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SM2701 Class 10
 

SM2701 Class 10

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    SM2701 Class 10 SM2701 Class 10 Presentation Transcript

    • SM2701 Theories of Interactivity – Class 10 On ubiquitous computing Concepts Characteristics Applications Interactivity
    • SM2701 Theories of Interactivity – Class 10 Similar terminologies Pervasive computing Ambient intelligence Information appliance Mobile computing Calm technology
    • SM2701 Theories of Interactivity – Class 10 Some figures Intel Corporation 2006 3 rd Quarter Report Net revenue 3Q 06 3Q 05 Digital Enterprise Group 4,946 6,370 Mobility Group 3,048 2,970 Flash Memory Group 507 573 Other 238 47 Total 8,739 9,960
    • SM2701 Theories of Interactivity – Class 10 Generations 1 st generation (one computer, many users) 2 nd generation (one computer, one user) 3 rd generation (many computers, one user)
    • SM2701 Theories of Interactivity – Class 10 1 st generation Image from http://museum.woolworths.co.uk/
    • SM2701 Theories of Interactivity – Class 10 2 nd generation Image from http://agg3333.ifas.ufl.edu/
    • SM2701 Theories of Interactivity – Class 10 3 rd generation Image from http://www.research.philips.com/
    • SM2701 Theories of Interactivity – Class 10 Ubiquitous computing Computer wants to be invisible.
    • SM2701 Theories of Interactivity – Class 10 Ubiquitous computing Xerox PARC around 1988 by Mark Weiser (1952 – 1999) Image from http://www.wikipedia.org/
    • SM2701 Theories of Interactivity – Class 10 Ubiquitous computing We believe that people live through their practices and tacit knowledge so that the most powerful things are those that are effectively invisible in use. http://www.ubiq.com/hypertext/weiser/UbiHome.html
    • SM2701 Theories of Interactivity – Class 10 Ubiquitous computing For thirty years most interface design, and most computer design, has been headed down the path of the "dramatic" machine. Its highest ideal is to make a computer so exciting, so wonderful, so interesting, that we never want to be without it. http://www.ubiq.com/hypertext/weiser/UbiHome.html
    • SM2701 Theories of Interactivity – Class 10 Ubiquitous computing A less-traveled path I call the "invisible“ ; its highest ideal is to make a computer so imbedded, so fitting, so natural, that we use it without even thinking about it. http://www.ubiq.com/hypertext/weiser/UbiHome.html
    • SM2701 Theories of Interactivity – Class 10 Ubiquitous computing An often quoted example is our understanding and interaction of motors in history. Image from http://profesanxenxo.iespana.es/
    • SM2701 Theories of Interactivity – Class 10
      • Ubiquitous computing
      • In 1900s, you could buy a home electric motor … with a wide variety of attachments you could put on it. So you could do your
      • Sewing
      • Attach a fan blade
      • Attach a mixer hoop
      • A grinder.
      • From the interview with Donald Norman, in Information Appliances and Beyond.
    • SM2701 Theories of Interactivity – Class 10 Ubiquitous computing Try to find out how many motors are in this room or inside your school bag. Describe your daily interaction with motors. How do you learn to use motors?
    • SM2701 Theories of Interactivity – Class 10 Ubiquitous computing Try to find out how many ‘computers’ you are carrying and figure out what type of ‘interfaces’ they are using.
    • SM2701 Theories of Interactivity – Class 10 Ubiquitous computing Are the interfaces any different from the commonly used desktop interface?
    • SM2701 Theories of Interactivity – Class 10
      • Tangible interaction
      • Tangible Bits – MIT Media Lab project developed by Hiroshi Ishii.
      • There are two worlds.
      • Physical world of ‘atoms’
      • Informational world of ‘bits’
      • Most of the time, bits and atoms are separate and relate to each other in a very limiting way.
      • We are familiar with interaction with atoms but not bits.
    • SM2701 Theories of Interactivity – Class 10 Tangible interaction Tangible Bits examples - Sandscape
    • SM2701 Theories of Interactivity – Class 10 Tangible interaction Tangible Bits examples – SenseTable and others
    • SM2701 Theories of Interactivity – Class 10 Similar early research Microsoft TouchLight
    • SM2701 Theories of Interactivity – Class 10 Similar research In games
    • SM2701 Theories of Interactivity – Class 10 Mobile computing Is it mobile computing? Image from http://www.uphill.com/
    • SM2701 Theories of Interactivity – Class 10 Mobile computing What are the interaction design differences between desktop and notebook computers? Image from http://www.dell.com.hk/
    • SM2701 Theories of Interactivity – Class 10 Mobile computing List out some of the reasons that you want to buy a notebook instead of a desktop computer.
    • SM2701 Theories of Interactivity – Class 10 Mobile computing Image from http://www.filofax.co.uk
    • SM2701 Theories of Interactivity – Class 10 Mobile computing Image from http://www.inspiredorange.com/
    • SM2701 Theories of Interactivity – Class 10 Mobile computing Image from http://www.jyotishsoft.com/
    • SM2701 Theories of Interactivity – Class 10 Mobile computing Design example In most PC applications, when you quit or switch to other applications and come back, it will take you back to where you leave. What will you do in a PDA version of the application, say the Date Book in this situation?
    • SM2701 Theories of Interactivity – Class 10
      • Mobile computing
      • Phone test (a joke)
      • Call any one of your classmates and ask the following questions.
      • Do you have class on next Thu.?
      • Can we meet at 3:00 p.m.?
      • BTW, do you have Crystal’s phone number?
