Thursday, 22 November 2007

Studio 8: Identifying Research Activities & Methods; Advice/ Supervision on Key Assignment

We are required to scan the handout given by the lecturer and to find all the research activities that were involved.

Research Activities

  • 'Hands on' and 'reflective' activities. Produces qualitative information. Gives them 1st hand experience of the system. Gives an indication on how good the system will appear to the real users. Any problems they come across they can rectify before the actual users can experience it.
  • Two types of experience. Produces qualitative information. Visitor for adult’s and educational for children. Allows for developing the experience. Covers wider area of users therefore giving designers a better idea of what is required from the system.
  • Observations of tours and everyday functioning of the house. Qualitative information. Gives an insight on how things are run and where different parts of the system can be implemented. Observing tours can give designers of what is required, what is good and what is bad in these tours and incorporating what they have found out in the current system.
  • Interviews with staff. Qualitative and quantitative information. Personal opinion is important. Staff can give more ideas for the system. They would know what the visitors would like to see and how. After the interviews, potential for flexibility can be identified.
  • Working with maps. Qualitative information. Get familiar with the area. Positioning of objects, parts of the house, garden layout etc.
  • Video presentations. Qualitative and quantitative information.
  • Walking around the grounds. Qualitative information. Get a physical feel of the premises. Getting to know everything is, deciding what will be where.
  • Demonstration of system prototypes. Qualitative information. Shows how the system will work. Begin user testing with prototype. Identify improvements to produce new prototypes.
  • Workshops and interviews videotaped. Qualitative information. Information can be seen later. Can be used for future reference. Video analysis.
  • Scale modelling. Qualitative information. Provides a reference for discussion. Identifying key locations. Identifying what is interesting about those locations.
  • ‘In situ’ activity. Come to what offset means in terms of user experience. Issues become clear once the system has been experienced by them.

Tuesday, 13 November 2007

Studio 1: Definitions and Images of Pervasive Computing

Do Google searches and find definitions of the following:

Pervasive computing

1) The idea that technology is moving beyond the personal computer to everyday devices with embedded
technology and connectivity as computing devices become progressively smaller and more powerful. Pervasive computing goes beyond the realm of personal computers: it is the idea that almost any device, from clothing to tools to appliances to cars to homes to the human body to your coffee mug, can be embedded with chips to connect the device to an infinite network of other devices. The goal of pervasive computing, which combines current network technologies with wireless computing, voice recognition, Internet capability and artificial intelligence, is to create an environment where the connectivity of devices is embedded in such a way that the connectivity is unobtrusive and always available.

http://www.webopedia.com/TERM/P/pervasive_computing.html

2) Pervasive computing is the trend towards increasingly ubiquitous, connected computing devices in the environment, a trend being brought about by a convergence of advanced electronic - and particularly, wireless
- technologies and the Internet. Pervasive computing devices are not personal computers as we tend to think of them, but very tiny - even invisible - devices, either mobile or embedded in almost any type of object imaginable, including cars, tools, appliances, clothing and various consumer goods - all communicating through increasingly interconnected networks.

http://searchnetworking.techtarget.com/sDefinition/0,,sid7_gci759337,00.html

3) Refers to the use of computers in everyday life, including PDAs, smart phones and other mobile devices. It also refers to computers contained in commonplace objects such as cars and appliances and implies that people are unaware of their presence. One of the Holy Grails of this environment is that all these devices communicate with each other over wireless networks without any interaction required by the user.

http://www.pcmag.com/encyclopedia_term/0,2542,t=pervasive+computing&i=49146,00.asp

Ubiquitous computing

1) “We define ubiquitous computing environments as learning environments in which all students have access to a variety of digital devices and services, including computers connected to the Internet and mobile computing devices, whenever and wherever they need them. Our notion of ubiquitous computing, then, is more focused on many-to-many than one-to-one or one-to-many, and includes the idea of technology being always available but not itself the focus of learning.

Moreover, our definition of ubiquitous computing includes the idea that both teachers and students are active participants in the learning process, who critically analyze information, create new knowledge in a variety of ways (both collaboratively and individually), communicate what they have learned , and choose which tools are appropriate for a particular task.”

http://www.rcet.org/ubicomp/what.htm

2) “Ubiquitous computing is the method of enhancing computer use by making many computers available throughout the physical environment, but making them effectively invisible to the user.” (Mark Weiser)

http://sunset.usc.edu/classes/cs599_2002/Week3_c.ppt#256,1,Ubiquitous Computing

3) “Ubiquitous computing, or calm technology, is a paradigm shift where technology becomes virtually invisible in our lives.” (Marcia Riley)


http://sunset.usc.edu/classes/cs599_2002/Week3_c.ppt#256,1,Ubiquitous Computing

Ambient computing

Ambient computing is currently a field in strong development, and a vision that has been supported e.g. within the European IST program. Ambient computing is about moving computing capabilities beyond the desktop and about constantly and seamlessly adapting configurations of technology to changing situations and needs. Key issues in ambient computing include:

· Invisibility, e.g. that computing is embedded in other everyday objects


· Construction, e.g. that new possibilities can be obtained by putting existing components together.

