Today Course Information Ubiquitous Computing A few words about - - PDF document

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Today Course Information Ubiquitous Computing A few words about - - PDF document

Today Course Information Ubiquitous Computing A few words about Interaction Design Overview of Ubiquitous Computing Home work TDA471 07 10 29 - 1 07 10 29 - 2 Teachers Course Aim Olof Torgersson The concept of


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SLIDE 1

07 10 29 - 1

Ubiquitous Computing

TDA471

07 10 29 - 2

Today

  • Course Information
  • A few words about Interaction Design
  • Overview of Ubiquitous Computing
  • Home work

07 10 29 - 3

Teachers

  • Olof Torgersson

– Responsible for the course – Literature seminars – Project supervision

  • Lalya Gaye

– Course assistant – Technology supervisor – Project suprvision

07 10 29 - 4

Course Aim

The concept of ubiquitous computing deals with a world where computational technology and services permeate almost everything around us, yet fulfils human needs far better than most technology does

  • today. This course aims to give insights in

the theory and philosophy of ubiquitous computing as well as practical skills in developing such systems.

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SLIDE 2

07 10 29 - 5

Learning outcomes

  • After completion of this course, the student should

be able to:

– Understand and reflect on the theory and philosophy of ubiquitous computing – Reflect upon the effects of a society where computational technology permeates every aspect of

  • ur lives

– Discuss and criticize designs in the area of ubiquitous computing – Design computational things using non-traditional ways

  • f realising the interaction between man and machine

07 10 29 - 6

  • After completion of this course, the student should

be able to:

– Understand how computational technology can be understood and used as a material for design of interactive systems – Apply knowledge of hardware, software and other design materials into the design of artefacts with embedded information technology – Carry out the development of a prototype of a ubiquitous computing system from concept development to working prototype – Present and document your work through both oral and written presentations

07 10 29 - 7

Movie

Minority Report Check use of IT

07 10 29 - 8

Ubiquitous Computing

"Ubiquitous Computing is fundamentally characterized by the connection of things in the world with computation“ (Mark Weiser)

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SLIDE 3

07 10 29 - 9

ubiquitous |yobikwts|

adjective present, appearing, or found everywhere : his ubiquitous influence was felt by all the family | cowboy hats are ubiquitous among the male singers. DERIVATIVES ubiquitously adverb

ubiquitousness noun

ubiquity |-wt| noun ORIGIN mid 19th cent.: from modern Latin ubiquitas (from Latin ubique ‘everywhere,’ from ubi ‘where’ ) + -ous .

Thesaurus

ubiquitous

adjective the ubiquitous golden arches of burgerdom OMNIPRESENT, ever-present, everywhere, all over the place, pervasive, universal, worldwide, global; rife, prevalent, far-reaching, inescapable ANTONYM rare.

  • 07 10 29 - 10

Prescence of IT-artefacts

07 10 29 - 11

Ubiquitous Computing

  • In short about what happens when we become

surrounded by IT-artefacts in our daily and working lives

  • Distributed interactive computing permeating the

world

  • Perspectives

– Computer Science – Sociological Science – Interaction Design

  • Talk some about ID next

07 10 29 - 12

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SLIDE 4

07 10 29 - 13

Impact

07 10 29 - 14

Prescence of IT-artefacts

07 10 29 - 15

Interaction Design

  • Interaction design concerns the design of

computer-based products and systems with a focus

  • n their intended use.

– Interaction Design | Chalmers 2006

  • The design of everything that is both digital and

interactive.

– Moggridge 2007

  • The shaping of use-oriented qualities of a digital

artifact

– Löwgren

07 10 29 - 16

Design?

