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	<title>Alan's blog &#187; user experience</title>
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		<title>not quite everywhere</title>
		<link>http://www.alandix.com/blog/2010/01/28/not-quite-everywhere/</link>
		<comments>http://www.alandix.com/blog/2010/01/28/not-quite-everywhere/#comments</comments>
		<pubDate>Thu, 28 Jan 2010 11:40:15 +0000</pubDate>
		<dc:creator>alan</dc:creator>
				<category><![CDATA[academic]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[HCI and usability]]></category>
		<category><![CDATA[barcode]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ubiquitous computing]]></category>
		<category><![CDATA[user experience]]></category>
		<category><![CDATA[web2.0]]></category>

		<guid isPermaLink="false">http://www.alandix.com/blog/?p=230</guid>
		<description><![CDATA[I&#8217;ve been (belatedly) reading Adam Greenfield&#8216;s . By &#8216;everywhere&#8217; he means the pervasive insinuation of inter-connected computation into all aspects of our lives &#8212; ubiquitous/pervasive computing but seen in terms of lives not artefacts. Published in 2006, and so I guess written in 2004 or 2005, Adam confidently predicts that everywhere technology will have  &#8220;significant [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.amazon.co.uk/gp/product/0321384016?ie=UTF8&tag=textilearts0b-21&link_code=wql&camp=2486&creative=8946" type="amzn" asin="0321384016"><img class="alignright" title="Amazon: Everwhere" src="http://ecx.images-amazon.com/images/I/41Mi7HsHtgL._SL150_.jpg" alt="" width="100" height="150" /></a>I&#8217;ve been (belatedly) reading <a type="person" href="http://speedbird.wordpress.com/" target="_blank">Adam Greenfield</a>&#8216;s <a href="http://www.amazon.co.uk/gp/product/0321384016?ie=UTF8&tag=textilearts0b-21&link_code=wql&camp=2486&creative=8946" type="amzn" asin="0321384016">Everyware: The Dawning Age of Ubiquitous Computing</a>.  By &#8216;everywhere&#8217; he means the pervasive insinuation of inter-connected computation into all aspects of our lives &#8212; ubiquitous/pervasive computing but seen in terms of lives not artefacts. Published in 2006, and so I guess written in 2004 or 2005, Adam confidently predicts that everywhere technology will have  &#8220;<em>significant and meaningful impact on the way you live your life and will do so before the first decade of the twenty-first century is out</em>&#8220;, but one month into 2010 and I&#8217;ve not really noticed yet.  I am not one of those people who fill their house with gadgets, so I guess unlikely to be an early adopter of &#8216;everywhere&#8217;, but even in the most techno-loving house at best I&#8217;ve seen the HiFi controlled through an iPhone.</p>
<p>Devices are clearly everywhere, but the connections between them seem infrequent and poor.</p>
<p>Why is ubiquitous technology still so &#8230; well un-ubiquitous?</p>
<p><span id="more-230"></span></p>
<h3>Why bother</h3>
<p>One reason for lack of connectivity, is that for each production and purchase decision there is little need for it.  It is possible to wire up your whole home with sensors as <a href="http://stanford-clark.com/" target="_blank">Andy Stanford-Clark</a>&#8216;s <a href="http://stanford-clark.com/andy_house.html" target="_self">twittering house</a> demonstrates.  But for most people why put sensors in your home unless they are <em>for</em> something?  Why bother to buy things unless they give you value now? Home security, central hearing control, warning you when your fuel is running low &#8212; these are reasons for sensors, but in general we tend to buy things that <em>do things for us</em>, not things that might possibly plug together to do something interesting. This is maybe even more true of the new generation of digital natives, brought up with single function toys, and even Lego in  pre-determined models rather than generic kits.</p>
<p>Of course, we do buy things with sensors, the electric kettle has a temperature sensor, the TV knows what channel is tuned &#8212; but these are single purpose.  Even SCART connections for TV/DVD/satellite boxes are pretty limited unless the devices expect to be chained.  For the manufacturer, why bother to make stand-alone devices connectible; it will cost more in terms of a wireless chip, not to mention complex interfaces to manage privacy.  Even software rarely takes this step to make itself easy to interconnect &#8212; despite the mash-culture of Web2.0.  The <a href="http://www.alandix.com/blog/2009/12/22/reading-barcodes-on-the-iphone/" target="_blank">barcode reader app on the iPhone</a> is a rare exception; here the cost was relatively low and purely in  software (up front cost, but no cost per &#8216;device&#8217;), and yet even this is rare to see.  Once there are hardware costs even generic devices such as phones only include sensors for which they can see an immediate use: for ecxample, despite the presence of GPS and compass in the iPhone, the new iPad, with sightly different expected uses, has neither.  For physical devices, connectivity may come when individual devices require external interfaces, maybe to manage complex installations or monitoring via mini-webservers for less cost than dedicated displays, just as with most home routers.  Then the hardware cost of connectivity has a purpose for the dedicated device, and the additional cost of genericity is software only.</p>
