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Intelligent User Interface for Mobile Computing

Perancangan Antarmuka Pengguna


Untuk Komputasi Bergerak

yang

Cerdas

Makalah ini mendiskusikan tantangan dan solusi yang potensial untuk


interaksi yang efektif dengan sistem bergerak.
Topik yang dibahas mencakup dasar teori, perancangan, evaluasi dan
pendekatan yang bersifat teknis untuk seluruh piranti komputasi
bergerak.
1. Pendahuluan
Mobile computing is one of the dominant computing usage
paradigms at present and encapsulates a number of contrasting
visions of how best the paradigm should be realized. Ubiquitous
computing (Weiser, 1991) envisages a world populated with artefacts
augmented with embedded computational technologies, all linked by
transparent high-speed networks, and accessible in a seamless
anytime, anywhere basis.
Mobile computing supports mobile users with connectivity and
access to services and backend systems while being on the move. A
synonymous term is nomadic computing, emphasizing the goal of
providing a working environment more or less equivalent to that of a
desktop user. The widespread availability of cellular networks and
802.11 WiFi allows a field worker to connect to an arbitrary service on
the Internet or to the companys backend at almost any place and at
any time.
Mark Weiser envisioned in the beginning of the 1990s that
ubiquitous computing, intelligent small-scale technology embedded in
the physical environment, would provide useful services in the
everyday context of people without disturbing the natural flow of their
activities.
Challenges
Designing user interfaces for ubiquitous computing applications
is a challenging task. The foundations are usability criteria that are
valid for all computer products. There are a number of established
methods for the design process that can help to meet these goals. In
particular participatory and iterative so-called human centered
approaches are important for interfaces in ubiquitous computing. The
question on how to make interfaces more intelligent is not trivial and
there are multiple approaches to enhance either the intelligence of the
system or that of the user. Novel interface approaches follow the idea

of embodied interaction and put particular emphasis on the situated


use of a system and the mental models humans develop in their realworld environment.
User interfaces for computational devices can be challenging for
both their users and their designers This already shows why user
interface design is crucial for any successful product. However, we
want to extend the question of user interface design in two directions:
the user interface should become more intelligent and adaptive and we
want more suitable interfaces for ubiquitous computing scenarios.
The first aspect seems to be clear at first sight: intelligent user
interfaces are just what we want and nobody will neglect the need for
smart, clever, and intelligent technology. But it becomes more difficult
if we strip away the buzzwords and dig a bit deeper into the question
of what an intelligent user interface actually should do and how.
The second aspect introduces a new level of complexity: an
interface is by definition a clear boundary between two entities. A user
interface resides between human and machine; other interfaces
mediate, for instance, between networks and computers. In ubiquitous
computing we have the problem that there might not be a clear
boundary any more. Computers are no longer visible and, in the end,
they can disappear from the users conscious perception. We will,
therefore, face the challenge of building an interface for something
that is rather shapeless.
Piranti komputasi bergerak yang ada saat ini, misalnya komputer
palmtop, notebook, netbook, personal digital assistant (PDA), telepon
seluler, bluetooh-enabled kamera, dan pemutar musik memiliki banyak
implikasi dalam perancangan antarmuka pengguna. Piranti-piranti
tersebut umumnya memiliki kendala yang sama, yaitu bagaimana
menyediakan layanan dan sumberdaya komputasi yang powerful
melalui antarmuka yang relatif kecil, dimana tampilan visualnya
sempit, fasilitas interaksi audio yang minim, serta teknik input yang
terbatas.
Namun, piranti-piranti tersebut juga memunculkan tantangan baru
misalnya
2. Dasar Teori
Mobile computing is a computer usage paradigm where end-users
access applications and services in diverse scenarios, while mobile.
Mobile telephony is a popular realization of this paradigm, but
wearable computing and telematic applications could also be
considered as realistic interpretations of mobile computing.
Ubiquitous computing, conceived in the early 1990s, ubiquitous
computing envisages a world of embedded devices, where computing

