how many computer* will you use** in 20 years

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1 Computing Beyond Ubicomp Mobile Communication changed the world what else do we need? Albrecht Schmidt Pervasive Computing University Duisburg-Essen Overview Computing beyond Ubicomp What for? User Illusions in the real world Technology trends that change computing Magic beyond the screen The next big thing? Steps towards the future Selected projects Talk at Nokia Research Center, Tampere, March Ubiquitous Computing Enabling Intelligent Devices & Environments Processing cheap, fast, small, energy efficient Storage Displays projection, flexible materials, power consumption big and fast Sensors Networking types, speed, accuracy, price global, local, ad-hoc, low-power Actuators many, computer controlled The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it. (Mark Weiser) 3 how many computer* will you use** in 20 years while having breakfast? *what is a computer anyway ** use probably need to define that new 4 5 6

2 how many computer* will you use** in 20 years while having breakfast? New technologies what for? Easy involve the user :-) User centered design process? Focusing on user needs? What for? *what is a computer anyway ** use probably need to define that new 7 8 Unpredictable* Users? Smart Users? Creative Users? *if you have a nail, everything at hand looks like a hammer 9 10 Novel Uses of SMS designed for user s needs? New technologies what for? Easy involve the user :-) Focusing on user needs? User centered design process? t t Developing new technologies with a focus on human use Situating new technologies in the context of use Allowing technology to drive innovation Providing tools that users can use / abuse 11 12

3 Excurse: Maslows hierarchy of Human Needs 13 chy_of_needs /wiki/maslow's_hierarc kipedia.org/ From h Excurse: Manfred Max-Neef Fundamental human needs Need Being (qualities) Having (things) Doing (actions) Interacting (settings) subsistence physical and mental health food, shelter, work protection affection feed, clothe, rest, work care, adaptability, social security, health co-operate, plan, take autonomy systems, work care of, help g respect, sense of humour, generosity, sensuality share, take care of, friendships, family, make love, express relationships with nature emotions literature, teachers, analyse, study, policies, educational meditate, investigate, living environment, social setting social environment, dwelling privacy, intimate spaces of togetherness understanding critical capacity, curiosity, literature teachers analyse study schools, families, intuition universities, communities, participation receptiveness, dedication, responsibilities, duties, cooperate, dissent, associations, parties, sense of humour work, rights express opinions churches, neighbourhoods leisure creation identity freedom imagination, tranquillity, spontaneity imagination, boldness, inventiveness, curiosity sense of belonging, selfesteem, consistency games, parties, peace of mind abilities, skills, work, techniques autonomy, passion, selfesteem, equal rights open-mindedness day-dream, remember, relax, have fun landscapes, intimate spaces, places to be alone invent, build, design, spaces for expression, work, compose, workshops, audiences interpret language, religions, work, get to know oneself, places one belongs to, customs, values, norms grow, commit oneself everyday settings dissent, choose, run risks, develop anywhere awareness 14 an_needs ental_huma ki/fundame edia.org/wik p://en.wikipe From: http technology creates user needs? look back at the example of electricity Sketch Pad 1963 Mouse 1964 and extrapolate t to ubiquitous it information access User Needs & Technology Drive Looks at user needs on a more general level (e.g. Maslow s hierarchy of needs) Successful designs have addressed Survival Safety Food Love Communication Recognition / admiration Allow technology to drive actual applications Alan Kay on metaphors Magic on the screen At PARC we coined the phrase user illusioni to describe what we were about when designing the user interface. There are clear connotations to the stage, theatrics, and magic - all of which give strong hints as to the direction to be followed. For example, the screen as "Paper to be marked on" is a metaphor that suggests pencils, brushes, and typewriting. Fine as far as it goes. But it is the magic - understandable magic - that really counts. Should we transfer the paper metaphor so perfectly that the screen is as hard as paper to erase and change? Clearly not. (Alan Kay 1990, p. 199) 17 18

4 Illusion 1.0 Illusion 1.1a Quelle: gamespy.com Quelle: l Quelle: Quelle: pcworld.com Illusion 1.1b Illusion 2.0 happens in the real world! Quelle: Quelle: Quelle: redjar.org/jared/blog/ Quelle: some (technology) trends mobile (data) communication and electronic signage will be ubiquitous ingredients for Illusion 2.0 when electricity became ubiquitous ito there was more than the evolution of light bulbs 23 24

