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UBIQUITOUS COMPUTING

UBIQUITOUS COMPUTING. TDA471. 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. Ubiquitous Computing.

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UBIQUITOUS COMPUTING

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  1. UBIQUITOUS COMPUTING TDA471

  2. 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

  3. 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)

  4. 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

  5. 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)

  6. 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

  7. Ubiquitous Computing Examples • “walk-up-pop-up” • wearables • ambient displays • intelligent work environments • augmented, interconnected everyday objects • etc Media cup, TecO

  8. * Embedded sensor networks • Sensors: - in everyday environments - on people - on artefacts • Sensor fusion: combining different data and placements to gather context

  9. * 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].

  10. * 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].

  11. * Context-aware computing Gellersen et al.

  12. * Context-aware computing Gellersen et al.

  13. * 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

  14. * 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

  15. * 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

  16. * 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)

  17. * 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)

  18. * Platforms: • Smart-Its • Smart Dust • Pin & Play • Tiny OS • etc

  19. Smart-Its: • sensors: sound, light, acceleration (2d), pressure • core board: context-recognition, communication interface (RF)

  20. 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 networked

  21. Ubicomp • More on Wednesday! • historical background • videos • projects • literature seminar about foundations of ubicomp

  22. 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

  23. 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

  24. Requirements • User Centred Design • Field studies • Focus groups • Cultural Probes • …

  25. Designing • Genius Design • Design Methods • Tool for invention • Brainstorming • Classification • Six thinking hats • … • Material & experience • Knowledge of related work

  26. Prototyping • Essential to understand interaction • Spatial and temporal aspects • Paper • Video • Mock-up • Hi-fi • Hardware • Software • Physical Realisation

  27. Evaluating • What & how • Quantitative & qualitativeuser studies • Questionnaire • Observation • Expert evaluation • Interview • Measurement • ...

  28. Course Info: People • Lalya Gaye • Responsible for the course • Literature seminars • Project supervisor • Ole Ravnsborg • Course assistant • Technology supervisor • Annika Lindstedt: Lab manager • Olof Torgersson: Examiner

  29. Website • http://www.cs.chalmers.se/idc/ituniv/kurser/08/uc/ • Check regularly for updates and course information!

  30. 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.

  31. 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 – Discuss and criticize designs in the area of ubiquitous computing – Design computational things using non-traditional ways of realising the interaction between man and machine

  32. Learning Outcomes • 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

  33. Prerequisites • Required • A course in Human-Computer Interaction • Physical Computing course (or equivalent) • Graphical Interfaces (or equivalent)

  34. 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/08/uc/

  35. Course Moments • Lectures: • LE1: Ubiquitous Computing • LE2: Guest lecture about course theme (homes) – TBA • Exercises: • Design: inspiration posters about home environments (real ones, IKEA...) • Related work: sample ubicomp projects • Paper writing • etc

  36. Course Moments • Group Projects: • 5 weeks projects • Groups determined by teachers – 3 to 5 students • Theme: homes – ubiquitous domestic environments • interactive furniture • sustainable living, etc • Allocated time for project supervision

  37. Course Moments • Group Projects: • 5 to 3 to one proposal per group • Final project proposal: 14th November • Public exhibition: 17th December (+ website) • Project report: 19th December • Budget: 1500 SEK

  38. Course Moments • Group Projects: • Conference short paper / submission to design contest (Aspen Design Challenge – Designing Water’s Future) http://www.aspendesignchallenge.org • See projects from previous years for inspiration!

  39. Course Moments • Literature seminars: • short paper/project presentations (2 groups per LS) • group discussions of literature • Home exam: • concepts and design issues of ubicomp • individual • deadline january 2009 (TBA) • Extra activities • #1: Open house HDK Thursday 17.00 + more (field visits, etc) • mandatory unless otherwise specified!

  40. 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, 5 – GU: Pass and Pass with distinction (G, VG)

  41. 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

  42. Groups • Name • Email • Gender • Languages spoken • Technical Skills • General interests in design

  43. Course Evaluation • 3 meetings • Same as in other courses • Volunteers? – ID, Chalmers – MDI/ID – ISD – GU ...

  44. Register • Don’t forget to register to the course! • Paper form • On-line

  45. Next Time • Wednesday 9.00 • Lecture 9.00-10.00 • Literature seminar 10-12 • Design exercise 13-16: inspiration posters, home environments

  46. 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

  47. Now • Student profiles for grouping • Visits: • Lab • Exhibition space visit

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