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7 Interfaces

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USER EXPERIENCE

DESIGN
Interfaces
◦ Interface types
◦ Highlight the main design and research considerations for
each of the different interfaces

◦ Consider which interface is best for a given application


Overview
or activity
1. Command

2. Graphical

3. Multimedia

4. Virtual reality

20
5. Web

6. Mobile

INTERFAC
7. Appliance

8. Voice

E TYPES
9. Pen

10. Touch

COVERED
11. Gesture

12. Haptic

13. Multimodal

14. Shareable

15. Tangible

16. Augmented Reality

17. Wearables

18. Robots and drones

19. Brain–computer interaction

20. Smart
Command line interfaces
◦ Commands such as abbreviations (for instance, ls) typed in at the prompt
to which the system responds (for example, by listing current files)

◦ Some are hard wired at keyboard, while others can be assigned to keys

◦ Efficient, precise, and fast

◦ Large overhead to learning set of commands


SECOND LIFE COMMAND LINE-BASED
INTERFACE FOR VISUALLY-IMPAIRED USERS
Research and design
considerations
◦ Form, name types and structure are key research questions

◦ Consistency is most important design principle


◦ For example, always use first letter of command

◦ Command interfaces popular for web scripting


◦ Xerox Star first WIMP gave rise to GUIs
◦ Windows
◦ Sections of the screen that can be scrolled, stretched,
overlapped, opened, closed, and moved around the screen using
the mouse
◦ Icons
◦ Pictograms that represent applications, objects, commands, and
Graphical user
tools that were opened when clicked on
◦ Menus
interfaces (GUIs)
◦ Lists of options that can be scrolled through and selected
◦ Pointing device
◦ A mouse controlling the cursor as a point of entry to the
windows, menus, and icons on the screen
EXAMPLE OF
FIRST
GENERATION
GUI
SIMPLE SMARTWATCH MENUS
WITH 1, 2, OR 3 OPTIONS
◦ Windows were invented to overcome the physical
constraints of a computer display
◦ They enable more information to be viewed and tasks to be
performed
◦ Scroll bars within windows enable more information to
be viewed
Window design
◦ Multiple windows can make it difficult to find desired
one
◦ Listing, tabbing, and thumbnails are techniques that can
help
Window design:
Thumbnails of
top websites
visited and
suggested
highlights
SELECTING
A COUNTRY
FROM A
SCROLLING
WINDOW
IS THIS METHOD ANY BETTER?
Flat list: Good for showing large number of options at
the same time when display is small

Drop down: Shows more options on same screen (for


example, cascading)

Pop-up: When pressed, command key for relevant


options

Menu styles Contextual: Provides access to often-used commands


associated with a particular item

Collapsible: Toggles between + and − icons on a header


to expand or contract its contents

Mega: All options shown using 2D drop-down layout


Template for a
collapsible
menu
A mega menu
Research and design
considerations
◦ Window management
◦ Enables users to move fluidly between different windows (and monitors)
◦ How to switch attention between windows without getting distracted
◦ Design principles of spacing, grouping, and simplicity should be used
◦ Which terms to use for menu options (for example, “front” versus “bring to
front”
◦ Mega menus easier to navigate than drop-down ones
Icon design
◦ Icons are assumed to be easier to learn and remember than commands

◦ Icons can be designed to be compact and variably positioned on a screen

◦ Now pervasive in every interface

◦ For example, they represent desktop objects, tools (for example, a paintbrush),
applications (for instance, a web browser), and operations (such as cut, paste,
next, accept, and change)
Icons
◦ Since the Xerox Star days, icons have changed in their look and feel:
◦ black and white
◦ Color, shadowing, photorealistic images, 3D rendering, and animation

◦ Many designed to be very detailed and animated making them both


visually attractive and informative

◦ Can be highly inviting, emotionally appealing, and feel alive


Icon forms
◦ The mapping between the representation and underlying referent can be:
◦ Similar (for example, a picture of a file to represent the object file)
◦ Analogical (for instance, a picture of a pair of scissors to represent ‘cut’)
◦ Arbitrary (such as the use of an X to represent ‘delete’)
◦ The most effective icons are similar ones
◦ Many operations are actions making it more difficult to represent them
◦ Use a combination of objects and symbols that capture the salient part of an action
2 TYPES OF ICON STYLES
FLAT 2D ICONS FOR A SMARTPHONE AND A
SMARTWATCH
◦ Sketch simple icons to represent the following
operations to appear on a digital camera screen:
◦ Turn image 90-degrees sideways
◦ Auto-enhance the image
◦ Crop the image
◦ More options
Activity
◦ Show them to someone else and see if they can
understand what each represents
Basic edit icons that
appear on the iPhone
app
Research and design
considerations
◦ There is a wealth of resources for creating icons
◦ Guidelines, style guides, icon builders, libraries, online tutorials

