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All visions of the future contain images of pervasive screens throughout the lives of users: Days Made of Glass, Minority Report, Blade Runner, even Apple’s Knowledge Navigator of 1987. Research centers are creating technologies for autoscopic 3D, flexible displays, augmented reality, responsive media, immersive goggles and domes, inexpensive pervasive displays, and all running at 8K resolution or higher. How do we separate the hype from the reality of these visions? Which of these innovations will users reject, like 3D TV, which will take off, and how can we decide which innovations to design for? Technology advocates often compare media technology innovations to the change from black-and-white to color TV, but when is that characterization fair and when is it overstatement? In this presentation, I’ll present a case study in the field of responsive media, called Responsive Mirror, and apply lessons learned from that to anticipate the fates of today’s hot topics in visions of tomorrow’s ubiquitous media. Target Audience: Innovators of new user experiences, particularly visual-based experiences. Benefit for Participants: 1、A taxonomy of media technology visions: terminology and categories. 2、Lessons learned from deployment of media-based technologies. 3、Aframework for identifying likely adoption of novel media experiences.
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Page 1
Ubiquitous MediaFuture User Experiences with Pervasive and Wearable Displays and Cameras
Bo Begole, Ph.D., [email protected] Head of Media Technologies Laboratory
Ubiquitous Computing For Business technologies that bridge physical and digital worlds
• Capabilities, Techniques, Limitations• How to exploit the trends• Key value propositions• Case Studies in
• Contextual Intelligence• Hyper-Personal information filtering• Predictive personal marketing• Supply chain disruption• Unanticipated device interoperation• Consumer decision support
FT Press, ISBN-13: 978-0-13-706443-4
Page 3
• Increasing portion of IP: • TV over IP• Video sharing• New forms of video content
• Increase of video to mobile devices• … and multiple devices simultaneously• Displays and devices are proliferating• More powerful and pervasive cameras, mics
create bandwidth and other scalability issues
• What is the future of Ubiquitous Media?• What innovative services can engage next
generation customers?
Media MegaTrends
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UHD is happening faster than anticipated
4K UHD coming now and 8K UHD soon
CAGR of 69% through 2017
>50% of US homes in 10 years
New display tech drives higher rez and frame rates: Wall-size displays, retina-display personal devices, wearable immersive goggles
Consumers demanding better audio: fidelity, dynamic range, spatiality
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All kinds of surfaces are becoming displays
Flexibles Gases Mist
Body parts Walls FoldedCurved
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• Smartphone still rules but wearables provide seamless access to instant messages, music, photos, videos and search
• Wearable screens (smart watch) require more efficient transfers• Wearables (watches, Google Glass, etc) create new value to screens and data
New video-enabled devices are catching on
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• Research cams exceed 100MP at 60 fps• NHK 8K camera will broadcast in 2016• Forza up to 200 Mpix @ 60 FPS
• Hitachi 8K Endoscope Camera• Reveals fine structure of internal organs• Allows making finer sutures (faster healing)• Considered for telemedicine and remote education
• 4K Consumer video cameras w/4K @30fps• Several high-end smartphones• Prosumer cameras• Action cameras
• Others: multi-cam arrays, light field, …
Advanced Hi-Res Cameras
Panasonic HX-A500 $400Panasonic Lumix FZ1000 $850
Forza 100+ MP Hitachi 8K endoscope
High-end smartphones
HUAWEI TECHNOLOGIES CO., LTD.
Media that responds to audience
Sensors detect predictors of engagement and disengagement.
Tailor content to respond dynamically to maximize engagement.
[Yu, Aoki, Woodruff, PARC ‘04]
vocal tone
[Vogel & Balakrishnan ‘04]
proximity, orientation of head & body
[Daugman ‘94]
pupil dilation[Cohen et al. ‘03]
emotion skin temperature
[Haro, Flickner, Essa 2000]
eye gaze
Plus:
•Age, gender, ethnicity
•Clothing style,
•Pulse, skin temp,
•Laughter, blink rate,
•Activity
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What killed 3D TV?Glasses?
Eye strain?
Little 3D content?
When do people and animals use depth perception?Navigation? Yes
Predation? Yes
Telling stories? Not so much
But past predictions of new media experiences did not take off
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Observationfind the unobvious
User centered designfit people’s behaviors
Pre-technology evaluationsassess potential value
Rapid system prototypingevaluate value
How can we determine valuable applications of pervasive displays and cameras?
