Upload
ilya-shmorgun
View
216
Download
0
Embed Size (px)
Citation preview
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 1/40
Design of Ubiquitous Interactions
Ilya Shmorgun David Lamas
Institute of Informatics
Tallinn University
September 13, 2013
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 2/40
Before We Begin
The course blog is available at http://
designofubiquitousinteractions.wordpress.com
Fill out a survey available athttp://idlab.tlu.ee/limesurvey/ to register for thecourse.
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 3/40
Activity Plan
Time Activity Description
10:00 - 11:00 Introduction
Introduction to ubiquitous computing.
Introduction to ubiquitous interactions.
Introduction to interaction design.
Introduction to the design challenge.
11:00 - 12:00 Work in groups
Narrow down the design challengeby selecting the personas andscenarios.
Scenarios can be modified or
expanded if necessary.
12:00 - 13:00 Lunch
13:00 - 13:15 Group presentations Present the chosen design
challenge.
13:15 - 16:30 Work in groups Continue developing concepts for
the selected design challenge.
16:30 - 17:00 Group presentations
Present the results of the work toother groups.
Clearly explain why the concept fitsinto the ubiquitous computingvision.
Offer reflections on the designprocess.
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 4/40
Topics
Ubiquitous Computing
Ubiquitous Interactions
Interaction Design
Ubiquitous E-TextbookReferences
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 5/40
Section 1
Ubiquitous Computing
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 6/40
Waves of Computing
The first wave of computing was defined by mainframes,which were usually owned by large organizations and used bymany people at the same time.
The second wave was defined by the personal computer,which was primarily owned and used by a single person.
The third wave is ubiquitous computing, which in turn ischaracterized by a plethora of portable connected devicesbeing available to a single person to be owned and used
(Krumm, 2009).
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 7/40
1901 - 1950
01 1911 1921 1931 1941
1951 - 2000
1951 1961 1971 1981 1991
2001 - 2050
2001 2011 2021 2031 2041
1960 - 1979: Mainframes
1980 - 1989: Wired PC-s and data servers
1990 - 1999: Wireless laptops and PDA's
1991:
Mark Weiser - The Computer for the 21st Century
2000 - 2009:
Phones, TV-s, game consoles, digital cameras, AV
players
2010 - 2020:
Many devices in the environment, which can be
dynamically connected to each other
T e c h n o l o g y
Mainframe Computing
Personal Computing
Ubiquitous Computing
Figure : Development of computing by decades
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 8/40
Introduction to Ubiquitous Computing
Initially, ubiquitous computing was seen as a post-desktopmodel of human-computer interaction in which informationprocessing has been integrated into everyday objects (Zhao &Wang, 2011).
Ubiquitous computing referred to systems, which enableinformation and tasks to be available everywhere, supportintuitive usage and appear to be invisible to the user.
This represented a shift towards a scenario where people live,work, and play in computer-enhanced environments. In this
context people were meant to be surrounded by computingdevices and infrastructure that supported all of their activities(Poslad, 2011).
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 9/40
Historical Development
The ubiquitous computing’s vision was proposed by MarkWeiser during his work at Xerox PARC.
Weiser believed that computation should be integrated intocommon objects that are already being used in everydaypractices, eliminating the need for computing to be seen as a
separate activity. If the integration was done well, a person would not notice
that any computers were involved in what he was doing(Krumm, 2009).
Much of the work done at Xerox PARC was driven by the ideathat in order to understand the future it was necessary tocreate a close approximation of it and attempt to use it day today (Dourish & Bell, 2011).
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 10/40
Ubiquitous and Pervasive Computing
The vision of ubiquitous computing was to make familiar tools
and environments perform better by integrating computationaland networking capabilities (Kuniavsky, 2010), foreseeing thedelivery of information anywhere, anytime, and in a way thatis appropriate to the current location and context.
