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ActivityDesigner

ActivityDesigner. Machines of Loving Grace Spring 2008. ActivityDesigner. Activity-Based Prototyping of Ubicomp Applications for Long-Lived, Everyday Human Activities (Yang Li & James Landay 2008) Novel features Model activities based on concrete scenarios of everyday life

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ActivityDesigner

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  1. ActivityDesigner Machines of Loving Grace Spring 2008

  2. ActivityDesigner • Activity-Based Prototyping of Ubicomp Applications for Long-Lived, Everyday Human Activities (Yang Li & James Landay 2008) • Novel features • Model activities based on concrete scenarios of everyday life • Prototypes interaction behaviors based on activity streams spanning time • Can easy test prototypes with real users continuously in everyday environments

  3. Activity-Centered Design • Activity Centered Design (ACD): • Base designs on evolving human activities • Take into account changes in human behavior due to the new technology being tested

  4. Activity Theory • Hierarchy of activities, actions, and operations • Activity: Long-term transformation process of an object (e.g. user’s body) oriented toward a motive (e.g. keeping fit) • Actions: ways to carry out an activity, each focused on an immediate goal (e.g. running to burn calories) • Operations: lower-level decomposition of actions (e.g. put on running shoes)

  5. Context • Need to extend AT to consider context: • Situations: circumstances in which an activity is often performed (e.g. in a gym) • Scene: combination of an action and a situation • Theme: a “view” of a scene that corresponds to an activity

  6. Representing Everyday Observations as Scenes Role

  7. Representing Themes

  8. Creating Interaction Behaviors • Designer creates prototype using • Storyboarding • Demonstration • Scripting

  9. Activity Streams • Scripting language makes it easy to write conditions that depend on a stream of events

  10. Assignment • Imagine and create an ActivityDesigner prototype of a system that assists a person with a cognitive, emotional, or physical disability • Demonstrate the prototype to the class • Write a report (5 page minimum) that discusses: • The problem the prototype addresses • How a user would interact with the system (include screenshots) • What would be needed to make the system real, and how that might be achieved (e.g., what kind of physical sensors would provide inputs, how would raw sensor data be processed)

  11. Teams • The project will be done in teams • 190B students matched with a 290B partner • Matthew Wagner & Marin Kobin • Edward Laird & Hilario Coimbra • Maggie Maxwell & Stephen Delmer

  12. Deadlines • (week 1) March 31: Bring to class a 1 paragraph description of what your team is creating. • (week 2) April 7: Bring a laptop to class that has a running initial version of your prototype. We will discuss. • (week 3) April 14: Bring to class laptop with final version of your prototype and the report

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