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UNIT- VI

6
Syllabus
Future Trends

Uiquitous Computing. Design thinking. Finding things on web, Augmented Reality. Virtual Reality,
Challenges in designing interfaces for smart homes, smart devices, handheld devices, smart wrist
wutch. Future of HCI

Contents
61 Ubiquitous Computing
6.2 Design Thinking
6.3 Finding Things on Web

64 Augmented Reality
65 Virtual Reality
66 Challenges in Designing Smart Homes
6.7 Smart Devices
6.8 Handheld Devices
6.9 Smart Wristwatch
610 Future of HCI
6.11
Multiple Choice Questions

(6- 1)
Human Computer Interaction 6-2
Rture irends

6.1 Ubiquitous Computing


Rather than enforce the user to search out and tind the
omputer's intertace
ubiquitous computing proposes that the interface can take on the liability of locating and
serving the user. Ubiquitous computing is the attempt to break away from the traditional
desktop interaction model and move computational power into the environment that
surrounds the user.
What is ubiquitous computing technology ? The general working definition is any
computing technology that permits human interaction away from a single workstation
This consists of pen-based technology, handheld or portable devices. large-scale
interactive sCreens, wireless networking infrastructure, and voice or vision technology
Realizing the human-centered vision of ubicomp with these technologies presents many
challenges. Here we will focus on three:
Defining the appropriatephysical interaction experience;
Discovering general application features;
Theories for designing andevaluating the human experience within ubicomp.

6.1.1 Defining the Appropriate Physical Interaction Experience


Ubiquitous computing inspires application development that is 'off the desktop'
This vision assumes that physical interaction between humans and calculation will
be less like the existing desktop keyboard/mouse/display paradigm and more like
the way humans interrelation with the physical world. Humans speak gesture an
use writing implements to communicate with other humans and alter physical
artifacts.

Toward implicit input


.Input has moved beyond the precise nature of textual input from kevboands and
selection from pointing devices to a superior variety of data types
.Implicit input means that our usual interactions with the physical environment
provide adequate input to a variety of attendant services, without any further user
interference.

These recognition techrnologies are some examples of interpreting meaning tront


sensed signals of human activity

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Toward
Iti-scale and
multi
distributed output
The incorporation of ubiquitous computing capabilities into everyday life also
requires novel output technologies and techniques. Output is no longer completely
in the form of self-contained desktop/laptop visual displays that demand our
attention.

A variety of sizes or scales of visual displays, both smaller and larger than the
desktop, are being distributed throughout the environments.
. The trend toward peripheral output has been explored for a particular class of
displays, called ambient. Ambient displays need minimal attention and cognitive
effort, and are thus more easily integrated into a persistent physical space. One of
the first ambient displays, the Dangling String. The
shares many Dangling String
features with successive efforts in ambient displays. A data resource drives the
conceptual representation such that the output can be monitored by the user's
peripheral perception.
Seamless integration of physical and virtual worlds

An essential feature of ubicomp technology is that it attempts to combine


computational artifacts smoothly with the world of physical artifacts. Researchers
have suggested
methods for using objects in the physical world to manipulate
electronic objects, creating so-called graspable or tangible user interfaces.
ensors attached to devices themselves provide ways for physical manipulations of
those devices to be interpreted appropriately by the applications running on those
devices.

612 Application Themes for Ubicomp


Context-aware computing demonstrates promise for making our interactions witn
ErVices more seamless and less distracting from our everyday activities.
Pplications can be made to just work right when they are informed about the
Context of their use.
OTher feature of many ubicomp applications is the ability to easily capture and
Ore
memories of live experiences and provide them up for later use. The following
Section discusses two established themes.

