ubiquitous computing tda471 1. disclaimer: thanks to previous teachers who have established this...
TRANSCRIPT
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UBIQUITOUS COMPUTING
TDA471
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Disclaimer:
Thanks to previous teachers who have established this course
It is the first time I give this course, have given many other HCI courses.
All the lab assistants have takenthe course before, or assisted.
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Today: Introduction
• A few words about Ubiquitous Computing and Interaction Design (more on Wednesday’s LE1 and LS1)
• Course information
• Groups and student volunteers
• Readings for LS1
• Lab and exhibition space visit
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Ubiquitous Computing
Mark Weiser’s vision (1991)– disappearing computer– everyday world literally used as interface away
from desktop settings, available at hand in the real world: where needed, “where the action is”
“The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.” (Weiser)
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Ubiquitous Computing
Implementing the vision– Many interconnected computers per person– Mobile devices combined with computers embedded
in the environment (e.g. post-hoc augmentation of everyday objects with sensors and networked communication)
– With awareness of physical & social context + each other
>> Mapping the digital world onto the physical one>> User interface: tangible and embedded in the
real world
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Ubiquitous Computing
Implementing the ubicomp vision:– Distributed interface: networking mobile
devices and embedded computers (sensors, processors, etc) -> flexible and seamless integrated whole -> e.g. any display or input device can become one’s own (user mobility)
– Interaction in context and in real time (f.ex. tracking things and people -> relevant information and interaction opportunity to the right person at the right time)
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Ubiquitous Computing
Technologies– context awareness– mobile computing– tangible interfaces – social navigation– embedded sensor networks – global positioning– wearable computing– augmented & mixed-reality– ad hoc and p2p user networks– etc
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Ubiquitous Computing
Examples– “walk-up-pop-up”– wearables– ambient displays– intelligent work environments– augmented, interconnected
everyday objects– etc
Media cup, TecO
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* Embedded sensor networks
• Sensors:
- in everyday environments
- on people
- on artefacts• Sensor fusion: combining different data and placements
to gather context
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* Context-aware computing
• “computer-based devices [that] reach out into the real world through sensors” [Gellerson].
• “A system is context-aware if it uses context to provide relevant information and/or services to the user, where relevancy depends on the user’s task.” [Dey & Abowd, 1999].
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* Context-aware computing
• Enables computing to run into the background and adapt to changes of context in order to present appropriate behaviour to specific situations. – “presentation of information and services to a user”– “automatic execution of a service” depending on
context appropriateness– or “tagging of context to information for later retrieval”
[Dey].
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* Context-aware computing
Gellersen et al.
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* Context-aware computing
Gellersen et al. 13
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* Tangible computing • Input, data, output and networking contained and
accessed within the same tangible artefact – Paper, cups, pens, umbrellas or specially designed
artefacts• Tangible objects as active entities that respond to the
environment, to user manipulation and people’s activities in general
• Building on the users’ cognitive abilities
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* Social computing • Incorporating understandings of the social world into
interactive systems– Social traces left by people on objects or places– Mobile social networks between co-located
acquaintances – enhancing user awareness by providing them
information about others and their activity
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* Augmented reality
• Superimposing a digital world upon the real one – User experiences both as co-existing parts of the same
reality– User is able to interact with their combination in real time
• Interfaces:– 3D computer graphics seen through transparent head-
mounted displays or augmented glasses – Spatialised audio cues heard through headphones
M. Fjeld (2004): Special Issue on Augmented Reality -- Usability and Collaborative Work. In ACM Interactions, Volume XI.6, pp. 11-15.
http://www.t2i.se/pub/papers/p11-fjeld.pdf
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* Augmented reality
• Mixed-reality: digital world not directly overlaid on the physical one but still presented as part of the same reality, f.ex. – with both realities displayed on the screen of hand-held
device)
Costanza, E., Kunz, A., and Fjeld, M. 2009. Mixed Reality: A Survey. In Human Machine interaction: Research Results of the MMI Program, D. Lalanne and J. Kohlas (Eds.) LNCS 5440, pp. 47-68.
http://www.t2i.se/pub/papers/springer_5440.pdf 17
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* Wearable computing
• Computing incorporated into clothing• Make use of body-related information or interaction
forms to control processes : - body movements- biometrics
• Embedded displays (e.g. glasses)
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* Platforms:– Smart-Its– Smart Dust– Pin & Play– Tiny OS– etc
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• Smart-Its:– sensors: sound, light, acceleration (2d), pressure– core board: context-recognition, communication
interface (RF)
Smart sensors company
next to you
http://www.imego.com/
Arvid Hedvalls Backe 4,
Gibraltar, Chalmers20
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Ubicomp around us
• 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 networked21
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Ubicomp
• More on Wednesday!– historical background– videos– projects– literature seminar about foundations of
ubicomp
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Interaction Design and UC
Design opportunities & challenges of the everyday physical world as interface:
• not designed for the purpose of these new activities
• offers a rich and heterogeneous variety of engaging interaction
• situates them in cultural and social context, with existing web of meaning
• more than a setting, a resource for computer-mediated interaction
• Everyday activities as basis for interaction
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Interaction Design and UC
• Since we are approaching Ubiquitous Computing from an Interaction Design perspective, following standard Interaction Design Practice is recommended
• Iterative Design– Establish needs and requirements– Loop
• Develop alternative designs• Build interactive prototypes for communication and
assessment• Evaluate the design based on the prototypes
– End loop
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Requirements
• User Centred Design– Field studies– Focus groups– Cultural Probes– …
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Designing
• Genius Design• Design Methods• Tool for invention
– Brainstorming– Classification– Six thinking hats– …
• Material & experience• Knowledge of related work
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Prototyping
• Essential to understand interaction• Spatial and temporal aspects
– Paper– Video– Mock-up– Hi-fi
• Hardware• Software• Physical Realisation
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Evaluating
• What & how• Quantitative & qualitative
user studies– Questionnaire– Observation– Expert evaluation– Interview– Measurement
• ...
