Professional Documents
Culture Documents
Group PLAJ
Pavel Okopny
Laura Wiegand
Andreas Runeson
Julia Dashevska
Human-Computer Interaction
Uppsala University
March 2016
Sharing Experiences
Group PLAJ
Theorising
In the modern global world we travel a lot: move from one city or country to another for studying,
working or just for new adventures. Being away from family, friends, loved ones can be a very
frustrating experience. To communicate with distant friends different technologies are used: email,
text chat, phones and VoIP, video-calls (Skype and others). Internet allows us not only to
communicate verbally but also to perform pair and group activities online, e.g. playing games.
However, distant communication can hardly substitute real personal communication as
aforementioned technologies do not provide means for all various types of nonverbal
communication, e.g. touch or facial micro-expressions. Those technologies do not deliver the
feeling of presence of another person, they also do not allow to share context or environment. Due
to that, people might feel estranged or not be able to express themselves correctly.
The person-to-person communication consists of far more than the verbal exchange of information.
Mostly friends, lovers, families bond by experiencing things together and by creating memories.
How can technology help friends, lovers and families, who are not living close to each other, to
create new experiences with each other and not just share past experiences?
Sharing Experiences
Group PLAJ
Sharing Experiences
Group PLAJ
Hypothesising
Based on the given theories we made two hypotheses. Both ideas match several of the above
mentioned qualities. Due to the wide range of the topic we were not able to find one solution that
could cover all points evenly.
Sharing Experiences
Group PLAJ
The biggest risk with that solution is a possible lost of privacy. Since the Sender does not control
the direction of Receivers gaze, he/she must be aware that the Receiver is able to see anything
around and, possibly, some things that the Sender is not willing to show for any reason.
The following qualities are solved by the given hypothesis:
1. Enable to share experiences with family and friends which involved more than just talking
or chatting online
SOLVED by enabling the receiver to explore the surrounding by the use of the 360 degree
camera. Also the use of 360 audio provides directional sound that enhances the receiver's
ability to explore.
2. Allow to do things together and to feel close to each other
SOMEHOW SOLVED by enabling the receiver to actively take part in some of the activities
of the sender. These might however be limited to exploring an environment, the receiver
can look at another direction then the sender.
3. Provide the feeling of being close to another person over distance
SOMEHOW SOLVED by connection two people in one moment and not in retrospective.
They are both sharing the experience in this moment together and are not disturbed by a
smartphone as communicator of the images and sounds.
4. Take part in activities that happen far away
SOMEHOW SOLVED by adding the receiver into the picture of the sender. They are
together at the same place and can interact based on the environment.
5. Share your environment and the emotions connected to a specific experience
SOLVED by allowing the sender to immediately share the situation without the need of
taking a picture which needs to be uploaded and sent later.
We do not actually invent anything new here. We are just taking existing technologies and showing
a case, what can they be used for.
Group PLAJ
To play chess together (and therefore to share an experience) the two participants need to have
one board each. The boards contain magnets that can be matched to the different pieces of chess.
Each board is connected to each other via the internet using Wi-fi. In doing so the two boards can
sync up so that when one person moves a piece, the corresponding piece on the other chessboard
also moves. Obviously the activity is limited to chess but since the board could be expanded upon
it could provide a variety of board game classics such as Checkers or Go. It all depends on the
pieces and board design. Additional layers could be placed on the board so that it is not limited to a
grid based game. Some issues with delay might be expected so turn based games are preferable
(a stable and fast Wifi connection on both ends would make it possible to play more fast paced
games).
The above described hypothesis solves several of our previously stated theories. As the
participants partake in a shared activity we assume that the experience that is created is more
natural than just sitting in front of a computer and talking via Skype. Partaking in an activity
together provides a deeper feeling of closeness.
The following qualities are solved by the given hypothesis:
1. Enable to share experiences with family and friends which involved more than just talking
or chatting online
SOLVED by providing a game that can be played together. It is not even necessary to chat
or to talk while playing.
2. Allow to do things together and to feel close to each other
SOLVED by having the physical shared game which can either be played directly or can be
played turn-based to communicate that you think about the other person
3. Provide the feeling of being close to another person over distance
SOLVED by having this thing that only these two people share.
