Johan Mattsson The Fuse Group at DSV, KTH Sweden Post Desktop user-interfaces iWand, evaluation, iStuff.

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Johan Mattsson The Fuse Group at DSV, KTH Sweden Post Desktop user-interfaces iWand, evaluation, iStuff

iWand -explicit augmentation of users behaviour Selective augmentation of gestures as a way of interaction and introducing a peripheral knowledge of others actions Laser pointing device with a wireless connection to the room network, a iWand iWand-targets that reacts when a iWand-beam sweeps over them and sends a message back to the iWand using IR The received message is used as a key to services available in the room This magic wand, uses a laser-beam to trace targets of a spell, it could be any object “magic item” associated with an attached and configured iWand-target

Usage concepts, spells Service Launcher Spell –Runs an service related to the targeted item e.g. iCrafter or any other remote control application Information Spell –Provides information on the targeted item, e.g. help or museum guiding systems Diapering Computers -Link Spell –Links targeted devices, e.g. select a targeted input device for a particular screen, could be a selection tool for pointRight or multi-browse Interaction Spell –Interact using the iWand by capturing specific gestures

My expectation on interactive post- desktop user interfaces Support for many users to interact simultaneously and switch among tasks and resources, e.g. enhance both public and private work Support for creative computer aided user- collaboration rather than machine-machine communication Intuitive interaction tools to share computer resources and room equipment in a easily overviewed manner

Evaluation ideas for iWand Elaborating my post-desktop expectations turned out as this three dimensions for comparing collaborative interactive techniques Intuitive interaction tools to share computer resources and room equipment in a easily overviewed manner as Collaborative performance Support for many users to interact simultaneously and switch among tasks and resources as Transparency between personal and shared interaction Support for creative computer aided user-collaboration rather than machine-machine communication as Peripheral awareness and interaction or a social / inter personal protocol

Interactive Fizz Buzz Highly collaborative game Simple well-defined comparable goal/task Personal/shared switch- over by letting participants take notes on their sessions Peripheral awareness and interference by proposing users to interrupt when predicting a fail choice

Data analysis Comparisons of the results for interactive fizz buzz setups with the iWand, traditional desktop- interaction and other iStuff –Collaborative performance maps to the number of correct target-selections over a specified time –Interaction transparency maps to how well the notes are made in proportion to the collaborative performance –Peripheral awareness could be mapped to how many of the proposed interferences that are taken into account

Future directions, breakout and questions Refined scenarios and physical design Sensors: Context or implicit post desktop- interaction Ubiquitous Service Environments & iROS iWand: Related work