◦ Text labels can be used alongside icons to help identification for small
icon sets
◦ For large icon sets (for instance, photo editing or word processing) can use
the hover function
◦ Combines different media within a single interface with
various forms of interactivity
◦ Graphics, text, video, sound, and animation
◦ Users click on links in an image or text
◦ Another part of the program
◦ An animation or a video clip is played
Multimedia
◦ Users can return to where they were or move on to another
place

◦ Can provide better ways of presenting information than


a single media can
◦ Facilitates rapid access to multiple representations of
information
◦ Can provide better ways of presenting information than
can any media alone
◦ Can enable easier learning, better understanding, more
engagement, and more pleasure Pros and cons
◦ Can encourage users to explore different parts of a
game or story
◦ Tendency to play video clips and animations while
skimming through accompanying text or diagrams
Multimedia learning
app designed for tablet
◦ How to design multimedia to help users explore, keep
track of, and integrate the multiple representations
◦ Provide hands-on interactivities and simulations that the
Research and
user has to complete to solve a task
◦ Provide quizzes, electronic notebooks, and games
design
◦ Multimedia good for supporting certain activities, such considerations
as browsing, but less optimal for reading at length
◦ Computer-generated graphical simulations providing:
◦ “the illusion of participation in a synthetic environment
rather than external observation of such an environment”
(Gigante, 1993)
Virtual reality
◦ Provide new kinds of experience, enabling users to
interact with objects and navigate in 3D space
◦ Create highly-engaging user experiences
◦ Can have a higher level of fidelity with objects that they
represent compared to multimedia
◦ Induces a sense of presence where someone is totally
engrossed by the experience
◦ “a state of consciousness, the (psychological) sense of
being in the virtual environment” (Slater and Wilbur,
1999) Pros and cons
◦ Provides different viewpoints: first and third person
◦ Early head-mounted displays were uncomfortable to wear
and could cause motion sickness and disorientation
◦ Lighter VR headsets are now available (for example, HTC
Vive) with more accurate head tracking
◦ Video games
◦ Arcade games for social groups
◦ Therapy for fears
◦ Experience how others feel emotions
 For example, empathy and compassion Application areas
◦ Enrich user’s planning experience for travel
destinations
◦ Architecture, design, and education
Polygon graphics used
to represent avatars for
the We Wait VR
experience
◦ Much research on how to design safe and realistic VRs to
facilitate training
◦ For example, flying simulators
◦ Help people overcome phobias (for example, spiders or
talking in public)
◦ Design issues Research and
◦ How best to navigate through them (for instance, first
versus third person)
design
◦ How to control interactions and movements (for
example, by using head and body movements)
considerations
◦ How best to interact with information (for instance by
using keypads, pointing, and joystick buttons)
◦ Level of realism to aim for to engender a sense of
presence
Website design

Early websites were largely Concern was with how best Nowadays, more emphasis is Need to think of how to
text-based, providing to structure information to on making pages distinctive, design information for
hyperlinks enable users to navigate and striking, and aesthetically multiple platforms—
access them easily and pleasing keyboard or touch?
quickly

For example, smartphones, tablets, and


PCs
Usability versus aesthetics?
◦ Vanilla or multi-flavor design?
◦ Ease of finding something versus aesthetic and enjoyable experience
◦ Web designers are:
◦ “thinking great literature”
◦ Users read the web like a:
◦ “billboard going by at 60 miles an hour” (Krug, 2014)
◦ Need to determine how to brand a web page to catch and keep ‘eyeballs’
Breadcrumbs for
navigation
Breadcrumbs are category labels:
• Enable users to look at other pages without
losing track of where they have come from
• Very usable
• Enable one-click access to higher site levels
• Attract first time visitors to continue to browse
a website having viewed the landing page
◦ Web advertising is often intrusive and pervasive
◦ Flashing, aggressive, persistent, and annoying
In your face Web
◦ Often requires action to get rid of
◦ What is the alternative?
ads
◦ Use of ad blockers
◦ Many books and guidelines on website design

◦ Veen’s (2001) three core questions to consider when


designing any website:
Research and
◦ Where am I?
design
◦ Where can I go?
considerations
◦ What’s here?
◦ Look at a fashion brand’s website, for example,
Nike.com
◦ What kind of website is it?
◦ How does it contravene the design principles outlined
by Veen? Activity
◦ Does it matter?
◦ What kind of user experience is it providing for?
◦ What was your experience of engaging with it?
Handheld devices intended to be used while on the move