<h3>What&#8217;s there</h3>
<p>It is interesting to look back at <a href="http://www.ubiq.com/weiser/" target="_blank">Mark Weiser</a>&#8216;s original vision of ubiquitous computing.  It is less connected than Adam&#8217;s &#8216;everywhere&#8217;, but equally rooted in research prototypes and potential, and yet has certainly come to pass as computation is certainly &#8216;ubiquitous&#8217; in many ways.  Like others, I have always been struck by the disconnect between the opening words of Weiser&#8217;s T<a href="http://www.ubiq.com/hypertext/weiser/SciAmDraft3.html" target="_blank">he Computer for the 21st Century</a> &#8220;<em>The most profound technologies are those that disappear</em>&#8221; and the rest of the paper, which focused on <em>displays</em> the visible face of computation.  But, with the exception of miniature MP3 players,  it is precisely these visible displays that are part of our lives.</p>
<p>Weiser classified displays into tabs, pads and boards, with associated scales (inch, foot, yard), and indeed the size of displays is crucial to their uses<sup><a href="#footnote-1-230" id="footnote-link-1-230" title="See the footnote.">1</a></sup>.  However, it is perhaps better to look at Wesier&#8217;s definitons of where and how these are used: <em>tabs</em> are &#8216;on things&#8217; microwaves, some TV remotes, and old mobile phones (the kind that were primarily for telephoning people!), <em>pads</em> are held and carried and while decidely smaller than an foot, the iPhone and similar smartphones are clearly in this category, and finally <em>boards</em> are in the environment, stuck on walls (digital photo frames) and furniture (Microsoft surface).  All can be seen in many homes and offices, although the latter have perhaps had least impact so far,  laregly because of costs of production (foreseen by Wesier), but are clearly coming on stream.</p>
<p>The crucial thing is that all of these displays do something for us.  They are ubiquitous because they are not invisible.</p>
<h3>How to use them</h3>
<p>Adam&#8217;s book describes the profoundly different user experience of &#8216;everywhere&#8217; interactions (pp:27-39), rather than being task-driven by the user, in situations such as such as automatic room lights &#8220;<em>the system precedes the user</em>&#8220;, &#8220;<em>Whether or not you walk into the room in pursuance of a particular aim or goal, the system&#8217;s reaction to your arrival is probably tangential to that goal.</em>&#8220;.  This what I have previosly called &#8216;<a href="http://www.hcibook.com/alan/topics/incidental/" target="_blank">incidental interaction</a>&#8216;, interactions not driven by the user&#8217;s immediate intentions, but by the system&#8217;s actions for the user.</p>
<p>Somewhat strangely the discussion in &#8216;Everywhere&#8217; then turns to Bellotti et al&#8217;s &#8220;<a href="http://www.parc.com/publication/865/making-sense-of-sensing-systems.html" target="_blank">Making sense of sensing systems: five questions for designers and researchers</a>&#8220;, which summarises some of the key issues of pervasive systems dating back to the 1984 Phone Slave project<sup><a href="#footnote-2-230" id="footnote-link-2-230" title="See the footnote.">2</a></sup>, such as knowing how to address a system that has no keyboard and knowing whether it is attending.  These are really important issues, but are about intentional use, getting the system, albeit embedded in the environment, to <em>do</em> something that the user has decided. At a more device level,  <a href="http://albrecht-schmidt.blogspot.com/" target="_blank">Abricht Schimdt</a>&#8216;s concept of implicit interaction<sup><a href="#footnote-3-230" id="footnote-link-3-230" title="See the footnote.">3</a></sup> is also in this area, making the interaction to achieve some purpose as natural and invisible as possible using sensors such as accelerometers. This is now common in devices such as the iPhone, but is still essentially about <em>intentional</em> interaction &#8212; again getting the device to do something.</p>
