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Distributing Cognition in the design of ubiquitous computers

Explore distributed cognition, interactions between people & objects, design challenges in ubiquitous computing. Context, resources, mapping, annotation, collaboration & wearable tech discussed.

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Distributing Cognition in the design of ubiquitous computers

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  1. Distributing Cognition in the design of ubiquitous computers Chris Baber Pervasive Computing Group The University of Birmingham 3rd UKIBNET Workshop

  2. The Design Challenge • UbiComp assumes highly interconnected network of disparate systems but there is no architecture • UbiComp assumes invisible interfaces to users but users can’t manage want they can’t see • UbiComp assumes adaptation to context, but it is not obvious which features are appropriate 3rd UKIBNET Workshop

  3. System Layers Convention Socio-technical interaction Activity & Culture Cognition & Perception Human/computer Interaction Information & knowledge Application Programming Assembly Language Operating Systems Machine Language Digital Logic Feedback Posture & Movement Physical Physical Inputs 3rd UKIBNET Workshop

  4. A Tangent… • Distributed Cognition addresses the interactions between people and everyday objects to explore the relationships between the actions people perform and the environment in which they live and work 3rd UKIBNET Workshop

  5. Distributed Cognition • Exploring the ways in which objects in the world support human actions [HUTCHINS] • Resources for Action [SUCHMAN] • Objects in the Environment • Procedures and sequences of action 3rd UKIBNET Workshop

  6. What is being distributed? • System-level view of cognitive Processes [PERRY] • Input • Sensing relevant factors • Processing • Interpreting current context • Output • Determining appropriate response • Provision of information • Action of person 3rd UKIBNET Workshop

  7. From theory to (design) practice • Resources for Action [WRIGHT ET AL.] • Objects-in-the-World… • Represent… • Abstract Information Structures… • Action on Objects changes their states 3rd UKIBNET Workshop

  8. Context & Resources • Goal • Plan • Action • History • State • Outcome • Posture & Movement • Location • Object / People • Time 3rd UKIBNET Workshop

  9. Simple Mappings • GOAL indicated by: • Location • Adjacent Objects • Time (relative to schedule / diary) • Available information 3rd UKIBNET Workshop

  10. Information and Movement 3rd UKIBNET Workshop

  11. Annotation through action • Capture image • Rectify image • Mark image • Drawing • Data from sensors 3rd UKIBNET Workshop

  12. Collaboration through activity • Search of site… • detected and passed to Control where it is… • displayed on screen… • and directions sent back 3rd UKIBNET Workshop

  13. Conclusions • Wearable Computers provide a channel through which humans can act upon the world and the objects it contains in order to interact with real and virtual information • In this way, cognition can be distributed across people and the (increasingly) smart environments in which they work and play 3rd UKIBNET Workshop

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