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8/2/2019 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
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.