Mobile Devices in Information Society

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    Mobile Devices in

    Information SocietyIlya Shmorgun

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    Topics

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    Information society

    Ubiquitous computing

    Modern mobile devices

    Ubiquitous mobile interactions

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    Information

    Society

    Ubiquitous

    Computing

    Mobile

    Devices

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    Information Society

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    Information society is a new mode of human

    existence where the organized production,storage, retrieval, and utilization of information

    play a central role.

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    A society where the creation, distribution,

    diffusion, use, integration and manipulation ofinformation is a significant economic, political, and

    cultural activity.

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    Wealth is created through economic utilization ofknowledge.

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    A society where people mainly produceknowledge or cultural artifacts.

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    Conclusion

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    Information society is very much dependent upon

    information management and so our technologyneeds to be able to support us in making better

    use of that information.

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    Ubiquitous Computing

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    The goal of ubiquitous computing is to makecomputers invisible.

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    Taking cues from the physical world a ubiquitous

    computing environment should include lots of

    information on the periphery.

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    Using technology should be as pleasant as a walkin the woods.

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    In the physical world lots of information is

    available and yet a person is not overwhelmed by

    it.

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    Instead he can choose what to focus his attentionon.

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    In contrast, currently, rather than being a tool

    through which people work, the computer too

    often remains the focus of attention.

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    Ubiquitous computing proposes interaction

    through calm technology, where users can sense

    and control what directly interests them, while still

    being aware of other opportunities to consume

    information and when to focus on them.

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    In the ubicomp reality people interact with devices

    and objects without recognizing the presence of

    computers and without significant cognitive effort.

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    In its ultimate form ubicomp means that devices

    will be able to move with us and dynamically buildunderstanding of their changing environments and

    configure their services accordingly.

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    Thus, ubiquitous computing is simultaneously verypersonal and extremely global.

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    Ubiquitous technology requires simple, easy-to-use interfaces and a positive user experience.

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    The user needs to be able to focus on the taskwithout worrying about the technology itself.

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    People should be able to use devices without

    needing to engage in underlying concepts or

    technical details.

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    New Paradigms ofInteraction

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    The proliferation of computing into the physical

    world suggests new paradigms of interactioninspired by constant access to information and

    computational capabilities.

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    Ubiquitous computing inspires the development ofapplications that are off the desktop.

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    The new interaction paradigm should reflect more

    closely how humans interact with each other and

    the physical world.

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    This includes the ability to speak, make gesturesand use various tools for writing.

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    The Internet of Things

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    Much of the users expectations will be influenced

    by the Web, where a person encountering a

    problem can simply hit Reload.

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    In addition, on the Web it is very easy to move

    between different peaces of information and

    connect them together through links.

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    The Internet of Things encompasses a variety of

    technologies and research that aim to extend the

    existing Internet to the world of physical objects.

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    Examples of connecting physical objects to the

    information stored on the Internet include QR

    codes and RFID tags.

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    QR Codes

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    Quick Response (QR) codes are rectangular barcodes which can store large pieces of information.

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    QR codes can encode any data type, such asalphanumeric, Kanji, and Hiragana symbols.

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    QR codes can be found on billboards, bus stops,LCD advertising and food wrappers.

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    The main barrier to widespread usage of QR

    codes is that users need to download specialapplications to decode the information stored in

    the codes.

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    RFID Tags

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    RFID tags rely on wireless non-contact systems totransfer data from tagged objects to readers.

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    RFIDs enable information to be read withoutrequiring a line of sight.

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    The main barrier to RFIDs becoming mainstream

    is the cost of producing chips and also thatspecial RFID readers are yet to become widely

    adopted.

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    Context

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    Systems can automatically adapt to the

    environment by taking into account the currenttime, physical location, needs and other

    parameters.

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    Important aspects of context are: where you are,who you are with, and what resources are nearby.

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    Types of context

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    Context is any information that can be used to

    characterize the situation of a person, place, orobject that is relevant to the interaction between a

    user and an application.

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    Computing context includes network connectivity,

    communication costs and bandwidth as well asnearby devices.

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    User context includes a users profile, location,people nearby and the current social situation.

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    Physical context includes lighting, noise levels,traffic conditions, and temperature.

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    Time context includes time of day, week, month,and season of the year.

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    It is possible to obtain a context history, when all

    of these contexts are recorded over a period oftime.

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    Context Awareness

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    Context awareness can be passive or active.

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    Passive context awareness means that an

    application presents new or updated context tothe user or allows the context to be retrieved later.