<p>In contrast, we seem to still have little understanding of the user experience of incidental interactions, where the system spontaneously does things for or to us, and they are still rare in the home and office, a few specific devices such as automatic lights, doors and central heating controllers, with little sign of widespread connectivity.  The main exceptions seem to be at a very large scale, Amazon book recommendations or traffic management systems.</p>
<p>The latter is perhaps an interesting comment on ubiquity as, for the ordinary user, the display is simply a red light<span style="color:#ff0000;">.</span></p>
<br /><ol class="footnotes"><li id="footnote-1-230">see recent papers with Corina Sas &#8220;<a href="http://www.hcibook.com/alan/papers/MPD-SPD-2009/" target="_blank">Mobile Personal Devices meet Situated Public Displays: Synergies and Opportunities</a>&#8221; and with Lucia Terrenghi and Aaron Quigley &#8220;<a href="http://dx.doi.org/10.1007/s00779-009-0244-5" target="_blank">A taxonomy for and analysis of multi-person-display ecosystems</a>&#8220;, which extend this size classification to larger and smaller displays.  [<a href="#footnote-link-1-230">back</a>]</li><li id="footnote-2-230">See &#8220;<a href="http://www.media.mit.edu/speech/papers/1984/schmandt_SID84_phone_slave.pdf" target="_blank">Phone Slave: A Graphical Telecommunications Interface</a>&#8221; and <a href="http://www.youtube.com/watch?v=xNM_5JKvjok" target="_blank">YouTube video</a>, although it was the longer envusonment video, that raised the user interaction design questions.  [<a href="#footnote-link-2-230">back</a>]</li><li id="footnote-3-230">Schmidt, A. Implicit Human Computer Interaction Through Context. <em>Personal Technologies</em>, 4(2&amp;3), Springer-Verlag, 191&#8211;199, 2000  [<a href="#footnote-link-3-230">back</a>]</li></ol>]]></content:encoded>
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		<title>strength in weakness &#8211; Judo design</title>
		<link>http://www.alandix.com/blog/2008/11/21/strength-in-weakness-judo-design/</link>
		<comments>http://www.alandix.com/blog/2008/11/21/strength-in-weakness-judo-design/#comments</comments>
		<pubDate>Fri, 21 Nov 2008 10:11:01 +0000</pubDate>
		<dc:creator>alan</dc:creator>
				<category><![CDATA[academic]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[HCI and usability]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[appropriate intelligence]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[material]]></category>
		<category><![CDATA[physicality]]></category>
		<category><![CDATA[steve gill]]></category>
		<category><![CDATA[user experience]]></category>

		<guid isPermaLink="false">http://www.alandix.com/blog/?p=104</guid>
		<description><![CDATA[Steve Gill is visiting so that we can work together on a new book on physicality.  Last night, over dinner, Steve was telling us about a litter-bin lock that he once designed.  The full story linked creative design, the structural qualities of materials, and the social setting in which it was placed &#8230; a story [...]]]></description>
			<content:encoded><![CDATA[<p><a title="Steve Gill profile page at UWIC" href="http://www.csad.uwic.ac.uk/res_profile_stevegill.htm" target="_blank">Steve Gill</a> is visiting so that we can work together on a new book on <a href="http://www.physicality.org/" target="_blank">physicality</a>.  Last night, over dinner, Steve was telling us about a litter-bin lock that he once designed.  The full story linked creative design, the structural qualities of materials, and the social setting in which it was placed &#8230; a story well worth hearing, but I&#8217;ll leave that to Steve.</p>
<p>One of the critical things about the design was that while earlier designs used steel, his design needed to be made out of plastic.  Steel is an obvious material for a lock: strong unyielding; however the plastic lock worked because the lock and the bin around it were designed to yield, to give a little, and is so doing to absorb the shock if kicked by a drunken passer-by.</p>
<p>This is a sort of Judo principle of design: rather than trying to be the strongest or toughest, instead by  yielding in the right way using the strength of your opponent.</p>
<p>This reminded me of trees that bend in the wind and stand the toughest storms (the wind howling down the chimney maybe helps the image), whereas those that are stiffer may break.  Also old wooden pit-props that would moan and screech when they grew weak and gave slightly under the strain of rock; whereas the stronger steel replacements would stand firm and unbending until the day they catastrophically broke.</p>
