Seeking to be sensitive to users, smart home researchers have focused on the concept of control. They attempt to allow users to gain control over their lives by framing the problem as one of end-user programming. But families are not users as we typically conceive them, and a large body of ethnographic research shows how their activities and routines do not map well to programming tasks. End-user programming ultimately provides control of devices. But families want more control of their lives. In this paper, we explore this disconnect. Using grounded contextual fieldwork with dual-income families, we describe the control that families want, and suggest seven design principles that will help end-user programming systems deliver that control. By Scott Davidoff, Min Kyung Lee, Charles Yiu, John Zimmerman + Anind K. Dey.
32. FINDINGS ACTIVITIES CONSTRUCT FAMILY AND INDIVIDUAL IDENTITY Activities mean more than the work behind them People derive meaning from their participation
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35. PRINCIPLE ALLOW FOR THE ORGANIC EVOLUTION OF ROUTINES AND PLANS Hard to specify a priori Incremental precision Many routines are “unremarkable” * Tolmie 2002
36. PRINCIPLE PARTICIPATE IN THE CONSTRUCTION OF FAMILY IDENTITY Some tasks are more than work They constitute how we interpret who we are
37. PRINCIPLE THE HOME IS MORE THAN A LOCATION Opportunistic planning occurs in many locations A smart home is more than a physical space Also includes “information space”
38. PRINCIPLE UNDERSTAND PERIODIC CHANGES, EXCEPTIONS AND IMPROV Routines are often not routine Vary by season Routines change with exceptions Rigid model of routines would not fit observation
39. CONCLUSIONS Family is a place of busyness where identity and life control collide Opportunity for technology to improve quality of family life Design principles help address this space Evaluate smart home technology in terms of life control
40. FUTURE WORK Develop an activity manager system Evaluate system in terms of identity and control Develop end-user programming method
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42. PRINCIPLE EASILY CONSTRUCT AND MODIFY PLANS AND ROUTINES Sheer frequency should merit attention Input should be low-cost
43. PRINCIPLE DESIGN FOR BREAKDOWNS Exceptions happen frequently Complete solution is impossible
45. PRINCIPLE ACCOUNT FOR MULTIPLE, OVERLAPPING AND CONFLICTING GOALS More than one person May not agree on task performance metrics “ Thermostat Predicament” Support v. Independence
46. METHOD Directed storytelling Shadowing Artifact walkthrough Role-playing: Fictitious school field trip Predictable days Predictable exceptions Unpredictable days: miss-the-bus days CONTEXTUAL FIELDWORK