Alternative research directions, such as pervasive computing,
eventually began addressing the issues of creating thenecessary infrastructure and saturating everyday environmentswith computational capabilities (Krumm, 2009).
On the other hand ubiquitous computing nowadays focuses on
a person’s perception of ubiquitous access to information,even though in reality this does not require an environment tobe saturated with technology, but instead can be achievedthrough a high degree of mobility and pervasively embeddedinfrastructure.
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 11/40
Embeddedness
Mobility
Cloud computing
Cross-platformcomputing Pervasive
Computing
Traditional
Computing
UbiquitousComputing
Mobile Computing
High
High Low
Figure : Dimensions of computing (Lyytinen & Yoo, 2002)
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 12/40
Cross-PlatformComputing
CloudComputing
UbiquitousComputing
Traditional
Computing
Figure : Positioning ubiquitous computing
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 13/40
Definition of Ubiquitous Computing
Ubiquitous computing is about how technology should beexperienced (Dourish & Bell, 2011); a point where technologytouches people (Krumm, 2009); a particular situation, a set of assumptions about the role of technology, instead of the
details of specific hardware or software (Greenfield, 2010). While the modus operandi of ubiquitous computing has been
anytime, anywhere information access, another approach is tofocus on the exploration of the spaces into which computation
is introduced, which leads to a new perspective on technology:the right now and right there (Dourish & Bell, 2011).
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 14/40
Section 2
Ubiquitous Interactions
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 15/40
Definition of Ubiquitous Interactions
Ubiquitous interactions are a chain of activities that form aprocess (Saffer, 2009) of using ubiquitous services (Kuniavsky,
2010), which are seen as information that has value for theuser (Saffer, 2009).
Information in ubiquitous services can move around a widerange of different devices (Dourish, 2001) that a user has
access to and uses. These devices form a user’s artifact ecology (Jung,
Stolterman, Ryan, Thompson, & Siegel, 2008) and act asrepresentations or avatars of the services they are running(Kuniavsky, 2010).
The user interacts with the devices in his artifact ecologythrough multiple, dynamic, and heterogeneous interfaces(Klokmose, 2007), which support feature parity,context-awareness, seamlessness of interaction, and ubiquitous
access to information.
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 16/40
Ubiquitous and Cross-Platform Services
Cloud-computing and mobile computing are seen as enablersof ubiquitous services.
The difference between cross-platform and ubiquitous servicesis seen in the fact that cross-platform services are not meantto work as a coherent whole across the different platforms.
Cross-platform services are available on different devices butare not meant to work as a single continuous whole.
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 17/40
Ubiquitous Interactions
Ubiquitous services [4]
Right now and right there [1]
Mobility [5]
Pervasively embeddedinfrastructure [5]
Particular environment
Multiple, dynamic andheterogenous interfaces [3]
Which can build
Dynamic representations
Of their
References:
Information
That can move around
A wide range of different devices [2]
[1] P. Dourish and G. Bell,Divining a Digital Future: Mess and Mythology in Ubiquitous Computing . The MIT Press, 2011.[2] P. Dourish, Where the Action Is: The Foundations of Embodied Interaction , New. The MIT Press,2001.
[3] C. N. Klokmose, “Aninstrumental paradigm forubiquitous interaction,” presented atthe Proceedings of the 14thEuropean conference on Cognitiveergonomics: invent! explore!, NewYork, NY, USA, 2007, pp. 257–260.[4] M. Kuniavsky, Smart Things: Ubiquitous Computing User Experience Design , 1st ed. MorganKaufmann, 2010.[5] K. Lyytinen and Y. Yoo,“Introduction,”Commun. ACM , vol.45, no. 12, pp. 62–65, 2002.[6] D. Saffer, Designing for Interaction: Creating Innovative Applications and Devices , 2nd ed.New Riders Publishing, 2009.[7] H. Jung, E. Stolterman, W.Ryan, T. Thompson, and M. Siegel,“Toward a framework for ecologies
of artifacts: how are digital artifactsinterconnected within a personallife?,” presented at the NordiCHI'08: Proceedings of the 5th Nordicconference on Human-computerinteraction: building bridges, 2008.[8] G. Chen and D. Kotz, “ASurvey of Context-Aware MobileComputing Research,” DartmouthCollege, Hanover, NH, USA, 2000.
