Blog 8 - CRAP
2. CRAP - Contrast, Repetition, Alignment, Proximity
Contrast
– make different things different
– brings out dominant elements
– mutes lesser elements
– creates dynamism
Repetition
– repeat design throughout the interface
– consistency
– creates unity
Alignment
– visually connects elements
– creates a visual flow
Proximity
– groups related elements
– separates unrelated ones
CRAP is mostly talked about in graphic design. This is particularly important for websites. People can make judgements on web sites within seconds of visiting them. If things look messy, unorganised or unproffessional, they may leave straight away.
CRAP also makes it easier for users to see what it important on pages. The list above shows what elements pages need to have to make them 'user friendly'. Contrast makes the more important things stand out, repetition makes things easier to idnetify, alignment creates a 'visual flow' and generally makes things easier to look at and proximity also makes the page easier to look at, makes things easier to find and gives the page a better 'flow'.
3. CRAP has quite a lot of reference to pervasive computing. When perople are using new devices they need to know what is what clearly. CRAP is mostly used in graphical design, which also relates a lot to pevasive computing, since things such as web pages and other things are used within pervasive devices. Pervasive devics also need a good, useable layout which users would not find frustrating.
The lists below show how the elements of CRAP relate to pervasiven computing.
Contrast
- People need to know what does what, if different things look diffrent, user will asume they do different things
-Can emphasise certain parts of products.
-Puts less emphasis on things users do not need to concentrate on
Repetition
- If there is more than one of a pervasive product, or there mulitple things to do with one product, each part needs to be like others, so the user will be more likely to know how to use it.
- The layout and design should be consistent throughout a device
Alignment
- Can make devices easy to use, and easy to look out.
- If there are tables or other things displayed on a product, they are easier to read if they are all alligned.
Proximity
- Can make new devices easier to navigate through
Friday, 12 December 2008
Wednesday, 19 November 2008
Studio 6 - Identifying Research Methods
Ethnography
1.
2.
i. Can You See Me Now
ii. Savannah
iii. Treasure
3.
ii. Savannah
4. For my assignment I am studying the problems people have with the interactive turnstiles and the 'cashless system' at the Ricoh Arena, for football matches.
1.
- "a seen but unnoticed feature of everyday life"
- Ethnography is considered a ubiquitous feature of everyday life. It is something you would regularly do througout life, but never notice, or think of as unordinary.
2.
i. Can You See Me Now
- Can You See Me Now is a uniquitous game in which online players, logged on over the internet, are chased by a virtual model of a city by professional performers.
- Online players can communicate through text messaging, while performers can communicate using walkie-talkies.
- Performers were equipped with handheld computers, GPS receivers and Wifi to help catch them
- It was not easy to record and monitor everything that was happening because the participants were extremely mobile and were not close together.
ii. Savannah
- Savannah is an educational game in which children learn about the ecology of the African savannha, specifically about the behaviour of lions
- Groups of children role play being lions and exploring a virtual savannah that appears to be overlaid on an empty school playing field
- The children are given handheld computers with WiFi networking and GPS location sensing.
- The children could move around the terrain, and discover the resources that lions would need to survive.
- Camera's were set up to monitor what was happening, but the screens of the handheld computers were not visible
iii. Treasure
- Treasure is a team and location based, mobile game played by 4 people over a small area
- The game exploits the use of a 802.11 wireless network, and encourages players to learn about and the boundaries of there ability to communicate with a server.
- Coins are dropped on a map around the outside of a network, and players must carry GPS enabled handheld computers to the points indicated on the map to retrieve the coins, then carry them into an area of wireless network coverage and upload them to a server to receive points.
- Within the network coverage opposing players can steal coins that have been picked-up but not uploaded
3.
ii. Savannah
- Since Savannah was kept within certain ranges of space and time, it was possible to capture video to most of the experience. Each camera followed one player and always kept them in shot.
- Wireless microphones were used to record conversations with other players
- System logs of all game actions were captured at a central server.
- Afterwards a dedicated game replay interface was developed, which enabled an analyst to view the system logs in a range of ways. Complete game status information was displayed for all players.
- These replays were used to support a 'fine-grained' analysis of GPS sensing and location based interaction
4. For my assignment I am studying the problems people have with the interactive turnstiles and the 'cashless system' at the Ricoh Arena, for football matches.
- Methods discussed that could be used would be, having cameras to show what people are doing and what problems they are having.
- Wireless microphones, incase there is any helpful sounds tha could be used
- GPS sensors in the cards(season tickets) to sense things such as, how long it takes to get through the turnstiles, or whether the cashless system does in fact reduce queueing.
