devices and the web• Increasingly common for mobile devices to access the internet• Important constraints:
– Smaller screens show less, so memory load increases– Have awkward and error prone input methods– Very wide variety of device specifications (screen size, resolution, layout,
interaction options) compared to standard desktop/laptop– More connectivity and bandwidth issues– People are unlikely to try to do all the tasks offered by the full site using
their mobile device • Ideally should always make alternative ‘mobile’ site available, and make it
easy to switch between this and the full site• General principle: being able to do anything tends to make everything take
longer to do.
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Norman’s “The Invisible Computer”• “Personal” computer is “massive, impersonal, abrupt and rude”, used
mostly to do social things and not for computing• A device that does everything will be convenient but will probably perform
worse than specialised devices: – Swiss army knife vs. kitchen knife, corkscrew, screwdriver, scissors
• Also get incremental addition of features, amount of information stored (disk space), amount available (WWW), so can no longer make everything visible or discoverable
• Norman suggests technology should move towards “information appliances”, i.e. many items serving specific needs:– ‘Home financial centre’ in right location with right connections– Displays providing weather, news, sports (compare to clock) – ‘Foreview’ mirror in cars for traffic, parking spots
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Norman’s “The Invisible Computer”
“Devices that are easy to use, not only because they will be inherently simpler, but because they fit the task so well that to learn the task is to learn the appliance.”
• Simplicity and visibility of function paramount
• Will require infrastructure to allow seamless information transfer between devices
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The iPhone
• Opposite direction: towards multipurpose device• Sensors: proximity, ambient light, accelerometer (orientation) and
touch screen – several advanced touch features• Loss of physical buttons removes ‘tactile landscape’
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Natural interaction• Much concern in HCI about finding more ‘natural’ forms of input• `Context aware’ computing suggests computers should be able to recognise
implicit inputs: – E.g. walking into a space should be sufficient to announce your presence
and identity– More generally, tracking the user’s location to supply them with relevant
information (satnav)– Alternative forms of identification also have many obvious applications (with
varying requirements for reliability)– Time is another implicit cue: could exploit to detect interest, deviation from
routine, even identity• General idea is that input is a side-effect of doing the activity• Automated capture as a background technology
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‘Invisible’ interaction• Potential to ‘eliminate’ conscious interaction
– E.g. remove ticket sales by tracking where people went and charging their accounts
– Verichip implant– Identify patients in emergency situtation– Other uses…?
• Replaces interaction programming problems with ethical problems– Those without resources to be
connected to system are disenfranchised
– Removes option of anonymous interaction
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Natural interactionTangible input devices – manipulate ‘ordinary’ physical object
Tangible interfaces
20Sifteo Cubes (https://www.sifteo.com/)
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Continuous interaction• Obtaining natural interaction may involve collapsing the usual input/ output distinction• `Continuous interaction’ emphasises the closed loop rather than stages of action
• On more extended time scales, includes thinking of HCI in terms of extended, ongoing activities rather than tasks that have a clear beginning and end– Should support interruptions, concurrency etc.
Goals
EvaluationSequence of actions
The world The world
Ongoing activity
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Design processes for continuous interaction• Importance of ethnography in assessing user
requirements (don’t trust post-hoc rationalisation) what iswanted
analysis
design
implementand deploy
prototype
• Augment task analysis with: - Instantaneous information
requirements: will it be part of task, users memory, computers memory, or in environment?
- Trigger analysis: does next step occur immediately, after fixed or variable delay, or in response to external event?
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Evaluation of ubiquitous computing• Some problems for evaluation
– Hard to measure relevant variables– Inappropriate to use methodologies that interfere with the normal
process (e.g. co-operative evaluation, lab experiment)– Need long term analysis– May be fuzzy usability criteria
n Standards and guidelines are developing for mobile devices, but still lagging for more immersive technologies
Spimes
• Bruce Sterling• Tracking objects in space and time
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Internet of Things - IOT
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Connected sensors and objects
New Meaning and Memory Practices - TOTEM
Smart home
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Smart Cities• Environmental Sensors• Ambient Displays
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Augmented Reality
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Mixed Reality
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Dourish: Ubiqitous Computing in the present
• Weiser’s original vision was of a ‘near future’ of seamless integration
• Dourish argues the future has arrived and it is messy and fragmented
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References
Weiser, M. (1991) The computer for the 21st century. Scientific American, 265/3: 94-104
Norman, D. (1998) The Invisible Computer, MIT Press
The Computer Reaches Out: The Historical Continuity of Interface DesignJohnathan Grudin, CHI 90
Dourish P., Bell G., Divining a Digital Future: Mess and Mythology in Ubiquitous Computing, MIT Press, ISBN 978-0-01555-4
See also:
Dix et. al. sections 18.3, 18.4, and chapter 20