A chain of activities that form aprocess [6]
Which form
A user’s artifact ecology [7]
Are
Value for the user [6]
Of using
A dialogue
Which are seen as
Which
A user has access to and uses
That has
Which are seen as
Representations or avatars of theservices [4]
Which the user interacts withthrough
Which are perceived as
Ubiquitous
Because they are available
With
Through the use of
Contextual information [8]
By relying on a high level of
Which support
Feature parity
Context-awarenessSeamlessness of interaction
Ubiquitous access to information
Which are enabled by
Cloud computing
Figure : Concept map explaining ubiquitous interactions
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 18/40
Section 3
Interaction Design
D fi i i f I i D i
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 19/40
Definition of Interaction Design
Design is an activity which enables the designer to make hisideas tangible through the creation of prototypes, which cantake the form of sketches, models, descriptions of use-cases,or specifications (Krippendorff, 1989).
Interaction design is a practice of shaping digital products forpeople’s use (Lowgren, 2013).
Interaction design is an iterative process. Progressing throughthe different iterations the initial product concept becomes
more detailed.
A F B h i
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 20/40
A Focus on Behavior
In a way any interaction can be considered a dialog betweenthe user and the system (Saffer, 2009).
In this dialog a user makes an action by issuing a command tothe system, or pressing a button or link, and the systemresponds by launching a function or showing a piece of information.
One of the tasks of the interaction designer is to figure outhow the system is going to react to the user’s input in areasonable and understandable way. It can also be said thatthe interaction designer shapes the dialog between the userand the system (Kolko, 2011), focusing specifically on the
system’s behavior (Moggridge, 2007).
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 21/40
Figure : Overview of the interaction design process (Leurs et al., n.d.)
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 22/40
Section 4
Ubiquitous E-Textbook
Digiti ti f L i g M t i ls
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 23/40
Digitization of Learning Materials
There is an increased effort from academic publishers in therecent years to digitize existing learning materials.
This process often results in the creation of PDF documents
providing a synthesis of knowledge and meant to be read frombeginning to end.
However, the outcome does not facilitate interaction withavailable devices, people, and environments.
A Shift in Expectations
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 24/40
A Shift in Expectations
Owning different devices becomes more commonplace.
This leads to the expectation on the users’ part to be able toaccess their information from any device, which is close to
hand.
Additionally, schools are experimenting with differentapproaches, such as providing students with devices or BYODstrategies.
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 25/40
Figure : A teacher’s laptop connected to a projector
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 26/40
Figure : Using blackboards and smartboards side by side
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 27/40
Figure : Using Prezi to give math assignments to students
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 28/40
Figure : Laptops used during a math lesson
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 29/40
Figure : iPad charging cart
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 30/40
Figure : Math game running on an iPad
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 31/40
Figure : Traditional textbooks
Shortcomings of Existing Approaches
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 32/40
Shortcomings of Existing Approaches
Digital learning materials often directly mimic the physicalones.
There is not enough support offered to students to take theirindividual learning paths and to better collaborate withteachers and fellow students.
Design approaches such as Mobile First and ResponsiveDesign offer solutions on the level of the user interface, notaddressing much of the different ways of interacting with
devices.
