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62  Chapter 2   Understanding and conceptualizing interaction

                               tangible bits, augmented reality, and physicallvirtual integration
                               attentive environments (computers attend to user's needs)
                               the Workaday World (social aspects of technology use)
                             Ubiquitous computing ("ubicomp'~. The late Mark Weiser (1991), an influen-
                          tial visionary, proposed the interaction paradigm of  ubiquitous computing (Figure
                          2.11). His vision was for computers to disappear into the environment so that we
                          would be no longer aware of them and would use them without thinking about
                          them. As part of this process, they should "invisibly" enhance the world that al-
                          ready exists rather than create artificial ones. Existing computing technology, e.g.,
                          multimedia-based systems and virtual reality, currently do not allow us to do this.
                          Instead, we are forced to focus our attention on the multimedia representations on
                          the screen (e.g., buttons, menus, scrollbars) or to move around in a virtual simu-
                          lated world, manipulating virtual objects.
                             So,  how  can  technologies  be  designed  to  disappear  into  the  background?
                          Weiser did not mean ubiquity in the sense of simply making computers portable so
                          that they can be moved from the desk into our pockets or used on trains or in bed.
                          He meant that technology be designed to be integrated seamlessly into the physical
                          world in ways that extend  human capabilities. One of  his prototypes was a "tabs,
                          pads, and boards" setup whereby hundreds of  computer devices equivalent in size
                          to post-it notes, sheets of  paper, and blackboards would  be embedded  in offices.
                          Like the spreadsheet, such devices are assumed to be easy to use, because they cap-
                          italize on existing knowledge about how to interact and use everyday objects. Also
                          like  the spreadsheet, they  provide  much  greater  computational  power.  One of
                          Weiser's ideas was that the tabs be connected to one another, enabling them to be-
                          come multipurpose, including acting as a calendar, diary, identification card, and an
                          interactive device to be used with a PC.

                             Ubiquitous computing will produce nothing fundamentally new, but by making
                             everything faster and easier to do, with less strain and fewer mental gymnastics, it will
                             transform what is apparently possible (Weiser, 1991, p. 940).

                              Pervasive computing. Pervasive computing is a direct follow-on of ideas arising
                          from ubiquitous computing. The idea is that people should be able to access and in-
                          teract with information  any place and  any  time, using a seamless integration  of
                          technologies. Such technologies are often referred to as smart devices or informa-
                          tion appliances-designed to perform  a particular activity. Commercial products
                          include cell phones and handheld devices, like PalmPilots. On the domestic front,
                          other  examples currentIy being prototyped include intelligent fridges that signal
                          the user when stocks are low, interactive microwave ovens that allow users to ac-
                          cess information from the web while cooking, and smart pans that beep when the
                          food is cooked.
                             Wearable computing. Many of  the  ideas  behind  ubiquitous computing have
                          since inspired other researchers to develop technologies that are part of the envi-
                          ronment. The MIT Media Lab has created several such innovations. One example
                          is wearable computing (Mann, 1996). The combination of  multimedia and wireless
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