  • …the imaginative jump from present facts to

future possibilities

– Page 1966

  • A goal-directed problem-solving activity

– Archer 1966

  • The optimum solution to the sum of the true needs
  • f a particular set of circumstances

– Matchett 1968

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SLIDE 5

07 10 29 - 17 07 10 29 - 18

Design materials

07 10 29 - 19

The IT Material

07 10 29 - 20

Some Properties

  • The design material of Ubiquitous Computing
  • Behaviour the result of executing a program
  • Changes over time - Temporal Gestalt
  • Device for interaction - Spatial Gestalt
  • Flexible
  • Time - Interaction
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SLIDE 6

07 10 29 - 21

Over Time

07 10 29 - 22

Human Factors HCI Cognitive Science Ergonomics … Product Design Graphic Design Digitial Art Computer Science …

Interaction Design

Interaction Design Components

07 10 29 - 23

Interaction Design Practice

  • Establish needs and requirements
  • loop

– Develop alternative designs – Build interactive prototypes for communication and assessment – Evaluate the design based on the prototypes

  • end loop
  • More about this later

07 10 29 - 24

Movie

  • I/O-Brush

– Experimenting with the IT-material

  • Playful Interaction

– Ubicomp environment?

  • Non-traditional interaction
  • Distributed through environment
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SLIDE 7

07 10 29 - 25

History of Interaction

  • Before proceeding with Ubiquitous

Computing something about how our interaction with IT-artefacts has evolved

  • ver time

07 10 29 - 26

History of Interaction

  • Era 1: Mainframes (past)

Central, “powerful” and expensive computer Many users access a single computer from “dumb” terminals Used for enterprise data processing

  • Cobol, data bases, etc..

Computer not easily accessible

07 10 29 - 27

History of Interaction

  • Era II: Personal computers

(present)

“Powerful” and relatively inexpensive computers At least one machine per user Used for word processing, personal productivity applications, video, audio etc

  • Powerpoint, MS Word,

Web browser etc..

Computer still not that accessible

07 10 29 - 28

History of Interaction

  • Era III: Post-PC (future)

Explosion in number and variety of computing devices A number of devices/machines share one user Devices (inexpensive) vary in complexity and function Used to make “our lives better” Computers become “invisible”

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SLIDE 8

07 10 29 - 29

Three Waves

  • Mainframe computing (60’s-70’s)

– massive computers to execute big data processing applications – very few computers in the world

  • Desktop computing (80’s-90’s)

– one computer at every desk to help in business-related activities – computers connected in intranets to a massive global network (internet), all wired

  • Ubiquitous computing (00’s-?)

– tens/hundreds of computing devices in every room/person, becoming “invisible” and part of the environment – WANs, LANs, PANs – networking in small spaces

07 10 29 - 30

Movie

The Office of the Professional 1981 - before the mouse

07 10 29 - 31

Ubiquitous Computing

  • Coined by Mark Weiser and researchers at Xerox

Palo Alto in the late 80s.

  • Computers as we know them will be replaced by a

multitude of networked computing devices embedded in our environments, and these devices will be invisible in the sense of not being perceived as computers.

  • Ubiquitous computing pushes the user interface

away from the desktop and into our everyday environments.

07 10 29 - 32

Ubicomp Vision

The computer for the 21st century“ (1991) As technology becomes more embedded and invisible, it calms

  • ur lives by removing the annoyances...

The most profound technologies are those that disappear. They weave themselves into fabric of everyday life until they are indistinguishable from it.

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SLIDE 9

Ubiquitous Computing Invisible/Silent/Calm Interfaces Wearable Computing Tangible interfaces Augmented Reality Context sensitivity Public Interactions Ad hoc Networks Mobile-Nomadic Computing Software Agents Mechatronics Adaptive services Embedded computers

07 10 29 - 34

Original Vision

  • Film Ubiquitous Computing

UbiCompIntro.mov UbiCompClose.mov

07 10 29 - 35

UC Issues

  • How can we enhance [everyday] activities

by connecting them to a computational infrastructure?

  • How can we design IT-artefacts and IT-

environments using computational technology as a material?

  • What computational infrastructure do we

need?