Context-aware computing
Location of identifiable entities (usually people) is a very regular piece of context
used nin ubicomp
ubicomp application development. The main general applications have

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Human Computer Interaction 6- 4 Future Trends
been GPS-based car navigation systems and handheld 'tour guide' systems that
differ the content displayed (video or audio) by a handheld unit given the user's
physical location in an exhibit area. There is more to context than position (where)
and identity (who). Although a full definition of context remains an elusive research

challenge, it is clear that in addition to who and where, context awareness involves
o When with the exception of with time as an index into a captured record or

particular location, most context-


Summarizing how long a person has been at a

driven applications are unaware of the passage ot time,


o What way of interpreting the 'what' of context is to see it as the focus of attention
of one or more people during a live event. Knowledge of the focus of attention at

a live event can inform a better capture of that event.


a person is doing is
o Why even more challenging than perceiving 'what'
of contextual data that
understanding 'why' they are doing it. Sensing other ways
Could give an indication of a person's affective state.
There are several of indoor positioning schemes as well, with conflicting
for tagging, and
characteristics in terms of cost, range, granularity and requirements
no particular solution is likely to ever meet all requirements.

Automated capture and access

The capture and access is a task of preserving a record of live experience that is then
in the future. Many researchers have worked toward this
assessed at some point
vision.
practices in
As a result, many systems have been
built to capture and access

classrooms, meetings and other live experiences.

Toward continuous interaction

Providing constant interaction moves computing from a localized tool to a regular


of computer applications support well-defined tasks that
presence. The common
have a marked beginning and end with multiple subtasks in-between.

Take word processing as an example. Word processing features are adjusted tor
starting with a blank document (or a template), entering text, formatting, printing

and saving.
The importance on designing for continuously available interaction needs addressing

these features of informal, daily activities


.They hardly have a clear start or end so the design cannot assume a common

starting point or closure requiring greater flexibility and simplicity.

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tion is enpected as users switeh attention between competing concerns

Multiple
ctivities oNrate concurently and mav need to be looselr coordinated
i s an important disTiminator in characterizing the ongoing relationship
Teve

etweenpOPle and computers.


iative models ot intormation are neded. as intormmation is reused tronm
multiple perspactives

Interaction in Ubicomp
613Understanding
As the omputer has increasirngly 'reachei out in the organization esearchers
have needed to shift their focus trom a single machine engaging with an individual
oa broader set ot organizational and social arrangements and the cooperative
interaction inh erent in these arrangements.
Many of these: models and methods are applicable to ubicomp with its emphasis on
integrating numerous devices in one setting.

Knwiedge in the world

As the use of computers has broadened. designers have movai to moiels that
onsider the nature of the association between the internal
ognitive prxeses and
the outsid.e world.

Designr 1g for a equilibrium between 'knowledge in the world' versus knowledge


the head' is now a common axiom in the design ommunity.
T
tree main
theories that focus on the 'in the world' natue ot knOwlaige anr beng
Ored within the ubicomp community as guides tor tutue design an
e luation: activity theory, situated action and distributad aognitim.
kctivity theory
Activity theory also highlights the transtornm ational properties ot artitacts that
implictlyy carry
carry knowledge and traditions, such as musical instruments cas and
other tools.
Ubiquitous mputing efforts informed by activity thaory. theretore, us n the
transformational properties of artitacts and the tluii enacution ot atinns and
operations.
uated action
and
distributed cognition
Sit ated
emphai action
emphasizes apriemphasizes
s the improvisational tacets of hunian ehavir and de
piori plans that are simply executed by the erson. In this madel

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knowledge in the world frequently shapes the ongoing interpretation and execution
of a task.
Distributed cognition also de-emphasizes internal humancognition, but in this case,
it turns to a systems perspective where humans are just part of a larger system. Of
all three theories, distributed cognition plays the greatest attention to knowledge in
the world, as much of the information required to accomplish a system's goal is
encoded in the individual objects.

6.1.4 Evaluation Challenges for Ubicomp


Formative and summative evaluation of ubicomp systems is hard and represents a
real challenge for the ubicomp community.
I t is not clear that all the measures can apply universally across activities when we
activities.
move away from structured and paid work to other
The shift away from the world of work means that there is still the question of how

apply qualitative or quantitative evaluation methods.


to
it is
The technology used to create ubicomp systems is often on the cutting edge and
difficult to create reliable and robust systems that support some activity on a

continuous basis.

