Professional Documents
Culture Documents
This
essay
is
part
of
the
PhD
course
on
Interaction
Design
for
ubiquitous
Computing
taught
at
Aalborg
University
in
June
2010.
The
purpose
of
this
exercise
is
to
summarize
the
state-‐of-‐the-‐art
literature
used
for
the
course
and
discuss
some
of
the
current
research
questions
and
challenges
that
animate
the
field.
Additionally,
specific
design
activities
carried
out
during
the
course
are
introduced
and
analyzed.
State-of-the-art
According
to
(Sharp,
Rogers,
&
Preece,
2007),
interaction
design
is
concerned
with
designing
interactive
products
to
support
the
way
people
communicate
and
interact
in
their
everyday
and
working
lives.
The
field
of
ubiquitous
computing,
allegedly
started
in
the
early
1990s,
has
been
defined
as
a
parallel
shift
where
technology
becomes
invisible
in
people’s
life.
Combining
the
two
fields
has
been
the
topic
of
visionary
work
since
the
late
1990s
(Weiser, 1999),
where
computer
based
systems
where
envisioned
to
be
omnipresent
in
our
environment
at
various
scales,
from
stylus-‐controlled
page-‐size
“pads”
to
tiny
“tabs”,
assisting
people
at
home
or
at
the
office
in
their
everyday
tasks.
More
recently
(Harper, Rodden, Rogers, & Sellen, 2008)
discussed
a
possible
future
for
Human-‐
Computer
Interaction
(HCI).
The
authors
consider
even
more
dramatic
changes
in
the
way
people
interact
with
technology
in
their
everyday
life,
looking
at
sociological
evolution
in
parallel
to
technological
development.
One
of
the
novelties
in
their
approach
compared
to
earlier
studies
is
the
role
human
values
play
in
shaping
future
HCI
advancements.
It
seems
that
user
experience
is
much
more
than
a
buzz
word
replacing
usability
as
defined
for
instance
in
(Nielsen, 1994),
but
it
integrates
factors
that
match
more
closely
what
humans
really
experience
in
their
daily
life.
Another
challenge
comes
from
the
distribution
of
human
activities
among
dimensions
such
as
time,
location
and
social
relations.
The
course’s
reading-‐list
splits
the
work
studying
ubiquity
at
home
and
ubiquity
in
public,
which
illustrates
the
difficulty
to
address
human
activities
as
a
whole.
On
the
contrary,
it
is
argued
that
both
environments
have
their
own
cultural,
social
and
behavioural
rules
that
should
be
considered
when
integrated
into
an
interactive
product.
The
key
questions
are
then
to
identify
these
rules
and
apply
them
to
the
products
supporting
the
activities
they
regulate.
And
that
is
only
considering
the
personal
part
of
people’s
life,
and
not
integrating
its
tendency
to
blur
with
its
professional
counterpart,
which
opens
for
even
more
research
opportunities.
In
another
study
of
computer
mediated
family
communication,
(O'Hara, Harper, Unger, Wilkes, Sharpe, &
Jansen, 2005)
investigated
the
use
of
a
person-‐to-‐home
SMS
system,
allowing
mobile
phone
owners
to
send
public
messages
available
to
any
other
family
members.
An
ethnographic
study
of
the
system
showed
that
micromanagement
messages
were
mostly
used
as
for
informing
about
one’s
current
activity
or
to
remind
others
about
something
that
needs
to
be
done.
The
success
of
the
product
can
be
therefore
attributed
to
its
support
of
simple,
already
known
interaction
paradigms,
although
for
a
different
purpose.
Finally,
(O'Hara, Glancy, & Robertshaw, 2008)
investigated
people’s
engagement
and
interaction
with
a
collaborative
game
played
through
large
urban
displays.
Their
findings
concern
four
key
issues
to
be
addressed
when
deploying
such
system:
1)
the
location
itself
and
how
people
occupy
it
in
an
everyday
setting;
2)
the
public
nature
of
the
interaction
and
the
configuration
of
users
within
the
space;
3)
the
two-‐
ways
impact
of
the
audience
on
the
users
and
of
the
users
on
the
audience
in
shaping
the
user
experience
with
the
system;
and
4)
in
the
paper
specific
case,
the
unhosted
nature
of
the
game
proposed,
where
explanation,
motivation
and
commentary
from
the
audience
was
limited.
The
two
first
steps
have
been
the
focus
of
the
course’s
continuous
exercise,
during
which
six
groups
of
4-‐5
students
developed
creative
ideas
to
support
various
tasks
in
a
“digital
kitchen”.
The
target
concept
of
group
#2
was
the
planning
of
cooking,
which
involves
all
the
activities
prior
to
the
actual
cooking.
The
developed
concept
should
support
the
planning
of
cooking
experiences
through
tips
and
ideas
on
the
meal,
the
produce,
and
cooking
methods.
The
following
sections
report
on
the
work
generated
by
group
#2,
from
the
identification
of
key
issues
to
the
design
and
creation
of
early
mock-‐ups
illustrating
an
innovative
concept
developed.
Issues
Planning
the
cooking
depends
on
multiple
parameters
such
as
the
people
involved
in
the
cooking,
the
time
allocated
to
the
planning,
the
place
where
it
happens
as
well
as
the
ingredients
and
tools
required
to
later
perform
the
actual
cooking.
However,
the
following
wh-‐parameters
that
determine
how
to
plan
the
cooking
can
vary
quite
dramatically,
as
illustrated
by
the
related
questions
below:
• Who:
Who
are
we
cooking
for?