- The main problem with this would be the cost. Installing camera's in each and every turnstile would be very expenisve, and there could be other problems such as vandalism. It would be much cheaper and effecient to have stewards monitor what was happening.
- Another problem with is that people don't like being watched. If they know they are being recorded or watched, it can make them change there actions and this could make it harder to learn about the problems people have.
- GPS sensors would also be hard to deploy, expensive and it is hard to tell how succesful it would be because there would be a lot of active users, in a small confined space.
Thursday, 23 October 2008
Studio 4 - Usability Tools
Usability Goals
These are the goals we want built into the technology we use. If these goals
are met, the system should be usuable, and people should be able to use it
straight away without using a manual.
They include;
Effectiveness
EfficiencySafety
Utility
Learnability
Memorability
Design Princibles
These are things that need to be kept in mind when making a device, they
include;
Visibility
Feedback
Constraints
Mapping
Consistency
Affordance
Function: Predictive text
The predictive text option can be toggled on and off using the hash button.
When you are not using predictive text you have to press on button multiple
times, just to type one letter. When making long text messages this can take
a long time, and become slightly tedious. When predictive text is being used,
you just have to press each button once, and once you've pressed a
combination of buttons, the phone will guess which word you are trying to
type. For example, abc are all linked with 2. If you were too press 2, three
times the phone would make a word out of a,b and c. If predictive text were
turned off, you would just have the letter c.
This is very helpful, because it enables users to create and send messages
quickly. It shows the design princibles and usabilty goals were used quite
well in this phone, since you can easily see what buttons you have pressed,
it does exactly what you need it to, it is quick and simple to use and it's
not hard to learn and remember how to use. It also stops the user from typing
extra letters in, if there is no possible word, to match the combination of
letters, in it's ditionary.
Function: Lock the phone
The phone can be locked very easily by pressing the 2 specific buttons. These
2 buttons are far away from each other, so you are not likely to unlock your
phone if you sit on it.
One problem with this, is that you will only know how to lock the phone if
you have used a Nokia before. If you havn't you would have to read the manual
to find out about it.
Apart from this it shows the design princibles and usabilty goals were used
quite well in this phone, because it is easy and quick to do, it's hard to
undo accidentally, you won't do something else accidentally while trying to
do it, it's easy to remember how to do.
It meets the design princibles because the phone displays a small icon,
indictating the phone is locked, which shows it gives you feedback, it stops
the user from doing anything else with the phone until it has been unlocked,
and the mapping of the phone stops it from being unlocked accidentally.
Function: Search for a contact
There is an option in the main menu to go to your contacts. This is easy to
see. Once you have selected this you can click on search. Once you are on
search you can either go down the whole list, or type in letters to search
for specific contacts. As you type in more letters, the phone will narrow
down the possibilities. For example, if you press m, you will only be able to
see the contacts beginning with m.
I think this shows the design princibles and usability goals were used quite
well in this phone. This is because all of the contacts are kept in
alphebetical order, like you would expect(logical constraint), it doesn't
take long to find contacts, it updates the list as you type things in, which
makes it quicker to use(feedback). It's not hard to find, it's easy to learn
and remember how to use it. It is also clearwhat you can do while on the
screen, there is one button for options, a space to enter text and a list,
which makes it clear what options you have.
All of the functions mentioned show consistency, since they all work in the
same way each time you use them. They also do the same things you would
expect them to because of other parts of the phone.
These are the goals we want built into the technology we use. If these goals
are met, the system should be usuable, and people should be able to use it
straight away without using a manual.
They include;
Effectiveness
EfficiencySafety
Utility
Learnability
Memorability
Design Princibles
These are things that need to be kept in mind when making a device, they
include;
Visibility
Feedback
Constraints
Mapping
Consistency
Affordance
Function: Predictive text
The predictive text option can be toggled on and off using the hash button.
When you are not using predictive text you have to press on button multiple
times, just to type one letter. When making long text messages this can take
a long time, and become slightly tedious. When predictive text is being used,
you just have to press each button once, and once you've pressed a
combination of buttons, the phone will guess which word you are trying to
type. For example, abc are all linked with 2. If you were too press 2, three
times the phone would make a word out of a,b and c. If predictive text were
turned off, you would just have the letter c.
This is very helpful, because it enables users to create and send messages
quickly. It shows the design princibles and usabilty goals were used quite
well in this phone, since you can easily see what buttons you have pressed,
it does exactly what you need it to, it is quick and simple to use and it's
not hard to learn and remember how to use. It also stops the user from typing
extra letters in, if there is no possible word, to match the combination of
letters, in it's ditionary.
