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Invited talk, Athens 29 May 2010

   Design of interactive
    technologies for a
mobile and ubiquitous world
               Nikolaos Avouris
  University of Patras Human-Computer Interaction Group
                   http://hci.ece.upatras.gr
Human-Computer Interaction
Group
University of Patras, Greece
Mobile and ubiquitous computing
Ubiquitous computing is a post-desktop model
of human-computer interaction in which
information processing has been integrated into
everyday objects and activities.
 – Reliance on context / physical environment
 – New kinds of applications (leisure related,
   everyday activities)
 – Many variations, flavours, technologies
 – Focus on devices or specific services
How to design such applications?
                                                  3
Ubiquitous computing application domains




                                           4
Ubiquitous Computing Architecture
                                  Directory services
                                                                Digital Information Providers
                                    Spaces
                                    Brokers      Directory                      Service
                                   Providers                                   Provider 1
                                                                                      Service
                                                                                       Provider i
Profile Management
                                            Dynamic               Service
   User
                                         Service Binding          Broker
  Profiles
              User
             Agency


                                                             Space Owner System
Physical space
                                                               Semantics of           Local Service
                                                                 space                  Provider j


                                                                   Space
                                                                information           Historical user
                                                                  system             interaction data
                      Physical                                                      and sensory data
                      hyperlink                                                                         5
Ubiquitous Computing
applications examples



                        6
Museum Game: Inheritance (1/2)
•   Collaborative game that requires the players to
    discover a special exhibit in a museum based on
    hints that must be discovered and collected from
    the descriptions of exhibits.
•   Direct interaction with physical artifacts- that
    become augmented artefacts that are easier to
    perceive using the mobile device and physical
    hyperlinks

    A. Stoica, G. Fiotakis, D. Raptis, I. Papadimitriou, V. Komis, N. Avouris (2007), Field evaluation of
    collaborative mobile applications, chapter LVIX in J. Lumsden (ed.), “Handbook of Research on User
    Interface Design and Evaluation for Mobile Technology”, pp. 994-1011, Hershey, PA, IGI Global

    Papadimitriou I., Komis V., Tselios N., Avouris N., (2006) Designing PDA Mediated Educational
    Activities for a Museum Visit, Proceedings of Cognition and Exploratory Learning in Digital Age
    (CELDA 2006), December 2006, Barcelona, Spain.(http://www.iadis.org/celda2006/)

                                                                                                            7
Museum Game: Inheritance (2/2)




                             8
Mobile library assistant (1/2)

•   Mobile application to assist library visitors:
     –   retrieving information about the books by
         directly interacting with them
     –   Searching books similar to those collected
         by direct interaction
     –   Multiple modalities of interaction with the
         physical artifacts have been chosen



                                                       9
Mobile library assistant (2/2)




                                 10
Museum Guide (1)
•   Investigate multiple modalities for delivering
    information (text, images, audio)
•   Implement legacy connectors to leverage existing
    information.
•   Build user profiles
•   Physical space navigation support
•   Content authoring support

•   C. Sintoris, D. Raptis, A. Stoica and N. Avouris, (2007) Delivering Multimedia Content in Enabled
    Cultural Spaces,Proceedings of 3rd International Mobile Multimedia Communications Conference,
    Mobimedia 2007 , August 27-29, 2007, Nafpaktos, Greece, ACM press.



                                                                                                        11
Museum Guide (2)




                   12
Game: MuseumScrabble (1)
•   A team game involving linking exhibits and
    connecting them to topics covered by the
    museum
•   Deepen the understanding of interaction with
    digitally augmented physical artefacts

•   Yiannoutsou N., Papadimitriou I., Komis V. and Avouris N., “Playing with” museum exhibits:
    designing educational games mediated by mobile technology, Proc. of IDC 2009, 8th International
    Conference of Interaction Design and Children, June 3–5, 2009, Como, Italy, pp. 230-233. ACM Press,
    New York, NY
•   Sintoris C., Stoica A., Papadimitriou I., Yiannoutsou N., Komis V., Avouris N. (2010).
    MuseumScrabble: Design of a mobile game for children's interaction with a digitally augmented
    cultural space, International Journal of Mobile Human Computer Interaction, 2(2), 53-71, April-June
    2010
                                                                                                      13
MuseumScrabble (2)