artefacts are embedded in the physical environment and accessed in a


transparent manner
The term intelligent user interface has been debated for a
while and it is not so clear what it means and if at all intelligent
interfaces are something beneficial. In general, a technical solution can
be called intelligent for two reasons: (1) there is some built-in
intelligent computation that solves some otherwise unsolvable
problem; (2) using the system, a user can solve an otherwise
unsolvable problem, even though the system itself does not actually do
anything intelligent. Suppose that calculating the logarithm of a
number is a hard problem for a human, then a calculator is a good
example for case (1) and an abacus would be an example for (2). The
calculator solves the problem for the human and the abacus empowers
the user to solve the problem on her own.
3. Perancangan Antar Muka Pengguna
Ubiquitous Computing Transforms Human-Computer
Interaction
Human-computer interaction currently is shifting its focus from
desktop-based interaction to interaction with ubiquitous computing
beyond the desktop. Context-aware services and user interface
adaptation are the two main application classes for context awareness.
Many recent prototypes have demonstrated how context-aware
devices could be used in homes, lecture halls, gardens, schools, city
streets, cars, buses, trams, shops, malls, and so forth.
With the emergence of so many different ways of making use of
situational data, the question of what context is and how it should be
acted upon has received a lot of attention from researchers in HCI and
computer science. The answer to this question, as will be argued later,
has wide ramifications for the design of interaction and innovation of
use purposes for ubiquitous computing.
Human Factors for Ubiquitous Computing
In classical human-computer interaction, we have a well-defined
setting. In ubiquitous computing, we do not know where the users are,
what tasks they are doing currently, which other persons may be
around. This makes it very hard to account for some human factors
that can greatly influence the interaction. Depending on time,
concurrent tasks, and so forth, the users cognitive load, stress level,
patience, and mood may vary extremely. Thus an interface can, in one
situation, be well suited and in another situation the user is either
bored or overloaded.
Another problem lies in spatial and temporal constraints. In many
ubiquitous computing applications, location and time play a crucial
role. Users need the right information at the right time and place. In a

system that helps a user to navigate her vehicle through a city, the
information turn right only makes sense at a very well defined point
in space and time. An information delay is not acceptable. Even though
space and time are the most prominent context factors in systems
today, other context factors may also play a big role.
An interface can adapt to such context factors and take into account
what is going on. In particular, the user might not have the focus of
attention on the system but rather might be busy doing something
else. But not only user-driven activities can distract the user; other
people and events are not the exception but the normal case in many
ubiquitous computing scenarios.

The typical list of usability goals contains at least the following five
(ISO 9241, 2006):
Safety and Security: Good design should not harm users or other
people affected by
the use of a product. It should also help to avoid errors made by
humans in using the
system.
Effectiveness: A good user interface supports a user in solving a
task effectively, that is, all aspects of a task can be actually handled.
Efficiency and Functionality: A well-designed and usable system
should allow for quick and timely work.

Joy and Fun: How enjoyable is it to work (or play) with the system?
Is it fun or is it a pain to interact with it?
Ease of Learning and Memorizing:
How fast can new users interact with the system and will they
remember what they learned?
Intelligent user interfaces for ubiquitous computing will be a
necessary thing in the future. However, there are multiple competing
views and philosophies. In general, three things could be intelligent:
the user, the system or the way in which they interact. Most
researchers focus on enhancing the systems intelligence and the
assumption is that this will lead to a better usability.
4. Evaluasi dan Problem
A final point to note is that evaluation is a process of comparing the
product against something else, for example, other products, design
targets, requirements, standards. Thus, evaluation requires a referent
model (Baber, 2005). It is nave to believe that one can evaluate
something in a vacuum, that is, to think that one can take a single
product and evaluate it only in terms of itself. In many ways this is
akin the concept of a control condition in experimental design; one
might be able to measure performance, but without knowing what
would constitute a baseline for the measure, it is not possible to
determine whether it is good or bad.

5. Kecerdasan Buatan dalam Komputasi Bergerak


One pioneering effort at harnessing the use of intelligent techniques
on devices of limited computational capacity is the Ambient
intelligence (AmI) (Vasilakos & Pedrycz, 2006) initiative. AmI builds on
the broad mobile computing vision as propounded by the ubiquitous
computing vision. It is of particular relevance to this discussion as it is