Review Questions
1. Explain Ubiguitous computin8
2. Evaluation challenges for ubicomp.

6.2 Design Thinking

6.2.1 What is Design Thinking ?


The design thinking process is nonlinear to users, to challenges assumptions, to
redefine issues and to create innovative prototype and testing solutions. Design thinkirg
tackle problems that
are not clearly defined o
is an process. It is best to
iterative
-sympathise, define, i1deate, prototype and test.
unknown through five phases

Thinking so Important?
6.2.2 Why is Design
In designing expenence (UA), the ability to understand and respond to rapid
user

hangesin user environments


and
behaviours skills is crucial. Since Herbert A. Simon
thinkng n his 1969 book The Artificial Sciences and then
first mentioned design
hrsted a large number of ideas to its principles, the world has been more connected
Co

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and complex. This highly creative process
from a
variety of sectors,
subsequently pursued by professionals
was

including architecture and


engineering.
variety of industries in the 2lst
century are thinking about design Organizations
from a

solving problems for users of products and services. valuable means of as a

address unidentified / unknown issues Design teams use design thinking to


in humane way and
(albeit vicious) as they can reframe these
a
concentrate on what is most problems
almost certainly the best important to users.
Design thinking is
way to 'think outside the box'
from all design processes.
can
improve UX research, prototype and Teams
satisfying customer testing
usability find new ways of for to
needs.Design thinking as a
driving force for business worldwide
improvements (global heavyweights like
this
remarkably) Google, Apple, and Airbnb have
have the standing as popular subject at worldwide demonstrated
match its a
freedom to
develop ground breaking solutions with leaders. Teams
can use this to
gair insights that are difficult to design thinking. Your staff
methods to identify innovative access and use
solutions. collection of useful a

6.2.3 Five Stages af Design Thinking


Design thinking is described in five
Stanford (a.k.a. the phases by the asso
Plattner
D.school). Design Institute at
Note These are not always sequential stages, and teams otten run
repeat iteratively. them
parallel, out and
Stage 1: Empathize Research your users needs here,
-

into the you


should gain an n:
problem, typically by researching your users. insioht
thinking, is crucial to a humane desi1gn process, Empathy, like desionn
because it enables
assumptions about the world to De sEt apart and real vaur
own
requirements. insight into users and tho
ne ir
Stage 2 Define State Your Users' Needs and
collect information during the The time Problems
stage or empathy. You then has come
to
vour observations to determine the key problems analyse and svnt
identified bu
These terms are referred to as problem statements. You
can build
keep your efforts personally focused before thinking
people to
help
Stage 3: Ideate Challenge Assumptionsand Create Ideas You are .

With sound knowledge Ou are now


generate thoughts. a

outside the box, find backgroundn the firs


now
first twowilling to
in
you can start thinking
solutions to the
alternative
problem stateo ways to view the phases,
and find innovative statement.
especially helpful. Brainstorming problem
here is
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.Stage 4: Prototype - Start to Create Solutions: This is a testing phase. The objective
is to determine the best solution possible for each problem. To examine the ideas
generated, your team should produce some cheap, scaled-down versions of the
product (or specific features in the product). This might just involve prototyping

paper
Stage 5: Test - Try Your Solutions Out Assessors test the prototypes rigorously.

Design thinking is iterative even if this is the final phase: Teams often redefine the

results or more You can therefore come back to earlier phases to make
problems.
additional iterations, changes and refining- to find alternatives or to rule them out.
In general, you should understand that these steps are different rnodes, rather than
in the process is to
sequential steps, that contribute to the entire design project. Your goal
understand the users and their ideal solution/products to the greatest extent possible.

Review Questions
1. What is design thinking?
2. Why design thinking is important

3. What are
the five stages of design thinking ?
6.3 Finding Things on Web
6.3.1 Static Web Content
i. The message and the nedium: On the web documents, users want to see the
information and to retrieve it, which have an influence on design. The paper

copy of information
does not have the same inbuilt hypertext and active
capabilies as the web page.
i. Text: The text infomation on web can be presented with different fonts, styles
colors, sizes in order to make the text more attractive and readable as per

importance of text in the


context.

iii. Graphics: There are a number of sites on the web that contain archives of
graphical images, icons, backgrounds and so on. There are also paint and image
manipulation packages avalable on almost all computer systems, and scanners

and digital cameras, where available, enable the input of photographs and

diagrams.
in. Movies and sound: Movies and sound are both available to users of the web, and
hence to the page designers. It iS made available with the help of different file

formats.

