The document discusses topics related to ubiquitous computing (ubicomp), including the transition to more distributed computing power across many devices per user. It covers key concepts in ubicomp like calm technology, natural interaction, and challenges in designing for context-aware, ambient, and long-term interaction across physical and virtual systems. The document also summarizes models of interaction, themes for ubicomp applications, and issues regarding privacy, failure handling, and the impact on existing systems. Finally, it briefly discusses concepts in information seeking behavior, game theory, and challenges for incentive-centered design.
3. The
“Post-‐PC”
Era
•
1960s
(Mainframes):
100s
of
users
per
computer
• 1970s
(Minicomputers):
10s
of
users
per
computer
• 1980s
(PCs):
1
user
per
computer
• 1990s-‐2000s
(Mobile):
10s
of
computers
per
user
• The
Future
(Ubicomp):
100s,
1000s
of
computers
per
user
15. Challenges
of
Ubicomp
Design:
• Appropriate
physical
interac=on
• Applica=on
themes
&
requirements
• Theories/Methods
for
design
&
eval
16. Interac=on
• Natural
&
implicit
input
– Which
mode
to
use
when?
• Mul=scale
and
distributed
output
– Which
informa=on
to
put
where?
•
Integra=on
of
physical
and
virtual
– How
best
to
link
the
two?
17. Models
of
Interac=on
• Ac=vity
Theory:
goals
and
ac=ons
are
fluid,
tools
shape
behavior
• Situated
Ac=on:
behavior
is
improvisa=onal,
context
is
important
• Distributed
Cogni=on:
knowledge
is
in
the
world,
especially
ar=facts
21. What
is
Informa=on?
Informa=on
is
anything
that
can
change
person’s
knowledge
Belkin,
1978
22. Two
kinds
of
knowledge
Personal
Experience
Second-‐Hand
Knowledge
We
do
not
believe
everything
other
people
tell
us.
People
make
judgments
about
how
useful
informa=on
is
to
their
par=cular
needs,
ac=vely
construct
meaning,
form
judgments
about
the
relevance
of
the
informa=on.
Patrick
Wilson
23. Human
Informa=on
Behavior
the
study
of
a
variety
of
interac=ons
between
:
• people
(individuals,
groups,
professions)
• various
forms
of
“informa=on”
or
knowledge
• Encountering
with
systems,
services,
networks,
technology
...
• The
context
of
use
24. Informa=on
Seeking
Behavior
What
people
do
in
response
to
goals
(inten=ons)
which
require
informa=on
support
How
people
seek
informa=on
by
interac=ng
with
various
informa=on
systems
How
people
communicate
informa=on
with
people
26. More
defini=ons
Process
in
which
humans
purposefully
engage
in
order
to
change
their
state
of
knowledge
(Marchionini,
1995)
A
conscious
effort
to
acquire
informa=on
in
response
to
a
need
or
gap
in
your
knowledge
(Case,
2002)
…fiing
informa=on
in
with
what
one
already
knows
and
extending
this
knowledge
to
create
new
perspec=ves
(Kuhlthau,
2004)
29. Why
ISB?
ISB
becomes
more
ubiquitous
The
impact
of
the
Internet
and
Web
as
communica=on
and
informa=on
channels
More
and
more
informa=on
creators,
producers,
disseminators,
providers
35. Game
Theory
Cooperate
Defect
Cooperate
3,3
0,5
Defect
5,0
1,1
The
Prisoner’s
dilemma
?
36. Repeated
Game
Grim
Trigger
• Cooperate
un=l
a
rival
deviates
• Once
a
devia=on
occurs,
play
non-‐
coopera=vely
for
the
rest
of
the
game
Tit
for
Tat
• Cooperate
if
your
rival
cooperated
in
the
most
recent
period
• Cheat
if
your
rival
cheated
in
the
most
recent
period
39. ICD
Challenges:
Moral
Hazard
One
side
lacking
informa=on
about
the
other’s
ac=ons
Adverse
Selec=on
High-‐quality
traders
being
less
likely
to
trade
than
low-‐quality
traders,
because
the
other
side
cannot
dis=nguish
them
40. Adverse
Selec=on
Can
lead
to
breakdown
of
the
high-‐quality
market
– Fewer
high-‐quality
sellers
leads
to
buyers
being
willing
to
quote
a
lower
price
– Lower
price
dissuades
high-‐quality
sellers
even
further
buyers’
lack
of
credible
informa=on
about
product
41. Moral
Hazard
One
side
lacking
informa=on
about
the
other’s
ac=ons
– eg,
if
there
are
no
postal
receipts,
only
the
seller
knows
if
he
shipped
the
item.
Would
hold
as
long
as
seller’s
incen=ve
to
ship
is
less
than
seller’s
incen=ve
to
not
ship
42. Reputa=on
systems
can
poten=ally
reduce
both
moral
hazard
and
adverse
selec=on
effects.