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Tight collaboration using a CommChair in front of a DynaWall. The user in the chair can remotely annotate the wall by simply writing on the display attached to the chair.
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digitalinformation as a major part of everydaywork. The desktop computer as a device isubiquitously present in every office.This idea was further pursued by Mark Weiser,who coined the term ubiquitous computing.2We interpret this view as the design goal of atwo-way augmentation and smooth transitionbetween real and virtual worlds. Combiningreal and...
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Citations
... The properties of ambient intelligent environments require therefore to rethink the notion of affordances [40]. Streitz et al. [47] proposed the notion of 'inherited affordances' providing new 'clues' when considering integrated smart environments, e.g., so called Roomware® 1 environments [43,44,52], i.e., the integration of room elements like tables, lecterns, chairs, walls, doors, etc. with smart technologies. For completeness, it must be noted here that the 'disappearance' feature has also serious implications for privacy issues (e.g., lack of information what kind of sensors are distributed in the environment monitoring activities), to be discussed in more detail in Sect. ...
... While the motivation for designing a 'humane city' [34,35,51] and a 'sociable city' [37] appears to be rather straight forward, the notion of a 'cooperative city' might need some explanation. It is also based on our earlier work on 'cooperative buildings' and Roomware® [43,44,52]. In this tradition, it is proposed here to apply human-centered design principles that have proven useful, e.g., in human-computer interaction (HCI) and computer-supported cooperative work (CSCW), now in this context as Citizen-Centered Design. ...
This paper starts out by extending the scope of traditional human-computer interaction research towards human-environment interaction and in the context of smart cities to citizen-environment interaction. This is complemented by a critical evaluation of technology-driven approaches in the development and deployment of smart environments, especially for smart cities. It argues to reset the priorities by putting humans and citizens first and computer technologies with non-transparent AI-based mechanisms second in contrast to current developments resulting in increased automation in all kinds of applications. The evaluation of this ‘smart-everything paradigm’ implies to reflect and to redefine the basic assumptions. Based on the concept of ‘human-technology symbiosis’, the paper discusses several design trade-offs as, e.g., ‘human control and empowerment vs. automated and autonomous systems’ and ‘usable privacy vs. importunate smartness’. The resulting proposal for urban environments is to move beyond ‘smart-only’ cities and to establish the goal of humane, sociable, and cooperative hybrid cities, reconciling people and technology by providing a balance between human control and automation as well as privacy and smartness. This can be achieved by viewing the city and its citizens as mutual cooperation partners, where a city is ‘smart’ in the sense of being ‘self-aware’ and ‘cooperative’ towards its citizens by supporting them in their activities. The goal is to enable citizens to exploit their individual, creative, social, and economic potential and to live a self-determined life, thus meeting some of the challenges of the urban age by enabling people to experience and enjoy a satisfying life and work.
... This takes place either physically, through integration in the environment, or mentally from our perception (Streitz, 2001), thus providing the basis for establishing a 'calm technology' as envisioned already by Weiser (1991). In such environments, computers become part of the furniture (e.g. as shown in the Roomware® environment with interactive tables, walls, and chairs) (Tandler, Streitz, & Prante, 2002), and decoration (Aylett & Quigley, 2015). The fact that computers "disappear" when embedded in the environment, raises the concern of how humans perceive the interactivity of an object and how they regard it as an interaction partner (Sakamoto & Takeuchi, 2014). ...
ABSTRACT
This article aims to investigate the Grand Challenges which arise in the current and emerging landscape of rapid technological evolution towards more intelligent interactive technologies, coupled with increased and widened societal needs, as well as individual and collective expectations that HCI, as a discipline, is called upon to address. A perspective oriented to humane and social values is adopted, formulating the challenges in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Seven Grand Challenges are identified and presented in this article: Human-Technology Symbiosis; Human-Environment Interactions; Ethics, Privacy and Security; Well-being, Health and Eudaimonia; Accessibility and Universal Access; Learning and Creativity; and Social Organization and Democracy. Although not exhaustive, they summarize the views and research priorities of an international interdisciplinary group of experts, reflecting different scientific perspectives, methodological approaches and application domains. Each identified Grand Challenge is analyzed in terms of: concept and problem definition; main research issues involved and state of the art; and associated emerging requirements.