essentially concerned with usability and HCI issues. It was conceived in


response to the realization that as mobile and embedded artefacts
proliferate, demands for user attention would likewise increase,
resulting in environments becoming inhabitable, or more likely, people
just disabling the technologies in question.
Intelligent UI
Ide dasar :
Given this notion of being invisible we can see that this does
not necessarily mean not there, but rather present without conscious
interaction. A good example of such a ubiquitous technology is
present in our homes already: electrical light. Whenever we enter a
room that is dark, we just find a switch with our hands next to the
door and the light goes on. Without thinking we turn on the light. We
do not think of cables that conduct electrons. We do not have to
consider how the light bulb works or how they generate electricity at
the power plant.
6. Challenges
Mobile devices present human-computer interaction (HCI) designers
with five main challenges:
1. Designing for mobility: As users are mobile they will not have many
of the props around them to support work (e.g. notes on desks), will
need to work with small devices, are likely to have a far from ideal
working environment and this environment will change drastically
as the user moves;
2. Designing for a widespread population: Users will not normally have
any formal training in their technologies and consider them as
devices to be used rather than computers to be maintained;
3. Designing for limited input/output facilities. Screen sizes will
improve in resolution in terms of colour support and pixels per cm,
but will always be small due to the need for portability. Sound
output quality is often very poor with restricted voice recognition on
input. Keyboards are limited in size and number of keys and other
pointing devices are often hard to use when on the move.
4. Designing for (incomplete and varying) context information:
Through various sensors and networks, mobile devices can be made
aware of their context (e.g. current location through the Global
Positioning System). This gives new information to the systems but
brings problems of implying task and user level activities from
sensor information and unreliable or patchy sensor coverage. Work
on position aware tourism guides, for example, highlight many of
these problems.
5. Designing for users multitasking at levels unfamiliar to most
desktop users: Multitasking and support for task interruption is one

of the keys to successful desktop design, with mobile devices the


opportunities for and frequency of interruptions are likely to be
much higher given the environments in which the devices will be
used.
7. Current Issues
The main challenges for future research will lie in the problem of
extensibility and scalability of intelligent user interfaces. How could a
system that has been designed for a user A in situation S be extended
to support thousands of users in a hundred different situations?

Referensi
1. Introduction to Ubiquitous Computing, Max Mhlhuser,
Technische Universitt Darmstadt, Germany; and Iryna Gurevych,
Technische Universitt Darmstadt, Germany
2. Ubiquitous Computing and the Concept of Context, Antti
Oulasvirta, Helsinki Institute for Information Technology, Finland;
and Antti Salovaara, Helsinki Institute for Information Technology,
Finland
3. Evaluating Mobile Human-Computer Interaction, Chris Baber,
The University of Birmingham, UK
4. Security for Ubiquitous Computing, Tobias Straub, Fraunhofer
Institute for Secure Information Technology, Germany; and Andreas
Heinemann, Technical University of Darmstadt, Germany
5. Designing for Tasks in Ubiquitous Computing: Challenges
and Considerations, Stephen Kimani, Jomo Kenyatta University of
Agriculture and Technology, Kenya; Silvia Gabrielli, University of
Rome La Sapienza, Italy; Tiziana Catarci, University of Rome La
Sapienza, Italy; and Alan Dix, Lancaster University, UK
6. Content Personalization for Mobile Interfaces, Spiridoula
Koukia, University of Patras, Greece; Maria Rigou, University of
Patras, Greece & Research Academic Computer Technology
Institute, Greece; and Spiros Sirmakessis, Technological Institution
of Messolongi, Greece & Research Academic Computer Technology
Institute, Greece
7. Human Factors Problems of Wearable Computers, Chris
Baber, The University of Birmingham, UK; and James Knight, The
University of Birmingham, UK
8. Device Localization in Ubiquitous Computing Environments,
Rui Huang, University of Texas at Arlington, USA; Gergely V. Zruba,
University of Texas at Arlington, USA; and Sajal Das, University of
Texas at Arlington, USA
9. Voice-Enabled User Interfaces for Mobile Devices, Louise E.
Moser, University of California, Santa Barbara, USA; and P. M.
Melliar-Smith, University of California, Santa Barbara, USA

10. Intelligent User Interfaces for Mobile Computing, Michael J.


OGrady, University College Dublin, Ireland; and Gregory M. P.
OHare, University College Dublin, Ireland
11. Intelligent User Interfaces for Ubiquitous Computing,
Rainer Malaka, Bremen University, Bremen
12. Enabling
Programmable
Ubiquitous
Computing
Environments: A Middleware Perspective, Christine Julien, The
University of Texas at Austin, USA; and Sanem Kabadayi, The
University of Texas at Austin, USA

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