Mobile Have become pervasive, increasingly used in all aspects of everyday

interfaces
and working life
For example, phones, fitness trackers, and smartwatches

Larger-sized tablets used in mobile settings

Including those used by flight attendants, marketing


professionals, and at car rental returns
QR CODES AND
SMARTPHONES
Research and design considerations

Mobile interfaces can be cumbersome to use for those Key concern is hit area:
with poor manual dexterity or ‘fat’ fingers

Area on the phone display that the user touches to make something happen,
such as a key, an icon, a button, or an app
Space needs to be big enough for all fingers to press accurately
If too small, the user may accidentally press the wrong key
Fitts’ law can be used to help design right spacing
• Minimum tappable areas should be 44 points x 44 points for all controls
Appliances

Everyday devices in home, And personal devices Used for short periods Need to be usable with
public places, or car minimal, if any, learning

For example, washing machines, For instance, digital clock and digital For example, starting the washing
remotes, toasters, printers, and camera machine, watching a program, buying
navigation systems) a ticket, changing the time, or taking a
snapshot
SIMPLE
TOASTER
CONTROL
Research and design
considerations
◦ Need to design as transient interfaces with short interactions
◦ Simple interfaces
◦ Consider trade-off between soft and hard controls
◦ For example, use of buttons or keys, dials, or scrolling
Voice User Interfaces
◦ Involves a person talking with a spoken language app, for example,
timetable, travel planner, or phone service

◦ Used most for inquiring about specific information, for example, flight
times or to perform a transaction, such as buying a ticket

◦ Also used by people with visual impairments

◦ For example, speech recognition word processors, page scanners, web readers,
and home control systems
Have speech interfaces come of age?
People often interrupt each other in a
conversation
• Especially when ordering in a restaurant,
rather than let the waiter go through all of the
Modeling human options

conversations Speech technology has a similar


feature called ‘barge-in’
• Users can choose an option before the system
has finished listing all of the options available
Structuring VUI dialogs
◦ Directed dialogs are where the system is in control of the conversation
◦ Where it asks specific questions and requires specific responses

◦ More flexible systems allow the user to take the initiative:


◦ For example, “I’d like to go to Paris next Monday for two weeks.”

◦ But more chance of error, since caller might assume that the system is like a human

◦ Guided prompts can help callers back on track


◦ For example, “Sorry I did not get all that. Did you say you wanted to fly next
Monday?”
Have become popular in many homes

Voice Allow all to use rather than being single use

assistants (for Support families playing games, interactive storytelling, jokes,

example,
and so forth

Alexa) Can encourage social and emotional bonding

Young children (under 4),


Frustrating for them
however, find it difficult to be
understood by the voice assistants
Research and design
considerations
◦ How to design systems that can keep conversation on track
◦ Help people navigate efficiently through a menu system
◦ Enable them to recover easily from errors
◦ Guide those who are vague or ambiguous in their requests for information or
services

◦ Type of voice actor (for example, male, female, neutral, or dialect)


◦ Do people prefer to listen to and are more patient with a female or male voice, a
northern or southern accent?
◦ Enable people to write, draw, select, and move objects
at an interface using light pens or styluses

Pen-based
◦ Capitalize on the well-honed drawing skills developed from
childhood

◦ Digital ink, for example, Anoto, use a combination of devices


ordinary ink pen with digital camera that digitally
records everything written with the pen on special
paper
The Anoto pen being
used and its internal
components
◦ Allows users to annotate existing documents quickly
and easily

◦ Can be used to fill in paper-based forms that can readily


be converted to a digital record using standard typeface Advantages
◦ Can be used by remote teams to communicate and work
on the same documents
◦ Single touchscreens are used in walk-up kiosks (such as
ticket machines and ATMs) to detect the presence and
location of a person’s touch on the display
◦ Multi-touch surfaces support a range of more dynamic
finger tip actions, for example, swiping, flicking, pinching,
pushing, and tapping
◦ They do so by registering touches at multiple locations Touchscreens
using a grid
◦ Now used for many kinds of displays, such as
smartphones, iPods, tablets, and tabletops
◦ Supports one and two hand gestures, including tapping,
zooming, stretching, flicking, dwelling, and dragging
A multi-touch
surface
◦ Provides fluid and direct styles of interaction involving
freehand and pen-based gestures for certain tasks
◦ Core design concerns include whether size, orientation,
and shape of touch displays effect collaboration Research and
◦ Much faster to scroll through wheels, carousels, and bars of
thumbnail images or lists of options by finger flicking design
◦ Gestures need to be learned for multi-touch, so a small set of
gestures for common commands is preferable considerations
◦ More cumbersome, error-prone, and slower to type using a
virtual keyboard on a touch display than using a physical
keyboard
◦ Gestures involve moving arms and hands to
communicate
◦ Uses camera recognition, sensor, and computer vision Gesture-based
techniques
◦ Recognize people’s arm and hand gestures in a room systems
◦ Gestures need to be presented sequentially to be understood
(compare with the way sentences are constructed)
Gestures used in
the operating
theater
◦Recognizes core gestures for
manipulating MRI or CT images
using Microsoft Kinect
◦ How does computer recognize and delineate user’s
gestures?