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Web Content
Dynamic
6,3.2
This
complex involves forms of interactions web. The
The active web: type on
.
actual content may be fixed, but the user can change the form of presentation.
can be generated from database contents, and the database
The web pages
information can be updated through the web.
view: Probably the most
. Fixed content l o c a l interaction and changing
been Java. In fact, Java can be
overestimated aspect of the web in recent years has
software and platform independent standalone
used to write server-end
programs.
HTML form;
keywords are submitted to the server using
an
user's
ii. Search: The
indexes at the server.
they are compared against pre-prepared
content: The content of the web pages reacts to and is updateable by
i. Dynamic web browser
the web user in dynamic web context. The user interacts through a

Beans JEB) is
with a web server. The Java Servlet Pages JSP) and Java Enterprise
in the data processing for
use of 'business logic
used for this purpose. There is
Beans takes data from corporate
online These Java
banking. Enterprise
eg.
database using JDBC connections.

Review Questíons
1. What are static web contents?
2What are dynamic web contents?

64 Augmented Reality
?
D.4.1 What is Augmented Reality world
of the real physical
enhanced version
ugmented Reality (AR) is an
sound or other sensory
digital visual elements, 1s
technology-driven
E d by means of and businessapplications in particular
ti trend among mobile computers purpOSes
ne of data, o n e of the primary
collection and analysis world, improve
its
od5ith the increasing of the physical
of increased reality is to highlight certain be
characteristics

applied to real
world

Tealk accessible insight


that
and gain insignts
can

and gain intelligent and


anw decision-making by
enterprises
n s , Such large data can
inform
ind
nto, inter alia, consumption habits.
the
Things to Remember: Augmented reality (AR)
means

Retailers
experience, world.
enhance one'S
information
in the
t o
auditive o r
other s e n s o r y
over
P P I n g of visual,

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and other companies can take advantage of Augmented realities to promote


products or services, start new marketing campaigns and collected unique data
from users. Unlike virtual reality, the augmented truth contributes to the existing
world as it is and creates its own cyber environment.

Understanding Augmented Reality:


Augmented reality proceeds to create and turn out to be more unavoidable among a
wide scope of uses. Since its origination, advertisers and innovation firms have
needed to fight the discernment that increased the truth is minimal in excess of a
promoting instrument. Notwithstanding, there is proof that customers are starting
to get substantial advantages from this usefulness and expect it as a feature of their

buying cycle. For instance, early adopters in the retail area have created
some

advances that are intended to upgrade the buyer shopping experience. By fusing
expanded reality into inventory applications, stores let buyers picture how various
items would look like in changed conditions. For furniture, customers point the
camera at the fitting room and the item shows up in the frontal area. Somewhere
else, Augmented reality's advantages could reach out to the medical care area,
where it's anything but a lot greater job. One way would be through applications
that empower clients to see exceptionally point by point, 3D pictures of various

body frameworks when they float their cell phone over an objective picture. For
instance, expanded reality could be an amazing learning apparatus for clinical
experts all through their preparation. A few specialists have since quite a while ago

that wearable gadgets could be a


leap forward for increased reality. While
guessed
cell phones and tablets show a minuscule segment of the client's scene, shrewd
a more complete connection among genuine and
eyevcar, for instance, may give
virtual domains in the event that it grows enough to become standard.

Review Question
in short ?
1. What is augmented reality, Explain

6.5 Virtual Reality

6.5.1 What is Virtual Reality ?


For decades the scientification community has functioned as a very powerful human
computer interface in the field of Virtual Reality (VR). Virtual reality is described in
various and (sometimes) inconsistently by numerous publications, TV shows and
conferences. Even in the technical literature, this led to confusion.

