Week 5 - Ubicomp Flashcards

1
Q

What is meant by Ubiquitous Computing/UbiComp?

A

Technology that is accessible to the user whenever and wherever they want or need it.

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2
Q

What can be done to overcome Introducing novel experiences and timing the market?

A
  1. Extend familiar experiences.

2. Focus on core functionality.

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3
Q

Name two ways of extending familiar experiences relating to Ubiquitous Design.

A
  1. Augmentation - Instead of designing a new
    ubiquitous computing device from scratch, take a
    non-digital object and add information processing
    on it.
  2. Mashups - combining two services that were not
    meant to be used together.
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4
Q

What are the 3 focus areas when dealing with design for adaptation.

A
  1. Design for changing use patterns, i.e. maintain relevance.
  2. Graceful degredation, i.e. dealing with problems.
  3. Graceful Obsolescence, e.g. dealing with
    personal data transfer when changing phones.
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5
Q

What can be done to create ‘Experience Continuity’ across devices in regards to Ubicomp Design?

A
  1. Identify elements that need to stay the same to create a single experience.
  2. Creating interfaces that exhibit those
    qualities.
  3. Managing task disconnects.
  4. Consistency on how tasks are performed
    across devices.
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6
Q

Respecting boundaries is a challenge of Ubicomp Design. What are the three areas relating to this?

A
  1. Technological Boundaries.
  2. Social Boundaries.
  3. Exercising Restraint.
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7
Q

Define Ambient Intelligence

A

Ambient Intelligence describes how the devices
appear to integrate algorithmic reasoning
(intelligence) into human-built spaces so that it
becomes part of the ambiance of the
environment.

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8
Q

What are the characteristics of Aml systems (Ambient Intelligence)

A
  1. Context awareness - the ability to recognise current situation and surroundings.
  2. Personalised - devices customised to individuals.
  3. Immersive - improving user experiences by manipulating the environment.
  4. Adaptive - responsive environments controlled through natural interaction.
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9
Q

Define Physical Computing.

A

How people interact with computing through physical objects rather than in online environment.

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10
Q

What is the Internet of Things? (IoT)

A

The interconnection via the Internet of computing devices embedded in everyday objects, enabling them to send and receive data.

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11
Q

What are the challenges of Mobile Computing?

A
  1. The huge variety of different devices that have different controls, capabilities and specifications make designing for mobiles a massive challenge.
  2. Limited screen space or no screen at all.
  3. Battery Life
  4. Limitations on storage, memory and communication ability
  5. All sorts of people use them so there is a number of
    potential users and contexts.
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12
Q

Name 5 Mobile Phone Sensors.

A
  1. Accelerometer.
  2. Gyroscope.
  3. Magnetometer.
  4. Proximity Sensor.
  5. Ambient Light Sensor.
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13
Q

Name 5 aspects of Designing for Wearables

A
  1. Unmonopolising of people’s attention.
  2. Unrestrictive
  3. Observable
  4. Controllable
  5. Attentive to the environment
  6. Communicative to other.
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