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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
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Design of Ubiquitous Interactions

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Page 1: Design of Ubiquitous Interactions

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Design of Ubiquitous Interactions

Ilya Shmorgun David Lamas

Institute of Informatics

Tallinn University

September 13, 2013

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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.

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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.

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Topics

Ubiquitous Computing

Ubiquitous Interactions

Interaction Design

Ubiquitous E-TextbookReferences

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Section 1

Ubiquitous Computing

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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).

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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

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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).

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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).

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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.

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Embeddedness

Mobility

Cloud computing

Cross-platformcomputing Pervasive

Computing

Traditional

Computing

UbiquitousComputing

Mobile Computing

High 

High Low 

Figure : Dimensions of computing (Lyytinen & Yoo, 2002)

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Cross-PlatformComputing

CloudComputing

UbiquitousComputing

Traditional

Computing

Figure : Positioning ubiquitous computing

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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).

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Section 2

Ubiquitous Interactions

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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.

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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.

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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

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Section 3

Interaction Design

D fi i i f I i D i

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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

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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).

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Figure : Overview of the interaction design process (Leurs et al., n.d.)

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Section 4

Ubiquitous E-Textbook

Digiti ti f L i g M t i ls

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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

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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.

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Figure : A teacher’s laptop connected to a projector

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Figure : Using blackboards and smartboards side by side

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Figure : Using Prezi to give math assignments to students

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Figure : Laptops used during a math lesson

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Figure : iPad charging cart

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Figure : Math game running on an iPad

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Figure : Traditional textbooks

Shortcomings of Existing Approaches

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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.

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Embeddedness

Mobility

Cloud computing

Cross-platformcomputing Pervasive

ComputingTraditionalComputing

UbiquitousComputingMobile Computing

High 

High Low 

Figure : Dimensions of computing (Lyytinen & Yoo, 2002)

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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

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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

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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

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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

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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

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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

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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.