Ubiquitous. Waves of computing
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1 Ubiquitous Webster: -- existing or being everywhere at the same time : constantly encountered Waves of computing First wave - mainframe many people using one computer Second wave - PC one person using one computer Third wave - ubiquitous computing one person using many computers OR many people using many computers 1
2 Ubiquitous Computing We are trying to conceive a new way of thinking about computers, one that takes into account the human world and allows the computers themselves to vanish into the background -- Mark Weiser The Computer for the 21st Century Scientific American, September
3 Ubiquitous properties location - context awareness scale - different sizes (suited to different tasks) invisible does not intrude on your consciousness you focus on the task not the tool appropriate metaphors networking/connectivity - mobility NOT intelligent agents, virtual reality, etc. 3
4 Xerox Parc Ubiquitous computers will come in different sizes, each suited to a particular task Tabs, Pads and Boards Tabs inch scale machines (active post-it notes) Pads foot scale machines (sheet of paper or a magazine) Boards yard-scale displays (blackboards or bulletin boards) Mark Weiser ubiquitous computing will produce nothing fundamentally new, but by making everything faster and easier to do, with less strain and fewer mental gymnastics, it will transform what is apparently possible. 4
5 ubiquitous computing will help overcome the problem of information overload. There is more information at our fingertips during a walk in the woods than in any computer system, yet people find a walk among trees relaxing and computers frustrating. Examples Bridging physical and virtual worlds tagging objects [Xerox PARC] (6 min) - CHI 99 Insight Lab [Anderson Consulting] (5 min) - CSCW 98 Out of the box I-Land [GMD] (8 min) - CSCW 98 Ambient displays ambientroom [MIT Media Lab] (5 min) CHI 98 Fun ping pong plus [MIT Media Lab] (2 min) - CHI 99 5
6 Ambiente: Workspaces of the future GMD Norbert Streitz I-land integrated design of real and virtual spaces dynawall an interactive electronic wall interactable group display for 2-6 people interacting around a table explore general shape and orientation of interaction areas commchair functionality of a desktop computer in a comfy armchair Hiroshi Ishii Tangible Media Group MIT Media Lab The ambientroom explores the use of ambient media as a means of communicating information at the periphery of human perception Other projects: TouchCounters, HandSCAPE, Personal Ambient Display, PSyBench, PingPongPlus, Ambient Fixtures, metadesk, ambientroom, transboard 6
7 Interactive Workspaces Project Stanford University Terry Winograd The Interactive Workspaces Project at Stanford is exploring new possibilities for people to work together in technology-rich spaces with computing and interaction devices on many different scales. Future Computing Environments Georgia Tech Gregory Abowd, Beth Mynatt, Blair MacIntyre The Context Toolkit The Context Toolkit aims at facilitating the development and deployment of context-enabled applications. Everyday computing Everyday Computing leverages computational capabilities to enhance day-to-day activities, focusing on a continuously available environment. Other projects: The Aware Home, Errata, Smart Floor, etc. 7
8 Hiroshi Ishii Tangible Media Group MIT Media Lab The ambientroom explores the use of ambient media as a means of communicating information at the periphery of human perception Other projects: TouchCounters, HandSCAPE, Personal Ambient Display, PSyBench, PingPongPlus, Ambient Fixtures, metadesk, ambientroom, transboard CMPT Overview Pre-Midterm Psychology of everyday things Handheld Computers Introduction and history User- and task-centered design organizational issues participatory design contextual inquiry Prototyping 8
9 CMPT Overview Post-Midterm Principles for design graphic design principles user interface design colour Evaluating the Design without Users (Inspection) Cognitive Walkthrough Action Analysis (Keystroke, GOMS) Heuristic Evaluation Designing for Errors Evaluating the Design with Users (Testing) Methodology Data collection methods Testing methods CMPT Overview Post-Midterm (continued) Input, output and interaction Interaction Styles Input Devices Fitts Law Alternative interaction styles (speech, tangible, large displays) Ubiquitous Computing 9
10 363 Final Exam Three hours Similar format to the midterm short answer questions evaluating your understanding of the concepts covered in class material from BOTH the readings and the lectures will be on the final focus will be primarily on material covered after the midterm 10
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