chapter 7 designing for the human experience in smart environments
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Chapter 7
Designing for the Human Experience in
Smart Environments
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Quotes from Mark Weiser• Ubiquitous computing"Machines that fit the human environment instead of
forcing humans & enter theirs will make using a computer as refreshing as a walk in the woods." 1991
"We wanted to put computing back in its place, to reposition it into the environmental background, to concentrate on human-to-human interfaces and less on human-to-computer ones." 1999
"It is invisible, everywhere computing that does not live on a personal device of any sort, but is
in the woodwork everywhere." 1994
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Ubiquitous Goals1. Everyday practices of people need to be
understood and supported.2. Augment world with heterogeneous
devices offering different interactive experience.
3. Network devices for holistic experience.
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Chapter Overview
1. Definition of interaction2. Discovery of application features3. Evolution of theories & practice
– Design & evaluation of smart environments
4. Examples
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Define: Appropriate Physical Interaction Experience
• What is that?• No traditional location - computer on desk
– Where we are, normally!• Changes our idea of "input-
process-output"• Input
– Was (is) an explicit communication– Will be (is) a recognition of what we do or say
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Physical Interaction?• Output
– Was (is) display, paper, sound– Will be (is) widely distributed, many forms and
modalities– Will have to coordinate all this
• I/O Relationship– Should be seamless
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Explicit to Implicit Input• Natural interactions with environment
– e.g. walk into a room - what happens?
• Natural forms of communication– Speech, writing, gestures– Pen based– Touch surfaces
• Sensors– Requires interpretation
• Invisibility of computing - determine identity, location, affect, or activity thru presence and natural interactions (context)
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Multiscale & Distributed Output• Ubicomp requires new technologies &
techniques• Multiple displays, sizes• Ambient forms• Output scales (Weiser)
– Inch (small) - handheld– Foot (middle) - PC– Yard (large) - wall displays
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Other Output Features• Coordination among displays• Less demanding of our attention
– There but can ignore– Ambient displays require minimal attention &
effort; integrate easily– e.g. Dangling String - monitored network
traffic– e.g. "beep" as signal for arriving email
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Applications
Is there one "killer application" for smart environments?
• Combination of many smaller applications providing a broad range of services
Emergent Features• Context awareness• Automated capture, store, access
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Context Aware Computing• Location aware appliances
– e.g. Active Badge, PARCTab • could forward phone calls
• Location identification– Usually people– GPS based– e.g. tours in museum
• Context not just location (where)– Also who, when why, what
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Context Aware Computing• Challenges
– Truly ubiquitous• GPS is not ubiquitous
– Not indoors– Problems in some regions– Differences - cost, range, granularity, etc.
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Capture & Access• Accurate recording of events• Do we remember?• Task preserving a live experience that can
be reviewed at some point in time• Good? Accurate• Bad? Privacy
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Continuous Interaction• "Constant presence"• Change from tasks to activities
– Most interfaces are well-defined task oriented– e.g. Word Processing made up of tasks
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Features of Daily Activities• Seldom has clear beginning & end• Interruptions are expected• Multiple activities are concurrent• Time is important in characterizing activity• Associative models of information are
needed• Because information is reused & from different
perspectives
• Activities are related to each other
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Theories of Design & Evaluation• Guidelines for HCI exist
– Dr. Stringfellow's 2005 summer course– Tend to focus on desktop interfaces
• HCI in embedded environment - research– Development of new models of interaction
related to ubiquity• Not mouse, keyboard
– Emergence of methods focus on gaining understanding
– Development of assessment of the ability of ubicomp
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New Models• Shift is similar to "AI project" of years past
– Not highly successful• Related to psychology, sociology,
education, etc.– How do people learn? Remember?– Robot walking across a cluttered room
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Georgia Tech - Living Labs• Labs for research, not really "smart"Classroom - 1995-2000• Capture classroom experience for review• Note taking, modified behaviorOffice - 1999• Flatland - use of whiteboard
– Observe, interview, questionnaires• Stored whiteboard content for later use
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Georgia Tech - Home Lab• Focus on aging adults• Compensate for physical decline
– Gestures as commands (lock doors, open blinds)
• Aiding recall– Kitchen: not "do this next"; but "here's what
you've been doing"• Awareness for family members
- Digital family portrait • Records person's daily activity for
family review
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**Conclusion**
Many open questions– Design– Evaluate– Adjust to ubiquity from desktop
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