5 A question familiar to people who were born in the 60s and before If I only would know when the others come and where they are now will be completely alien to people born after 2000! Quelle: tracking and logging of location, activity, and interaction of people and objects will be common and most of us will share this information with their friends and colleagues, just for pure convenience Quelle: [2] Quelle: our understanding of privacy, and what we consider private will radically change classical computing limitations will play very little role in the future for consumer devices our personal information will likely become a commodity that we trade 27 we will be so used to having bandwidth, memory and processing in excess that we may forget the terms 28 magic beyond the screen Creating magical experiences with technology in our real world imagination, user-illusion & magic Communicating with people on another continent Un-locking a door by one s voice Seeing and listening i to a person that t has lived before you and has died year ago Knowing who has touched an object you have just acquired Being able to acquire factual knowledge in a split second (basically knowing everything) Quelle: Quelle: I talked to a friend in Korea and saw at the same time Obama speaking in Chicago while my wife listened to Elvis 29 30

6 imagination, user-illusion & magic Where are the borders? Never forgetting anything you see or hear for ever? Knowing what someone thinks and feels? Looking into the future? Time travel? analysis and design method based on user illusion 1. describe the perfect (magical) experience or the optimal illusion 2. list all parameters that have an influence on the user experience what aids the user experience / illusion? i what breaks the user illusion? 3. prioritize the parameters and use this as input for design decisions The next big thing? Making our life and the world in general more predictable Looking into the future g.dailymail.co.uk Predicting the future: Imagine (1) each car, bus, train, truck,, object is tracked in real-time (2) each person is tracked (location, activity,, food intake, eye-gaze) in real-time (3) environmental conditions are continuously sensed globally and locally sensed (4) with have a complete (3D) model of our world (e.g. buildings, street surface, ) (5) based on the data you can predict a likely future short and long term (6) using a physics engine you can calculate the immediate future more realistic (1) you buy the activity and location data of 6% of the people in Tampere (6% is about 20% of a market share of 30%) what can you do? more realistic (2) you buy the sleep pattern data (e.g. movement and noise while sleeping) from 1% of the population? what can you predict? 35 36

7 Implicit Data Generation Beyond the Desktop Think about Your car navigation system Your mobile phone Your radio and TV Your gas/electricity/water supply meter Your cloths and shoes Your waste bin Your sewage leaving the house Research Examples steps that researchers take A great wealth of information? Predicting the future and Anticipating needs Understanding human behavior Providing just in time services New services and products Or just pure horror? Smart artifacts t and intelligent environment Objects that communicate with other objects an take actions Environments that t are reactive to the users and proactive in providing services Communication and social networking support Creating awareness between people New forms of communication (haptic, touch, smell, ) [Kranz,07] [Namatame,08] [DiSalvo,03] [Mynatt,01] Implicit interaction and embedded Information Interaction with systems by interacting with the real world to accomplish a task Information provided at the right place in the right time without extra effort for the user Creating additional memories Recording and preserving visual and audio impression External memory SenseCam Personal Audio Loop [Gellersen,02] [Drewes,07] [Hodges,06] [Hayes,04] 41 42

8 Towards Implantable computing Symbiosis between human and computer Direct interfaceing of electronics with the body Stelarc Body Ping Design Vision of a phone implanted in a tooth - designed by Jimmy Loizeau and James Auger 43 More Discussion our world will more radically change as most people think there are still many hard technical challenges to solve experiments and deployment in the real world are essential we will depend on those systems failure/malfunction can be fatal opt-in / opt-out what happens if all kids at school do have a memory prosthesis? Will it be acceptable to opt-out? there are so many opportunities :-) 44 Selected recent Projects Augmented Tools Exploration of a design space Implicit interaction and activity recognition Force sensing built-in to a knife Load cells in the cutting board Implicit interaction and logfiles for the real world? Multi-Tactile-Interaction Exploration of a Design Space several vibration motors several touch sensors mobile phone form factor 47 48

9 Multi-Tactile-Interaction Exploration of a Design Space several vibration motors several touch sensors mobile phone form factor Perception of vibration patterns Timing and position Feedback and multimodality Visual tactile coupling Notification Communication Wearable Interaction Exploration of a Design Space Capacitive Sensing Discreet and continuous sensing Integration into wearable accessories Wearable Interaction Exploration of a Design Space Capacitive Sensing Discreet and continuous sensing Integration into wearable accessories types of sensors data acquisition phone integration interaction primitives feedback user performance social acceptability Bridging the Communication Gap V2 Without compromising di driving i performance Handwritten Text Input While Driving Tactile Output Embedded into the Steering Wheel Directional tactile output as an additional modality Motivation: turn off audio when in conversation and then missing the exit 53 54