07 10 29 - 36

UC Issues

  • HCI

how to address many computers (without going insane)

  • Security & Privacy

Wireless data, overcoming surveillance

  • Communications & Networking

Home Networks, Personal Area Networks, Ad-hoc Networks

  • Operating Systems

Must fit in small memories, energy aware

  • Hardware Design

Small size, low weight, low power, harsh environments

  • Software Design

Cope with large variation in hardware, partition the code to be easily customized in different environments

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SLIDE 10

07 10 29 - 37

Movie

Medicine Cabinet Ubicomp knows who you are

07 10 29 - 38

Tangible Interfaces

  • Example area involved in Ubiquitous

Computing

  • Replace the ordinary interaction model
  • Where atoms meet bits

– Tangible = capable of being perceived especially by the sense of touch

07 10 29 - 39

The Vision

  • Allow users to “grasp and manipulate” bits

by coupling the bits with everyday things

  • Bridge cyberspace and physical space
  • Bridge foreground and background of

human activities

  • Turn the physical world into the

environment

07 10 29 - 40

Tangible Computing

  • Bishop’s Marble Answering Machine

– physical interaction with digital information

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SLIDE 11

07 10 29 - 41

Design Perspective

Toward a hybrid design

  • Combine unique capabilities of computer technology with

properties of physical environments

  • Focus on foreground activity: how people interact with their designed

environment – preserve familiarity and accustomed use Interaction with Physical Artefacts / Environments

  • Physical/Tangible Interaction

– Physical affordances: suggesting and guiding action – Distributed interaction: actions across artefacts / space

  • Spatial/ambient interaction

– Spatial organisation of action/communication – Ambient interaction: “spatial attention model”

07 10 29 - 42

Technical Perspective

Computers in the Background

  • Computers as secondary artefacts (embedded/situated)

– Embedded: (only a) part of some other artefact – Situated: meaningfully placed, designed for specific context (“context-made” rather than “context-aware”) The Environment is the Interface

  • Build upon affordances of the primary artefact or environments

– Don’t break with accustomed uses and familiar concepts

  • Physical I/O (sensors/actuators) to tie computers to entities in the physical

environment

  • Networking to enable coherent interaction

– Spatial interaction, proximate networking, etc – Allow for new interactions/relationships across parts of the environment

07 10 29 - 43

Movie

ambientROOM metaDESK

07 10 29 - 44

Recap

  • Ubiquitous Computing concerns how

computational technology becomes a natural part

  • f our lives
  • Involves both technology and interaction design
  • Moves away from traditional desktop interaction
  • Computation becomes embedded in the

environment

  • Next a few words about design methodology
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SLIDE 12

07 10 29 - 45

Methodology

  • Since we are approaching Ubiquitous

Computing from an Interaction Design perspective, following standard Interaction Design Practice is recommended

  • This will be outlined next

07 10 29 - 46

Interaction Design Practice

  • Establish needs and requirements
  • loop

– Develop alternative designs – Build interactive prototypes for communication and assessment – Evaluate the design based on the prototypes

  • end loop

07 10 29 - 47

Requirements

  • User Centred Design
  • Field studies
  • Focus groups
  • Cultural Probes
  • 07 10 29 - 48

Designing

  • Genius Design
  • Design Methods
  • Tool for invention

– Brainstorming – Classification – Six thinking hats – Method 635 – …

  • Material & Experience
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SLIDE 13

07 10 29 - 49

Prototyping

  • Essential to understand interaction
  • Spatial and temporal aspects

– Paper – Video – Mock-up – Hi-fi

  • Hardware
  • Software
  • Physical Realisation

– …

07 10 29 - 50

Evaluating

  • What & How
  • Quantitative & Qualitative

– Questionnaire – Observation – Expert evaluation – Interview – Measurement – …

07 10 29 - 51

Interaction Design

  • Concerns the design of computer-based products

and systems with a focus on their intended use

  • Is a multi-disciplinary field
  • Is of growing importance
  • Is a process of

– Establishing requirements – Developing Designs – Prototyping Design Proposals – Evaluating and iterating

