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1 Chapter 7 Designing for the Human Experience in Smart Environments

1 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 interaction

2. Discovery of application features

3. 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 behavior

Office - 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