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 33/40
Embeddedness
Mobility
Cloud computing
Cross-platformcomputing Pervasive
ComputingTraditionalComputing
UbiquitousComputingMobile Computing
High
High Low
Figure : Dimensions of computing (Lyytinen & Yoo, 2002)
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 34/40
Embeddedness
Mobility
Cloud computing
Materials in GoogleSites or blogs
PDF e-textbooks
Kindle e-textbooksMobile applications
High
High Low
Cross-platformcomputing
Figure : Positioning learning materials in relation to the dimensions of computing
Our Vision of the E-Textbook
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 35/40
We foresee the e-textbook of the future as an aggregation of both professional and user-contributed content.
This e-textbook should be designed as a ubiquitous service,
meaning that it should be cloud-connected and accessibleanywhere and from any device.
The e-textbook should fit into existing artifact ecologies andcurrently established practices.
The Design Challenge
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 36/40
g g
The challenge for the workshop is to imagine what the nextgeneration e-textbook solution could be.
You should select a particular usage scenario and create astoryboard, mind map, flowchart or other visualization, which
should portrait at least one full activity of using the e-textbookbut not necessarily depict illustrations of the screens.
We are providing examples of scenarios observed in areal-world school setting as well as personas, which you canuse in your storyboard exercise. The scenarios can be modifiedand expanded if necessary.
Guiding Questions
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 37/40
What features could be included in the e-textbook?
How do you imagine the e-textbook being used?
How do you see the selected functionalities being presented tousers?
References I
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 38/40
Dourish, P. (2001). Where the Action Is: The Foundations of
Embodied Interaction (New ed.). The MIT Press.
Dourish, P., & Bell, G. (2011). Divining a Digital Future: Mess and Mythology in Ubiquitous Computing . The MIT Press.
Greenfield, A. (2010). Everyware: The Dawning Age of Ubiquitous
Computing (1st ed.). New Riders Publishing.Jung, H., Stolterman, E., Ryan, W., Thompson, T., & Siegel, M.
(2008, October). Toward a framework for ecologies of artifacts: how are digital artifacts interconnected within apersonal life? In Nordichi ’08: Proceedings of the 5th nordic
conference on human-computer interaction: building bridges.
ACM Request Permissions.Klokmose, C. N. (2007). An instrumental paradigm for ubiquitousinteraction. In Proceedings of the 14th european conference
on cognitive ergonomics: invent! explore! (pp. 257–260).New York, NY, USA: ACM.
References II
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 39/40
Kolko, J. (2011). Thoughts on Interaction Design (2nd ed.).Morgan Kaufmann.
Krippendorff, K. (1989, January). On the Essential Contexts of Artifacts or on the Proposition That ”Design Is MakingSense (Of Things)”. Design Issues , 5 (2), 9–39.
Krumm, J. (Ed.). (2009). Ubiquitous Computing Fundamentals .Chapman and Hall/CRC.
Kuniavsky, M. (2010). Smart Things: Ubiquitous Computing User Experience Design (1st ed.). Morgan Kaufmann.
Leurs, B., Conradie, P., Laumans, J., & Verboom, R. (n.d.).Generic Work Process. Rotterdam University of AppliedSciences.
Lowgren, J. (2013). Interaction Design - brief intro. InM. Soegaard & R. F. Dam (Eds.), The encyclopedia of
human-computer interaction, 2nd ed. Aarhus, Denmark: TheInteraction Design Foundation.
References III
7/29/2019 Design of Ubiquitous Interactions
http://slidepdf.com/reader/full/design-of-ubiquitous-interactions 40/40
Lyytinen, K., & Yoo, Y. (2002). Introduction. Commun. ACM ,45 (12), 62–65.
Moggridge, B. (2007). Designing Interactions (1st ed.). The MITPress.
Poslad, S. (2011). Ubiquitous Computing: Smart Devices,
Environments and Interactions (1st ed.). Wiley.Saffer, D. (2009). Designing for Interaction: Creating Innovative
Applications and Devices (2nd ed.). New Riders Publishing.Zhao, R., & Wang, J. (2011). Visualizing the research on pervasiveand ubiquitous computing. Scientometrics , 86 (3), 593–612.