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PostPC Computing

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Title: PostPC Computing


1
PostPC Computing
  • Embedding Intelligence

2002/3
Prof. Scott Kirkpatrick, HUJI Amnon Dekel, Bezalel
2
Class 4 Nov 5 2002 Bezalel
  • Student Introductions (HB)
  • Introduction From Problem to Product.
  • What is value?
  • How Engineers Think 15 min
  • How Designers Think 15 min
  • Set up Groups
  • Class Exercise Identifying problems and
    Solutions
  • HW

3
Introduction
  • Some Administrative info
  • Classes will be on Tuesdays 1400-1700
  • Class location will alternate between Bezalel and
    Givat Ram (depending on subject)
  • See class lecture schedule on web site
  • Class website
  • http//www.cs.huji.ac.il/postPC

4
Student Introductions
  • Name
  • Background
  • Experience
  • Interests

5
Introduction
  • This course is about Interactions
  • interaction of different ways of thinking
  • interaction of different ways of doing
  • interaction of ideas
  • ideas about usability, functionality, ergonomics,
    problem solving, style, and aesthetics.
  • interaction of computational capabilities and
    physical, everyday objects.

6
Introduction
  • This course will try to create an environment
    within which cross-disciplinary teams will
    explore the ramifications of adding computation
    intelligence to everyday objects while striving
    to understand what value such a process might
    hold for such "empowered" objects.

7
Value
  • What value does adding computational power to a
    pen create?
  • What value can be created by adding such power to
    a block of paper, or to eyeglasses, or shirts, or
    cameras, or chairs?
  • What might happen if a computer mouse becomes
    intelligent?
  • What might happen if a room, or other space
    inhabited by people, becomes computationally
    "empowered"?

8
What is Value
  • Don Normans view
  • Engineering values are real and measurable
  • First to market
  • Best technology
  • Standards and infrastructure support
  • But there is a danger of losing sight of the
    customer, who alone determines value
  • Example Thomas Edison

9
How Engineers ThinkThomas A. Edison
  • Edison was leader in 19th Cent. Technologies
  • Telegraph, electricity, batteries, sound
    recording, movies
  • Created the first industrial research laboratory
  • Understood the need for infrastructure
  • Electric light required electric power
    distribution
  • This was a time of star technologists influencing
    public opinion
  • Edison, Bell, Marconi, Steinmetz, Westinghouse

10
How Engineers Think Thomas A. Edison
  • Invented the phonograph (1877).
  • Tinfoil on cylinders
  • Recording as well as playback
  • Solved a problem (dictation in the office), but
    was it the right problem? Predicted the
    paperless office!
  • Too complicated at first for office use two
    week learning curve.
  • The technology evolved
  • Cylinders constant speed, low wear, better
    fidelity
  • Disks changing speed, scratchy, high wear, BUT
  • Louder
  • Easier to store and ship
  • Cheaper to manufacture
  • Edison's companies were slow to follow.

11
How Engineers Think Thomas A. Edison
  • Emile Berliner was third to enter the field, with
    first disc machines, and what became RCA Victor.
    Horizontal modulation, not vertical.
  • When Edison switched to discs (1913), he used the
    higher quality vertical modulation. INCOMPATIBLE
  • Berliner established exclusive contracts with the
    most famous musical artists, and promoted
    heavily.
  • Edison reasoned that customers couldn't tell the
    work of less-known artists from the famous ones.
    Saved lots of money. Artists not even listed on
    the labels.
  • Result "Victrola" became generic for 50 years.

12
What is Value
  • Don Normans view
  • Our View Ways to enhance the
  • Functionality
  • Usability
  • Enjoyabilty" of an object
  • In the process, enhancing the capabilities of
    those who use such objects.
  • By capabilities we mean a mix of cognitive and
    physical performance parameters.