BACKGROUND
This article presents the results of the collective effort of a group of 32 experts involved in the community of the Human Computer Interaction International (HCII) Conference series. The group’s collaboration started in early 2018 with the collection of opinions from all group members, each asked to independently list and describe five HCI grand challenges. During a one-day meeting held on the 20th July 2018 in the context of the HCI International 2018 Conference in Las Vegas, USA, the identified topics were debated and challenges were formulated in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Further analysis and consolidation led to a set of seven Grand Challenges presented herein. This activity was organized and supported by the HCII Conference series.
This is a Public Access article available at:
https://doi.org/10.1080/10447318.2019.1619259
... While the motivation for designing a 'humane city' (Streitz and Wichert 2009;Streitz 2011Streitz , 2015a) and a 'sociable city' (Streitz 2017) appears to be rather straight forward, the notion of a Cooperative City might need some explanation. It is also based on our earlier work on Cooperative Buildings and Roomware (Streitz et al. 1998(Streitz et al. , 1999Tandler et al. 2002). In this tradition, it is proposed here to apply human-centered design principles that have proven useful, e.g., in human-computer interaction (HCI) and computer-supported cooperative work (CSCW), now in this context as Citizen-Centered Design. ...
This paper presents different manifestations and problems of the ‘smart-everything’ paradigm, provides a critical reflection of its implications and proposes a human-centered design approach resulting in the provision of ‘people-oriented, empowering smartness’. The approach is characterized by design goals like “keeping the human in the loop and in control” and the proposal that “smart spaces make people smarter”. The critical reflection implies to ‘redefine’ the ‘smart-everything’ paradigm. One could also say this is a proposal in the spirit of humanized computing. While the approach has general applicability, the examples are mainly taken from the domain of employing information technology in current and future urban environments, where one can observe an increasing hype indicated by the label ‘smart cities’. The paper argues that a citizen-centered design approach for future cities is needed for going beyond technology-driven ubiquitous instrumentations and installations of cities. To illustrate the situation, the paper addresses several general problem sets concerning artificial intelligence and algorithmic automation as well as privacy issues. There are two trade-offs to be considered: (a) between human control and automation, and (b) between privacy and smartness. People are not asked anymore beforehand for their permission to collect and process their personal data. People do not have the choice to decide and make the trade-off decision between smartness and privacy themselves but are confronted with serious privacy infringements. To remedy the situation, a ‘privacy by design’, respectively ‘privacy by default’ approach is proposed. The combination of redefining the ‘smart-everything’ paradigm in terms of empowering people, employing privacy by design and enforcing an overall citizen-centered design approach is guided by the goal of reconciling people and technology, creating and maintaining a balance of decision-making and control entities. It should convince and incite all stakeholders “to move beyond ‘smart-only’ cities” and transform them into Humane, Sociable and Cooperative Hybrid Cities.
(First on-line: 31. May 2018)
... In rethinking the new constellation in AmI environments, where users are often not provided with direct clues for interacting with the embedded, invisible computational devices, one must extend the notion of affordances. Streitz et al. [83] proposed the notion of "inherited affordances" for coping with such challenges in integrated smart environments, based on the design experiences with their interactive "Roomware ® " environments [87]. ...
This paper highlights selected grand challenges that concern especially the social and the design dimensions of research and development in Ambient Intelligence (AmI) and Smart Environments (SmE). Due to the increasing deployment and usage of 'smart' technologies determining a wide range of everyday life activities, there is an urgent need to reconsider their societal implications and how to address these implications with appropriate design methods. The paper presents four perspectives on the subject grounded in different approaches. First, introducing and reflecting on the implications of the 'smart-everything' paradigm, the resulting design trade-offs and their application to smart cities. Second, discussing the potential of non-verbal communication for informing the design of spatial interfaces for AmI design practices. Third, reflecting on the role of new data categories such as 'future data' and the role of uncertainty and their implications for the next generation of AmI environments. Finally, debating the merits and shortfalls of the world's largest professional engineering community effort to craft a global standards body on ethically aligned design for autonomous and intelligent systems. The paper benefits from taking different perspectives on common issues, provides commonalities and relationships between them and provides anchor points for important challenges in the field of ambient intelligence.
