Today. Ubiquitous Computing. Teachers. Course Aim. Course Information A few words about Interaction Design Overview of Ubiquitous Computing Home work

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Transcription:

Today Ubiquitous Computing TDA471 Course Information A few words about Interaction Design Overview of Ubiquitous Computing Home work 07 10 29-1 07 10 29-2 Teachers Olof Torgersson Responsible for the course Literature seminars Project supervision Lalya Gaye Course assistant Technology supervisor Project suprvision Course Aim The concept of ubiquitous computing deals with a world where computational technology and services permeate almost everything around us, yet fulfils human needs far better than most technology does today. This course aims to give insights in the theory and philosophy of ubiquitous computing as well as practical skills in developing such systems. 07 10 29-3 07 10 29-4

Learning outcomes After completion of this course, the student should be able to: Understand and reflect on the theory and philosophy of ubiquitous computing Reflect upon the effects of a society where computational technology permeates every aspect of our lives Discuss and criticize designs in the area of ubiquitous computing Design computational things using non-traditional ways of realising the interaction between man and machine After completion of this course, the student should be able to: Understand how computational technology can be understood and used as a material for design of interactive systems Apply knowledge of hardware, software and other design materials into the design of artefacts with embedded information technology Carry out the development of a prototype of a ubiquitous computing system from concept development to working prototype Present and document your work through both oral and written presentations 07 10 29-5 07 10 29-6 Ubiquitous Computing Movie Minority Report Check use of IT "Ubiquitous Computing is fundamentally characterized by the connection of things in the world with computation (Mark Weiser) 07 10 29-7 07 10 29-8

ubiquitous yo!!bikw"t"s adjective present, appearing, or found everywhere : his ubiquitous influence was felt by all the family cowboy hats are ubiquitous among the male singers. Prescence of IT-artefacts DERIVATIVES ubiquitously adverb ubiquitousness noun ubiquity -w"t# noun ORIGIN mid 19th cent.: from modern Latin ubiquitas (from Latin ubique everywhere, from ubi where ) + -ous. Thesaurus ubiquitous adjective the ubiquitous golden arches of burgerdom OMNIPRESENT, ever-present, everywhere, all over the place, pervasive, universal, worldwide, global; rife, prevalent, far-reaching, inescapable ANTONYM rare. $ 07 10 29-9 07 10 29-10 Ubiquitous Computing In short about what happens when we become surrounded by IT-artefacts in our daily and working lives Distributed interactive computing permeating the world Perspectives Computer Science Sociological Science Interaction Design Talk some about ID next 07 10 29-11 07 10 29-12

Impact Prescence of IT-artefacts 07 10 29-13 07 10 29-14 Interaction Design Design? Interaction design concerns the design of computer-based products and systems with a focus on their intended use. Interaction Design Chalmers 2006 The design of everything that is both digital and interactive. Moggridge 2007 The shaping of use-oriented qualities of a digital artifact the imaginative jump from present facts to future possibilities Page 1966 A goal-directed problem-solving activity Archer 1966 The optimum solution to the sum of the true needs of a particular set of circumstances Matchett 1968 Löwgren 07 10 29-15 07 10 29-16

Design materials 07 10 29-17 07 10 29-18 The IT Material Some Properties The design material of Ubiquitous Computing Behaviour the result of executing a program Changes over time - Temporal Gestalt Device for interaction - Spatial Gestalt Flexible Time - Interaction 07 10 29-19 07 10 29-20

Over Time Interaction Design Components Interaction Design HCI Human Factors Cognitive Science Ergonomics Graphic Design Product Design Digitial Art Computer Science 07 10 29-21 07 10 29-22 Interaction Design Practice Establish needs and requirements loop Develop alternative designs Build interactive prototypes for communication and assessment Evaluate the design based on the prototypes end loop More about this later Movie I/O-Brush Experimenting with the IT-material Playful Interaction Ubicomp environment? Non-traditional interaction Distributed through environment 07 10 29-23 07 10 29-24