Design
BuildObserve &Conceive
EvaluateEvaluate
Evaluate
Page 11
Case Study: Responsive Mirror
Jewelry is high-value but not customizable.
$13 billion industry (projected annual growth of 8.7% through 2025).
Purchase of 22 and 24 carat gold and diamonds viewed as long term investments.
Jewelry often purchased in India for special occasions.
Largely family owned stores (changing)
Trust-based: Families tend to buy from same vendor over generations.
[Chu, et al., CHI 2010]
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Buyer and Seller Inter-dependence
Antagonistic relationship due to conflicting goals?Buyer wants to spend as little as possible
Seller wants to acquire as much as possible
And also a Shared Objective, Complementary knowledgeSatisfy buyer’s criteria with available merchandise
Has knowledge of
Needs Information
Buyer (and companions)
Satisfaction criteria
Seller’s alternatives
Seller Alternatives Buyer’s criteria
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Sales Interaction ModelFrom perspective of sales person
Stages and sub-tasks in sales process
GenerateTrust
MaintainTrust
Foster long-term relationship
[adapted from Making Sales, Robert Prus, 1989]
ManageRelationship
PromoteInterest
ObtainCommitment
Neutralize Reservations
ObtainCommitment
Manage Disruptionsfrom Others
Offer Services
Present ProductsAssessCustomer Need
AlternativeApplications
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Formative Study
What are the practices in retail Indian jewelry?
Interviewed >12 people with experience of jewelry shopping in India.
Visited four stores that specialize in Indian jewelry.Interviewed 3 store owners and 4 salespeople
Observed store processes for >20 hrs
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Observed Shopping Process
Buyer-seller interaction
Enter store,Browse counters
Asks to look at items
View in mirror, Get feedback from
companions/sales-person Put item away or in
tray
Asks to look at top choices
Puts top choices in tray, brings mirror
Buyer/Companions Seller
BrowsingPhase
EvaluationPhase
Retrieves items, brings closest mirror
Give feedback, Make other suggestions
Greets shopper, stand across counter
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Key Findings
Mirrors – common point of interaction between buyer, seller, and companions for feedback and alternative recommendations.
Tray – for detailed comparison, jewelry items placed side-by-side. Shoppers often do not try jewelry on again (due to effort required).
Shoppers use multiple criteria when evaluating jewelry, observed to approximate trying on jewelry several times.
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Key Findings
Mirrors – common point of interaction between buyer, seller, and companions for feedback and alternative recommendations.
Tray – for detailed comparison, jewelry items placed side-by-side. Shoppers often do not try jewelry on again (due to effort required).
Shoppers use multiple criteria when evaluating jewelry, observed to approximate trying on jewelry several times.
Record users trying on jewelry.
Enable side-by-side visual comparisons.
Design a system around the functionality of the mirror and tray.
Page 18
Countertop Responsive Mirror
Capture and “Matched Access” System
Page 19
Lisa Katayama, “PARC’s Responsive Mirror = Every girl’s shopping fantasy come true”,http://gadgets.boingboing.net/2009/06/30/how-parcs-responsive.html
Page 20
Field Trials
Goal - Identify high-order issues affecting usability of system to all users (buyers, sellers, companions)
Short installations for qualitative feedback to iterate the design.
Learned realistic constraints and opportunities of deploying technology in jewelry stores.
Field trials3 deployments in 2 stores
1 deployment in home
Page 21
Conclusions from Trials
Matched viewing was exciting to shoppers, delighted salespeople.
Device was used by shopper’s companions for conversations.
Playback motion conveyed “personality” better than still images or mirror.
System provided a convenient inventory of jewelry even after salesperson had put items away.
Viewing captured images provided a greater sense of how a third person would perceive their look.
Page 22
What happened?
Page 23
What happened?
Privacy: Because system was deployed in trusted jewelry shop, customers would trust the store owner would properly maintain their privacy.
But: Store owner didn’t want the risk.
Shoppers, companions and salespeople LOVED it.
But: the system didn’t lead to more sales.
Page 24
Observationfind the unobvious
User centered designfit people’s behaviors
Pre-technology evaluationsassess potential value
Rapid system prototypingevaluate value
Methods for High-Impact Innovation
Design
BuildObserve &Conceive
EvaluateEvaluate
Evaluate