Sunday, 7 October 2012

DEFINITIONS WEEK 1 203 CR

Studio 1 | Definitions and images of pervasive computing

Pervasive Computing



As computing becomes pervasive, objects  will be able to exchange information with mobile devices such as PDAs and phones

Ubiquitous computing (ubicomp, or sometimes ubiqcomp) integrates computation into the environment, rather than having computers which are distinct objects. Another term for ubiquitous computing is pervasive computing. Promoters of this idea hope that embedding computation into the environment would enable people to move around and interact with computers more naturally than they currently do. One of the goals of ubiquitous computing is to enable devices to sense changes in their environment and to automatically adapt and act based on these changes based on user needs and preferences. Some simple examples of this type of behavior include GPS-equipped automobiles that give interactive driving directions and RFID store checkout systems.

Word IQ - Accessed on 04/10/2012

Pervasive computing (alternatively is called ubiquitous computing) is the growing movement towards embedding microprocessors in everyday objects so they can communicate information.  The words pervasive and ubiquitous mean "existing everywhere." Pervasive computing devices are completely connected and constantly available. Pervasive computing relies on the convergence of  wireless technologies, advanced electronics and the Internet. The goal of researchers working in pervasive computing is to create smart products, including mobile devices, different seller goods that communicate quietly. The products are connected to the Internet and the data they generate is easily available.  
Search Networking -Accessed on 04/10/2012


Ubiquitous Computing






A combination of unclear computing, public media and networked mobile devices that are prepared to change the way human beings interact, do business, even discover the world around them.

Ubiquitous computing is a term used to describe the growing ability for devices and objects to be able to communicate with each other over protocols embedded in everyday objects. Ubiquitous technologies compress the space and time needed to connect to information sources. Wireless, Internet-enabled devices allow ubiquitous connectivity to an omnipresent net of data, from which we can call up any piece of data we desire. This system is both decentralized and centralized, in that we can get data from the centralized location of our handheld device, but we ourselves are decentralized in relation to the actual location of the data. This leads us to a unique moment in human history – that many of us now have the ability to be omniscient and omnipresent at the touch of a button. The omnipresent information net can send data to us from almost anywhere.

Cyborganthropology- Accessed on 06/10/2012




Ambient Computing



Philips has a vision. We believe that, in the year 2020, people will relate to electronics in more natural and comfortable ways as we do now.
We believe that current inventions, by Philips and others, will make electronics 'smart'. Technological breakthroughs will also allow us to integrate 'smart electronics' into more friendly environments.  people living easily in digital environments in which the electronics are sensitive to people's needs, personalized to their requirements, anticipatory of their behavior and responsive to their presence.

Philip'sResearch- Accessed on 04/10/2012

Disappearing Computing


image

A fantasy of the future is one in which our world of everyday objects and places becomes flooded and increased with information processing and exchange. In this vision, the technology providing these capabilities is unnoticeable joined with real-world objects and places, so that in a brainpower it disappears into the background, taking on a role more similar to electricity - an invisible universal medium.
What the future holds for us regarding the Disappearing Computer is unknown, but trends in computing -and communicating are such that the dividing line between them will probably disappear. The distinction between devices as being singular, such as lap-top, cell-phone, vhf-radio, etc., will become transparent to the user. The device used to communicate with the rest of the world will be of a class called a communicator, which can be instantiated as a cellular phone, a two-way radio, a wireless inter-com, a broadcasting module, a text-messenger, an audio-email, or all-at-once, being programmed to respond via an answering instance to complete the two-way, or two-locale communications. Video as well as audio might be selected.

DisappearingComputer- Accessed on 07/10/2012

A few years from now, the average home entertainment system might not look much different than it does today. But it will probably have an Internet connection that enables it to download and play digital music and video, display album artwork and song titles on the television, and even interrupt your listening if an important message arrives. It will have a central processor, disk storage, graphics hardware and some kind of intuitive user interface. Add a wireless mouse and keyboard, and this home entertainment system will start looking a lot like a personal computer. Will people buy and use these systems in large numbers? Absolutely. Will they think of them as computers? Probably not.

Bill Gates- Accessed on 07/10/2012

Analysis

Pervasive Computing

Two definitions of pervasive computing are comparable as they discuss the similar movement, the linked things and devices which will perform in the future. They all discuss the importance of the computation interacting with the environment, and unremarkable technology that will eternally be presented for the user to intermingle with.

The figure I used to represent pervasive computing features the components of the movement, together with accepted HCI and work together to have the key attention of the definitions used.

Ubiquitous Computing

The site I use to define UC appears to put forward the ubiquitous computing as the only latest method to HCI instead of the complete prediction for the upcoming of the technology. It does though; talk about how users will network with many devices at once. The definitions of ubiquitous computing draw attention to the view that the devices will be integrated and implanted into real life articles.
For the approaching use of ubiquitous computing, I used a diagram of everyday items that can be used in combination with ubiquitous computing and a set of connections that can connect the devices and articles together.

