Over the past 60 years, the ratio of humans to computers has been changing. In the early years of computing, the ratio of humans to computers was many to one: many people worked on one mainframe computer. Then came the era of the personal computer, and the ratio changed to one to one: people who used computers had their own on their desks. Recently, however, and in the future this will be even more true, the ratio has changed so that one person now has many "computers" under his or her control: a laptop, digital camera, MP3 player, mobile phone, car, microwave, television, and on and on. In the words of Mark Weiser, the Xerox PARC scientist who wrote the seminal papers on the subject, most of these computers are "invisible, yet all around us." The era of ubiquitous computing (or ubicomp) has, like so much of the "future" technology in this chapter, already started; it just isn't widespread yet. As microprocessors and sensors grow ever cheaper and also more powerful, it's easy to imagine the ratio of humans to computers becoming one to thousands. Most of these computers will be embedded in the products we own, and aside from the behavior they afford, they will be imperceptible to us. We won't be controlling them via a keyboard and mouse either. As described in Chapter 6, these interfaces will have no faces; we'll engage with them using voice, touch, and gestures. Note Designers have yet to figure out ways of documenting the gestures, voice commands, and body positions that will trigger and engage ubicomp systems. It's been suggested that dance notation or some variation could be used. Interaction designers have a major part to play in the design of ubicomp systems, and it will be an exciting and interesting time. The possibilities for interactions between people through ubicomp are simply astounding. While you get ready in the morning, your bathroom mirror might show you your calendar, the weather report for the day, and perhaps e-mail from your friends. The bus stop might indicate when the next bus will arrive and how crowded it is. The bus itself might have digital notes on it left by passengers ("This seat is broken"). At your office, a wall might be your monitor, turning on when you tell it to. Meeting rooms might automatically record what is said and drawn on digital whiteboards. Any room you are in throughout the day might play music of your choice and adjust to the temperature you like based on the clothes you are wearing. This scenario sounds to us now like science fiction or those old AT&T "You Will" commercials, but it likely isn't too far off, and each of these moments will need the skills and talents of interaction designers to make them easy, fun, and appropriate. How do you change the bathroom mirror from displaying the weather report to displaying e-mail? How do riders leave or see messages left on a bus? The incredible range of design opportunities is apparent. Frankly, the stakes are simply too high in ubicomp for interaction designers not to be involved. In a typical interaction with a digital device right now, users are in control of the engagement. They determine when the engagement stops and starts. They control how the computer (and through the computer, others) sees and experiences them. Users' bodies, except for their hands and eyes, are for the most part irrelevant. None of this is true in ubicomp. Users may step into a room and unknowingly begin to engage with a ubicomp systemor many systems. The thermostat, door, light fixture, television, and so on may all be part of different systems, wired to respond to a person's presence. Where users are in the roomeven the direction they are facingmay matter. Standing near the television and facing it may trigger it to turn on, as could a particular gesture, such as pretending to click a remote control in the air. But because users may not know any of this, they have no way of controlling how they present themselves to the system. Perhaps they don't want the room to know they are there! The implications of ubicomp are profound, and it will be up to interaction designers to make these systems discoverable, recoverable, safe, and humane. Like robots, ubicomp systems are often both products and services, so all the skills, methods, and techniques discussed throughout this book (and more) will be needed to design them in a way that works for humans. One can easily imagine how ubicomp systems could get out of control, embarrassing and annoying us. Our privacy could be impinged upon every day, especially since ubicomp is hard to see without signage systems and icons on objects and in areas to let us know we are in a ubicomp environment. We will need to know what is being observed, and how, and where, but hopefully without filling our rooms with signs. Interaction designers need to design ways for people not only to understand these systems, but also to gain access to them if problems occur. When problems happenthe system switches off the TV every time you sneeze!how can they be corrected? Is it the lamp that controls the TV or is it the wall?
Another challenge when designing for ubicomp is that most ubicomp systems will likely be stateless, meaning that they will change from moment to momentthere won't be a place in time (a specific state) that the system can go back to. Users won't be able to refer to an earlier moment and revert to that, or at least not easily, making it harder to undo mistakes"Wait, what did I just say that caused all the windows of the room to open?" or "Pretend I didn't just walk into this room." Interaction designers will need to take this feature of ubicomp systems into account and design without the benefits of Undo commands and Back buttons. As with all systems (but, again, more so), it is incumbent upon interaction designers to instill meaning and values into ubicomp. When the things around us are aware, monitoring us and capable of turning our offices, homes, and public spaces into nightmares of reduced civil liberties and insane levels of personalization ("Hi Sarah! Welcome back to the bus! I see you are wearing jeans today. Mind if I show you some ads for Levi's?"), interaction designers need to have compassionate respect for the people who will be engaged with them, some of them unwillingly and unknowingly. |