Function: Lock the phone
The phone can be locked very easily by pressing the 2 specific buttons. These
2 buttons are far away from each other, so you are not likely to unlock your
phone if you sit on it.
One problem with this, is that you will only know how to lock the phone if
you have used a Nokia before. If you havn't you would have to read the manual
to find out about it.
Apart from this it shows the design princibles and usabilty goals were used
quite well in this phone, because it is easy and quick to do, it's hard to
undo accidentally, you won't do something else accidentally while trying to
do it, it's easy to remember how to do.
It meets the design princibles because the phone displays a small icon,
indictating the phone is locked, which shows it gives you feedback, it stops
the user from doing anything else with the phone until it has been unlocked,
and the mapping of the phone stops it from being unlocked accidentally.
Function: Search for a contact
There is an option in the main menu to go to your contacts. This is easy to
see. Once you have selected this you can click on search. Once you are on
search you can either go down the whole list, or type in letters to search
for specific contacts. As you type in more letters, the phone will narrow
down the possibilities. For example, if you press m, you will only be able to
see the contacts beginning with m.
I think this shows the design princibles and usability goals were used quite
well in this phone. This is because all of the contacts are kept in
alphebetical order, like you would expect(logical constraint), it doesn't
take long to find contacts, it updates the list as you type things in, which
makes it quicker to use(feedback). It's not hard to find, it's easy to learn
and remember how to use it. It is also clearwhat you can do while on the
screen, there is one button for options, a space to enter text and a list,
which makes it clear what options you have.
All of the functions mentioned show consistency, since they all work in the
same way each time you use them. They also do the same things you would
expect them to because of other parts of the phone.
Wednesday, 22 October 2008
Reading Week 3
Creative Design Approaches
Jane Fulton Suri and her team at IDEO use images to inform design in many ways. To do this they don’t just go around asking people questions about devices or places. They observe what is happening. They discovered that you can find out much more by observing what is happening and try to interpret what is happening. By doing this they can ‘draw on empathy’, ad use this to help them feel what is happening in certain situations.
One example of this is from the San Francisco Museum of Modern Art, where visitors were finding it hard to find their way into the building and to the ticket office. They observed people approaching and entering the building and found two main problems. Visitors could not see into the building because of highly reflective glass, so they could not tell if it was the right building, and inside, there were two counters, which looked identical, but had different uses, so the visitors didn’t know which to use.
To solve the problem, they redesigned the entrance, so that it was well lit, and people could clearly see it from the street, they also made the ticket office highly visible, and gave it a better information display so that people could see it.
This is how they help improve most places or products. They don’t ask people what is wrong with a product, building or attraction. They just observe as a bystander. If they were to ask random visitors of the San Francisco Museum of Modern Art, they could end up talking to a lot of regular visitors, which wouldn’t help them fix any problems. They needed to sit-back and observe what new visitors were having problems with, what they were doing wrong, and how it could be improved.
Suri and her team also try to ask questions about situations from a ‘naïve and curious perspective’. This means that when they try to improve places or products, they always try to look at it, as if they had never seen anything like it before. As if it were the first time going into a building, or using a product. This can make some of the problems a lot clearer.
This also helps them find flaws with products that they regularly use or that a everyone generally uses. Things they expect that everyone knows how to use, things that would be second nature to them. An example of this would be something like a coffee machine, at a company. All the people who work there would know how to use, but if a new employee were to come in, and have to ask how to use it, it shows that there is a problem with it.
Jane Fulton Suri and her team at IDEO use images to inform design in many ways. To do this they don’t just go around asking people questions about devices or places. They observe what is happening. They discovered that you can find out much more by observing what is happening and try to interpret what is happening. By doing this they can ‘draw on empathy’, ad use this to help them feel what is happening in certain situations.
One example of this is from the San Francisco Museum of Modern Art, where visitors were finding it hard to find their way into the building and to the ticket office. They observed people approaching and entering the building and found two main problems. Visitors could not see into the building because of highly reflective glass, so they could not tell if it was the right building, and inside, there were two counters, which looked identical, but had different uses, so the visitors didn’t know which to use.
To solve the problem, they redesigned the entrance, so that it was well lit, and people could clearly see it from the street, they also made the ticket office highly visible, and gave it a better information display so that people could see it.
This is how they help improve most places or products. They don’t ask people what is wrong with a product, building or attraction. They just observe as a bystander. If they were to ask random visitors of the San Francisco Museum of Modern Art, they could end up talking to a lot of regular visitors, which wouldn’t help them fix any problems. They needed to sit-back and observe what new visitors were having problems with, what they were doing wrong, and how it could be improved.