<p><a href="http://www.amazon.co.uk/gp/product/0140135979?ie=UTF8&tag=textilearts0b-21&link_code=wql&camp=2486&creative=8946" type="amzn" asin="0140135979"><img class="alignright" title="The New Science of Strong Materials" src="http://www.alandix.com/images/new-science-of-strong-materials.jpg" alt="" width="112" height="175" /></a>Years ago I also read about a programme to strengthen bridges as lorries got heavier.  The old arch bridges had an infill of loose rubble, so the engineers simply replaced this with concrete.  In a short time the bridges began to fall down.  When analysed more deeply  the reason become clear.  When an area of the loose infill looses strength, it gives a little, so the strain on it is relieved and the areas around take the strain instead.  However, the concrete is unyielding and instead the weakest point takes more and more strain until eventually cracks form and the bridge collapses.  Twisted ropes work on the same principle.  Although now an old book, &#8220;<a href="http://www.amazon.co.uk/gp/product/0140135979?ie=UTF8&tag=textilearts0b-21&link_code=wql&camp=2486&creative=8946" type="amzn" asin="0140135979">The New Science of Strong Materials</a>&#8221; opened my eyes to the wonderful way many natural materials, such as bone, make use of the relative strengths, and weaknesses, of their constituents, and how this is emulated in many composite materials such as glass fibre or carbon fibre.</p>
<p>In contrast both software and bureaucratic procedures are more like chains &#8211; if any link breaks the whole thing fails.</p>
<p>Steve&#8217;s lock design shows that it is possible to use the principle of strength in weakness when using modern materials, not only in organic elements like wood, or traditional bridge design.  For software also, one of the things I often try to teach is to design for failure &#8211; to make sure things work when they go wrong.  In particular, for intelligent user interfaces the idea of <a href="http://www.hcibook.com/alan/topics/appropriate/" target="_blank">appropriate intelligence</a> &#8211; making sure that when intelligent algorithms get things wrong, the user experience does not suffer.  It is easy to want to design the cleverest algotithms, the most complex systems &#8211; to design for everything, to make it all perfect. While it is of course right to seek the best, often it is the knowledge that what we produce will not be &#8216;perfect&#8217; that in fact enables us to make it better.</p>
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		<title>From raw experience to personal reflection</title>
		<link>http://www.alandix.com/blog/2008/10/18/from-raw-experience-to-personal-reflection/</link>
		<comments>http://www.alandix.com/blog/2008/10/18/from-raw-experience-to-personal-reflection/#comments</comments>
		<pubDate>Sat, 18 Oct 2008 09:53:33 +0000</pubDate>
		<dc:creator>alan</dc:creator>
				<category><![CDATA[academic]]></category>
		<category><![CDATA[HCI and usability]]></category>
		<category><![CDATA[web development]]></category>
		<category><![CDATA[CHI]]></category>
		<category><![CDATA[cyberculture]]></category>
		<category><![CDATA[digital culture]]></category>
		<category><![CDATA[facebook]]></category>
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		<category><![CDATA[human computer interaction]]></category>
		<category><![CDATA[personal reflection]]></category>
		<category><![CDATA[social networking]]></category>
		<category><![CDATA[user experience]]></category>

		<guid isPermaLink="false">http://www.alandix.com/blog/?p=98</guid>
		<description><![CDATA[Just a week to go for deadline for this workshop on the Designing for Reflection on Experience that Corina and I are organising at CHI. Much of the time discussions of user experience are focused on trivia and even social networking often appears to stop at superficial levels.  While throwing a virtual banana at a [...]]]></description>
			<content:encoded><![CDATA[<p>Just a week to go for deadline for this workshop on the <a href="http://www.comp.lancs.ac.uk/~corina/CHI09Workshop/" target="_blank">Designing for Reflection on Experience</a> that Corina and I are organising at CHI. Much of the time discussions of user experience are focused on trivia and even social networking often appears to stop at superficial levels.  While throwing a virtual banana at a friend may serve to maintain relationships and is perhaps less trivial than it at first appears; still there is little support for deeper reflection on life, with the possible exception of the many topic-focused chat groups.  However, in researching social networks we have found, amongst the flotsam, clear moments of poinency and conflict, traces of major life events &#8230; even divorce by Facebook. Too much navel gazing would not be a good thing, but some attention to expressing  deeper issues to others and to ourselves seems overdue.</p>
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