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    Active context awareness means that an

    application can automatically adapt to discoveredcontext by changing its behavior.

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    Active context awareness can lead to more

    interesting applications and remove unnecessaryuser interaction.

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    An example of active context awareness is when a

    mobile device uses its lighting sensor toautomatically adjust the brightness of the display.

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    Issues with Context

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    There is no uniform way of tracking location

    indoors as well as outdoors and so systems mustuse different sources to find the users location.

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    This may result in more uncertainty and errors andresult in conflicting pieces of information.

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    One possible solution would be to assemble

    context information from a variety of sources byusing an approach called context fusion.

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    Another would be to involve the user as a domain

    expert as he is the person, who has the mostunderstanding of his personal domain.

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    OpportunisticInteractions

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    For many everyday tasks the goals and intentionsare not clear, instead they are opportunistic.

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    This means that a person takes advantage of theavailable circumstances.

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    Activities are performed if the relevant opportunity

    arises without engaging in extensive planning andanalysis.

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    The goal of ubicomp is to provide a multitude of

    single-activity interactions that together result in aunified and continuous interaction between people

    and services.

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    A person should not focus on a single interface toaccomplish some task.

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    Instead the interaction should be more integrative

    and free-flowing, similar to our interaction with thephysical world.

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    Context-AwareApplications

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    Context-aware applications should support users

    in highly dynamic situations and improve theirperception of the surrounding context and the

    effects of available actions.

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    This will allow users to better form their goals andreflect their true intentions.

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    There is a need for systems that are able to exploitdevices that just happen to be in the environment.

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    In opportunistic systems everything needs to be

    considered a sensor, meaning that every source ofdata needs to be used.

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    The key to opportunistic sensing is abstracting all

    kinds of data as generic sensors and providingstandardized access interfaces for them.

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    Conclusion

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    The goal of ubiquitous computing is to provide a

    technological capability to support users in

    achieving their goals by thoroughly integratingcomputational devices in the physical environment

    and making them invisible.

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    As a result information access and managementbecomes easier.

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    Modern Mobile Devices

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    Mobile Computing

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    The modus operandi of mobile computing is

    providing access to information at your fingertipsanywhere, anytime.

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    As computers become more portable, people

    expect to be able to access information anytimeand anywhere on the devices they carry with them

    all the time.

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    Since the beginning mobile computing assumed a2-level hierarchy: server and client.

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    The term mobile computer includes many types of

    devices, such as laptops, cell phones andsmartphones.

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    The key ingredients are high-performance low-

    power processors, high-density memory, andstandardized wireless communication.

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    Mobile computers are resource-poor, their

    connectivity is highly variable in regards toperformance and reliability, and they rely on a

    limited source of energy.

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    These constraints are intrinsic to mobility and notsimply artifacts of the current technology.

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    Mobile Device Definition

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    This research focuses specifically on mobile

    devices which are viewed as a subset of mobilecomputing.

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    A mobile device is a small, handheld computing

    device, typically with a touchscreen or a smallkeyboard for input which does not rely on a WIMP

    interaction style.

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    The Evolution of MobilePhones

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    The Evolution of Tablets

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    Mainstream MobilePlatforms

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    Mobile Device

    Capabilities

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    Camera

    GPS and GLONASS

    Ambient light sensor

    Proximity sensor

    Accelerometer

    Three-axis gyroscope

    Digital compass

    WiFi

    3G and EDGE

    Bluetooth

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    And when you combine those sensors with

    artificial intelligence, you get...

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    Ramsay, M., & Nielsen, J. (2000). WAP Usability Report.

    What people use mobile

    phones for?

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    Highly goal-driven services which provide fast

    answers to specific problems, for example Whatsthe weather like?

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    Entertainment-focused services with the sole

    purpose of killing time, for example gossip, sportsand games.

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    Killing time is the killer app for mobile because the

    user wants to get brief content in a limited amountof time and still be satisfied.

    40

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    Shopping

    Travel

    Searchengines

    Portal

    Entertainment

    Shares

    Sport

    Weather

    News

    P

    ercentage

    30

    20

    10

    0

    User bookmarks by category

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    Mobile Information

    Needs

    Mobile Information Needs (Sohn et al., 2008)

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    18.5%13.3%

    12.4%

    7.6%

    7.1%

    6.9%

    6.4%

    5.7%

    5.7%

    4.5%

    3.8%

    2.6%

    2.4%

    1.4%

    1.0%

    0.7%

    Trivia

    Directions

    Point of interest

    Friend info

    Shopping

    Business hours

    Personal item

    Schedule

    Phone #

    Traffic

    Sports/news/stocks

    Email

    Movie times

    Weather

    Travel

    Recipes

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    Budiu, R., & Nielsen, J. (2012). Usability of Mobile Websites and Applications (2nd ed).

