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IxDA	
  6th	
  –	
  Ubicomp,	
  ISB,	
  ICD	
  

             Stanley	
  Chang	
  
         School	
  of	
  Informa=on	
  
         University	
  of	
  Michigan	
  
Ubiquitous	
  Compu=ng	
  
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	
  
Trillions	
  
Ubicomp	
  is	
  the	
  future	
  
In	
  2019(?)	
  
Design	
  becomes	
  part	
  of	
  
the	
  task,	
  a	
  natural	
  
extension	
  of	
  the	
  work,	
  
the	
  natural	
  extension	
  of	
  
the	
  person.	
  
                    By	
  Don	
  Norman	
  
Natural	
  Interac=on	
  
Context	
  would	
  include	
  informa=on	
  that	
  does	
  not	
  
  require	
  our	
  aYen=on	
  except	
  when	
  necessary	
  




                                                By	
  Malcolm	
  McCullough	
  
Calm	
  technology	
  
                         By	
  Mark	
  Weiser	
  
Why	
  is	
  calm?	
  
Periphery	
  informs	
  without	
  overwhelming	
  
You	
  can	
  move	
  to	
  the	
  center	
  to	
  get	
  control	
  
Everyware	
  
Example1:	
  Smart	
  Home	
  
Example2:	
  Smart	
  Object	
  
Example3:	
  Ambient	
  Display	
  
Challenges	
  of	
  Ubicomp	
  Design:	
  
•  Appropriate	
  physical	
  interac=on	
  
•  Applica=on	
  themes	
  &	
  requirements	
  
•  Theories/Methods	
  for	
  design	
  &	
  eval	
  
	
  
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?	
  
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	
  
Applica=on	
  Themes	
  
•  Context-­‐aware	
  compu=ng	
  
•  Automated	
  capture	
  and	
  access	
  
•  Con=nuous	
  interac=on	
  (everyday,	
  
   ambient,	
  long-­‐lived)	
  
Others	
  Issues..	
  
•  Introduce	
  novel	
  experience	
  
•  Design	
  for	
  adap=on	
  
•  Design	
  for	
  larger	
  context	
  
•  Experience	
  across	
  “avatar”	
  
•  Device	
  interopera=on	
  and	
  
   interconnec=on	
  
•  Privacy	
  (Implicit	
  vs.	
  explicit)	
  
•  Effect	
  on	
  exis=ng	
  	
  mechanism	
  
•  Design	
  for	
  failure	
  
Informa=on	
  Seeking	
  Behavior	
  
What	
  is	
  Informa=on?	
  

Informa=on	
  is	
  anything	
  that	
  can	
  
change	
  person’s	
  knowledge	
  




                                         Belkin,	
  1978	
  
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	
  
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	
  
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	
  
Informa(on	
  Behavior	
  




Informa(on	
  Seeking	
  Behavior	
  




      Informa(on	
  Search	
  
           Behavior	
  




                                        T.D.	
  Wilson	
  
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)	
  
Ellis’s	
  model	
  
Wilson’s	
  model	
  
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	
  
Mobile	
  informa=on	
  needs	
  




                               Church	
  08,09	
  
Ubicomp	
  +	
  ISB	
  ??	
  


What,	
  when,	
  where,	
  who,	
  
 how,	
  and	
  how	
  olen?	
  
Incen=ve-­‐Centered	
  Design	
  
Three	
  aspects	
  of	
  Interac=on	
  

            Intellectual	
      ICD	
  
             Emo=onal	
  
              Sensual	
  
Game	
  Theory	
  


Ra=onality	
  
Game	
  Theory	
  
                Cooperate	
     Defect	
  


Cooperate	
     3,3	
           0,5	
  


Defect	
        5,0	
           1,1	
  



       The	
  Prisoner’s	
  dilemma	
        ?	
  