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Before defining Virtual Reality we will define it as what it is not. Some researchers
reter to telepresence in a remote environment in which a user
is immersed. In telerobotics,
this is very helptul where we try to control robots at a distance
and where it is critical to
Anow what's going on around the robot. some of the
authors refers to virtual reality in
terms of its devices and not in terms of its function and
purpose. The general public tends
to associate virtual reality simulations with
head-mounted displays (sometimes called
"goggles") and sensing gloves, just because these were the first devices used in
simulation, this is also nit ok.
Therefore describing virtual
uses is also not
reality in terms of the devices it
an
adequate definition. So what's virtual reality, then ? In functional
terms, let us first describe it. It is a simulation that uses
world that looks realistic. In addition, the
computer graphics to create a

synthetic world is not static, but reacts to user


input (gesture, verbal command, etc.). This defines a major feature of virtual
interactivity in real time. In real reality,
time, computer can detect user input and
modify the virtual world. instantly
People like to see
things change on the screen and are
impressed by the simulation in response to their command.
Definition Virtual reality is
high-end user-computer interface that involves
a

realtime simulation and interactions through


multiple sensorial channels. These sensorial
modalities are visual, auditory, tactile, smell, and taste.

Review Questions
1. What is virtual reality explain with an example.
Write the difference between augmented reality and virtual
2 reality.

6.6 Challenges in Designing Smart Homes


A talk, Smart House are increasingly popular! Back in the
past decades,
possible to see how the interactiorn between persons and intelligent devices dramatica it's
with text-based commands
changed from early computers to graphical user interfaces,
and touch devices. And technology development is inot
mobile devices
of loT services in our homes controlled coming to an end
here as the integration by our voice is currently
Let
arefore
us t h e r e t o r e see how
see how this new era afoot
atfects us as visual
taking place.
when
n e n we design experiences designers and what
kind of challenges
we tace ace w we
experiences outside of
screens.Based on the
19805 and and 1990s, they weren't
of the 1980s
werent as tar
films away from the
scientific
future homes.
technology that
like in
would look

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6.6.1 What is a Smart Home ?


Your home is considered to be "smart" via a collection of intelligent devices linked to a
network wlhich can be remotely controlled or via smart home hubs controlled using voice
which replace direct interaction with your family. The equipment you can find in your
kitchen can be smart: smart fridge, smart microwave, smart oven. It was never easier to
programme a thermostat or AC because an app can also schedule it. The temperature can
be monitored and set when you are out. If you forgot to lock the door, you can do it now
Via an app. Als0, you can check your pet using an intelligent cam to ensure that

is beginning to adapt to how people communicate


everything is all right. Technology
normally.The user will not have to cross the usual learning curve of the conventional
web forms with voice controlled interfaces for learning and mastering the use of an input
device. Not first learning how to use an interface leads to a smoother, better experience

for users.

6.6.2 Challenges
added that, while
Does your smart home understand you ? : It must still be
the
communication to people is a natural activity, adaptation is slow. Even though
or Echo devices have built their homes and could
not
with
early adopters Google
imagine life without a smart kitchen, smart safety and intelligent climate control
including me, still get used to how voice is integrated in our
the majority of them,
homes.
What to look out for as visual designers ? This is a great opportunity for us.

to voice and to start creating products that are


designers, to transition from screen
much easier to use, to make people's lives easier by changing the way they perform

everyday tasks. Not to mention spending more time with other people rather than
interacting with all sorts of devices. So how can we design smart products that
at home ? And what additional competencies should we
improve users' wellbeing
have in order to keep up with the evolving tech ?

o For starters, we have to tind out the users' needs and give them a solution within
the overall design. Think of it this way: the user has a problem, what kind ot
solutions can we create to solve it ?

oUse cases can help define the ways users might interact with a smart device.

o Besides the usual team, other professionals such as electricians or architects


whom you should consult the the
might come into the picture feasibility of
product within the home.

