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HCI Issues in eXtreme Computing

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scripts or grammars (advanced designers only) flowcharts on the whiteboard ' ... force designers to think abstractly about design. Context-aware widgets ... – PowerPoint PPT presentation

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Title: HCI Issues in eXtreme Computing


1
HCI Issues in eXtreme Computing
  • James A. Landay
  • Endeavour-DARPA Meeting, 9/21/99

2
HCI in the eXtreme Computing Era
  • Future computing devices wont have the same UI
    as current PCs
  • wide range of devices
  • small or embedded in environment
  • often w/ alternative I/O w/o screens
  • special purpose applications
  • information appliances
  • lots of devices per user
  • all working in concert
  • How does one design for this environment?

3
Design Challenges
  • Design of good appliances will be hard
  • how do you design cross-appliance applications?
  • e.g., calendar app. one speech based one GUI
    based
  • Hard to make different devices work together
  • multiple devices, UIs modes, which to
    display?
  • How to build UIs for a physical or virtual space?
  • take advantage of the resources as the user moves
  • Information overload is a major problem
  • how to just extract what is relevant?

4
Key Technologies
  • Tacit information analysis algorithms
  • Design tools that integrate
  • sketching other low-fidelity techniques
  • immediate context tacit information
  • interface models

5
Our Approach
  • Evaluate rough prototypes in target domains
  • learning
  • high-speed decision making
  • Build
  • novel applications on existing appliances
  • e.g., on the Palm PDA CrossPad
  • new information appliances
  • e.g., SpeechCoder (w/ ICSI)
  • Evaluate in realistic settings
  • Iterate
  • use the resulting experience to build
  • more interesting appliances
  • better design tools analysis techniques

6
Domains of Focus
  • Group-based learning
  • groups of students teach themselves material
  • teachers give structure, diagnose problems,
    respond
  • shown successful outcomes, but doesnt scale well
  • key idea use ubiquitous sensors activity data
    to allow
  • teachers to stay aware of activities as class
    size scales
  • groups to find expertise among other groups
  • Emergency response decision making
  • respond to fires, earthquakes, floods,
    hurricanes, ...
  • quickly allocate resources
  • situation awareness is paramount
  • key idea use activity data to discover exploit
    tacit structure
  • user expertise information quality
  • informal work teams hierarchies

7
Analyze Tacit Activity Find People Info
  • The real world
  • who is talking? who are they looking at? what
    else is happening?
  • The digital environment
  • who reads (or writes) what and when?
  • who communicates with whom and when? with what
    tools?
  • Goal Describe an information ecology
  • people w/ various expertise, backgrounds roles
  • quickly find human experts (e.g., how to restart
    pumps)
  • documents with content, authority, intended
    audience
  • structures groups, communities, hierarchies,
    etc.
  • visualization that provides awareness without
    overload
  • feed this information back to the infrastructure
  • Challenge recognize/compute from sensor/activity
    data

8
Tacit Information Analysis Methods
  • Social Networks
  • centrality measures for estimating authority
  • Clustering
  • discovering tacit groups, and related documents

9
Use Context Improve Interaction
  • Services to discover available devices
  • there is a wall display -gt use it for my wearable
  • Choose interaction modes that dont interfere

10
Use Context Improve Interaction
  • Services to discover available devices
  • there is a wall display -gt use it for my wearable
  • Choose interaction modes that dont interfere
  • context understanding services
  • people are talking -gt dont rely on speech I/O
  • users hands using tools -gt use speech I/O
    visual out
  • use context as a way to search data collected by
    ubiquitous archiving services

-gt UI design tools should understand context
support multimodal I/O
11
Multimodal Interaction
  • Benefits
  • take advantage of more than 1 mode of
    input/output
  • computers could be used in more situations
    places
  • UIs easier and useful to more people
  • Building multimodal UIs is hard
  • often require immature recognition technology
  • single mode toolkits recently appeared (good
    enough)
  • hard to combine recognition technologies
  • few toolkits no prototyping tools -gt experts
    required
  • this was the state of GUIs in 1980

12
Multimodal Design Tools Should Support
  • Rapid production of rough cuts
  • dont handle all cases
  • informal techniques
  • sketching/storyboarding
  • Wizard of Oz
  • iterative design
  • user testing/fast mods
  • Generate initial code
  • UIs for multiple devices
  • designer adds detail improves interaction
  • programmers add code

13
Approach Sketches Models
  • Infer models from design sketches
  • model is an abstraction of appliances UI design
  • Use models to
  • semi-automatically generate UIs
  • dynamically adapt apps UI to changing context

14
Specifying UI Elements w/ Sketches
15
Combining the Physical the Virtual
16
Combining the Physical the Virtual
17
Specifying Non-Visual Elements
  • How do designers do this now?
  • speech
  • scripts or grammars (advanced designers only)
  • flowcharts on the whiteboard
  • Wizard of Oz -gt fake it!
  • gestures
  • give an example then tell programmer what it
    does
  • We can do the same by demonstration

18
Specifying Non-Visual Events (Speech)
19
Plan for Success
  • Year 1
  • evaluate context-aware prototypes in target
    domains (op6)
  • test refine authority mining algorithms (op5)
  • Year 2
  • design implement multimodal UI design tool
    (op7)
  • implement tacit mining algorithms using sensing
    data for (op5)
  • expert locator query-free retrieval
  • providing visual awareness of group task
    clustering
  • create new applications using the tools for (op6)
  • learning
  • high-speed decision making
  • Year 3
  • evaluate tools applications
  • integrate with S/W H/W design tools

20
HCI Issues in eXtreme Computing
  • James A. Landay
  • Endeavour-DARPA Meeting, 9/21/99

21
State of the Art
  • Traditional tools methodologies (paper, VB, )
  • no support for multimodal UIs (especially speech)
  • do not allow targeting one app to platforms w/
    varying I/O capabilities (assume like a PC)
  • Model-based design tools
  • force designers to think abstractly about design
  • Context-aware widgets
  • how do devices communicate high-level contexts?
  • XML or UIML
  • still need to understand what should be expressed

22
In-Class Group Learning
  • Participatory learning Students work in groups
    of 4-7 communicate via pen or keyboard chat
  • each group has one main note-taker others add
    their own comments or questions to the transcript
  • students can mark up a group transcript, the
    lecturers notes, or a private window
  • one student per group works as facilitator or TA,
    posing questions to the others

23
Emergency Decision-Making
  • Tacit activity mining (from ubiquitous sensing)
  • determines where people are, what they are
    working on, what they know, etc.
  • quickly find human experts (e.g., how to restart
    pumps)
  • automatic authority mining (quality of
    information)
  • visualization that provides awareness without
    overload
  • Challenge is to recognize and compute structure
  • we borrow ideas from social network theory
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