                     14
BeNatural (1)

•   Personalized mobile shopping assistant.
•   Exploration of a new space with different
    dynamics.
•   Investigation of interaction with a different
    physical artefacts (items bought in a
    supermarket)



                                                    15
The beNatural architecture (2)




                                 16
Playful Narrative: Who killed Hanae
          (Paay et al. 2008)
• Location based narrative. Goal: find the killer
• Navigation in Aalborg city through clue collection
  and “suspect interrogation”
• Chapters of a mystery story are “attached” to
  different city areas




  Street activity                        Screenshot from the mobile device
                                                                             17
                    images from Paay et al., 2008
City Game: Frequency 1550
               (Huizenga et al. 2009)
• Location based game. Goal: earn citizenship (366
  days in Amsterdam)
• Navigation in the historical centre of Amsterdam
• Assignment undertaking in specific areas of the
  city




                Location activity       the Headquarter view during game playing time
                                                                              18
images from http://freq1550.waag.org/
Ubiquitous Computing
design and evaluation



                        19
Abstract design frameworks: An example
Design Principles of Playful Narratives (Yiannoutsou et al. 2010)
        Narrative

           •   Role of user
           •   Structure of story                   Playful
                                                   character

                                                        •   Rules of game
                                                        •   Engagement
                                                                            Learning
    Space                                               •   Joy

                                                                            •   thinking
    •    setting                                                            •   decision making
    •    motion                     Interaction                             •   factual knowledge
                                                                                building
                                      •   with the technology               •   procedural knowledge
                                      •   with the story                        building
                                      •   with the physical space
                                      •   social interactions
                                                                                                 20
Overview of mobile applications design &
evaluation practice ( Avouris et al. 2008)
    Source         System              Number of        Evaluation               Metrics Used
                                       Participants       Method
 Jokela et al.     Mobile             24 (lab)        Laboratory       Qualitative measures of user
 (2008)            Multimedia         15 (field)      evaluation and   behaviour.
                   Presentation                       Field study
                   Editor
 Guo et al.        Nintendo           20              Lab based        Speed and accuracy in both tasks
 (2008)            Wiimote and                        comparative      and user preference through
                   Nunchuk –                          user study       questionnaire
                   based controller
                   of a robot
 Riegelsberg       Use of Google      24              Field study in   Qualitative measures and usability
 er et al.         Maps in Mobile                     four different   problems found using group
 (2008)            Devices                            locations.       briefing sessions, recorded usage,
                                                                       multiple telephone interviews and
                                                                       debriefs in a lab setting
 Sanchez et        AudioNature, A     10              Case study in    Qualitative measures of
 al. (2008)        pocketPC                           lab involving    effectiveness and performance
                   device for                         typical users    through pre and post tests and
                   science learning                                    questionnaires
                   for the blind
 Bellotti et al.   Leisure guide      11              Field study      Qualitative measures of user
 (2008)            Magitti                            over a period    experience recorded through
                                                      of several       questionnaires
                                                      days                                                  21
Issues to be taken into account
  see Framework of (de Sa et al. 2008)

• (1) Locations and Settings: Lighting, Noise, Weather,
  Obstacles, Social Environment.
• (2) Movement and Posture: variations for sitting, standing
  and walking
• (3) Workloads, Distractions and Activities: Critical
  activities, settings or domains requiring different degrees of
  attention, Cognitive distractions (e.g., phone ringing, etc),
  to study cognitive recovery, Physical distractions
• (4) Devices and Usages: Single vs Dual handed interaction,
  and Stylus/Finger/Keyboard/Numeric Pad different mobile
  devices (e.g., PDAs, Smart Phones, Portable Media Players,
  etc).
• (5) Users and Personas: movement and visual impairment,
  Heterogeneity – Age, dexterity, cultural background,
  profession etc.                                                22
Adaptation of existing measures
of user performance
• Task Load Index (TLX) extended for mobile
  applications, in particular for in car tasks, by addition
  of the Distraction scale (Cook 2006)
• Measures related to Field Experimentation method
  (Goodman et al. 2004), e.g. Percentage Preferred
  Walking Speed (PPWS)
• Measures related to multitasking characteristics
  (measures of divided attention)