Who
is
cooking?
Are
the
people
cooking
the
same
as
the
ones
planning
(for
instance
doing
the
shopping)?
This
can
be
linked
to
the
where
question
(opportunistic
planning)
• When:
When
does
the
planning
take
place?
How
much
time
is
required
to
plan?
Is
this
time
available?
Is
it
possible
to
allocate
this
time
to
several
actors?
How
does
this
influence
the
time
later
dedicated
to
cooking?
• Where:
Where
does
the
planning
take
place?
At
home?
At
the
shop?
While
commuting?
Does
this
require
synchronisation
between
the
actors
involved?
• What:
What
is
to
be
cooked?
What
ingredients/tool
are
already
available?
What
is
missing?
We
can
see
that
the
activity
of
planning
the
cooking
spreads
along
multiple
dimensions
and
involves
knowledge,
coordination/synchronisation
and
decision-‐making
power.
Coming
up
with
a
concept
that
can
fit
in
this
framework
should
therefore
consider
if
not
address
these
questions.
The
early
prototypes
individually
produced
by
all
group
members
have
been
quite
rapidly
combined
during
the
discussions
that
followed
their
presentation,
into
a
theoretical
overview
of
the
system,
yet
still
blurry
at
this
time
of
the
design
process.
Additionally,
these
discussions
put
light
on
an
issue
that
emerged
during
such
discussion,
namely
the
diversity
of
opinions
and
the
difficulty
to
reach
agreements
within
short
delays.
In
fact,
the
time
required
to
decide
which
direction
the
group
should
adopt
in
order
to
produce
a
creative
and
innovative
concept
appeared
as
a
function
of
both
the
number
of
people
in
the
group
and
the
individual
background
of
each
member.
[Maybe
develop
on
solutions
to
this
problem]
The
idea
that
emerged
during
this
step
was
of
a
system
that
would
allow
multiple
people
involved
in
the
planning
process
to
communicate
through
the
planning
process,
based
on
the
ingredients
already
available
in
the
home’s
fridge,
some
ideas
for
recipes
from
the
actors,
and
the
food
available
at
nearby
stores.
The
concept
of
the
“Knight
Freezer
2000”
(Figure
1)
that
we
presented
at
the
end
of
the
exercise
session
refers
to
this
category
of
futuristic
almighty
automated
systems,
which
would
support
people
in
their
tasks,
as
they
used
to
be
depicted
in
1980s
TV
series.
Such
system
seems
realistic
nowadays
in
the
case
of
a
digital
kitchen.
Figure
1
-‐
Illustration
of
conceptual
presentation
Sketching
2
–
redesign
The
second
stage
of
the
design
process
originally
consisted
in
starting
mocking
up
the
early
sketches
produced
in
stage
1.
However,
given
the
delays
the
group
took
during
the
initial
discussions,
the
pieces
of
advice
and
comments
received
during
the
presentation
and
the
group’s
own
considerations,
we
decided
to
The
redesign
illustrates
various
key
stages
of
the
planning
process
that
encompasses
the
four
target
values
introduced
earlier
in
this
document.
The
three
focus
stages
are
illustrated
in
the
following.
1. Choose
This
stage
takes
place
either
in
the
home
(Figure
2,
left)
or
at
a
shop
(Figure
2,
right).
It
involves
selecting
the
products
required
for
the
cooking,
based
on
what
is
available,
what
is
possible
to
buy
and
the
desired
meal.
Figure
2
-‐
Illustration
of
the
choosing
stage,
at
home
(left)
or
at
the
shop
(right)
2. Discuss
This
stage
allows
the
various
actors
of
the
system
to
communicate
while
planning
(Figure
3),
possibly
remotely,
and
while
having
access
to
all
the
information
required
to
make
common
decisions.
Figure
3
-‐
Illustration
of
the
discussion
stage
3. Guide
Finally,
this
stage
involves
the
possibility
to
access
external
sources
of
inspiration
for
recipes,
information
on
seasonal
products,
etc.
This
information
could
for
instance
come
from
shop
assistants
(Figure
4)
or
community
based
web
services.
To
do
so
we
based
our
presentation
on
a
storyline,
using
a
very
simple
mock
up
to
illustrate
the
stages
introduced
previously.
In
the
following
illustrations,
one
of
the
actor
s
involved
in
the
planning
is
at
home,
manipulating
a
digital
tabletop
that
displays
a
list
of
possible
recipes
based
on
the
products
available
in
the
fridge
(Figure
5).
Figure
5
-‐
Planning
from
home
At
the
same
time,
another
actor
is
shopping
and
connects
to
the
systems
via
a
similar
installation
located
in
the
store
(Figure
6,
left).
The
two
actors
can
communicate
via
this
interface
and
the
one
at
home
can
access
what
has
been
put
in
the
shopping
bag
of
the
one
in
the
shop
(Figure
6,
right).
A
recipe
can
be
commonly
agreed
on
though
the
system,
and
a
shopping
list
(accessible
to
both
actors)
is
automatically
created
based
on
what
products
are
missing
(Figure
7).
Figure
7
-‐
Creating
a
common
shopping
list
In
the
meantime
a
shop
assistant
offers
a
good
deal
on
a
product
that
was
not
part
of
the
shopping
list.
The
two
actors
discuss
the
necessity
to
buy
such
product
and
the
shopping
list
is
updated
accordingly
(Figure
8).
This concludes the planning process of the cooking for that day, and at the same time the course exercise.
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