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Course Info: People
• Morten and Johan– Examiner and responsible for the course (MF)– Literature seminars (MF)– Project supervisor (MF and JS)
• Ole, Amir, Farshid, and Pooya– Course assistant– Technology supervisor
• Martin: Lab manager29
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Website
• http://www.cs.chalmers.se/idc/ituniv/kurser/09/uc/
• Check regularly for updates and course information!
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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 design skills in developing such systems.
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Learning Outcomes (1/2)
• 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– Discuss and criticize designs in the area of ubiquitous computing– Design computational devices using non-traditional ways of realising the interaction between man and machine
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Learning Outcomes (2/2)
• 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
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Prerequisites
• Required– A course in Human-Computer Interaction– Physical Computing course (or equivalent) – Graphical Interfaces (or equivalent)
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Course Moments
• Lectures• Exercises• Groups projects and exhibition• Short paper and/or design contest • Literature seminars• Home exam• Extra activities
• All moments are mandatory to pass the course!• Check course website for details:
http://www.cs.chalmers.se/idc/ituniv/kurser/09/uc/
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Course Moments
• Lectures:– LE1: Ubiquitous Computing– LE2: Lecture about course theme – TBA
• Exercises:– Design: inspiration posters about home environments
(real ones, IKEA...)– Related work: sample ubicomp projects– Paper writing– etc
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Course Moments
• Group Projects:– Five weeks of duration– Groups determined by teachers – 5 students– This year’s theme: everydays
• interactive furniture, rooms, communications• sustainable and unsustainable technologies
– Allocated time for project supervision
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Course Moments
• Group Projects:– 5 => 2 => 1 proposal per group– Final project proposal: See schedule– Public exhibition: 16th December (+ website)– Project report: 18th December– Budget: 1500 SEK
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Course Moments
• Group Projects:– Conference short paper / submission to
design contest, to be defined.
(Last year, 2008: (Aspen Design Challenge – Designing Water’s Future)
http://www.aspendesignchallenge.org)
– See projects from previous years for inspiration!
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Course Moments
• Literature seminars: – short paper/project presentations (3 groups per LS)– group discussions of literature
• Home exam:– concepts and design issues of ubicomp– individual– deadline january 2009 (TBA)
• Extra activities– Will be announced.
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Examination
• To pass the course you should– Actively participate in all parts of the course– Do the project– Write: 1) project report, 2) short paper / design contest submission, 3) project website (all approved by us)– Write an individual home assignment
• Grading– Chalmers: Fail, 3, 4, or 5– GU: Fail, Pass, or Pass with distinction (G, VG)
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Work Hours
• 15 Higher Education Credits (HEC) corresponds to 10 weeks fulltime work when 1 week is 40 hours.
• At Chalmers we study 15 HEC in 7 weeks• Therefore the working week for students at
Chalmers is roughly 57 hours• Accordingly, this course requires 28.5 hours of
work per week• Working days:
– Mondays & Wednesdays are allocated for the course + Fridays
– Extra days for extra activities
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Group formation
We have taken into account
• Language background
• Technical Skills
• Background, master program
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Course Evaluation
• 3 meetings• Same as in other courses• Volunteers?
– ID, Chalmers– MDI/ID– ISD– GU...
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Registration and attendence
• Registration is too late, only good reasons for late registration is accepted
• Attendance is compulsory, only acceptable to be away at illness etc.
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Next Time
• Wednesday 9.00, Torg3– Chairs from studios– Lecture (LE1) 9.00-10.00– Literature seminar (LS1) 10-12
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Readings for LS1
• The Computer of the 21st Century - Mark Weiser • The Computer Reaches Out: The Historical Continuity of
Interface Design - Jonathan Grudin • Tangible Bits: Towards Seamless Interfaces between
People, Bits and Atoms - Hiroshi Ishii & Brygg Ulmer • The Coming of Age of Calm Technology - Mark Weiser &
John Seely Brown • Some Computer Science Issues in Ubiquitous
Computing - Mark Weiser
• See course website for PDFs
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Now
• Check the group you belong to
• Sign besides your name that you are here today.
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