      • If you cannot tell if your partner is using any PDA, smart-phone, etc., then probably the design is ok.
    • SM2701 Theories of Interactivity – Class 10 Mobile computing Design considerations for Palm. See DVD.
    • SM2701 Theories of Interactivity – Class 10 Mobile computing
    • SM2701 Theories of Interactivity – Class 10 Mobile computing
    • SM2701 Theories of Interactivity – Class 10 Mobile computing
    • SM2701 Theories of Interactivity – Class 10 One or Many? That is question #1
    • SM2701 Theories of Interactivity – Class 10 Why mobile? That is question #2 Why do we want to carry the computing devices everywhere?
    • SM2701 Theories of Interactivity – Class 10 Information everywhere
    • SM2701 Theories of Interactivity – Class 10 Communication everywhere
    • SM2701 Theories of Interactivity – Class 10 Entertainment everywhere
    • SM2701 Theories of Interactivity – Class 10 Ambient Intelligence Computation, interactivity are all embedded in the environment we live and commute. Are there any needs to have a computing device carried with you?
    • SM2701 Theories of Interactivity – Class 10 Ambient Intelligence A presence of a digital environment that is sensitive, adaptive, and responsive to the presence of people. Ubiquity Transparency Intelligence
    • SM2701 Theories of Interactivity – Class 10 Ambient Intelligence Ubiquity refers to a situation in which we are surrounded by a multitude of interconnected embedded systems .
    • SM2701 Theories of Interactivity – Class 10 Ambient Intelligence Transparency indicates that the surrounding systems are invisible and moved into the background of our surroundings.
    • SM2701 Theories of Interactivity – Class 10 Ambient Intelligence Intelligence refers to the fact that the digital surroundings exhibit specific forms of intelligence, i.e., it should be able to Recognize the people that live in it, Adapt themselves to them, Learn from their behaviour, and Possibly show emotion.
    • SM2701 Theories of Interactivity – Class 10 An early project - X10
    • SM2701 Theories of Interactivity – Class 10 A project from Philips - amBX
    • SM2701 Theories of Interactivity – Class 10 Philips A more recent one
    • SM2701 Theories of Interactivity – Class 10 Microsoft’s PlayAnywhere
    • SM2701 Theories of Interactivity – Class 10 Another Microsoft Prototype
    • SM2701 Theories of Interactivity – Class 10 A product from Sony
    • SM2701 Theories of Interactivity – Class 10 Users One of the key issues in ubiquitous computing and ambient intelligence is to understand the users and their context of use. Context is the key word in interaction design.
    • SM2701 Theories of Interactivity – Class 10 Context aware computing What are we talking about when we mention context aware computing? Background Computing is moving away from the desktop, which is well-understood and well-controlled, into the real world, which is complex and dynamic. From the Introduction to Context-Aware Computing, by Paul Dourish and Thomas P. Moran
    • SM2701 Theories of Interactivity – Class 10 Context aware computing Context Refers to the physical and social situation in which computational devices are embedded. One goal of context-aware computing is to acquire and utilize information about the context of a device to provide services that are appropriate to the particular people, place, time, events, etc. From the Introduction to Context-Aware Computing, by Paul Dourish and Thomas P. Moran
    • SM2701 Theories of Interactivity – Class 10 Context aware computing A classic example
    • SM2701 Theories of Interactivity – Class 10 Context aware computing Context – technical features Location of the users Movement of the users Time frame of the users Companion of the users
    • SM2701 Theories of Interactivity – Class 10 Locative media Location information – global positioning system Outdoor only, for indoor – additional equipment for differential GPS system
    • SM2701 Theories of Interactivity – Class 10 Locative media Location information – GSM, 3G mobile network Mobile phone will monitor around 6 – 7 neighboring cells. The signal strength for each cell is roughly proportional to the distance from the handset. Triangulation can give position estimate. Wi-Fi hotspots and Bluetooth can give similar location information. These methods can work indoor.
    • SM2701 Theories of Interactivity – Class 10 Locative media Image from HK-RFID
    • SM2701 Theories of Interactivity – Class 10 Locative media The positioning system will only give you the x and y co-ordinates of the users, which does not have any contextual information about the place and situation and on the other hand, it cannot differentiate among various users. Any solutions?
    • SM2701 Theories of Interactivity – Class 10 Locative media Geographic information system (GIS) provides detailed cartographic, geographic information of a location. Like this?
    • SM2701 Theories of Interactivity – Class 10 Locative media A Japanese toy
    • SM2701 Theories of Interactivity – Class 10 Locative media The physical environment can have embedded reader to locate individual users carrying identity information.
    • SM2701 Theories of Interactivity – Class 10 Movement Orientation, movement, speed, etc. of the users Images from http://www.parallax.com/
    • SM2701 Theories of Interactivity – Class 10 Movement Sudden motion sensor – Apple Computer Stop hard disk when the computer is dropped.
    • SM2701 Theories of Interactivity – Class 10 Movement Nike and ipod Images from http://www.apple.com/
    • SM2701 Theories of Interactivity – Class 10 What else? The quantitative data and categorical information may not tell much about the actual use context. The actual observation and involvement of users may provide more clues for design.