Ambient Computing

The description on the Ambient Computing interacts with ubiquitous computing by approving that the computing technology needs to be implanted in everyday articles at the same time being undetectable. Ambient Computing is much related to all of the other terms, since all come to an understanding that the prospect of computing is multi-tasking, multi-user and can gathering types of setting while being block-free.
I used an image that describes ambient computing as I believe it call attention to the features of the knowledge. The image shows mobile devices interact all together through the network that can connect all the devices together.

Disappearing Computing

The definitions I used for disappearing computing impart several similar ideas. Talk over the need for the knowledge to be unseen to users to the amount that it will be expended like energy and other services. The routine of normal movements such as touches and voice identification to support the making of unbroken and natural products in the Disappearing Computing play a part in both Bill Gates and the disappearing computing's concept. Though, the Disappearing Computer's definition states that this technology will be combined with real life articles,the improvement for assured tasks will still be an aspect in modern life.
 The image I used to explain the disappearing computing shows information becoming greater than before, here two women looking to buy a coat which display on the big screen and it show that you just need to touch the screen to buy it.

All Definitions

Once associating all of the definitions, there are associations than changes. The mainstream of the definitions investigate the role of ordinary signs such as touch and voice detection in the future, while the articles advises that ubiquitous computing is maybe just a HCI engaged idea and not a complete hallucination for current 
computing. The knowledge of the future will above all be hidden from the user, allowing them to only focus on the task in hand - something that will normally be an everyday movement that isn't automatically related to the office - a achievement that has yet to be attained in any procedure of existing computing, even though it has been commonly known thanks to people who appreciated that to the user, the user crossing point is the whole program. Daily articles such as food and clothing will also have devices and labels included, while pervasive computing eco- scheme will be perfectly networked. Technology will be so public; it will be expended like power without unwillingness.


Bill Gates debated how there will be improved devices that can only do detailed things, such as automated booklovers for reading stories and other poetry, while broadcasting PCs will drive performing straight forward to the TV. Because knowledge will be all over, improved devices would only maximum the control and outcome that the knowledge might have on persons’s livings.

Reading 1

Mark Weiser

Pervasive computing is in Many computers serving many people. the effort to extend network access to just about anyplace people could think to go. with available internet addresses dwindling by the day, this required the development of a new generation internet protocol;it also justified the efforts of companies ranging from Intel to GM to LG to image an array of smart consumer products designed with that network in mind.
networking infrastructure throughout the office itself enabled communication among the constellation of tabs,pads and boards in active use, allocating shared resources like printers, routing incoming emails and phones calls and providing background maintenance and security functions. documents in progress would follow a walker into and out of meetings, up onto public boards for discussion, and back down to ones own pad for further revision.
when everyday things are endowed with the ability to sense their environment  store metadata reflecting their own provenance, location, status and use history  and share that information with other such things. among the most significant consequences of this "Computing everywhere" that is strongly implies "information everywhere"

Examples

  • gesture recognition, voice recognition
  • information everywhere
  • computing everywhere
  • Ordinary articles, from coffee cups to raincoats to the paint on the wall, would be considered as sites for the sensing new properties, people will interact with this system fluently and naturally, barely noticing the powerful infomatics they were engaging.
  • Smart objects, embedded sensors, and the always-on networks.
  • Human-machine interface, the dropping cost of processing resources meant that lond-dreamed of but computationally intensive ways of interaction, such as gesture recognition and voice recognition, were becoming practical;after all, supposed to be invisible-but-everywhere.
Image Links Pervasive Computing/ Ubiquitous ComputingAmbient Computing/ Disappearing Computing

STUDIO 2|Usability in itself and Usability in life

The meaning of usability

Is the result of the design which is now usable and it help the user to understand the interface. And it is operative, well organized, appealing, understanding and easy to learn.

The meaning of Usable-in-Life

It’s a communication that a device function and intermingle itself, when it’s organizing the situations. It’s a technology that makes people use different kind of mobile devices and make their everyday life easy in really world.

The different between the "usability-in-life" and "usability-in-itself"

 The different between the "usability-in-life" and "usability-in-itself" is the way technology interacts.  The usability in life is when the technology works within the environment and among the really users. The "usability-in-itself" when the technology works the way it designed for the user to interact to the functions and setting.

Practical

Establishing the Technology as  Usability in life and Usability in Itself.

Good example of the technology  vary between its "usability in life" and "usability in itself" is the bus notification board at pool Meadows Bus station in Coventry. The information has been created for the passengers to acknowledge the buses timetable to let them know which bus is coming and going at what time. at the information board you will find; the bus service number, destination, which stand is stops and what time is arriving.