4. Take part in activities that happen far away
SOMEHOW SOLVED by taking part in the chess game. But not in any other activities that
happen somewhere else
5. Share your environment and the emotions connected to a specific experience
NOT SOLVED
Sharing Experiences
Group PLAJ
Falsification
We received three falsification documents containing feedback about our theories and hypotheses.
We got a lot of general feedback about our hypotheses and qualities. Those are summarised
below and described in detail for each hypothesis.
General Feedback
The main feedback was that just providing a 360 degree view combined with 360 degree sound
would not lead to a feeling of presence. It would only act as an enhancement of the existing
technology (Skype). The hypothesis only includes visual and audial communication but it excludes
other senses such as touch (haptic feedback) and smell. The opposition also pointed out that the
solution is more of a sender-receiver relationship, which allows one person to share its vision and
sound but not the other way around.
Feedback on Hypothesis 1
The main feedback was that just providing a 360 degree view combined with 360 degree sound
would not lead to a feeling of presence. It would only act as an enhancement of the existing
technology (Skype). The hypothesis only includes visual and audial communication but it excludes
other senses such as touching (haptic feedback) and smell. The opposition also pointed out that
this is more of a sender-receiver relationship, which allows one person to share its vision and
sound but not the other way around.
Feedback on Hypothesis 2
For the second hypothesis we received a lot of good feedback. The opposition pointed out that the
hypothesis solved the quality of sharing an activity. The hypothesis also includes some physical
interaction which further enhances the experience. However, the opposition pointed out that this is
very similar (if not identical) to how online games work today. World of Warcraft and other popular
online games enable people to share an activity in a digital world where each person is
represented as a digital character. Our hypothesis enables the same sharing of activities but it is
more limited, in this case, to playing chess. Another drawback with that hypothesis is that we do
not include any audio or visual representation of the participants. However, the addition of sound
could easily be implemented into the chessboard. Another major problem is that the second
hypothesis is limited to board games and specifically chess, which limits the user group.
Conclusion
To conclude, the feedback made us aware that our first hypothesis could be seen as an enhanced
Skype, which in itself does not fulfil some of our qualities. The second hypothesis was received
better but also here we face the problem that if we add audio and visual communication to it, it
becomes Skype with the addition of a chessboard. We do NOT want that. The feedback made us
look at the problem in a different way.
We decided to develop a new hypothesis that is building mainly on the elements of the second
hypothesis.
Sharing Experiences
Group PLAJ
Building
Based on the given feedback in the falsification we decided to mainly focus on the second
hypothesis while not totally omitting the first hypothesis. The main goal was NOT to create a new
and more advanced Skype but to find a way to improve the current communication over distance.
We decided to further explore the idea of using a physical device as for example a chess board for
creating a sense of presence in another persons world. Therefore we decided to take a step
backwards to find a more general approach to the question of what presence and closeness
means. As the current global world often results in couples not living together we discussed what it
actually means to live and to be together for couples. What does it mean to do things together at
the same time? One common example is cooking. People living together often cook together
whereas people living alone do not cook for themselves so often. How could technology help
people feel close while doing daily activities like cooking - even if they are hundred of kilometres
apart from each other.
One of the biggest differences between doing something in the natural way and doing it over
Skype or any other current device is that all these technologies afford a direct action to initiate the
conversation. People living together do not need to call each other just for asking: how was your
day? They just start talking. We decided that we wanted to work on a technology which allows this
kind of passive interaction and therefore enables a more natural communication. The biggest
question was how to connect people without the need of actively calling each other - and still
protect the privacy and not monitor them all the time.
Based on the theorising, the first two hypotheses, the falsification and various rounds of discussion
and brainstorming, we came up with the idea of Im Home.
Im Home
The core of this concept is a device that is shaped like an egg. This device is used in order to
improve the communication and to provide the feeling of presence and closeness over distance.
Based on the idea of passive interaction, we decided to develop a device that enhances the natural
communication between partners without the need of actively starting it (except for starting talking
of course). The egg should be seen as a communication device that does not replace the other
person but enables a close connection. Not only by providing sound - as a normal telephone and
Skype do - but by also transmitting further elements from the daily environment such as
movement, temperature and light.