                                                              23
New settings for lab
evaluation
(e.g. Kjeldskov &
Stage 2003)




                       24
New requirements for Content Generation:
        Create-Attach to Space




                                       25
Different evaluation methods and findings
according to the phase of the design process

    • early design evaluation
    (storyboarding, enactment in
    physical setting)
    • low fidelity prototype evaluation
    (a desktop simulation – no spatial
    aspect)
    • high fidelity prototype evaluation
    (field study)                       26
Design through enactment
     (Jacucci, 2004)




                           27
Storyboard and sketching in design
  and evaluation (Buxton, 2007)




                                     28
beNatrural Conceptual mobile
application design (1st phase)




                                 29
beNatrural Conceptual mobile
application design (2nd phase)




                                 30
Low fidelity prototype evaluation


2 dimensional
                         Mobile
  simulation             device
   of space            simulation



                                    31
High fidelity prototype evaluation
in the field (Inheritance MuseumGame)




                                    32
User 1

           User 2
           User 3

           User n

Field
studies:
Analysis    Multimedia
                                    Multimedia
                                     Manager
of user     Repository

action



                                               User’s    Analyst’s
                         context   System   discussions comments
                                   screen

                                                                 33
Dimensions of Analysis




                         34
Use of ActivityLens for data
 analysis (Fiotakis et al. 2007)




                                   35
Discussion
Discussion: On design and evaluation
• .. So far emphasis on user centered interactive
  systems design.
• .. typically done by using an evaluation
  method to measure or predict how effective,
  efficient and/or satisfied people would be
  when using the system to perform one or more
  tasks.
• Usability evaluation methods range from
  laboratory-based user observations, controlled
  user studies, and/or inspection techniques
                                                    37
Some criticism of current practice
• Usability Evaluation can be ineffective and
  even harmful if naively done ‘by rule’
  rather than ‘by thought’. If done during
  early stage design, it can mute creative
  ideas that do not conform to current
  norms, especially to new fields like
  ubiquitous computing
Is usability evaluation considered harmful ? (Greenberg
   and Buxton, 2008) .
                                                          38
Some criticism of current practice

• Current approaches are often assuming
  formal task structures more related to
  work, while today's’ systems are more
  often related to no structured human
  activities
• need to move to a more design centered
  approach in evaluation (Cockton 2008)

                                           39
Some criticism of current practice

• Usability should be related to the value a
  product has for its users, as often usable
  products are not useful (Cockton 2007, 2008)
• The usability evaluation results should be
  judged in terms of their downstream utility
  to designers, (Law et al., 2007, Howarth, et
  al. 2007)

                                             40
Challenges: the way ahead
l Reseting the relation between evaluation and design
l Redefinition of content authoring – interaction

  metaphores, evaluation of user experience
l We need to put the activity to the centre of the design

  process and not just the user
l There is need for an abstract design method for

  ubiquitous computing.
• We need to support the designer and increase the
  objectivity with measures of usability, while at the
  same time increase the pace of development
                                                        41
thanks

for more:
hci.ece.upatras.gr   42

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Mobile and ubiquitous computing applications design