13
How Designers Think
  • Designers deal with
  • Context
  • Attention
  • Human perception and psyche

14
How Designers Think
  • Designers deal with Gestalt
  • with the overall effect of their creations on the
    viewer
  • It is not that they do not analyze and break
    things apart in their process of exploration and
    discovery- but the end product is the packaging
    of their ideas back into a whole system.

15
How Designers Think
  • Designers can be seen in many ways as Applicative
    Psychologists, Sociologists, and Anthropologists
  • They use what they know about people, and about
    how society affects them, as tools to manipulate
    those people.

16
How Designers Think
  • Designers are manipulators.
  • They try to make you think and feel about
    something in ways that they have planned and
    packaged for you.
  • Not only is the most obvious form, advertising,
    manipulative, all forms of design are.
  • The choices of color, of shape, of material, of
    layout, of type, have been chosen to manipulate
    your perceptions in specific ways.

17
How Designers Think
  • Designers are manipulators.
  • This should not be seen as Negative.
  • In most cases this is not a conscious process
  • Designers develop ways of seeing and manipulating
    the visual world in ways that change the way
    people see things
  • Many times this is done in an intuitive way- but
    what is intuition in this case if not a heuristic
    way of looking, thinking, and acting on the world.

18
Designers
  • Deal with wholes, with the synthesis of
    multi-modal and multidimensional content.
  • Designers analyze things- breaking them up in the
    process of trying to understand how perceptual
    schemas work.
  • They break things apart in order to know how to
    create more successful wholes.
  • Designers are manipulators, trying
  • sometimes intuitively, sometimes consciously, to
    make you see things in ways that they control.

19
What is a Good Design?
  • A good design succeeds in manipulating its
    viewers- making them see what it meant them to
    see
  • A good design manipulates in various ways
  • Creates a context which affects how viewers will
    look and understand a design
  • Nudges the viewers attention to specific elements
    or areas
  • Creates a planned emotional response in the
    viewer
  • More ?

20
In Class Exercise
  • Context the Office

21
In Class Exercise
  • Part 1 5 minutes
  • Each person should make a list of 5 problems that
    exists in an office.

22
In Class Exercise
  • Part 2 10 minutes
  • Create joint groups Bezalel and HUJI students.
    No less than 2, no more than 4
  • Each group should discuss the list of problems
    that they have.
  • Each group will then select a final list of 5
    problems
  • Criteria for choice interest, seems solvable,
    can benefit form computational power

23
In Class Exercise
  • Part 3 30 minutes Discussion
  • Each group will read their list of problems
  • We will discuss one problem from each group

24
Homework
  • Finalize Groups (each group should have at least
    one designer and one engineer)
  • Develop initial idea as a Group
  • Prepare 5 minute idea presentation (Due Nov 19)

25
problems
  • Balagan
  • Without dynamic adaptation to my needs, this is
    the result of context switching
  • Sometimes need all information, sometimes need no
    distractions,
  • Voice cueing to trigger automatic aids
  • Physical environment that helps organize without
    overwelming
  • Paper/keyboard interference

26
problems
  • Office climate (physical environment)
  • Multiperson offices but the climate follows the
    person.
  • The climate should change during the day
  • (track the outside, or variation for its own
    sake?)
  • Improve outside awareness (virtual or real
    window)
  • Respond to mood
  • How to control this? Or does it happen
    automatically?

27
problems
  • Personalization of work environment
  • Dynamic privacy (no distractions), yet
  • Or instant access to co-workers (the wall goes
    away)
  • Info anywhere, anytime, free of its physical form
  • Hardware independent, multiple directories, such
    as phone numbers,
  • Some customization of the types of information
    according to setting or tasks

28
Info
  • Class website http//www.cs.huji.ac.il/postPC
  • REMEMBER Class Next week (Nov. 12) at GIVAT RAM
    Campus, Computer Science Building (Ross), in the
    Hardware Lab (Room 19 Downstairs)

29
  • Class website
  • http//www.cs.huji.ac.il/postPC
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