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Dr. Anxo Cereijo Roibás, Lucia Terrenghi and Stefania Marcoli are glad
to invite you to the tutorial on
"Principles for the Design of Advanced User Interfaces for Mobile Computing"
29 May 2004, in adjunction to AVI 2004, Gallipoli (Lecce), Italy (Italy)
The tutorial presents an overview of the feasible scenarios of mobile
computing and illustrates the main issues and guidelines in designing
usable, useful, enjoyable and profitable user interfaces. In presenting
the user experience design approach we support the benefit of context
awareness and adaptive interfaces: therefore a definition and an
overview of context adaptive systems, their architecture and
potentialities, are provided. It will be also analyzed the related new
forms of content (smart, automated, multi-channel and multi-format,
flexible, cost-effective and device-independent digital content).
OVERVIEW OF TOPICS
The ubiquitous computing multi-device scenario is pushing research into
getting a step forward from than the Graphical User Interfaces we are
accustomed to. Additionally, there is a growing understanding on how
people interact with technology from sociological and psychological
points of view - e.g. ways in which people unconsciously attribute human
features to computers. In this sense, perceptual user interfaces aim to
make the user interface more natural and seamless, by providing the
system with human-like perceptive capabilities and retrieving the
information in multimodal, flexible ways. Devices and sensors should be
transparent and unobtrusive, and perceive human communication channels
as well as generate output that is naturally and intuitively understood.
This brings out the issue of anthropomorphic interfaces, i.e. embodied
intelligent agents that are meant to help the user in accomplishing his
tasks and goals. These seem to affect the user behavior on an emotional
level in different ways, e.g. expectations about the system and its
functionalities. Tangible user interfaces tend to merge physical and
virtual layers of reality. They are rooted in our physical surroundings,
employing physical objects, surfaces and spaces as tangible embodiments
of digital information, so that they can afford natural physical control
of the virtual layer.
> Ubiquitous computing scenarios
Ubiquitous computing has been defined as "invisible, everywhere
computing that does not live on a personal device of any sort, but is in
the woodwork everywhere". So we won't interact with a fixed reality
which works standalone: rather, the development of wireless technology
and communication are enabling new interaction models between the user
and the devices (human-machine interaction, personal area network),
between machines and machines (local area network) and between machines
and servers (world area network) working in ensemble. These so-called
smart-environments, consisting of computing systems embedded in physical
space, and able to sense and adapt to the context, are already entering
different domains of our everyday lives and imply new design challenges
and approaches.
> Design issues
The ubiquitous computing specific features raise the issue for design to
work in synergy together with other disciplines in order to accomplish a
rewarding user experience. The subtle relationship between physical and
virtual environments enabled by wireless and contactless communication,
together with new human-like interaction models (natural speech
interaction, gesture based interaction, visual pointing), open new
possibilities in terms of input and output modalities and imply new
usability evaluation methods. Cognitive psychology theories such as
information processing and cognitive load need to be taken into account
when analyzing the context of use and designing multimodal interfaces.
Personalization becomes a key issue for the design of value added
services for the mobile user, implying user profiling techniques and
marketing skills. The information organization needs to suit the device,
the cognitive status of the user, his/her personal preferences.
> User experience design and context awareness
In order to accomplish the different issues, it becomes clear the need
for design to look at the whole context of the user's engagement with
the "product": this is what the user experience design approach focuses
on, that means on people and on time in the context of experience.
Experience affects the way we perceive the world and the way we interact
with it. It is important, then, to identify the parameters that are
relevant to the description of its complexity, i.e. the context. This
can be defined as situational information that is relevant to the
interaction between a user and an application. In order to be aware of
the world around them, computers must be equipped with sensors to
monitor it. Different kinds of sensors can be adopted (proximity,
orientation, acceleration...) and their combination in a network has a
high potential in context description and user modelling. In addition, a
controlling component is necessary to decide what consequences must be
taken if certain conditions in the user's context and if the individual
user model configuration appear together.
AUDIENCE
The tutorial is intended for managers of HCI projects working in the
wireless industry (telecom companies, device manufacturers, service
providers, etc.) or in the sport, leisure or health industry, industrial
designers, events organisers, teachers and researchers in HCI, human
factors practitioners, interface evaluators and testers, and for HF
academics and students with interests in human computer interaction and
mobile interaction.
Although not particular skills are required, basic knowledge of HCI
design issues are recommendable.
ORGANIZERS
Anxo Cereijo Roibás is Senior Lecturer at the University of Brighton and
Contract Professor at the Faculty of Design of the Politecnico di Milano
University. He collaborates with the Nokia Research Group on "Wearable
Computing for Communication". He has worked as Human Interface Engineer
at the Mobile Internet Services Provider, HiuGO SpA, and he is 3G
scenarios design consultant for Omnitel- Vodafone. He co-ordinates
several European Commission projects regarding technological joint
research co-operation with Asia and America in the field of e-learning,
m-learning and Wireless Communications. Anxo's expertise relies in the
development of user centered design interactive solutions in UMTS
multi-access & multi-channel scenarios (Mobile phone, PDA, iTV, PC,
smart-home). He is a member of the Wireless Roundtable, special interest
group (SIG) devoted to ease-of-use of handheld devices, including mobile
telephone handsets, PDAs, and two-way email pagers.
Lucia Terrenghi works as User Interface designer and Human-Computer
Interaction researcher at the Fraunhofer Institute for Applied
Information Technology in Sankt Augustin, Germany. In the ICON
(Information in CONtext) Department she works at the design and
evaluation of applications for ubiquitous computing and e-learning. She
holds a master degree in Design, gained at the Politecnico of Milan with
a project concerning the design of a mobile application for the visitors
of the Olympic Games.
Stefania Marcoli works as User Interface designer at H3G Italy. She her
focus is on the design of the interface of services for mobile devices
and on the industrial design of mobile devices and accessories. She has
some years of experience in web design and before she was team leader of
the 3G Service Division of E-tree, Italian web agency. She holds a
master degree in Industrial Design from the Politecnico of Milan and her
final project dealt with "Sport portal for UMTS terminals", where she
investigated new kind of services for mobile world: WLAN, domotica,
localization, public utilities. She was a speaker at the Internet
Wireless Conference in Milan for International Research Institute.
*Please note that participants need to register for the whole AVi 2004
conference. For registration details and fee see
http://www.di.uniba.it/~avi2004/index.htm
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