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oIt should be an iterative process, but it should be
considered that changes on a
physical object might be more expensive, that's why the
be very thorough. discovery phase should
o
Defining the personas is a good way to find out the tone of voice of the
.The best smart home devices will product.
hear what people say But there are multiple :
conditions that have to be considered when
the device. As mentioned
defining the way people will speak to
earlier, the users might have an
accent, or speak from far
away. They might get interrupted or
might cough during a command. But there
could be many other similar factors that can
what the users meant. Not to
challenge the device's understanding of
mention the countless
ways they can express one
command. There could be a technical
very persona who would tell a command in
great detail whereas another could be more
vague. The device should be able to
execute the action even if the user didn't give all the information that was needed to
do so. It has to draw a conclusion from the context. Try
to understand the intent
then confirm it with number of questions. So instead of
a

same command, make the device ask for


making the user repeat the
the missing information instead. This will
result in a more natural conversation. Also, the AI
should let the user know that the
command has been confirmed and
executed.
Thinking like a user is key for a smooth experience: It is very important to define
how they would like to get from A to B.
Building up as many flows as possible of
the whole process between the user and a device takes
time and it shouldn't be
rushed. The device will fail multiple times but that's
totally okay, this is the way it
will be improved. So when defining the structure of
speech, the main things to
consider are the following: what people say, what they actually mean and what the
result should be.After defining the persona and all their
potential ways to
communicate, the device's persona should be tailored accordingly. Is it friendly
nops it match the company brand ? Does it sound
pleasant ? Moving on with the
competences, designers should also have a solid
knowledge of system design and
areness of consistency. If the designed has a product built-in Alexa for example,
h l d follow the guidelines to keep consistent experience with what people are
ady used to. Unless
tests prove user
otherwise. Even though the main
i o n with smart devices will be based on voice,
they need to
intera visual indicators. The best way
of visua indicators.
a have screen or
sort decide whether the device
to
some

creer or if just a simple LED light will be enough, is to test it with users. needs a

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.Communication should feel natural with smart home products: People are used
to getting feedback, seeing a reaction when talking to someone. Thus smart devices
need to show somehow that they can hear the user, or indicate that they are waiting
command or processing it. Another important factor is being able to turn off

the device's microphone, as most people are very concerned about their privacy.
They still feel uncomfortable by having a device in the house that hearseverything
This might be one of the reasons why adaptation is so slow. So having an indicator
that shows when the device is turned on is one of the most important features. If the
product has a screen, it is important to show the main functions of the device rather
than the built-in voice Al's functionality. Another important factor is to separate the
visual controls from the voice experience. Also, keep in mind that people might
stand far from the device so the elements on the screen should be of a size that can
be easily viewed from a distance. This means that it shouldn't be overcrowded. It
should be clean and to the point containing only the necessary elements. Here's an
interesting case study about Google Home Hub's visual expe

Review Question
1. What are the diferent challenges in designingsmarthome interface?

6.7 Smart Devices


An smart device is an electronic device, which usually can operate interactively and
autonomously with other devices or network systems through various wireless protocols
such as Bluetoothe, Zigböe, NFC, WiFi, LiFi, 5G, etc. Smart phones, intelligent vehicles,
smart thermostats, smart doorbells, intelligent locks, smart fridges, phablets and tablets,
clever smart bands, smart key chains, false and many others are noticeable types of smart
devices. This term could also mean a device which has certain characteristics of
omnipresent computing, including artificial intelligence, although not necessarily.
Smart devices typically consist of a hardware layer (including a signalling radio), a
network layer (through which systems interact) and a use layer (through which end users
deliver commands). It has following Characteristics:
A set of system hardware & software IT resources. This set is usually static fixed at

design time.

Dmarmic component-oriented resource extensions & plug-ins (Plug and play) or


S o m e h a r d w a r e resources.

and execution.
Remote external service
access

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.Local, internal autonomous service execution.
Access to specific external environments: human
interaction, physical world
interaction and distributed 1CT/ virtual computing
interaction.
Some Ubiquitous computing properties.
Common types of smart devices include:
Tab and pad type smart devices that often act as
personalised smart mobile devices
Smart environmernt devices.

