Professional Documents
Culture Documents
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
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
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
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
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
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
Multiple
ctivities oNrate concurently and mav need to be looselr coordinated
i s an important disTiminator in characterizing the ongoing relationship
Teve
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.
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.
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.
continuous basis.
Review Questions
1. Explain Ubiguitous computin8
2. Evaluation challenges for ubicomp.
Thinking so Important?
6.2.2 Why is Design
In designing expenence (UA), the ability to understand and respond to rapid
user
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
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.
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
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,
PUBLICATIONS.
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TECHNICAL
Human ComputerInteraction 6-10 Future Trends
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
Review Question
in short ?
1. What is augmented reality, Explain
Review Questions
1. What is virtual reality explain with an example.
Write the difference between augmented reality and virtual
2 reality.
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up-thrust for knowledge
Human Computer Interaction 6-12 Future Trends
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.
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.
creer or if just a simple LED light will be enough, is to test it with users. needs a
.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?
design time.
and execution.
Remote external service
access
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Human Computer Interaction 6- 15
Future Trends
.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.
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
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
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
Review Question
1. Explain case study offitbit for any company.
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.
humans and computers will be tied more closely than ever before.
Review Q u e s t i o n