· Heterogeneity, e.g. that components should function in many fundamentally different contexts and configurations.

· Change, e.g. reflecting that the needs and the technologies are changing continuously.

· Scalability, e.g. that solutions that work with few users and in a limited context, should also work in almost unlimited contexts.

http://www.daimi.au.dk/~olavb/AQLWS/

Disappearing computing

Disappearing computing, by definition, is designed to exploit rich combinations of invisible (or embedded within everyday objects) sensing/computational entities in order to identify and deliver personalised services to the users when they are interacting and exchanging information with the environment. The vast amounts of personal information collected by such systems, typically without the user being aware of this, has led to growing concerns about the security, privacy and trustworthiness of such systems and the data they hold. This is a core problem as users concerned about their private information are unlikely to participate in such systems; which in turn may slow or stop their deployment. Consequently within such environments there is a high demand on solutions from users to be secure, private and trustworthy.

www.ercim.org/EU-NSF/DC.pdf

Analyse the Definitions

Similarities (e.g. pervasive computing)

Ultimately all three definitions for 'pervasive computing' describe the same concepts. The first two definitions comment on how pervasive computing steps up and goes beyond the idea of personal computers. All three definitions explain how pervasive computing devices are in use without us being in knowledge of their presence. It is mentioned in all the definitions how each and every device is connected wirelessly throughout the environment and how they communicate with each other. The definitions use similar real life examples e.g. cars, clothing and tools.

Differences (e.g. pervasive computing)

The main difference i can see is that each definition is described in varying levels of detail. The first definition is the largest paragraph therefore it describes more aspects of pervasive computing, whereas the second and the third one are in lesser detail. The first talks about how pervasive computing is effecting every aspect of our lives, even general objects, the last definition relates more to current technology i.e. PDA's mobile phones etc. the first definition gets to the root of what pervasive computing is, whereas the last definition just states what objects are referred to as pervasive computing devices. The second definition states one thing the other two definitions do not, which is, how the idea of pervasive computing came about, ' a trend being brought about by a convergence of advanced electronic - and particularly, wireless - technologies and the Internet'.

Reflecting on these differences, it shows me that most definitions of the same thing can only vary to a certain extent as they ultimately have to describe the same thing. Different examples may be given, different contexts may be used and different aspects of that word may be described, only to differentiate between them.

Similarities (e.g. pervasive computing and disappearing computing)

The first definition of pervasive computing conveys the same thing as the definition about disappearing computing, which is, how these devices are embedded into everyday objects. All the definitions talk about the interaction between the user and the environment via pervasive computing devices. Also the idea of these devices being invisible is mentioned in each definition.

Differences (e.g. pervasive computing and disappearing computing)

The disappearing definition concentrates alot on how personal information is unsecure and how it may be accessed by any device and anyone. it also emphasises on how users are skeptical about using such systems and what can be done to rectify the problem in general i.e. a system which is trustworthy, secure and private. the other definition does not mention any negative points on the subject as it just states what pervasive computing is and thats it.

That shows me that different definitons can consist of mainly three types of description; general statement, advantages and disadvantages. each definiton can be differentiated by what kind of descrition they contain.

Images

Pervasive computing



Ubiquitous computing



Ambient computing



Disappearing computing


(Images were taken from 'Google; images')



Thursday, 8 November 2007

Studio 5, 6 & 7: Planning the Assignment

Option 1 Report: Usability Evaluation of a Mobile Device or Devices

Methods:
  • observational- qualitative information
  • use of questionnaires- qualitative and quantitative information

Conceptual frameworks:

  • usability-in-itself- away from context
  • usability-in-life- within real life situations
  • design principles (norman)-
    –Visibility
    –Feedback
    –Constraints
    –Mapping
    –Consistency
    –Affordance
  • usbility goal-
    –Effectiveness
    –Efficiency
    –Safety
    –Utility
    –Learnability
    –Memorability
  • heuristics

Users:

  • approx. 5 to 20
  • half male and half female
  • some users picked will be disabled as this would augment the evaluation in terms of quality of information.
  • ages will be 18+
  • use of more then one device which allows users to carry out similar activities.
  • will be a comparitive study

Features:

  • focus on at least 3 features rather then just one giving a more detailed evaluation.
  • can also do the phone as a whole

Ultimate goal is to find out how well the phone compares in tersm of its usability. information needs to be analysed and evaluated. from this conclusions can be made. improvements can be suggested.