History of Interaction Before proceeding with Ubiquitous Computing something about how our interaction with IT-artefacts has evolved over time History of Interaction Era 1: Mainframes (past) Central, powerful and expensive computer Many users access a single computer from dumb terminals Used for enterprise data processing Cobol, data bases, etc.. Computer not easily accessible 07 10 29-25 07 10 29-26 History of Interaction Era II: Personal computers (present) Powerful and relatively inexpensive computers At least one machine per user Used for word processing, personal productivity applications, video, audio etc Powerpoint, MS Word, Web browser etc.. Computer still not that accessible History of Interaction Era III: Post-PC (future) Explosion in number and variety of computing devices A number of devices/machines share one user Devices (inexpensive) vary in complexity and function Used to make our lives better Computers become invisible 07 10 29-27 07 10 29-28

Three Waves Mainframe computing (60 s-70 s) massive computers to execute big data processing applications very few computers in the world Desktop computing (80 s-90 s) one computer at every desk to help in business-related activities computers connected in intranets to a massive global network (internet), all wired Ubiquitous computing (00 s-?) tens/hundreds of computing devices in every room/person, becoming invisible and part of the environment WANs, LANs, PANs networking in small spaces Movie The Office of the Professional 1981 - before the mouse 07 10 29-29 07 10 29-30 Ubiquitous Computing Coined by Mark Weiser and researchers at Xerox Palo Alto in the late 80s. Computers as we know them will be replaced by a multitude of networked computing devices embedded in our environments, and these devices will be invisible in the sense of not being perceived as computers. Ubiquitous computing pushes the user interface away from the desktop and into our everyday environments. Ubicomp Vision The computer for the 21st century (1991) As technology becomes more embedded and invisible, it calms our lives by removing the annoyances... The most profound technologies are those that disappear. They weave themselves into fabric of everyday life until they are indistinguishable from it. 07 10 29-31 07 10 29-32

Public Interactions Invisible/Silent/Calm Interfaces Tangible interfaces Context sensitivity Ubiquitous Computing Software Agents Mobile-Nomadic Computing Mechatronics Embedded computers Wearable Computing Original Vision Film Ubiquitous Computing UbiCompIntro.mov UbiCompClose.mov Adaptive services Augmented Reality Ad hoc Networks 07 10 29-34 UC Issues How can we enhance [everyday] activities by connecting them to a computational infrastructure? How can we design IT-artefacts and ITenvironments using computational technology as a material? What computational infrastructure do we need? UC Issues HCI how to address many computers (without going insane) Security & Privacy Wireless data, overcoming surveillance Communications & Networking Home Networks, Personal Area Networks, Ad-hoc Networks Operating Systems Must fit in small memories, energy aware Hardware Design Small size, low weight, low power, harsh environments Software Design Cope with large variation in hardware, partition the code to be easily customized in different environments 07 10 29-35 07 10 29-36

Tangible Interfaces Movie Medicine Cabinet Ubicomp knows who you are Example area involved in Ubiquitous Computing Replace the ordinary interaction model Where atoms meet bits Tangible = capable of being perceived especially by the sense of touch 07 10 29-37 07 10 29-38 The Vision Allow users to grasp and manipulate bits by coupling the bits with everyday things Bridge cyberspace and physical space Bridge foreground and background of human activities Turn the physical world into the environment Tangible Computing Bishop s Marble Answering Machine physical interaction with digital information 07 10 29-39 07 10 29-40

Design Perspective Toward a hybrid design Combine unique capabilities of computer technology with properties of physical environments Focus on foreground activity: how people interact with their designed environment preserve familiarity and accustomed use Interaction with Physical Artefacts / Environments Physical/Tangible Interaction Physical affordances: suggesting and guiding action Distributed interaction: actions across artefacts / space Spatial/ambient interaction Spatial organisation of action/communication Ambient interaction: spatial attention model Technical Perspective Computers in the Background Computers as secondary artefacts (embedded/situated) Embedded: (only a) part of some other artefact Situated: meaningfully placed, designed for specific context ( context-made rather than context-aware ) The Environment is the Interface Build upon affordances of the primary artefact or environments Don t break with accustomed uses and familiar concepts Physical I/O (sensors/actuators) to tie computers to entities in the physical environment Networking to enable coherent interaction Spatial interaction, proximate networking, etc Allow for new interactions/relationships across parts of the environment 07 10 29-41 07 10 29-42 Recap Movie ambientroom metadesk Ubiquitous Computing concerns how computational technology becomes a natural part of our lives Involves both technology and interaction design Moves away from traditional desktop interaction Computation becomes embedded in the environment Next a few words about design methodology 07 10 29-43 07 10 29-44