10 Tactile Output t Embedded d into the Steering Wheel study Research and development tools lightweight g driving simulator Measuring Distraction Cognitive load Making UIs comparable Results show that adding tactile information to existing audio, or particularly visual representations, can improve both driving i performance and user experience Questions? Comments? Ideas? Visit it my websites at: References 1 [Laerhoven,00]Kristof Van Laerhoven and Cakmakci, k O What Shall We Teach Our Pants?. In Proceedings of the 4th IEEE international Symposium on Wearable Computers (October 18-21, 2000). ISWC. IEEE Computer Society, Washington, DC, 77. [Schmidt,99] Schmidt, A., et al Advanced Interaction in Context. In Proceedings of the 1st int. Symposium on Handheld and Ubiquitous Computing (September, 1999). LNCS, vol Springer, [Addlesee,01] Mike Addlesee, Rupert Curwen, Steve Hodges, Joe Newman, Pete Steggles, Andy Ward, Andy Hopper. Implementing a Sentient Computing System. IEEE Computer Magazine, Vol. 34, No. 8, August 2001, pp [Gellersen,02] Gellersen, H. W., Schmidt, A., and Beigl, M Multi-sensor contextawareness in mobile devices and smart artifacts. Mob. Netw. Appl. 7, 5 (Oct. 2002), [Namatame,08] Naoya Namatame, Jin Nakazawa, Kaznori Takashio and Hideyuki Tokuda. Life2guard: Monitoring sudden physical disorders in private rooms. Pervasive 2008 Videos [Kranz,07] Kranz, M., Schmidt, A., Maldonado, A., Rusu, R. B., Beetz, M., Hörnler, B., and Rigoll, G Context-aware kitchen utilities. In Proceedings of the 1st international Conference on Tangible and Embedded interaction (Baton Rouge, Louisiana, February 15-17, 2007). TEI '07. ACM, New York, NY, [DiSalvo,03] DiSalvo, C., Gemperle, F., Forlizzi, J., and Montgomery, E. The Hug: An Exploration of Robotic Form for Intimate Communication. In Proc. of RO-MAN References 2 [Mynatt,01] Mynatt, E. D., Rowan, J., Craighill, S., and Jacobs, A Digital it family portraits: supporting peace of mind for extended family members. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Seattle, Washington, United States). CHI '01. ACM, New York, NY, [Hodges,06] Steve Hodges, Lyndsay Williams, Emma Berry, Shahram Izadi, James Srinivasan, Alex Butler, Gavin Smyth, Narinder Kapur and Ken Wood, SenseCam: a Retrospective Memory Aid In Dourish and A. Friday (Eds.): Ubicomp 2006, LNCS 4206, pp , Springer-Verlag Berlin Heidelberg [Hayes,04] Hayes, G.R., Patel, S.N., Truong, K.N., Iachello, G., Kientz, J.A., Farmer, R., Abowd, G.D. The Personal Audio Loop: Designing a Ubiquitous Audio-Based Memory Aid. To appear in the Proceedings of Mobile HCI 2004: The 6th International Conference on Human Computer Interaction with Mobile Devices and Services (September 13-16, Glasgow, Scotland), [Tapia,04] Tapia, E.M., S.S. Intille, and K. Larson Activity Recognition in the Home Setting Using Simple and Ubiquitous Sensors. In Proceedings of Pervasive 2004: the Second International Conference on Pervasive Computing, volume 3001 of Lecture Notes in Computer Science, pages Springer- Verlag, [Bishop,92] Design by D. Bishop at RCA, London, Polynor R (1995) The hand that rocks the cradle. ID Magazine, May/June, pp [Kranz,04] M. Kranz, P. Holleis, A. Schmidt: Experimentelle und spielerische Lehr- und Lernsysteme (Playful Computing for Kids). i-com, Zeitschrift für interaktive und kooperative Medien (ISSN X), Volume 5, Issue 3, December 2006, pp [Drewes,07] Heiko Drewes, Richard Atterer, Albrecht Schmidt: Detailed Monitoring of User's Gaze and Interaction to Improve Future E-Learning. HCI (6) 2007:

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