    Mobile Activities

    Histogram of Mobile Activities

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    6

    12

    12

    15

    20

    20

    22

    23

    31

    33

    37

    44

    51

    51

    171

    work

    personal care/health

    device maintenance

    information (public data)

    local info

    personal data

    banking/financial

    utility

    shopping

    picture-related

    weather

    travel/transportation

    news

    entertainment

    communication

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    Budiu, R., & Nielsen, J. (2011). Usability of iPad Apps and Websites.

    What people use iPads

    for?

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    The iPad is frequently shared between family

    members.

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    The most common uses include games, email,

    social networking, watching videos, reading newsand shopping.

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    The Mobile Computing

    Reality

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    Mobile device usage is dominated by content

    consumption.

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    redev 2011 - From Mac to iPhone to iPad (And Back) - William Van Hecke

    DifficultytoPerform

    Complexity of Task

    Desktop experience

    Mobile experience

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    For any kind of a serious computing task a laptop

    is considered the bare minimum needed foreffective HCI.

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    For many people smartphones are personal

    computers on which they rely the most.

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    The mobile device and its functionalities has

    become a part of peoples self-expression and astatus symbol.

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    Companies work hard to make sure that the

    newest devices are cutting edge and do notvanish into the background, and yet...

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    Truly mobile computing - lightweight, accessible

    on the go, and wirelessly connected - has been avital vision of ubiquitous computing.

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    The mobile device has become a pleasant and

    effective place to get things done.

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    Yet, the mobile device conflicts with the original

    vision in many ways.

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    Computing is centralized in the palm of your hand

    instead of being distributed across theenvironment.

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    This also conflicts with the assumption that

    information appliances (single-function devices)

    would prevail over complicated multifunctional

    devices.

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    The smartphone also conflicts with Weisers

    concept of tabs, which would be available in largenumbers and shared by people.

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    Instead smartphones are intimately personal

    devices which are used for numerous purposes.

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    Research has yet to address the multifaceted

    functionality of mobile devices.

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    Multiple functionalities enable users to do the

    same task in different ways and combine functionsin unique ways.

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    Users can also choose to ignore functionalities

    that are not relevant to them.

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    If we want to understand and design for the world

    as it is, not the world as forecast, we need to

    understand how this multi-functionality benefits

    users.

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    The dream of ubicomp has already become a

    reality in the form of the mobile device.

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    The mobile device is used in ways that describe

    the real but messy ubicomp.

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    Mobile devices are popular exactly because of

    their multiple functions.

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    The presence of multiple functions has become

    more important than the design of the interfaceused to access them.

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    Even with similar devices and when using same

    applications and functions people still use their

    mobile devices in unique ways which are adjustedto specific contexts.

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    Flexibility is paramount.

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    People find creative ways of adapting less suitable

    technology for their needs by mixing applicationsin ways that designers could not imagine.

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    People do not see their mobile device as fun but

    instead as a Swiss Army knife or as a loyal dogwhich does exactly what it is asked to do.

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    Technology is rarely perfect.

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    It almost always fails in some way.

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    Mobile device use is an exercise in overcoming

    absences.

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    The real usage experience is full of seams in

    contrast to the seamless vision of ubicomp.

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    However these seams are negotiated with ease

    and users easily learn how to work around them.

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    On the other hand, improvements in hardware can

    also be seen as a way of overcoming or removingthe seams in the user experience.

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    Thus, this is can be seen as a two-way process.

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    The messiness of ubicomp is handled through

    adjustment of both technology and practices.

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    Users do not perceive their actions as messy or

    effortful in any way.

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    People are not generally conscious of navigating

    the seams of technology.

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    People solve problems utilizing a bag of tricks

    approach by finding the right combination of toolsto fit the situation.

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    Mobile devices just as other technology need to

    be tended to, maintained, kept alive, charged andcared for.

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    Yet people still feel that the devices add

    smoothness to their lives, possibly because

    smoothness is still present in the form of theintegration of many functions of a single device.

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    The mobile device is very far from the notion of a

    disappearing computer.

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    On the other hand all a user needs to do is just

    sign in to his Google, iCloud or Windows Live

    account and any device will be restored to thesame settings and selection of applications.