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	
  
Repeated	
  Game	
  
                Cooperate	
     Defect	
  



Cooperate	
     3,3	
           0,5	
  



Defect	
        5,0	
           1,1	
  




                                                             Cooperate	
     Defect	
  



                                             Cooperate	
     3,3	
           0,5	
  



                                             Defect	
        5,0	
           1,1	
  
Example:	
  Amazon	
  
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	
  
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	
  
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	
  
Reputa=on	
  systems	
  can	
  poten=ally	
  
reduce	
  both	
  moral	
  hazard	
  and	
  
adverse	
  selec=on	
  effects.	
  
Examples	
  
Examples	
  
Why	
  do	
  people	
  want	
  to	
  
par=cipate	
  your	
  system?	
  
Ubicomp	
  +	
  ICD	
  ??	
  

 How	
  to	
  make	
  people	
  want	
  
to	
  par=cipate	
  your	
  service?	
  
What	
  do	
  they	
  want	
  to	
  get?	
  
Workshop	
  

Ubicomp	
  +	
  ICD	
  +	
  ISB	
  
Ubicomp	
  Service	
  

                     Considera=ons	
  
•      Technology	
             •      Experience?	
  
•      Context	
                •      Adap=on?	
  
•      Interac=on	
             •      Privacy	
  ?	
  	
  
•      Informa=on	
  need	
     •      Exis=ng	
  	
  mechanism?	
  
•      Incen=ve	
               •      Failure	
  
	
                              	
  

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IxDA Taiwan 6th slide

  • 1. IxDA  6th  –  Ubicomp,  ISB,  ICD   Stanley  Chang   School  of  Informa=on   University  of  Michigan  
  • 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  
  • 5. Ubicomp  is  the  future  
  • 7. Design  becomes  part  of   the  task,  a  natural   extension  of  the  work,   the  natural  extension  of   the  person.   By  Don  Norman  
  • 8. Natural  Interac=on   Context  would  include  informa=on  that  does  not   require  our  aYen=on  except  when  necessary   By  Malcolm  McCullough  
  • 9. Calm  technology   By  Mark  Weiser  
  • 10. Why  is  calm?   Periphery  informs  without  overwhelming   You  can  move  to  the  center  to  get  control  
  • 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  
  • 18. Applica=on  Themes   •  Context-­‐aware  compu=ng   •  Automated  capture  and  access   •  Con=nuous  interac=on  (everyday,   ambient,  long-­‐lived)  
  • 19. Others  Issues..   •  Introduce  novel  experience   •  Design  for  adap=on   •  Design  for  larger  context   •  Experience  across  “avatar”   •  Device  interopera=on  and   interconnec=on   •  Privacy  (Implicit  vs.  explicit)   •  Effect  on  exis=ng    mechanism   •  Design  for  failure  
  • 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  
  • 25. Informa(on  Behavior   Informa(on  Seeking  Behavior   Informa(on  Search   Behavior   T.D.  Wilson  
  • 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  
  • 30. Mobile  informa=on  needs   Church  08,09  
  • 31. Ubicomp  +  ISB  ??   What,  when,  where,  who,   how,  and  how  olen?  
  • 33. Three  aspects  of  Interac=on   Intellectual   ICD   Emo=onal   Sensual  
  • 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  
  • 37. Repeated  Game   Cooperate   Defect   Cooperate   3,3   0,5   Defect   5,0   1,1   Cooperate   Defect   Cooperate   3,3   0,5   Defect   5,0   1,1  
  • 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.  
  • 45. Why  do  people  want  to   par=cipate  your  system?  
  • 46.
  • 47.
  • 48.
  • 49. Ubicomp  +  ICD  ??   How  to  make  people  want   to  par=cipate  your  service?   What  do  they  want  to  get?  
  • 50. Workshop   Ubicomp  +  ICD  +  ISB  
  • 51. Ubicomp  Service   Considera=ons   •  Technology   •  Experience?   •  Context   •  Adap=on?   •  Interac=on   •  Privacy  ?     •  Informa=on  need   •  Exis=ng    mechanism?   •  Incen=ve   •  Failure