Das kommende Zeitalter der Calm Technology

2015 ◽  
pp. 59-72
Author(s):  
Mark Weiser ◽  
John Seely Brown
Keyword(s):  
1997 ◽  
pp. 75-85 ◽  
Author(s):  
Mark Weiser ◽  
John Seely Brown
Keyword(s):  

2010 ◽  
Vol 12 (3) ◽  
pp. 14-17 ◽  
Author(s):  
Jinan Fiaidhi ◽  
Wes Chou ◽  
Joseph Williams

Author(s):  
Susan A. Elwood

Since the onset of technology as a tool in our personal and professional lives, we’ve progressed through at least two waves or stages of computing. The concept of ubiquitous computing names the third wave of computing, still in its infancy stages. The first wave consisted of mainframe computers shared by numerous people. The majority of society is presently in the second wave of the personal computing era, where people and machines interact through a predominantly iconic environment. The third phase of computing, referred to as ubiquitous computing, or the age of calm technology, takes place when technology recedes into the background of our daily lives. Alan Kay of Apple calls this the “third paradigm” of computing, while Weiser coins it as the “third wave” of computing (Weiser, 1996).


Author(s):  
Michael Weber ◽  
Marc Hermann

This chapter gives an overview of the broad range of interaction techniques for use in ubiquitous computing. It gives a short introduction to the fundamentals of human-computer interaction and the traditional user interfaces, surveys multi-scale output devices, gives a general idea of hands and eyes input, specializes them by merging the virtual and real world, and introduces attention and affection for enhancing the interaction with computers and especially with disappearing computers. The human-computer interaction techniques surveyed here help support Weiser’s idea of ubiquitous computing (1991) and calm technology (Weiser & Brown, 1996) and result in more natural interaction techniques than in use of purely graphical user interfaces. This chapter will thus first introduce the basic principles in human-computer interaction from a cognitive perspective, but aimed at computer scientists. The humancomputer interaction cycle brings us to a discussion of input and output devices and their characteristics being used within this cycle. The interrelation of the physical and virtual world as we see it in ubiquitous computing has its predecessors in the domain of virtual and augmented realities where specific hands and eyes interaction techniques and technologies have been developed. The next step will be attentive and affective user interfaces and the use of tangible objects being manipulated directly without using dedicated I/O devices.


Author(s):  
Annelie Berner

This chapter explores the practice of combining ubiquitous computing—information in everyday objects—with the approach of calm technology – designing ambient, intriguing presentations of information. Borrowing from these two approaches, we can define a more faceted path, imbuing physical objects and environments with data about their own surroundings in an aesthetic, tangible, and crucially subtle way. The chapter presents the concept of combining three sensory methods to strengthen learning in unexpected situations. One, the role of the spectacle produced through a dynamic, aesthetic object in learning and engagement. Two, providing an optional, detailed reference layer for said spectacle. Three, placing this experience in physical space. Information need not be constrained to the physical page of paper nor the digital screen (European Commission, 2004). Instead, it can flow through our daily life, finding place in subtle (Weiser & Brown, 1995), thoughtfully designed (Löwgren & Stolterman, 2004) surfaces and objects. This chapter discusses the example project, AiryLight, and how its motivation and execution exemplify the more faceted path and the three methods – abstract spectacle, layering of detail, and placement in physical space.


Author(s):  
Lucas Marques-Lima ◽  
Jenny Faucheu

AbstractTeaching “calm technology” and “smart materials” as prospective trends in product design is the motivation of the educational workshop presented in this paper. Materials can trigger creative thinking. Indeed, concepts can be generated ideas that come from the encounter with a material showing the material's unexpressed potential. However, a smart material is a complex hybrid object. It is a highly technical matter that requires years of R&D to be developed and matured. It is also a highly social matter, that blurs the traditional boundary between matter and function in a product, creates an experience, and enhances sensations. The workshop presented in this paper is an opportunity for the students to analyze the complexity of user experience related to ambient devices using smart materials. In order to provide a guideline to perform this analysis, an approach based on heuristic evaluation is proposed to the students.


2018 ◽  
Vol 39 (5-6) ◽  
pp. 343-360 ◽  
Author(s):  
Uglješa Stankov ◽  
Viachaslau Filimonau
Keyword(s):  

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