Suri and her team also try to ask questions about situations from a ‘naïve and curious perspective’. This means that when they try to improve places or products, they always try to look at it, as if they had never seen anything like it before. As if it were the first time going into a building, or using a product. This can make some of the problems a lot clearer.
This also helps them find flaws with products that they regularly use or that a everyone generally uses. Things they expect that everyone knows how to use, things that would be second nature to them. An example of this would be something like a coffee machine, at a company. All the people who work there would know how to use, but if a new employee were to come in, and have to ask how to use it, it shows that there is a problem with it.
Thursday, 16 October 2008
Studio 3 - IDEO blog
1.
(Pic 54) The car is not parked straight, the lines do not look completely straight, and the spaces do not look very wide. The people might want more space to avoid other cars hitting there doors against the car. There is more than one car in the photo that is not between it's lines.
The car also has something in the windscreen to block the sun. This indicates that it is warm and sunny and that the person doesn't want there car to become too hot. This could also indicate that there is a lack of shaded or cool areas in the car park, which is also shown by the fact there are no large buildings or trees, or anything that could provide any real cover, anywhere around the car par.
(Pic 132) The bench looks very deep, it is made out of conrete and it looks like there is very little for people to lean on. Looks very uncomfortable. People seem to want to keep space between them, the man with the drink doesn't seem to have anywhere to put it down.
There is also not many people in the area. If they wanted to make the area into more of a social spot, they could put more things such as someone serving food or a vending machine in the area.
2.
(Pic 132) Instead of having one long bench, they could have more single seats, or double seats. Preferebly a mixture. If people do not want to sit near each other, there is no need to have one big bench to seat a lot of people, because this just results in a lot of wasted space.
If they were to have individual, or just smaller seating, they could include things such as a drink holder.
One problem with individual seating may be that people would not have room near to them to place there possessions, and they may not be comfortable leaving them on the floor, or out of sight.
They could also have a thinner bench, since there is no way currently for the people to lean back against something, while having there feet on the ground.
(Pic 54) The car is not parked straight, the lines do not look completely straight, and the spaces do not look very wide. The people might want more space to avoid other cars hitting there doors against the car. There is more than one car in the photo that is not between it's lines.
The car also has something in the windscreen to block the sun. This indicates that it is warm and sunny and that the person doesn't want there car to become too hot. This could also indicate that there is a lack of shaded or cool areas in the car park, which is also shown by the fact there are no large buildings or trees, or anything that could provide any real cover, anywhere around the car par.
(Pic 132) The bench looks very deep, it is made out of conrete and it looks like there is very little for people to lean on. Looks very uncomfortable. People seem to want to keep space between them, the man with the drink doesn't seem to have anywhere to put it down.
There is also not many people in the area. If they wanted to make the area into more of a social spot, they could put more things such as someone serving food or a vending machine in the area.
2.
(Pic 132) Instead of having one long bench, they could have more single seats, or double seats. Preferebly a mixture. If people do not want to sit near each other, there is no need to have one big bench to seat a lot of people, because this just results in a lot of wasted space.
If they were to have individual, or just smaller seating, they could include things such as a drink holder.
One problem with individual seating may be that people would not have room near to them to place there possessions, and they may not be comfortable leaving them on the floor, or out of sight.
They could also have a thinner bench, since there is no way currently for the people to lean back against something, while having there feet on the ground.
Wednesday, 15 October 2008
Reading Week 2
1.Usable-in-life
Usable-in-life refers to products that contain controls with 'powerful simplicity'. This means that you should be able to use devices with ease, whatever you are doing. For example, you should be able to change songs on an iPod while running.
2.The difference between usable-in-life and usable-in-itself
The difference between being usable in itself and life is that, being usable in life refers to being able to use it, while doing other activities, being usable in itself refers to being able to use and navigate through the device with ease.
3.The iPod
The iPod is both of these because the wheel does what you expect it to do, regardless of what you use it for, and it is easy to use while doing things such as jogging
Usable-in-life refers to products that contain controls with 'powerful simplicity'. This means that you should be able to use devices with ease, whatever you are doing. For example, you should be able to change songs on an iPod while running.
2.The difference between usable-in-life and usable-in-itself
The difference between being usable in itself and life is that, being usable in life refers to being able to use it, while doing other activities, being usable in itself refers to being able to use and navigate through the device with ease.
3.The iPod
The iPod is both of these because the wheel does what you expect it to do, regardless of what you use it for, and it is easy to use while doing things such as jogging
Friday, 10 October 2008
Studio 2 - iPod Usability Explorations
Definitions of the '8 Golden Rules'
1. Strive for consistency
This means that the device should be consistent for everything. It should not use multiple terms for one thing. It should only make different applications open and work differently if it has too. It should also try to follow the example of it's older versions, so the user can already have a basic knowledge of what to do. For example, on a phone, all the applications should open up in the same way, and the layout of the phone should follow the same template in all sections of it.