  • 1. Invited talk, Athens 29 May 2010 Design of interactive technologies for a mobile and ubiquitous world Nikolaos Avouris University of Patras Human-Computer Interaction Group http://hci.ece.upatras.gr
  • 3. Mobile and ubiquitous computing Ubiquitous computing is a post-desktop model of human-computer interaction in which information processing has been integrated into everyday objects and activities. – Reliance on context / physical environment – New kinds of applications (leisure related, everyday activities) – Many variations, flavours, technologies – Focus on devices or specific services How to design such applications? 3
  • 5. Ubiquitous Computing Architecture Directory services Digital Information Providers Spaces Brokers Directory Service Providers Provider 1 Service Provider i Profile Management Dynamic Service User Service Binding Broker Profiles User Agency Space Owner System Physical space Semantics of Local Service space Provider j Space information Historical user system interaction data Physical and sensory data hyperlink 5
  • 7. Museum Game: Inheritance (1/2) • Collaborative game that requires the players to discover a special exhibit in a museum based on hints that must be discovered and collected from the descriptions of exhibits. • Direct interaction with physical artifacts- that become augmented artefacts that are easier to perceive using the mobile device and physical hyperlinks A. Stoica, G. Fiotakis, D. Raptis, I. Papadimitriou, V. Komis, N. Avouris (2007), Field evaluation of collaborative mobile applications, chapter LVIX in J. Lumsden (ed.), “Handbook of Research on User Interface Design and Evaluation for Mobile Technology”, pp. 994-1011, Hershey, PA, IGI Global Papadimitriou I., Komis V., Tselios N., Avouris N., (2006) Designing PDA Mediated Educational Activities for a Museum Visit, Proceedings of Cognition and Exploratory Learning in Digital Age (CELDA 2006), December 2006, Barcelona, Spain.(http://www.iadis.org/celda2006/) 7
  • 9. Mobile library assistant (1/2) • Mobile application to assist library visitors: – retrieving information about the books by directly interacting with them – Searching books similar to those collected by direct interaction – Multiple modalities of interaction with the physical artifacts have been chosen 9
  • 11. Museum Guide (1) • Investigate multiple modalities for delivering information (text, images, audio) • Implement legacy connectors to leverage existing information. • Build user profiles • Physical space navigation support • Content authoring support • C. Sintoris, D. Raptis, A. Stoica and N. Avouris, (2007) Delivering Multimedia Content in Enabled Cultural Spaces,Proceedings of 3rd International Mobile Multimedia Communications Conference, Mobimedia 2007 , August 27-29, 2007, Nafpaktos, Greece, ACM press. 11
  • 13. Game: MuseumScrabble (1) • A team game involving linking exhibits and connecting them to topics covered by the museum • Deepen the understanding of interaction with digitally augmented physical artefacts • Yiannoutsou N., Papadimitriou I., Komis V. and Avouris N., “Playing with” museum exhibits: designing educational games mediated by mobile technology, Proc. of IDC 2009, 8th International Conference of Interaction Design and Children, June 3–5, 2009, Como, Italy, pp. 230-233. ACM Press, New York, NY • Sintoris C., Stoica A., Papadimitriou I., Yiannoutsou N., Komis V., Avouris N. (2010). MuseumScrabble: Design of a mobile game for children's interaction with a digitally augmented cultural space, International Journal of Mobile Human Computer Interaction, 2(2), 53-71, April-June 2010 13
  • 15. BeNatural (1) • Personalized mobile shopping assistant. • Exploration of a new space with different dynamics. • Investigation of interaction with a different physical artefacts (items bought in a supermarket) 15
  • 17. Playful Narrative: Who killed Hanae (Paay et al. 2008) • Location based narrative. Goal: find the killer • Navigation in Aalborg city through clue collection and “suspect interrogation” • Chapters of a mystery story are “attached” to different city areas Street activity Screenshot from the mobile device 17 images from Paay et al., 2008
  • 18. City Game: Frequency 1550 (Huizenga et al. 2009) • Location based game. Goal: earn citizenship (366 days in Amsterdam) • Navigation in the historical centre of Amsterdam • Assignment undertaking in specific areas of the city Location activity the Headquarter view during game playing time 18 images from http://freq1550.waag.org/
  • 20. Abstract design frameworks: An example Design Principles of Playful Narratives (Yiannoutsou et al. 2010) Narrative • Role of user • Structure of story Playful character • Rules of game • Engagement Learning Space • Joy • thinking • setting • decision making • motion Interaction • factual knowledge building • with the technology • procedural knowledge • with the story building • with the physical space • social interactions 20
