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Chapter 7 Designing for the Human Experience in Smart Environments

Chapter 7 Designing for the Human Experience in Smart Environments. 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

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Chapter 7 Designing for the Human Experience in Smart Environments

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  1. Chapter 7Designing for the Human Experience in Smart Environments

  2. 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

  3. Ubiquitous Goals • Everyday practices of people need to be understood and supported. • Augment world with heterogeneous devices offering different interactive experience. • Network devices for holistic experience.

  4. Chapter Overview • Definition of interaction • Discovery of application features • Evolution of theories & practice • Design & evaluation of smart environments • Examples

  5. 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

  6. 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

  7. 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)

  8. 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

  9. 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

  10. 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

  11. 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

  12. Context Aware Computing • Challenges • Truly ubiquitous • GPS is not ubiquitous • Not indoors • Problems in some regions • Differences - cost, range, granularity, etc.

  13. 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

  14. Continuous Interaction • "Constant presence" • Change from tasks to activities • Most interfaces are well-defined task oriented • e.g. Word Processing made up of tasks

  15. 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

  16. 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

  17. 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

  18. 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

  19. 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

  20. **Conclusion** Many open questions • Design • Evaluate • Adjust to ubiquity from desktop

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