07 10 29 - 52 Human Centred Design

4

Interaction Design Project Analysis Methods

3

Ubiquitous Computing Design Methods

2

Physical Computing Graphical Interfaces

1

Course

Interaction Designer

  • Essential skills

– Working in teams – Design practice and experience

  • IT-material
  • Interface design

– Design Methods – Prototyping

  • Sketching
  • Software basics
  • Hardware (sensors and actuators)
  • Physical materials

– Evaluation methods

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SLIDE 14

07 10 29 - 53

Movie

Dr WhatsOn It’s all about context

07 10 29 - 54

UbiComp starts to happen

  • We are surrounded by computing
  • Computing and processing is embedded into

everyday devices

  • There are many computers/processors per person
  • Information access and communication is possible

virtually everywhere

  • Dedicated computing devices – information

appliances – are all around us

  • Devices can be connected and networked

07 10 29 - 55

UbiComp enabling technologies

  • Processing

– cheaper, faster, smaller, more energy efficient

  • Storage

– big and fast

  • Networking

– global, local, ad- hoc, low- power, high bandwidth, low latencies

  • Displays

– projection, flexible materials, power consumption

07 10 29 - 56

Movie

Minority Report

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SLIDE 15

07 10 29 - 57

The Course

  • A few lectures
  • Some Design Exercises
  • A number of Literature Seminars
  • A large group project
  • An individual home assignment
  • Check home page

– http://www.cs.chalmers.se/idc/ituniv/kurser/07/uc/

07 10 29 - 58

Examination

  • To pass the course you should

– Actively participate in all parts of the course – Do the project – Write an approved project report – Write an individual home assignment

  • Grading

– Chalmers: Fail, 3, 4, 5 – GU: Pass and Pass with distinction (G, VG)

07 10 29 - 59

Course Evaluation

  • Same as in other courses
  • Volunteers?

– ID, Chalmers – MDI/ID – ISD – GU

07 10 29 - 60

Register

  • Paper form
  • On-line

– http://appserv1.tekno.chalmers.se/oloft/mform – Username and password: tda471 – Now

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SLIDE 16

07 10 29 - 61

Learning outcomes

  • After completion of this course the student

should be able to

– Understand and reflect on the theory and philosophy of ubiquitous computing – Reflect upon the effects of a society where computational technology permeates every aspect of our lives

  • Mostly literature and seminars

07 10 29 - 62

Learning outcomes

  • After completion of this course the student

should be able to

– Discuss and criticize designs in the area of ubiquitous computing

  • Mostly evaluating the various designs

devloped in the course, but also literature and seminars

07 10 29 - 63

Learning outcomes

  • After completion of this course the student

should be able to

– Design computational things using non- traditional ways of realising the interaction between man and machine – Understand how computational technology can be understood and used as a material for design

  • f interactive systems
  • Achieved through the course project

07 10 29 - 64

Learning outcomes

  • After completion of this course the student should

be able to

– Apply knowledge of hardware, software and other design materials into the design of artefacts with embedded information technology – Carry out the development of a prototype of a ubiquitous computing system from concept development to working prototype

  • Achieved through the course project
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SLIDE 17

07 10 29 - 65

Learning outcomes

  • After completion of this course the student should

be able to – Present and document your work through both

  • ral and written presentations
  • Practised in project presentations, project report

and individual home assignment

07 10 29 - 66

Working Hours

  • 15 Higher Education Credits (hec)

corresponds to 10 weeks fulltime work. 1 week is then 40 hours.

  • At Chalmers we study 15 hec in 7 weeks
  • Therefore the working week for students at

Chalmers is roughly 55 hours

  • Accordingly, this course may require 27

hours per week

07 10 29 - 67

Home Work

  • The Computer for the 21st Century

– Mark Weiser, original Ubicomp vision

  • A History of Interaction, from Where the Action

is, by Paul Dourish

– General history

  • Tangible Bits: Towards Seamless Interfaces

between People Bits and Atoms

– The concept of Tangible Computing

  • Should be read by Wednesday morning

07 10 29 - 68

Next Time

  • Lalya Gaye on Locative Media
  • More about the course project
  • Project groups
  • Exercise