  • 21. Overview of mobile applications design & evaluation practice ( Avouris et al. 2008) Source System Number of Evaluation Metrics Used Participants Method Jokela et al. Mobile 24 (lab) Laboratory Qualitative measures of user (2008) Multimedia 15 (field) evaluation and behaviour. Presentation Field study Editor Guo et al. Nintendo 20 Lab based Speed and accuracy in both tasks (2008) Wiimote and comparative and user preference through Nunchuk – user study questionnaire based controller of a robot Riegelsberg Use of Google 24 Field study in Qualitative measures and usability er et al. Maps in Mobile four different problems found using group (2008) Devices locations. briefing sessions, recorded usage, multiple telephone interviews and debriefs in a lab setting Sanchez et AudioNature, A 10 Case study in Qualitative measures of al. (2008) pocketPC lab involving effectiveness and performance device for typical users through pre and post tests and science learning questionnaires for the blind Bellotti et al. Leisure guide 11 Field study Qualitative measures of user (2008) Magitti over a period experience recorded through of several questionnaires days 21
  • 22. Issues to be taken into account see Framework of (de Sa et al. 2008) • (1) Locations and Settings: Lighting, Noise, Weather, Obstacles, Social Environment. • (2) Movement and Posture: variations for sitting, standing and walking • (3) Workloads, Distractions and Activities: Critical activities, settings or domains requiring different degrees of attention, Cognitive distractions (e.g., phone ringing, etc), to study cognitive recovery, Physical distractions • (4) Devices and Usages: Single vs Dual handed interaction, and Stylus/Finger/Keyboard/Numeric Pad different mobile devices (e.g., PDAs, Smart Phones, Portable Media Players, etc). • (5) Users and Personas: movement and visual impairment, Heterogeneity – Age, dexterity, cultural background, profession etc. 22
  • 23. Adaptation of existing measures of user performance • Task Load Index (TLX) extended for mobile applications, in particular for in car tasks, by addition of the Distraction scale (Cook 2006) • Measures related to Field Experimentation method (Goodman et al. 2004), e.g. Percentage Preferred Walking Speed (PPWS) • Measures related to multitasking characteristics (measures of divided attention) 23
  • 24. New settings for lab evaluation (e.g. Kjeldskov & Stage 2003) 24
  • 25. New requirements for Content Generation: Create-Attach to Space 25
  • 26. Different evaluation methods and findings according to the phase of the design process • early design evaluation (storyboarding, enactment in physical setting) • low fidelity prototype evaluation (a desktop simulation – no spatial aspect) • high fidelity prototype evaluation (field study) 26
  • 27. Design through enactment (Jacucci, 2004) 27
  • 28. Storyboard and sketching in design and evaluation (Buxton, 2007) 28
  • 31. Low fidelity prototype evaluation 2 dimensional Mobile simulation device of space simulation 31
  • 32. High fidelity prototype evaluation in the field (Inheritance MuseumGame) 32
  • 33. User 1 User 2 User 3 User n Field studies: Analysis Multimedia Multimedia Manager of user Repository action User’s Analyst’s context System discussions comments screen 33
  • 35. Use of ActivityLens for data analysis (Fiotakis et al. 2007) 35
  • 37. Discussion: On design and evaluation • .. So far emphasis on user centered interactive systems design. • .. typically done by using an evaluation method to measure or predict how effective, efficient and/or satisfied people would be when using the system to perform one or more tasks. • Usability evaluation methods range from laboratory-based user observations, controlled user studies, and/or inspection techniques 37
  • 38. Some criticism of current practice • Usability Evaluation can be ineffective and even harmful if naively done ‘by rule’ rather than ‘by thought’. If done during early stage design, it can mute creative ideas that do not conform to current norms, especially to new fields like ubiquitous computing Is usability evaluation considered harmful ? (Greenberg and Buxton, 2008) . 38
  • 39. Some criticism of current practice • Current approaches are often assuming formal task structures more related to work, while today's’ systems are more often related to no structured human activities • need to move to a more design centered approach in evaluation (Cockton 2008) 39
  • 40. Some criticism of current practice • Usability should be related to the value a product has for its users, as often usable products are not useful (Cockton 2007, 2008) • The usability evaluation results should be judged in terms of their downstream utility to designers, (Law et al., 2007, Howarth, et al. 2007) 40
  • 41. Challenges: the way ahead l Reseting the relation between evaluation and design l Redefinition of content authoring – interaction metaphores, evaluation of user experience l We need to put the activity to the centre of the design process and not just the user l There is need for an abstract design method for ubiquitous computing. • We need to support the designer and increase the objectivity with measures of usability, while at the same time increase the pace of development 41