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User Interface Design

Lecture 10: Models and Theories

Dr. Obead Alhadreti

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In this lecture:

Ubiquitous Computing

Affective Computing

Augmented and Virtual Reality

Computer Supported Cooperative Work

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Ubiquitous computing

Ubiquitous computing (or "ubicomp") is a concept in software engineering and computer science where

computing is made to appear anytime and everywhere.

In contrast to desktop computing, ubiquitous

computing can occur using any device, in any location, and in any format. Examples, wearables devices.

Computing everywhere

Many computers serve each person. Typically computers use sensor and wireless.

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Ubiquitous computing

The third wave in computing

Mark Weiser: the father of ubiquitous computing

first articulated the idea of ubiquitous computing in 1988

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Ubiquitous computing

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Ubiquitous computing

Challenges and Requirements

Hardware Applications

User Interfaces Networking

Mobility Scalability

Reliability Interoperability

Resource Discovery Privacy and Security

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Hardware and the User Interface

Nanotechnology

The trend toward miniaturization of computer components down to an atomic scale is known as nanotechnology.

The multitude of different Ubicomp devices with their different sizes of displays and interaction capabilities represents another challenge

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Networks

Another key driver for the final transition will be the use of short-range wireless as well as traditional wired technologies

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Mobility

Mobility is made possible through wireless communication technologies

Problem of disconnectivity!!!

This behaviour is an inherent property of the ubicomp concept and it should not be treated as a failure

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Scalability

The primary challenge facing Ubiquitous Computing (Ubicomp) in the coming years is how to deal with the sheer amount of data that will be created.

The term “Internet of Things” (IoT) is today widely used and the concept it represents that of a world where

everyday objects are interconnected and sharing information about their state is something that has

stepped out of the realm of science fiction and become a plausible reality

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Resource Discovery & Interoperability

Resource discovery is the ability of devices to describe their behaviour to the network.

Interoperability will probably be one of the major factors for the success or failure of the Ubicomp vision

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Security and Reliability

In a fully networked world with ubiquitous, sensor- equipped devices several privacy and security issues arise

Thus the reliability of ubiquitous services and devices is a crucial requirement

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Affective Computing

An affective computing system is a system of computational processes that perceives, expresses, interprets, or uses emotions.

Common emotions: fear, anger, happiness, sadness, surprise, disgust

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Affective Computing

Why is it useful?

Facilitate Human-Computer (Robot) interaction

use emotions in simulated-agent plans (to simulate human reasoning)

communication and joint attention

Entertainment

Computer games such as the Sims (EA).

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Affective Computing

Examples

SIMS (Electronic Arts)

Entertainment: emotions are used to provide entertainment value

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Augmented Reality

What Is Augmented Reality (AR)?

AR is a combination of :

a real scene viewed by a user and,

a virtual scene generated by a computer that augments the scene with additional information.

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Augmented Reality

Augmented reality examples Examples

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Augmented Reality

Successful commercialization:

Yellow line in football broadcasts

Glowing hockey puck

Replace times square billboards with own

commercials during New Year’s Eve broadcasts

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Augmented Reality

Augmented Reality

System augments the real world scene

User maintains a sense of presence in real world

Needs a mechanism to combine virtual and real worlds

Hard to register real and virtual

Virtual Reality

Totally immersive environment

Senses are under control of system

Need a mechanism to feed virtual world to user

Hard to make VR world interesting

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Computer supported cooperative work

What is CSCW?

CSCW (Computer-Supported Cooperative Work)

refers to the field of study which examines the design, adoption, and use of groupware.

Despite the name, this field of study is not restricted to issues of "cooperation" or "work" but also

examines competition, socialization, and play.

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Computer supported cooperative work

Groupware is technology designed to facilitate the work of groups.

This technology may be used to communicate,

cooperate, coordinate, solve problems, compete, or negotiate.

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Computer supported cooperative work

While traditional technologies like the telephone qualify as groupware, the term is ordinarily used to refer to a specific class of technologies relying on modern computer networks, such as email,

newsgroups, videophones, or chat.

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Computer supported cooperative work

Groupware offers significant advantages over single-user systems. These are some of the

most common reasons people want to use groupware:

To facilitate communication: make it faster, clearer, more persuasive

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Computer supported cooperative work

To enable communication where it wouldn't otherwise be possible

To enable telecommuting and to cut down on travel costs

To bring together multiple perspectives and

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Computer supported cooperative work

To form groups with common interests where it wouldn't be possible to gather a sufficient

number of people face-to-face

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Computer supported cooperative work

Groupware technologies are typically

categorized along two primary dimensions:

Whether users of the groupware are working together at the same time

("realtime" or "synchronous" groupware) or

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Computer supported cooperative work

Whether users are working together in the same place ("colocated" or "face-to-face") or in different places ("non-colocated" or

"distance").

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