2.Enable frequent users to use short cuts
This means when users get used to using a device, there should be benefits that they can adjust too or learn about. For example, if you were to use a mobile phone a lot, you would start using the short cut menu and other options that this can give you. People who do not use phones regularly may not discover this option, or how to use it.
3.Offer informative feedback
This means the system does something in response to the user's action which gives him/her information about what s/he has done. For example, rotating the wheel pad on an iPod results in a volume scale going up and down telling you, you changed the volume. And you can hear it too.
4.Design dialogs to yield closure
This means that when users interact with a device they should be given a sense of beginning, middle and end, and they should be given dialogue to confirm that something has happened. Foe example, when you a exit a program on a phone, you would be given text confirmation that you have quit the program.
5.Strive to prevent errors, and help users to recover them quickly from then
This means that the device has been made and tested well, and that it is hard for the user to make basic errors. It also means that the user should be able to retrieve data if they lose it, or have information backed up somewhere. For example, if you were to accidentally press the delete button on a phone, a confirmation message would appear, which could stop you from making an error.
6. Allow 'undo'
This means that users should be able to correct things easily if they go wrong. For example, on a phone, if you make a spelling mistake, or name a file incorrectly you should be able to quickly and easily, change what you had just done without having to work through a lot of other things.
7.Make users feel they are in control of a responsive system
This means that the users shouldn't have to wait along time for response about what they have done. If a device was working slowly, and took a long time to respond when buttons were pressed, the user would not feel like they have control of it. For example, when you press the camera button on a phone, you would expect the camera to come up straight away, and not take a long time loading. This is the same for taking pictures, you would not want a long delay between pressing the button to take a picture, and the picture being taken.
8.Reduce short-term memory load
This means that the system does not require the user to remember a lot of information, or complex information to be able to operate the device. For example, a user of a phone would not want to have to use more than one password to access one part of there phone, and they would not want to have to remember passwords to access basic parts of there phone, that they wouldn't actually want hidden from others.
Group usability test
1.Task - Changing the volume
2.Wheel always does what it is supposed to. Volume doesn't jump up or down. (Strive for Consistency)
Standard buttons allow easier use of volume control, qualifying as a form of short cut. (Enable frequent users to use shortcut)
A bar should appear when you turn the wheel, showing you how high the volume is. (Offer informative feedback)
3. Anyone who listens to music, mainly students, or people who travel a lot.
4.Find the volume control, turn the volume up and down
5.Allow the user to rate the usability from 1 to 5(5-good, 1-bad)
6.Use the user feedback to help decide whether the iPod has satisfied the rules. If a high rating was given, there is a good chance that the task performed consistently, gave feedback and allowed shortcuts.
1. Strive for consistency
This means that the device should be consistent for everything. It should not use multiple terms for one thing. It should only make different applications open and work differently if it has too. It should also try to follow the example of it's older versions, so the user can already have a basic knowledge of what to do. For example, on a phone, all the applications should open up in the same way, and the layout of the phone should follow the same template in all sections of it.
2.Enable frequent users to use short cuts
This means when users get used to using a device, there should be benefits that they can adjust too or learn about. For example, if you were to use a mobile phone a lot, you would start using the short cut menu and other options that this can give you. People who do not use phones regularly may not discover this option, or how to use it.
3.Offer informative feedback
This means the system does something in response to the user's action which gives him/her information about what s/he has done. For example, rotating the wheel pad on an iPod results in a volume scale going up and down telling you, you changed the volume. And you can hear it too.
4.Design dialogs to yield closure
This means that when users interact with a device they should be given a sense of beginning, middle and end, and they should be given dialogue to confirm that something has happened. Foe example, when you a exit a program on a phone, you would be given text confirmation that you have quit the program.
5.Strive to prevent errors, and help users to recover them quickly from then
This means that the device has been made and tested well, and that it is hard for the user to make basic errors. It also means that the user should be able to retrieve data if they lose it, or have information backed up somewhere. For example, if you were to accidentally press the delete button on a phone, a confirmation message would appear, which could stop you from making an error.
6. Allow 'undo'
This means that users should be able to correct things easily if they go wrong. For example, on a phone, if you make a spelling mistake, or name a file incorrectly you should be able to quickly and easily, change what you had just done without having to work through a lot of other things.
