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Exploring the Evolution of Smart Homes

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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Exploring the Evolution of Smart Homes

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  1. Smart Homes 2

  2. Evolution of Buildings • Follows up on idea of accidentally smart home • Examines how homes change over time • Outlines some design guidelines

  3. How Do We Understand Homes Today? • Ethnographic studies • Observing people in situ • Longitudinal studies • Long-term studies • Design-based methods • Cultural probes

  4. 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

  5. Different Kinds of Devices for Homes

  6. Kinds of Smart Home Research • New forms of context sensing • Detection of activity, to help “aging in place”

  7. Some Aware Home Applications

  8. MIT’s House_n • House instrumented to make it easy to run experiments • http://architecture.mit.edu/house_n/placelab.html

  9. Stewart Brand’s Framework

  10. Stewart Brand’s Framework

  11. 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

  12. Stewart Brand’s Framework

  13. 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?

  14. Discussion • Think bigger: what about design patterns • Organized by geographic scale • Countries • Cities and Towns • Communities • Public transit • Neighborhoods • Clusters • Buildings • Rooms • Spaces

  15. Mapping Current Research

  16. Broken Expectations • Making existing digital devices work together is hard • Overhead is called “problem-time” • Examined problem-time for various situations

  17. 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

  18. 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

  19. 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?

  20. 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)

  21. 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

  22. 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)

  23. 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

  24. 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

  25. FINDINGS “WICKED” PROBLEM OF ACTIVITY MANAGEMENT

  26. EXAMPLE GAME OR PRACTICE? HOME OR AWAY? WHAT TIME?

  27. EXAMPLE WHO PICKS UP? WHO DROPS OFF? WHERE?

  28. EXAMPLE SHIN GUARDS, KNEE PADS. CLEATS OR FLATS?

  29. EXAMPLE PRACTICE UNIFORM? HOME OR AWAY UNIFORM?

  30. EXAMPLE CLEAN CLOTHES THE NIGHT BEFORE

  31. EXAMPLE JUICE BEFORE OR AFTER? ORANGES AT HALFTIME?

  32. BREAKDOWNS LOST ON THE CALENDAR

  33. BREAKDOWNS LAST MINUTE CARPOOL DECISIONS

  34. BREAKDOWNS MOM’S OUT OF TOWN SO DAD’S IN CHARGE

  35. BREAKDOWNS MOM’S OUT OF TOWN SO DAD’S IN CHARGE

  36. BREAKDOWNS MOM’S OUT OF TOWN SO DAD’S IN CHARGE

  37. BREAKDOWNS CREEPING RESPONSIBILITY

  38. BREAKDOWNS CREEPING RESPONSIBILITY

  39. BREAKDOWNS UNPREDICTABLE ORANGES

  40. BREAKDOWNS SICK CHILD

  41. BREAKDOWNS CASCADE EFFECTS

  42. 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

  43. 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

  44. 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

  45. 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

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