... The properties of ambient intelligent environments require therefore to rethink the notion of affordances [40]. Streitz et al. [47] proposed the notion of 'inherited affordances' providing new 'clues' when considering integrated smart environments, e.g., so called Roomware® 1 environments [43,44,52], i.e., the integration of room elements like tables, lecterns, chairs, walls, doors, etc. with smart technologies. For completeness, it must be noted here that the 'disappearance' feature has also serious implications for privacy issues (e.g., lack of information what kind of sensors are distributed in the environment monitoring activities), to be discussed in more detail in Sect. ...
... While the motivation for designing a 'humane city' [34,35,51] and a 'sociable city' [37] appears to be rather straight forward, the notion of a 'cooperative city' might need some explanation. It is also based on our earlier work on 'cooperative buildings' and Roomware® [43,44,52]. In this tradition, it is proposed here to apply human-centered design principles that have proven useful, e.g., in human-computer interaction (HCI) and computer-supported cooperative work (CSCW), now in this context as Citizen-Centered Design. ...
Instead of dealing with individual, personal desk-top computers, laptops, tablets, smartphones, etc., experiences and interactions of humans with ‘computers’ will increasingly take place in the context of interacting with ‘smart artefacts’ integrated into the environment constituting ‘smart ecosystems’. This has serious implications for the research area currently called ‘human-computer-interaction’. It includes also a shift in terms of scale and context, ranging from individual devices for personal activities to multiple devices used in group activities and social interactions. This is followed by the progression from smart rooms to smart or cooperative buildings and their extension to smart urban environments as, e.g., smart cities and airports. The trend towards more comprehensive application contexts requires a corresponding shift from a mostly individual person-based, user-centred design approach to a multiple people and multiple devices-based, citizen-centred design approach for smart environments we are confronted with in the urban age. The ubiquitous and pervasive deployment of smart technology in urban environments has serious implications for privacy and security issues. This goes along with an increasing trend of using artificial intelligence for algorithm-based automation and autonomous systems resulting in a loss of having humans in the loop and in control. Thus, the future of human-computer interaction is characterized by the challenge of addressing the corresponding design trade-offs and the need to rethink and redefine the ‘smart-everything’ paradigm in order to move beyond ‘smart-only’ cities to Humane, Sociable and Cooperative Hybrid Cities and Societies.
... For example, in MusicFX [28,33], people in a fitness center listen to the same music and a music genre is selected based on individual music preferences. Similarly, in many ubiquitous computing applications such as iROOM at Stanford University [41], BlueBoards at IBM [37], Google Home [31], EasiShop [19], and DigitalBeing [13], a need for considering the preferences of people currently participating in those applications arises. Shared environments exist everywhere in our everyday life and hence the way of managing such environments will largely determine the resultant utility added by the ubiquitous computing technology. ...
Ubiquitous computing technology can be effectively utilized in shared environments where groups of people are in close proximity. Shared environments are pervasive in the real world and hence the way of managing such environments will impact on not only quality of life but also business competitiveness. However, making decisions in an intelligent shared environment is never straightforward. The intelligence needs to be capable of choosing its parameters to satisfy all of its inhabitants, who have different preferences and are heterogeneous in their influences on decision. Till today, there has been no thorough research to scientifically investigate this type of decision making problems, though many systems have been already deployed. This research proposes a methodology for making decisions in such circumstances. The current and future works addressed in this paper are also conductive to any human-centric networks such as service systems, since the issues addressed here are also essential constitutes of such human-centric networks.
... It could also be of benefit to consider other information appliances that may exist in these spaces (the user's personal devices, physically co–located devices and task– related devices regardless of their location). A number of research initiatives into ubiquitous computing [36, 39, 23, 30] suggest the advantages of having several information appliances (such as tables, wall spaces and PDAs) amongst which data and design artifacts can be shared and transferred. ...