7.Make users feel they are in control of a responsive system
This means that the users shouldn't have to wait along time for response about what they have done. If a device was working slowly, and took a long time to respond when buttons were pressed, the user would not feel like they have control of it. For example, when you press the camera button on a phone, you would expect the camera to come up straight away, and not take a long time loading. This is the same for taking pictures, you would not want a long delay between pressing the button to take a picture, and the picture being taken.
8.Reduce short-term memory load
This means that the system does not require the user to remember a lot of information, or complex information to be able to operate the device. For example, a user of a phone would not want to have to use more than one password to access one part of there phone, and they would not want to have to remember passwords to access basic parts of there phone, that they wouldn't actually want hidden from others.
Group usability test
1.Task - Changing the volume
2.Wheel always does what it is supposed to. Volume doesn't jump up or down. (Strive for Consistency)
Standard buttons allow easier use of volume control, qualifying as a form of short cut. (Enable frequent users to use shortcut)
A bar should appear when you turn the wheel, showing you how high the volume is. (Offer informative feedback)
3. Anyone who listens to music, mainly students, or people who travel a lot.
4.Find the volume control, turn the volume up and down
5.Allow the user to rate the usability from 1 to 5(5-good, 1-bad)
6.Use the user feedback to help decide whether the iPod has satisfied the rules. If a high rating was given, there is a good chance that the task performed consistently, gave feedback and allowed shortcuts.
Wednesday, 8 October 2008
Reading Week 1
Definitions
• Computing that will appear in many different contexts and take a wide variety of forms
• Will affect almost every one of us, whether we’re aware of it or not
• Computing that has insinuated itself into everyday life
• Post-PC world
• Invisible Computing
• Intertwined with the stuff of everyday life
• In every place, but also in every thing
• People would interact with these systems fluently and naturally, barely noticing the powerful informatics they were engaging
• Bridges between the physical and virtual worlds
• Invisible but everywhere
• The rapidly approaching obsolescence of the desktop mode, the coming hegemony of networked devices, and the reconfiguration of everyday life around them
• A language of interaction suited to a world where information processing would be everywhere in the human environment
• Computing that is mobile or wearable or connected or situated
• A distributed phenomenon
• Paradigm shifts
• A new state of being
• Information processing embedded in the objects and surfaces of everyday life
• Dispersed into both the built environment and the wide variety of everyday objects we typically use there
• Computing that cannot interact directly with a human user.
• Incorporating digital intelligence into objects with an everyday form factor
• Getting people out from behind their screens
Examples
• Mobile phones
• Mobile Phones that offer services beyond communication
• Extending computation out into the walls and doorways of everyday experience
• Smart objects, embedded sensors and the always on networks that connected them.
• A range of wireless-enabled, embedded sensors and microcontrollers known generically as motes, as well as an operating system for them to run on.
• Radio-frequency identification tags and two-dimensional barcodes
• Gesture recognition and voice recognition
• Wearable computing, augmented reality, locative media, near-field communication, body-area networking
• Calm technology
• Interactive surfaces
• Ambients, which used phenomena such as sound, light and air currents as peripheral channels to the user
• Tangibles
• Coordinated suite of devices and user interfaces, sensor grids, software architecture, and ad hoc and mesh-network strategies
• Camera’s, watches and phones
• Microcontrollers
• Embedded microprocessors we encounter elsewhere in our lives, generally without being aware of them.
• They pump the brakes in our cars, cycle the compressors in our refrigerators, and adjust the water temperature in our washing machines
• Clothing, furniture, walls and doorways.
• Active badges – grant access to rooms, track people, cn be used to spy on people. Easy to forget about.
• Can be used in items that are universally familiar to anyone who’s ever worked in an office
• A beer mat that summons the bartender when an empty mug is placed upon it
• A bathtub that sounds tone in another room when the desired water temperature has been reached
• Wearable electronics
• Sensors
• Computing that will appear in many different contexts and take a wide variety of forms
• Will affect almost every one of us, whether we’re aware of it or not
• Computing that has insinuated itself into everyday life
• Post-PC world
• Invisible Computing
• Intertwined with the stuff of everyday life
• In every place, but also in every thing
• People would interact with these systems fluently and naturally, barely noticing the powerful informatics they were engaging
• Bridges between the physical and virtual worlds
• Invisible but everywhere
• The rapidly approaching obsolescence of the desktop mode, the coming hegemony of networked devices, and the reconfiguration of everyday life around them
• A language of interaction suited to a world where information processing would be everywhere in the human environment
• Computing that is mobile or wearable or connected or situated
• A distributed phenomenon
• Paradigm shifts
• A new state of being
• Information processing embedded in the objects and surfaces of everyday life
• Dispersed into both the built environment and the wide variety of everyday objects we typically use there
• Computing that cannot interact directly with a human user.
