1,918 research outputs found
UbiComp in Opportunity Spaces: Challenges for Participatory Design
The rise of ubiquitous computing (UbiComp), where pervasive, wireless and disappearing technologies offer hitherto unavailable means of supporting activity, increasingly opens up âopportunity spacesâ. These are spaces where there is no urgent problem to be solved, but much potential to augment and enhance practice in new ways. Based on our experience of co-designing novel user experiences for visitors to an English country estate, we discuss challenges for PD in such an opportunity space. Key amongst these are how to build a working relationship of value when there are no urgent requirements; how to understand and scope the space of opportunities; and how to leave users with new resources of value to them
The Chawton House Experience - Augmenting the Grounds of a Historic Manor House
Museum research is a burgeoning area of research where ubiquitous computing has already made an impact in enhancing user experiences. The goal of the Chawton House project is to extend this work by introducing ubicomp not to a museum as such, but a historic English manor house and its grounds. This presents a number of novel challenges relating to the kinds of visitors, the nature of visits, the specific character of the estate, the creation of a persistent and evolving system, and the process of developing it together with Chawton House staff
Context for Ubiquitous Data Management
In response to the advance of ubiquitous computing technologies, we believe that for computer systems to be ubiquitous, they must be context-aware. In this paper, we address the impact of context-awareness on ubiquitous data management. To do this, we overview different characteristics of context in order to develop a clear understanding of context, as well as its implications and requirements for context-aware data management. References to recent research activities and applicable techniques are also provided
Contextual mobile adaptation
Ubiquitous computing (ubicomp) involves systems that attempt to fit in with usersâ context and interaction. Researchers agree that system adaptation is a key issue in ubicomp because it can be hard to predict changes in contexts, needs and uses. Even with the best planning, it is impossible to foresee all uses of software at the design stage. In order for software to continue to be helpful and appropriate it should, ideally, be as dynamic as the environment in which it operates. Changes in user requirements, contexts of use and system resources mean software should also adapt to better support these changes. An area in which adaptation is clearly lacking is in ubicomp systems, especially those designed for mobile devices. By improving techniques and infrastructure to support adaptation it is possible for ubicomp systems to not only sense and adapt to the environments they are running in, but also retrieve and install new functionality so as to better support the dynamic context and needs of users in such environments.
Dynamic adaptation of software refers to the act of changing the structure of some part of a software system as it executes, without stopping or restarting it. One of the core goals of this thesis is to discover if such adaptation is feasible, useful and appropriate in the mobile environment, and how designers can create more adaptive and flexible ubicomp systems and associated user experiences. Through a detailed study of existing literature and experience of several early systems, this thesis presents design issues and requirements for adaptive ubicomp systems. This thesis presents the Domino framework, and demonstrates that a mobile collaborative software adaptation framework is achievable. This system can recommend future adaptations based on a history of use. The framework demonstrates that wireless network connections between mobile devices can be used to transport usage logs and software components, with such connections made either in chance encounters or in designed multiâuser interactions.
Another aim of the thesis is to discover if users can comprehend and smoothly interact with systems that are adapting. To evaluate Domino, a multiplayer game called Castles has been developed, in which game buildings are in fact software modules that are recommended and transferred between players. This evaluation showed that people are comfortable receiving semiâautomated software recommendations; these complement traditional recommendation methods such as word of mouth and online forums, with the systemâs support freeing users to discuss more inâdepth aspects of the system, such as tactics and strategies for use, rather than forcing them to discover, acquire and integrate software by themselves
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Supporting Location Privacy Management through Feedback and Control
Participation in modern, socially-focused digital systems involves a large degree of privacy management, i.e. controlling who may access what information under what circumstances. Effective privacy management (control) requires that mobile systemsâ users be able to make informed privacy decisions as their experience and knowledge of a system progresses. By informed, we mean users be aware of the actual information flow. Moreover, privacy preferences vary across the context and it is hard to define privacy policy that reflects the dynamic nature of our lives.
This research explores the problem of supporting awareness of information flow and designing usable interfaces for maintaining privacy policies ad-hoc. We borrow from the world of Computer Supported Collaborative Work (CSCW) and propose to incorporate social translucence, a design approach that âsupports coherent behaviour by making participants and their activities visible to one anotherâ. We use the characteristics of social translucence, namely visibility, awareness and accountability in order to introduce social norms in spatially dispersed systems. Our research is driven by two questions: (1) how can artifacts from real world social interaction, such as responsibility, be embedded into mobile interaction; and (2) can systems be designed in which both privacy violations and the burden of privacy management is minimized.
The contributions of our work are: (1) an implementation of Buddy Tracker, privacy-aware location-sharing application based on the social translucence; (2) the design and evaluation of the concept of real-time feedback as a means of incorporating social translucence in location-sharing scenarios; and finally (3) a novel interface for ad-hoc privacy management called Privacy-Shake.
We explore the role of real-time feedback for privacy management in the context of Buddy Tracker. Informed by focus group discussions, interviews, surveys and two field trials of Buddy Tracker we found that when using a system that provided real-time feedback, people were more accountable for their actions and reduced the number of unreasonable location requests. From our observations we develop concrete design guidelines for incorporating real-time feedback into information sharing applications in a manner that ensures social acceptance of the technology
Towards an Efficient Context-Aware System: Problems and Suggestions to Reduce Energy Consumption in Mobile Devices
Looking for optimizing the battery consumption is
an open issue, and we think it is feasible if we analyze the
battery consumption behavior of a typical context-aware
application to reduce context-aware operations at runtime.
This analysis is based on different context sensors
configurations. Actually existing context-aware approaches are
mainly based on collecting and sending context data to external
components, without taking into account how expensive are
these operations in terms of energy consumption. As a first
result of our work in progress, we are proposing a way for
reducing the context data publishing. We have designed a
testing battery consumption architecture supported by Nokia
Energy Profiler tool to verify consumption in different scenarios
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