Establishing the Technology as Usability in itself.

Here i can see that, there is website address at the bottom of the information board which is asking the users to allocate it if they need more information or to write a review about the information board. by doing this will challenge how the information help the travelling by asking them to determining if the information is fast or slow for the user to get time to read, or is it easy to allocate the service number, this will establish if is easy to enough to see clear and the time is enough for the bus scheduled. overalls it is establish how well information is displayed and the time is enough for the user to read and easy to locate the service number.

Establishing the Technology as usability in life.

In life sometimes users need to know how well the technology is updating the information and update delays and cancellations, how maintenance of  the travel services.
to establish this you need to create questioner rating the information. Also you can create the survey which asking users which website is helpful and how they could save money by buying the ticket in advance. this will help you to know how many users are looking in your website and they are happy or not with the services.

STUDIO 3|IDEO blog

1. Cars at the Parking

First the black car is not parked properly, it is packed in the line that mean the second car is not gone be able to pack at the next space, is not gone fit in. Or may be the driver is trying to avoid someone gone open the door and hitting his car as the space is too thin for the person get out of the car, or the driver was in the hurry, maybe he/she was late for an appointment. The driver also set up sun block to keep the car cool, that’s means he/she was not in the hurry. I think the big problem here is the layout of the car parking it isn't making full use of the spaces available, there are some rooms left over.

To avoid this problem here, the solution is needed, the packing space need to be wide and they should put in staggered spaces so that it going to be easy for the person to get out of the car and get in, and to prevent car hitting and damage and I think the new design will allow more cars to get in and generate more money.

2. Toilet Booth

Its look like the toilet is for disable people. This is because it has the bar on the wall. But the distance between the toilet and the toilet paper is a little bit far if this is the disable toilet. The second issue I notice is the newspaper on the bar, I think this newspaper is for the user to read when is using the toilet. This is wrong u cannot read the newspaper in the public toilet as there will be some people outside waiting to use the facility, reading the newspaper will take long time.

To solve this problem is, not to put the newspaper in the toilet so that people will come and just use the toilet and finish quickly. And the second one is to move near the toilet the toilet paper holder as this will be easier for the user to reach them.

Example; the line at the train station

There is two side walk, the left one is for the people who coming up and the right side is for the people who is going down, especially in the rush hours.
IDEO use this image to let people know which side to walk on, to avoid slowing down the queue, confusion, and people working into each other.
To prevent this problem happening is better to put the making like arrows to show people which side of the line they need to walk on.

By using images Jane Fulton Suri and IDEO team help people to understand ways that many things use in everyday life, the team develop designs by studying how people interact within the environment. They use descriptions toward studying about the setting.
After take in the ideas, its look likes Jane and IDEO team have a routine of studying people in comfortable surroundings, in their everyday life environment. And how they diverge and the improvement can be made.
As the designers we always need to think about how we can expand the things in our daily lives to make them more easily to use and not more intellectual, instead of redesign them.

Ethnography

Ethnography is a natural fit with pervasive computing.
Pervasive computing is the integrating technology in our everyday lives. And Ethnography is when we are using the technology without realizing  When we are chatting or sending the text message we are using it. Ethnography is the explanation of our everyday life and practice  so it is very important in pervasive computing as it’s all about our everyday activities. Ethnography can be managed in a mixture of shared, intellectual and touchable settings.
“Many advertising agencies, for example, use ethnography in their work, to ensure that ads are effectively targeted at a desirable population.” http://www.wisegeek.com/what-is-ethnography.htm
On top of all, ethnography is the surveillance and classification the written interaction skillfulness  this are the advantage for someone interested in this retrieve.
In this information Ethnography is very important in pervasive computing

Studio 4: Usability goals and Design Principals

Scenario:  Replying the message

I receive the message from my friend Anna and she was reminding me that we have to go to Aldermoor to register for the Zumba Classes and she want me to pass her place on time.
To send her message I have to click to the tap to add text area underneath the original message and start to compose it, after I finish I need to click send button.

Function: send massage 

To send the massage by pressing send button.

Analysis of usability issues, using design principles 

To reply the message we use reply button, this is cultural constraint, this reply  is way most of the mobile phones functions, but nowadays most of the mobiles have got new technologies and they change some words, as in my phone to reply the message you need to “enter message”  instead of “reply”. And that case I know that means I need to reply.so I write the message, and if I write more than 160 character is going to the next message.

All about our hopes, when we press the send button we expect the message to be send. The traditional makes in operations on the phone, and supports the phone usability.

Efficiency

Usability objective regarding improves of achievement in just little steps, there is one phase for apiece of action, good, well-organized design; but, moreover, traditional restraints formulate the acts ‘unkind’.




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