• Incorporating digital intelligence into objects with an everyday form factor
• Getting people out from behind their screens
Examples
• Mobile phones
• Mobile Phones that offer services beyond communication
• Extending computation out into the walls and doorways of everyday experience
• Smart objects, embedded sensors and the always on networks that connected them.
• A range of wireless-enabled, embedded sensors and microcontrollers known generically as motes, as well as an operating system for them to run on.
• Radio-frequency identification tags and two-dimensional barcodes
• Gesture recognition and voice recognition
• Wearable computing, augmented reality, locative media, near-field communication, body-area networking
• Calm technology
• Interactive surfaces
• Ambients, which used phenomena such as sound, light and air currents as peripheral channels to the user
• Tangibles
• Coordinated suite of devices and user interfaces, sensor grids, software architecture, and ad hoc and mesh-network strategies
• Camera’s, watches and phones
• Microcontrollers
• Embedded microprocessors we encounter elsewhere in our lives, generally without being aware of them.
• They pump the brakes in our cars, cycle the compressors in our refrigerators, and adjust the water temperature in our washing machines
• Clothing, furniture, walls and doorways.
• Active badges – grant access to rooms, track people, cn be used to spy on people. Easy to forget about.
• Can be used in items that are universally familiar to anyone who’s ever worked in an office
• A beer mat that summons the bartender when an empty mug is placed upon it
• A bathtub that sounds tone in another room when the desired water temperature has been reached
• Wearable electronics
• Sensors
Studio 1 - Definitions and images of Pervasive Computing
Pervasive Computing - Definitions
1. The trend towards an information environment in which users have access to ICTs throughout the environment. ...
www.parliament.vic.gov.au/SARC/E-Democracy/Final_Report/Glossary.htm
2. An emerging trend in which computing devices are increasingly ubiquitous, numerous and mobile. [NIST "Pervasive Computing 2001" May 1-2 ...
www.bioon.com/book/biology/genomicglossaries/computers.asp.htm
3. An environment in which computers are taken out of stand-alone boxes to which we are tied and put into ordinary things, in everyday objects around ...
www.telecombooksblog.com/telecom-glossary/
Similarities
1 and 3 both associated with environment
1 and 2 both linked with more devices being used and becoming more common
Differences
2 associated with devices being mobile
Ubiquitous Computing – Definitions
1. New types of computers invisibly embedded into our everyday environment. Rather than explicitly being the "user" of a computer a human ...
www.ortlos.org/code
2. computers everywhere. Making many computers available throughout the physical environment, while making them effectively invisible to the user.
mobileman.projects.supsi.ch/glossary.html
3. computing that is omnipresent and is, or appears to be, everywhere all the time; may involve many different computing devices that are embedded in ...
www.mansfieldct.org/Schools/MMS/Palms/Meet_the_Team/Glossary.htm
4. Ubiquitous computing (or "ubicomp") is a post-desktop model of human-computer interaction in which information processing has been thoroughly ...
en.wikipedia.org/wiki/Ubiquitous computing
Similarities
1, 2 and 3 all relate to computers being everywhere and being part of the environment
1 and 2 both talk about computers being invisible to the user
Differences
1 talks specifically about it being used in an everyday environment
4 only talks about it being post-desktop. This means that computers will be used in more places, but doesn’t suggest that they would be as common as in 1, 2 and 3
Ambient Computing – Definitions
1. a vision of the future where we are surrounded by electronic environments, sensitive and responsive to people.
mobileman.projects.supsi.ch/glossary.html
2. In computing, ambient intelligence (AmI) refers to electronic environments that are sensitive and responsive to the presence of people. ...
en.wikipedia.org/wiki/Ambient intelligence
Similarities
Both refer to being surrounded by electronics or computers, with them being part of the environment.
Both talk about computers in the environment, being sensitive and responsive to people and the presence of people.
Differences
None
Disappearing Computing – Definitions
1. To see how information technology can be diffused into everyday objects and settings, and to see how this can lead to new ways of supporting and enhancing people's lives that go above and beyond what is possible with the computer today.
http://www.disappearing-computer.net/
Similarities and Differences between all
Similarities - Pervasive and Ubiquitous
Similarities - Pervasive and Ambient
Similarities - Pervasive and Disappearing
Similarities - Ubiquitous and Ambient
Similarities - Ubiquitous and Disappearing
Similarities - Ambient and Disappearing
Differences - Pervasive and Ambient
Differences - Pervasive and Disappearing
Differences - Ubiquitous and Ambient
Differences - Ubiquitous and Disappearing
Differences - Ambient and Disappearing
Pervasive Computing
These show that the technology is being used all around us and that they are creating new types of computing devices.