This research details the development of a large-scale, computer vision-based touch screen capable of supporting a large number of simultaneous hand interactions. The system features a novel lightweight multi-point tracking algorithm to improve real-time responsiveness. This system was trialled for six months in an exhibition installation at World Expo 2005 in Aichi, Japan, providing a robust, fault-tolerant interface. A pilot study was then conducted to directly compare the system against other, more established input methods (a single-touch case, a two-mouse case and a physical prototype) to determine the effectiveness and affordances of the multi-touch technology for arranging information on a large-scale wall space in a paired collaborative task. To assist in this study, a separate visualisation and interaction classification tool was developed, allowing the replay of XML log data in real time to assist in the video analysis required for observation and hypothesis testing.
... One of the basic ideas was the integration of real and virtual worlds [15,26]. He and his AMBI-ENTE-Team became well known for the development of Roomware Ò , [5,15,16,28,29] the integration of buildings and furniture with information technology (e.g., interactive tables and walls) and for the design of Smart Artifacts in ambient environments [20,22,23,25]. The roomware components were developed in close cooperation with industry and won several design prices. ...
... It consisted of a well-thought collage of an interactive wall (DynaWall), an interactive table (Inter-acTable), several ConnecTables and chairs (CommChairs), all being connected and used with the gesture-based cooperative software BEACH. There were several generations of Roomware [5,15,16,28,29], and the latter being developed in close cooperation with industrial partners, also winning several design awards in the process. Some of them, e.g., the InteracTable, were made available as commercial products through the spin-off companies and achieved some market success, a remarkable achievement in the ubicomp/pervasive computing research world where the vast majority of research was rarely transferred to large-scale business deployments. ...
In many ways, embedded computation—the increasingly common way of adding computers into everyday life and everyday artifacts—is a natural outgrowth of technology trends over the past two decades. Adding computation is an easy way to increase the range of affordances and capabilities of devices, adding the ability to sense, cooperate, and support extended work practices and leisure activities. However, as Norbert Streitz has illustrated throughout his career, just adding computation to systems does not guarantee a successful or useful merging of capabilities. As this special issue points out (and as Streitz has argued many times), ubiquitous/pervasive/ambient computation must be carefully designed, with particular attention paid to the multiple and overlapping domains of human interest (cognitive, social, collaborative, and architectural). It is only by designing such systems with an eye toward actual use patterns, with an eye toward the behaviors of people who would use, inhabit and move through work and play, data and artifacts, that a clear “design for humans” trend become clear.
... The i-LAND office environment consists of several so-called Roomware components, physical room elements with integrated information technology [19]. The corresponding software [23] provides new forms of interaction mechanisms, especially designed to support dynamic group work. Another early example is the Oxygen project [2], which envisions future environments as spaces of freely exchanged information and information services, similar to an information marketplace [24]. ...
This paper reports on a cross-national user study exploring the influence of the social work situation on the preferred level of control over IT services in smart office environments. The acceptance of different control mechanisms was tested for representative functionalities with participants from Germany and the USA. The results of the questionnaire-based study show, that the social situation, in which a certain application is used, has a significant effect on the preferred level of user control.
... Such issues impede smarter integration and rob organizations from enjoying the full benefits of their technology investment (Hitt and Brynjolfsson 1996;Larsen and Myers 1999;Lee and Myers 2004;Markus 2004;Bongsug and Giovan 2006;Huigang, Saraf et al. 2007). Globalization moved in parallel to enterprise systems and gave rise to ubiquitous computing and the trend to "Connect to the System" (Tandler et al, 2002) from anywhere, and at any time. Pervasive connectivity allowed businesses to carry out tasks rapidly and to make rapid decisions efficiently. ...
The main drivers of the information economy shaping a large number of organisations
throughout the world are: globalization, electronic connectivity, outsourcing and the
appearance of innovative business models. The cloud computing concept promises business
continuity through the deployment of different internet-based private, public and hybrid
“clouds”. The technology has a layered structure based on software as a service, platform as a
service and infrastructure as a service. One of the main concerns regarding the use of cloud
computing is the provision of connectivity based on confidentiality, integrity and availability.
Its layered structure, in its current form, does not support the type of secure transmission
needed to satisfy those requirements. In this paper, a sub-layer based on Multi Protocol Label
Switching is suggested as a mechanism for the secure cloud-based transmission of
information.