6.8 Handheld Devices


6.8.1 What Does Handheld Mean ?
A portable device can be
carried and held in the
handheld can be compact and
palm of handheld device. A
a

portable enough to be held and used in one or both hands


with any computer or electronic device. Cell communication
may be in a handheld, but
other compute devices
may also be in this category. The main
deliver a suite of purpose of a handheld is to
computing, communication and information tools in a standard
size device. Handheld devices
are usually not as
palm-
powerful as
your
increasingly modern handholds include powerful dual-core processors, computer, but
RAM, SD storage,
an
operating system and native and add-on devices. They are
lithium dry cell or similar battery. n usually powered by a
addition, these device types use a touch-screen
interface increasingly. The handheld devices are all considered to be
assistants (PDA), tablet computers and portable media players.
personal digital

Various popular handheld devices include:


o Mobile computers
o Notebook PC
o Ultra-Mobile PC
o Handheld PC
o Personal digital assistant/Enterprise digital assistant
o Graphing calculator

o Pocket computer (largely obsolete)


o Handheld game consoles

o Nintendo DS (NDS)
Color
o Game Boy, Game Boy
Advance
o Game Boy
Gear
o Sega Game
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Human Computer Interaction 6 - 16
Future nds
o PC Engine GT
o Pokémon Mini
o NeoGeo Pocket, NeoGeo Color
o Atari Lynx

o Pandora
o GP2X/GP32
o Gizmondo
o PlayStation Portable (PSP)
o N-Gage
o Media recorders
o Digital still camera(DSC)
o Digital video camera (DVC or digital Camcorder)
o Digital audio recorders
o Media players/displayers
o Portable media player
o e-book reader
o Communication devices

o Mobile phone
o Cordless telephone
o Pager

6.8.2 Benefits of Handheld Devices and Gadgets


have become as popular as oxygen and their
Literally speaking, handheld devices
race and ethnicity barriers. Even a
popularity cuts across age, class, sex, nationality,
roadside tea vendor can be seen merrily chatting away on his handheld mobile device
or

on her handheld PDA. Handheld gadgets like the


the busy executive jotting down notes
fixed-line telephone and this amazing transition from
mobile are steadily replacing the
world couldnt have been possible without the numerous
the wired to the wireless
handheld devices.
benefits offered by
. Office on the go: Handheld devices Such as smartphones and PDAs today allow
vou to take your office witn you lhteraly. You can send and receive e-mails,
wirelessly browse the Internet at 3G speeds, access safe office files via VPNS,

modify files and much more on your mobile phones. Thus your productivity is no
longer limited by either size or mobility.
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H m a n C o m p u l e ri n i e r a c t i o n
6-17
Future Trends
Convenience : Isn't
Isi it much easier to
High
save a
on your PDA than to quick note
go home quickly and have access to your machine bulk? Handheld devices today
can perform every function and more that your computer can perform.

Gmartphones such as iPhone today have built in GPS navigation, which only a few

vears ago couldn't be thought of.


New Entertainment forms: As technology has advanced and computer skills in
small and miniaturised equipment have become
there have also been new a
reality,
entertainment forms. Today people not only watch movies on TV or in theatre,
thev're also offering Dolby's surroundings sound and entertainment on
the road,
with their own notebooks and broad
display mobile phones? You're betting. The
Nintendo's and PSP's ensured that the avid
gamer was able to take non-stop action.
Breaking the communication barrier : Snail mail has previously been the
of keeping in touch with oniy way
your relatives and friends, and often also your
No company
partners. longer. No
longer. The communication barrier is well and truly broken
with numerous forms of
communication tools and devices that
appear almost every
day. Today, you can only "tweet" your mobile status or book a train
are on a bus in
ticket while you
your cell. It is now even possible to chat in real time about
cool
handheld equipment and devices. Now
there's no place to hide.
6.8.3 Future of Handheld Devices
With
handheld equipment that
every day scales up new levels of
Ome almost indispernsable in our busy lives, where are these handheldpopularity
and

i l e some pulls headed


people believe that in the future, we may have an all
equaly well suited to all our purposes, others beg to disagree.integrated
device