Ubiquitous Computing
These show that computers are everywhere and that some will be invisible to the user, or they wouldn’t be aware of them being there.


Ambient Computing
Shows new computing devices that would react to the world around us, or other technology around us


Disappearing Computing
Shows technology that the user may not be aware of.


Other

Shows new interactive technology.
1. The trend towards an information environment in which users have access to ICTs throughout the environment. ...
www.parliament.vic.gov.au/SARC/E-Democracy/Final_Report/Glossary.htm
2. An emerging trend in which computing devices are increasingly ubiquitous, numerous and mobile. [NIST "Pervasive Computing 2001" May 1-2 ...
www.bioon.com/book/biology/genomicglossaries/computers.asp.htm
3. An environment in which computers are taken out of stand-alone boxes to which we are tied and put into ordinary things, in everyday objects around ...
www.telecombooksblog.com/telecom-glossary/
Similarities
1 and 3 both associated with environment
1 and 2 both linked with more devices being used and becoming more common
Differences
2 associated with devices being mobile
Ubiquitous Computing – Definitions
1. New types of computers invisibly embedded into our everyday environment. Rather than explicitly being the "user" of a computer a human ...
www.ortlos.org/code
2. computers everywhere. Making many computers available throughout the physical environment, while making them effectively invisible to the user.
mobileman.projects.supsi.ch/glossary.html
3. computing that is omnipresent and is, or appears to be, everywhere all the time; may involve many different computing devices that are embedded in ...
www.mansfieldct.org/Schools/MMS/Palms/Meet_the_Team/Glossary.htm
4. Ubiquitous computing (or "ubicomp") is a post-desktop model of human-computer interaction in which information processing has been thoroughly ...
en.wikipedia.org/wiki/Ubiquitous computing
Similarities
1, 2 and 3 all relate to computers being everywhere and being part of the environment
1 and 2 both talk about computers being invisible to the user
Differences
1 talks specifically about it being used in an everyday environment
4 only talks about it being post-desktop. This means that computers will be used in more places, but doesn’t suggest that they would be as common as in 1, 2 and 3
Ambient Computing – Definitions
1. a vision of the future where we are surrounded by electronic environments, sensitive and responsive to people.
mobileman.projects.supsi.ch/glossary.html
2. In computing, ambient intelligence (AmI) refers to electronic environments that are sensitive and responsive to the presence of people. ...
en.wikipedia.org/wiki/Ambient intelligence
Similarities
Both refer to being surrounded by electronics or computers, with them being part of the environment.
Both talk about computers in the environment, being sensitive and responsive to people and the presence of people.
Differences
None
Disappearing Computing – Definitions
1. To see how information technology can be diffused into everyday objects and settings, and to see how this can lead to new ways of supporting and enhancing people's lives that go above and beyond what is possible with the computer today.
http://www.disappearing-computer.net/
Similarities and Differences between all
Similarities - Pervasive and Ubiquitous
- Computers are more common
- Computers become part of the environment
Similarities - Pervasive and Ambient
- Both associated with being part of the environment
- Computers are open and accessible to everyone
Similarities - Pervasive and Disappearing
- Computers being used in new ways
Similarities - Ubiquitous and Ambient
- Both associated with being part of the environment
- Computers are more common and they are everywhere
Similarities - Ubiquitous and Disappearing
- Computer are invisible to the user or diffused into everyday objects
Similarities - Ambient and Disappearing
- Computers that are interacting with people in new ways
- Ubiquitous Computing talks more about computers being part of the everyday environment and being invisible
Differences - Pervasive and Ambient
- Ambient Computing talks more about the computers being more sensitive and responsive to people or it's users
Differences - Pervasive and Disappearing
- Disappearing Computing talks more about computer's being invisible to the user
Differences - Ubiquitous and Ambient
- Ambient Computing talks more about the computers being more sensitive and responsive to people
Differences - Ubiquitous and Disappearing
- Disappearing Computing focuses more on computing being used in everything without people realising as much
- Ubiquitous Computing focuses more on computers surrounding everyone
Differences - Ambient and Disappearing
- Ambient Computing focuses mostly on computers being sensitive and responsive to it's users
- Disappearing Computing focuses on the users not knowing if something is really there
Pervasive Computing
These show that the technology is being used all around us and that they are creating new types of computing devices.


Ubiquitous Computing
These show that computers are everywhere and that some will be invisible to the user, or they wouldn’t be aware of them being there.


Ambient Computing
Shows new computing devices that would react to the world around us, or other technology around us


Disappearing Computing
Shows technology that the user may not be aware of.


Other

Shows new interactive technology.
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