    Non-Ubicomp Ubicomp

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    Non Ubicomp

    Characteristics

    Ubicomp

    Characteristics

    Sophisticated hardware

    and industrial design

    Content is more

    important

    Highly personalizedCan be easily restored

    from the cloud

    Initially very expensive Price drops very fast

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    The actual uses of ubicomp are about dealing with

    and taking advantage of the unintended seams intechnology.

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    Although the mobile device is in no way invisible it

    still constitutes a connection to all realms ofpeoples lives.

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    Transparency and seamlessness is not achieved in

    smooth use of the mobile device but instead in

    combining everyday applications and tasks on asingle device with the possibilities offered by a

    portfolio of services.

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    The ways in which people tend to use

    technologies makes it very difficult to make any

    predictions and thus apply a user-centered designapproach to understand the users and their needs.

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    The sum of the parts and their assemblability is

    more important than the whole.

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    Conclusion

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    Ubiquitous computing has become a reality in the

    form of the mobile device.

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    Yet it very difficult to understand its true nature, as

    a mobile device has both ubicomp and non-ubicomp characteristics.

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    People use mobile devices in unique and

    unpredictable ways and rely heavily onopportunistic interaction opportunities.

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    This makes the interaction designers work very

    difficult if not almost impossible as it is hard to

    guess how an interface will be used and what willbe its perceived usefulness.

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    We are only just beginning to explore the

    capabilities of mobile devices and it is clear thatthe most interesting possibilities are yet to come.

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    Ubiquitous Mobile

    Interactions

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    Research Problem

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    The research problem can be seen in the fact that

    there is different information available in different

    contexts and with various interfaces for variousdevices.

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    There exists a need to integrate available

    interaction opportunities together to provide abetter user experience.

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    These interaction opportunities can be abstracted

    into a concept of a ubiquitous information layer.

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    Research Goals

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    The primary goal of this research is to contribute

    to the understanding of how an already available

    but not easily accessible information layer can beaccessed via mobile devices.

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    Also the aim is to explore how this information

    layer can help better realize the potential of mobiledevices.

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    Research Questions

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    Can mobile devices be the premier interface to the

    emerging ubiquitous information environment?

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    In what ways can a ubiquitous information

    environment contribute to the realization of thepotential of mobile devices?

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    The Layers Approach

    InformationLaye

    StudiesInformation

    SystemUniversityWebsite

    SchedulingInformation

    System

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    er

    IntegrationLayer

    Device

    Layer

    Web Service

    ContextualInformation

    mTLUMobile Client

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    This model has several shortcomings.

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    It closely mimics the classic 2-level hierarchy of

    mobile computing with a server and a client.

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    It fails to take into account the existence of

    various interaction opportunities as well as the

    user and his goals which are supposed to be atthe center of any ubiquitous computing system.

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    Thus, a new model needed to be proposed.

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    The Interaction

    Opportunities Approach

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    A new model should consider the users goal as a

    primary factor.

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    The technology should thus aim to support the

    user in achieving that goal in the shortest amountof time and with minimal cognitive load.

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    It should also consider various interaction

    opportunities found in the ubiquitous information

    environment and connect them together as ameans of providing an optimal way for the user to

    achieve his goal.

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    The mobile device should work as an interface to

    the ubiquitous information layer, chiefly because it

    is always carried around by the user and is alreadyconsidered an invaluable tool in providing the user

    with information anytime and anywhere.

    User

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    Goal

    Mobile

    Device

    Person

    Person

    Person

    QR Code

    RFID Tag

    Information

    Source

    TimeContext

    UserContext

    Computing Con

    text

    Physical

    Context

    Information

    Source

    MobileDevice

    MobileDevice

    Ubiquito

    usInformationLayer

    Information

    Source

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    Next Steps

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    Next steps include identifying case studies, where

    this model can be employed and tested.

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    Currently these case studies include the mTLU,

    mDSpace and m.eesti.ee research projects.

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    Conclusion

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    A theoretical framework was proposed in order to

    better understand how a ubiquitous information

    layer can be made accessible via mobile devices

    and how it can contribute to realizing the mobile

    devices potential.

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    Closing Remarks

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    Information society is a new mode of human

    existence in which information plays a central role

    in ensuring the well-being of society.

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    Technology needs to evolve to support people in

    their increased reliance on information.

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    Ubiquitous computing provides a possible answer.

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    The mobile device can be considered the first

    tangible example of a working mainstream

    ubiquitous computing solution, however its fullpotential is yet to be discovered.

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    This work proposes a theoretical framework to

    better understand the interaction of mobile

    devices with the ubiquitous information layer and

    how this can be used to support the user in

    achieving his goals.

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    This model needs to applied in specific case

    studies in order to prove its relevance.