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1 Design PatternsUbiComp PatternsEvaluations Design Patterns in Ubiquitous Computing Eric Chung Jason I. Hong Jimmy Lin James A. Landay.

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Presentation on theme: "1 Design PatternsUbiComp PatternsEvaluations Design Patterns in Ubiquitous Computing Eric Chung Jason I. Hong Jimmy Lin James A. Landay."— Presentation transcript:

1 1 Design PatternsUbiComp PatternsEvaluations Design Patterns in Ubiquitous Computing Eric Chung Jason I. Hong Jimmy Lin James A. Landay

2 2 Introduction to Design Patterns Patterns are developed to communicate common problems and solutions for designers in a discipline First introduced by Christopher Alexander and his colleagues in the field of architecture Design PatternsUbiComp PatternsEvaluations

3 3 Beer Hall Example Problem: –Where can people sing and drink, and shout and drink, and let go of their sorrows? Solution: –Somewhere in the community at least one big place where a few hundred people can gather, with beer and wine, music, and perhaps a half- dozen activities, so that people are continuously crisscrossing from one to another. Design PatternsUbiComp PatternsEvaluations

4 4 Design Patterns for Ubiquitous Computing Help designers create higher-quality designs faster by developing a pattern language for UbiComp Difficult to identify patterns because many design issues are still active areas of research Difficult because certain problems do not have common solutions (have to resort to predictive patterns rather than descriptive) Design PatternsUbiComp PatternsEvaluations

5 5 Identifying Patterns We developed a criteria for identifying patterns: –Pattern should have at least one example in research and one example in industry A list of over 60 UbiComp patterns have been identified Patterns are grouped into several important UbiComp themes (e.g., privacy) A taxonomy of UbiComp applications is also important to consider Design PatternsUbiComp PatternsEvaluations

6 6 Chart of UbiComp Patterns Design PatternsUbiComp PatternsEvaluations ThemesInfrastructurePrivacyIdentificationManageabilityPersonalization High-level PatternsProxies for devices Service Handoff Negotiation & Resolution Relying on Multiple Sources Connections Effective Deployment Balance of Power Building Trust and Credibility Social Situation Purpose Appropriate Scope of Access Scope of Control Appropriate Scope of Locality Scope of Time Partial Identification User Identity Anonymous Pseudo-Identity Bootstrap Information Base Ambiguity Learning & Remembering Users Medium-level Patterns Privacy Zones Data access via personalized devices Choice Access Notice Active/Smart Floor Active Badge Defaulting Fault Detection Bookmarks Low-Level PatternsAppropriate Retention Time Global Positioning RFID

7 7 Chart of UbiComp Patterns Design PatternsUbiComp PatternsEvaluations Appropriate Levels of Attention AnticipationGlobal DataDiscoverabilityCapture and Access Physical SpaceLocation-based Services Natural Interfaces Unobtrusive Prompting Subtle Reminders Context- Sensitive I/O Active Teaching Point of Action Physical-Virtual Associations Point of Information Appropriate Rate of Update Teleporting Ambiguity Learnability Acceptance Practices & Etiquettes Experience Capture Information Capture Weiser’s Devices (inch, foot, yard) Touring Finding Locations Tracking Users Follow-me Display Proximity-Based Tracking World Model Active Map Proximity-Based Tracking Wearable Computer Accelerators

8 8 Applying Patterns Exercise: Apply patterns to In/Out Board Design PatternsUbiComp PatternsEvaluations

9 9 Applying Patterns Exercise: Apply patterns to In/Out Board Identify some relevant themes and their patterns: –Privacy: Appropriate Scope of Locality, Partial Identification (might only show first names), Choice, Access, Appropriate Retention Time –Identification: Active Badge, Smart Floor –Global Data: Active Map Design PatternsUbiComp PatternsEvaluations

10 10 Evaluating the Patterns Perform an experiment –Conditions: create two groups, one with patterns, one without –Task #1: ask the groups to evaluate an existing design –Task #2: ask the groups to prototype a lo-fi UbiComp app –Independent judges rate the quality of designs –Identify “shared language” used –Questionnaire on usefulness of patterns Design PatternsUbiComp PatternsEvaluations

11 11 Take-Away Ideas Goal: identify design patterns for UbiComp in order to help designers form higher-quality designs faster and to develop a “shared language” Design patterns for UbiComp are categorized at varying levels of abstraction underneath a set of main themes Design patterns should be evaluated rigorously The community is welcome to submit patterns to http://kettle.cs.berkeley.edu/ubicomp Design PatternsUbiComp PatternsEvaluations

12 12 Thanks! Any questions or comments? http://kettle.cs.berkeley.edu/ubicomp

13 13 What does a pattern look like? Design patterns typically range from 3-5 pages and provide general but descriptive methods for solving a particular problem A sensitizing image is useful for easy identification of the pattern Problems encountered may never be solved in an exact way and therefore design patterns are never too specific A Background suggests how the pattern is useful and how it can be combined with other patterns The Problem statement identifies a recurring problem in the discipline The Solution statement identifies the common solutions and provides details, suggestions, and tradeoffs Design PatternsUbiComp PatternsEvaluations

14 14 Patterns in other Disciplines In the mid-1990s, patterns became popularized in other disciplines such as Software Engineering, Web Site Design, and UI Design. –Design of Sites, Douglas K. van Duyne, James A. Landay, Jason I. Hong –Design Patterns, Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides Design PatternsUbiComp PatternsEvaluations

15 15 UbiComp Genres Most UbiComp applications can be classified under the following application genres: –Business (i.e. ParcTab) –Care and Maintenance (i.e. Context-Aware Clinics) –Collaboration (i.e. BlueBoard) –Education (i.e. Classroom 2000) –Emergency Response (i.e. Siren) –Fieldwork (i.e. FieldNote) –Guides (i.e. CyberGuide) –Laboratory (i.e. PlantCare) –Memory Aids (i.e. Personal Audio Loop) –Smart Homes (i.e. Georgia Tech’s Aware Home) –Smart Vehicles (i.e. Context-Aware GM) Design PatternsUbiComp PatternsEvaluations


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