Methodology Since we are approaching Ubiquitous Computing from an Interaction Design perspective, following standard Interaction Design Practice is recommended This will be outlined next Interaction Design Practice Establish needs and requirements loop Develop alternative designs Build interactive prototypes for communication and assessment Evaluate the design based on the prototypes end loop 07 10 29-45 07 10 29-46 User Centred Design Field studies Focus groups Cultural Probes Requirements Genius Design Design Methods Tool for invention Brainstorming Classification Six thinking hats Method 635 Material & Experience Designing 07 10 29-47 07 10 29-48

Prototyping Essential to understand interaction Spatial and temporal aspects Paper Video Mock-up Hi-fi Hardware Software Physical Realisation Evaluating What & How Quantitative & Qualitative Questionnaire Observation Expert evaluation Interview Measurement 07 10 29-49 07 10 29-50 Interaction Design Interaction Designer Concerns the design of computer-based products and systems with a focus on their intended use Is a multi-disciplinary field Is of growing importance Is a process of Establishing requirements Developing Designs Prototyping Design Proposals Evaluating and iterating 07 10 29-51 Essential skills Working in teams Design practice and experience IT-material Interface design Design Methods Prototyping Sketching Software basics Hardware (sensors and actuators) Physical materials Evaluation methods 07 10 29-52 1 2 3 4 Graphical Interfaces Design Methods Analysis Methods Human Centred Design Course Physical Computing Ubiquitous Computing Interaction Design Project

UbiComp starts to happen Movie Dr WhatsOn It s all about context We are surrounded by computing Computing and processing is embedded into everyday devices There are many computers/processors per person Information access and communication is possible virtually everywhere Dedicated computing devices information appliances are all around us Devices can be connected and networked 07 10 29-53 07 10 29-54 UbiComp enabling technologies Processing cheaper, faster, smaller, more energy efficient Storage big and fast Networking global, local, ad- hoc, low- power, high bandwidth, low latencies Displays projection, flexible materials, power consumption Movie Minority Report 07 10 29-55 07 10 29-56

The Course A few lectures Some Design Exercises A number of Literature Seminars A large group project An individual home assignment Check home page http://www.cs.chalmers.se/idc/ituniv/kurser/07/uc/ Examination To pass the course you should Actively participate in all parts of the course Do the project Write an approved project report Write an individual home assignment Grading Chalmers: Fail, 3, 4, 5 GU: Pass and Pass with distinction (G, VG) 07 10 29-57 07 10 29-58 Course Evaluation Same as in other courses Volunteers? ID, Chalmers MDI/ID ISD GU Register Paper form On-line http://appserv1.tekno.chalmers.se/oloft/mform Username and password: tda471 Now 07 10 29-59 07 10 29-60

Learning outcomes After completion of this course the student should be able to Understand and reflect on the theory and philosophy of ubiquitous computing Reflect upon the effects of a society where computational technology permeates every aspect of our lives Mostly literature and seminars Learning outcomes After completion of this course the student should be able to Discuss and criticize designs in the area of ubiquitous computing Mostly evaluating the various designs devloped in the course, but also literature and seminars 07 10 29-61 07 10 29-62 Learning outcomes After completion of this course the student should be able to Design computational things using nontraditional ways of realising the interaction between man and machine Understand how computational technology can be understood and used as a material for design of interactive systems Achieved through the course project Learning outcomes After completion of this course the student should be able to Apply knowledge of hardware, software and other design materials into the design of artefacts with embedded information technology Carry out the development of a prototype of a ubiquitous computing system from concept development to working prototype Achieved through the course project 07 10 29-63 07 10 29-64

Learning outcomes After completion of this course the student should be able to Present and document your work through both oral and written presentations Practised in project presentations, project report and individual home assignment Working Hours 15 Higher Education Credits (hec) corresponds to 10 weeks fulltime work. 1 week is then 40 hours. At Chalmers we study 15 hec in 7 weeks Therefore the working week for students at Chalmers is roughly 55 hours Accordingly, this course may require 27 hours per week 07 10 29-65 07 10 29-66 Home Work The Computer for the 21st Century Mark Weiser, original Ubicomp vision A History of Interaction, from Where the Action is, by Paul Dourish General history Tangible Bits: Towards Seamless Interfaces between People Bits and Atoms The concept of Tangible Computing Should be read by Wednesday morning Next Time Lalya Gaye on Locative Media More about the course project Project groups Exercise 07 10 29-67 07 10 29-68