Limitation of scope
As the idea of sharing experiences and improving communication over distance is very broad we
decided to limit the target group of our solution to couples. Two people that are currently not living
together but that still want to have the experience of living together.
Sharing Experiences
Group PLAJ
Active state
Sharing Experiences
Ready for
communication
Ongoing
communication
Group PLAJ
Touch
The light is furthermore used to communicate the action of touching the egg. The colour of the light
changes to red at the spot where the other person is touching the egg. So if person A is touching
his egg, the egg of person B turns red at the spot where person A touched it.
Person A
Person B
Sharing Experiences
Group PLAJ
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Movement
Another way of using the device is for communication of emotions by movement. The egg can tilt
and can vibrate.
Person A
Person B
Privacy
One of the main concerns we faced during our brainstorming sessions was users privacy issues.
As the Im Home system is based on the passive interaction, it is difficult to decide when it should
actually be turned on and transmit the audio signals and when it should be turned off. In order to
not turn on the audio transmitting of the egg when it is not intended, we introduced two states: the
active (yellow light) and communication (green light). They should make clear what the device is
currently doing. The pulse, which is shown when the sound is transmitted, should be used to get a
even better understanding of when the connection is established.
Sharing Experiences
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For the case when one person does not want to start a conversation, we added a button on the
bottom of the device to turn it off. This will bring it to the neutral state. The egg will turn on again
after some hours automatically (that means it will start recognising movement again after a set
amount of hours and will only turn active if someone is close by). If the user wants to totally turn off
the device (so that it doesnt turn on automatically), the button needs to be pressed for a longer
time. The time can be changed by the user (see next section of the report). The device will give
voice feedback on for how long it is going to be turned off (Turned off for 8 hours or Turned off).
Clicking the button again will always turn it on (Turned on). Nevertheless the user is always able
to see the current state of the device.
Configuration
To set up the egg for the first time the user must connect it via the docking station to a computer.
The first step is to connect the it to wi-fi. The user is prompted to connect the device to the local wifi, entering the wi-fi password and such. Once, the egg is connected via Wi-Fi the rest of the setup
is done by using the Im Home configuration tool. The next step in the initial setup is to link your
egg to your partner's egg. This is done by entering the ID code of the other egg into your
configuration tool, the same has to be done with the other egg.
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The Im Home configuration enables the configuration of different privacy settings. Here you have
the option to configure how long the egg stays in sleep mode when the user presses the power
button once. This could range from one hour to completely turning it off. Another option is to set a
delay so that the egg delays the time it takes for it to go from yellow (active state) to green
(communication state). It can be set to have no delay to up to 30 minutes.
Other functional settings include: movement, vibration, pulsing light and temperature. These can all
be turned on and off. There is also an option to set up custom colours for different states.
Sharing Experiences
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Technical Details
The device has a number of inputs and outputs.
Outputs
Several LED arrays inside to provide ambient light. Each array has several colour LEDs.
Each array is directed to different surface areas to make it possible to light up different sides
of the Egg with different colours
Separate LED array at the bottom of the device is used to indicate power state of the device
(flashes/pulses red when battery is low)
Heater to warm the surface on the device (to transmit warmth of hand)
Vibration motor
Speaker
A motor with the mass attached to deliver tilting
Inputs
Accelerometer to detect tilt
Human presence sensor
Surface temperature sensor
Microphone
Light sensor to adjust the brightness of light
Button to switch the device off/on
Station
Charging could be done by a docking station where the person can just place the egg onto without
the special need of connecting a charger. Docking station is also used to connect the device with a
PC/laptop for the first-time setup. It utilises NFC to connect the device with the docking station. The
docking station is connected to PC/laptop with a USB cable. When the device is connected with
the docking station, the docking station will indicate the battery state of the device.
Sharing Experiences
Group PLAJ
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In order to get a better understanding of the Im Home concept and the egg you can have a look
at our video prototype: https://youtu.be/C8wHtg6hHGk
Sharing Experiences
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Sharing Experiences
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