Eckersley isa Nokia


ey 1s among these prominent. He says that the humiliating handheld marketVPis not
lim

dominated
PDA
by any
dby ny device. Instead, three device datacentric, types, voice-centeric and the
Ype hybrid handheld devices would share the awards
al, the
journey is rocking a
evenly. Keep tight, and dont
journey.
Review Question
. Differentiate between
Smart devices and handheld devices.
69 Smart Wristwatch
A smartwatch is.a
wearable computer in the form of a watch; modern smartwatches
e a local touchscreen interface for
daily use, while an associated smartphone
POVdes for management and telemetry (such as
long-term biomanitorin
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Human Computor lntoracton -14 Future Trends
While early models could perform basic tasks, such as calculations, digital time
telling, translations, and game-playing, 2010s smartwatches have more general
functionality closer to smartphones, including mobile apps, a mobile operating
system and Wiki / Bluctooth connectivity, Some snartwatches function as portable
media players, with FM radio and playback of digital audio and video files via a
Bluctooth headsct. Some models, called watch phones (or vice versa), have mobile
cellular functionality like making calls.
While internal hardware varies, most have an electronic visual display, either
backlit LCD or OLED. Some use transflective or electronic paper, to consume less
power. They are generally powered by a rechargeable lithium-ion battery
Peripheral devices may include digital cameras, thermometers, accelerometers,
pedometers, heart rate monitors, altimeters, barometers, compasses, GP'S receivers,
tiny speakers, and microSD cards, which are recognized as storage devices by many
other kinds of computers.
Software may include digital maps, schedulers and personal organizers, calculators
and various kinds of watch faces. The watch may communicate with extemal
devices such as sensors, wireless headsets, or a heads-up display. Like other
smartwatch may collect information from internal or external sensors
computers, a

and it may control, or retrieve data from, other instruments or computers. It may
support wireless technologies such as Bluetooth, Wi-Fi, and GPS. For many

a "watch computer" serves as a front end for a remote system such as a


purposes,
smartphone, communicating smartphone using various wireles
with the

technologies. Smartwatches are advancing, especially their design, battery capadity


and health-related applications. Health-related applications include applications

measuring heart rate, SpO2, workout


etc.

Review Question
1. Explain case study offitbit for any company.

6.10 Future of HCI


with computer is changing drastically over the last decade. The
. The way to interact
cemented new interactions between humans and
smartphones and tablets
Computers.
The computing power of machines 15 also increasing. The new devices are enablin

interactions with palm of hand. Voice, video interaction 15


new human computer
taking place usually.

IECHICAL PUBLICA TIONS- an up-thrust for knowledge


Human C o m p u t e rI n t e r a c t i o n 6- 19 Future Trends

Caarching useful information, online transactions are become very usual. The
are becoming smaller, more features, more stylish. The development is
devices
going on in the field of voice guided user interface, virtual reality, wireless
communication, IOT etc.

the field of human computer interaction. In future the


There is a huge potential in

humans and computers will be tied more closely than ever before.

Review Q u e s t i o n

Short note on future of HCI.

6.11 Multiple Choice Questions


Q1 Ubiquitous computing is the method of_
available throughout the
a enhancing computer use by making many computers
physical environment

bwireless communication and cary-around computers.


and video via a computer
C allowing transmission of data, voice
dinteract with a variety of users via the Internet.
were proposed by Weiser.
Q.2 main properties for ubicomp systems
a1 b2
l3 4
characteristic ofubicomp system?
Which of the following is not a key
a Distributed biHCI
cContext-awareness d Pay as you go
a
needs to connect to
Q.4 Among the wearable devices, which one
various wireless options for
popular ?
smart phone and is the most
b WiIFi
a Bluetooth
None of the above
cRFID d
stationary)
embedded into objects aroúnd us (mobile and
puting capabilities (ubicom)
b Ubiquitous computing
a Pervasive computing
d Geolocation
Context-aware computing
Whatis the first step in the design thinking process?
a Empathize bDefine
d Prototype
G Ideate
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