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This study delves into the progression of smart homes over time and offers design guidelines. It covers various devices used in smart homes, research methodologies, and applications like MIT’s House_n. The discussions focus on understanding the interactions and expectations of users, proposing solutions to broken expectations in technology integration, and principles of smart home control. Additionally, it examines current research through anthropological and technical perspectives on how smart home control systems can aid users in regaining control over their devices and lives. The findings address the complex nature of managing activities in a familial setting, illustrating scenarios and breakdowns to highlight challenges and potential solutions in smart home environments.
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Evolution of Buildings • Follows up on idea of accidentally smart home • Examines how homes change over time • Outlines some design guidelines
How Do We Understand Homes Today? • Ethnographic studies • Observing people in situ • Longitudinal studies • Long-term studies • Design-based methods • Cultural probes
Different Kinds of Devices for Homes • Information Appliances • Internet fridge • Interactive Household Objects • Smart cups, Picture frames • Augmented Furniture • Smart tables, smart cupboards, smart garden furniture
Kinds of Smart Home Research • New forms of context sensing • Detection of activity, to help “aging in place”
MIT’s House_n • House instrumented to make it easy to run experiments • http://architecture.mit.edu/house_n/placelab.html
Stewart Brand’s Framework • Stuff owned by individuals • Space plan managed by familes • Services managed by landlord • Skin interacted with by public • Structure and site influenced by community
Discussion • Is the 6 S’s useful for thinking about ubicomp apps? • Who manages? Lifespan? What kinds of things might be supported? • Stuff - Smart gadgets, tv, smart pictures • Space plan - Sensors, smart floors • Service - Wireless, security, aging, awareness • Most ubicomp has so far focused on stuff, space plan, and service. Thoughts on site, structure, skin?
Discussion • Think bigger: what about design patterns • Organized by geographic scale • Countries • Cities and Towns • Communities • Public transit • Neighborhoods • Clusters • Buildings • Rooms • Spaces
Broken Expectations • Making existing digital devices work together is hard • Overhead is called “problem-time” • Examined problem-time for various situations
Broken Expectations • Nine participants • Lots of them were tech savvy • Wide range of needs • Voice over IP setup • Media center setup • Encountered lots of problems
Broken Expectations • Lots of small, independent components that don’t play well with each other • Lots of potential dependencies and connections • Out-of-box usability test wouldn’t find many of these problems • Not sure if I agree here, depends on how test is set up • Lab test vs follow home and observe set up
Broken Expectations • People’s expectations didn’t match tech capabilities • Lots of assumptions, expectations of tech • Specific OS, specific kind of encryption, where it expected to be connected, etc • Authors claim this is broken expectations on user side • Not sure if I agree here either • I’d argue more for not-well-designed • Possible solutions?
Broken Expectations • People’s expectations didn’t match tech capabilities • Lots of assumptions, expectations of tech • Specific OS, specific kind of encryption, where it expected to be connected, etc • Authors claim this is broken expectations on user side • Not sure if I agree here either • I’d argue more for not-well-designed • Possible solutions? • Published collections of stuff that works together • I have x and y, what should I buy next? • Follow the leader (like the EMACS configuration files)
Principles of Smart Home Control • Lots of research on controlling devices, end-user programming • Tries to refocus the issue: helping people control their lives • Presents a study of families and the problems they face • Presents design principles to help families maintain control
Research in End-User Programming • CAMP (Truong et al, 04) • Jigsaw (Humble et al, 03) • microCommander (Jahnke et al, 02) • Speakeasy (Newman et al, 02)
CURRENT RESEARCH Anthropological Perspective • Families are struggling to gain control of their lives Technical Perspective • Smart home control systems provide control of devices How can smart home control systems help user regain control of their devices
CURRENT RESEARCH Anthropological Perspective • Families are struggling to gain control of their lives Technical Perspective • Smart home control systems provide control of devices How can smart home control systems help user regain control of their devices families lives
FINDINGS “WICKED” PROBLEM OF ACTIVITY MANAGEMENT
EXAMPLE GAME OR PRACTICE? HOME OR AWAY? WHAT TIME?
EXAMPLE WHO PICKS UP? WHO DROPS OFF? WHERE?
EXAMPLE SHIN GUARDS, KNEE PADS. CLEATS OR FLATS?
EXAMPLE PRACTICE UNIFORM? HOME OR AWAY UNIFORM?
EXAMPLE CLEAN CLOTHES THE NIGHT BEFORE
EXAMPLE JUICE BEFORE OR AFTER? ORANGES AT HALFTIME?
BREAKDOWNS LOST ON THE CALENDAR
BREAKDOWNS LAST MINUTE CARPOOL DECISIONS
BREAKDOWNS MOM’S OUT OF TOWN SO DAD’S IN CHARGE
BREAKDOWNS MOM’S OUT OF TOWN SO DAD’S IN CHARGE
BREAKDOWNS MOM’S OUT OF TOWN SO DAD’S IN CHARGE
BREAKDOWNS CREEPING RESPONSIBILITY
BREAKDOWNS CREEPING RESPONSIBILITY
BREAKDOWNS UNPREDICTABLE ORANGES
BREAKDOWNS SICK CHILD
BREAKDOWNS CASCADE EFFECTS
Design Principles • Allow for the organic evolution of routines and plans • Participate in the construction of family identity • The home is more than a location • Understand periodic changes, exceptions and improvisation • Design for breakdowns • Easily construct new plans and routines, and modify existing ones • Account for multiple, overlapping and occasionally conflicting goals
Design Principles • Organic evolution of routines and plans • Possibly have ubicomp system be aware of routine, but not force people into that routine either • Allow creation and modification of new behaviors • Make it easy for people to specify new behaviors / routines • Support improvisation, breakdowns, exceptions • Understand changes, exceptions, improv • Seasonal changes, surprises
Design Principles • Design for breakdowns • Even if family is on schedule, world might not be • You get carpool there, but other family is off-schedule • Multiple, overlapping, sometimes conflicting goals • Mom does laundry on Monday, Dad on Tuesday
Design Principles • House is more than a location • Mobile, at work, school, car • Multiple places for information: calendars, school flyers, sports schedules • Construction of family identity • Act of preparing food makes Mom feel like “Mom” • Automating grocery list supports this role