◦ Start and end points? Research and


◦ Difference between deictic and hand waving
design
◦ How realistic must the mirrored graphical considerations
representation of the user be in order for them to be
believable?
◦ Provide tactile feedback
◦ By applying vibration and forces to a person’s body, using
actuators that are embedded in their clothing or a device
they are carrying, such as a smartphone

◦ Vibrotactile feedback can be used to simulate the sense


of touch between remote people who want to
Haptic interfaces
communicate
◦ Ultrahaptics creates the illusion of touch in midair
using ultrasound to make the illusion of 3D shapes
Realtime vibrotactile
feedback
◦ Provides nudges when
playing violin incorrectly

◦ Uses motion capture to


sense arm movements that
deviate from model

◦ Nudges are short vibrations


on arms and hands
Exoskeleton with artificial
muscles that uses bubble haptic
feedback
Where best to place actuators on body

Whether to use single or sequence of ‘touches’

Research and
design When to buzz and how intense

considerations
How does the wearer feel it in different contexts?

What kind of new smartphone/smartwatch apps can use vibrotactile creatively?


For example, slow tapping to feel like water drops meant to indicate that it is about to rain, and heavy
tapping to indicate a thunderstorm is looming
◦ Provide enriched user experiences
◦ By multiplying how information is experienced and
detected using different modalities, such as touch, sight,
sound, and speech
◦ Support more flexible, efficient, and expressive means of
human-computer interaction
Multimodal
◦ Most common is speech and vision
◦ Can be combined with multi-sensor input to enable
Interfaces
other aspects of the human body to be tracked
◦ For example, eye gaze, facial expression, and lip
movements
◦ Provides input for customizing user interfaces
Tracking a
person’s
movements
◦ Kinect camera can detect
multimodal input in real time
using RGA camera for facial
recognition and gestures,
depth camera for movement
tracking, and microphones for
voice recognition
◦ Used to build model of person
and represented as avatar on
display programmed to move
just like them
◦ Need to recognize and analyze user behavior, for
example, speech, gesture, handwriting, or eye gaze
◦ Much harder to calibrate these than single modality
systems Research and
◦ What is gained from combining different input and design
outputs
◦ Is talking and gesturing, as humans do with other
considerations
humans, a natural way of interacting with a computer?
◦Designed for more than one person to use:

◦ Provide multiple inputs and sometimes allow simultaneous


input by co-located groups

◦ Large wall displays where people use their own pens or


Shareable
gestures
interfaces
◦ Interactive tabletops where small groups interact with
information using their fingertips
◦ For example, DiamondTouch, Smart Table, and Surface
A smartboard and an
interactive tabletop
interface
Benefits
◦ Provide a large interactional space that can support flexible group working

◦ Can be used by multiple users


◦ Can point to and touch information being displayed
◦ Simultaneously view the interactions and have the same shared point of
reference as others

◦ Can support more equitable participation compared with groups using


single PC
◦ Core design concerns include whether size, orientation, and shape
of the display have an effect on collaboration
◦ Horizontal surfaces compared with vertical ones support more
turn-taking and collaborative working in co-located groups Research and
◦ Providing larger-sized tabletops does not improve group working
but encourages more division of labor design
◦ Having both personal and shared spaces enables groups to work on
their own and in a group considerations
◦ Cross-device systems have been developed to support seamless
switching between these, for example, SurfaceConstellations
◦ Type of sensor-based interaction, where physical
objects, for example, bricks, are coupled with digital
representations

◦ When a person manipulates the physical object/s, it Tangible


causes a digital effect to occur, for example, an
animation Interfaces
◦ Digital effects can take place in a number of media and
places, or they can be embedded in the physical object
◦ Flow Blocks
◦ Depict changing numbers and lights embedded in the blocks
◦ Vary depending on how they are connected together
◦ Urp
◦ Physical models of buildings moved around on tabletop
◦ Used in combination with tokens for wind and shadows
◦ Digital shadows surrounding them to change over
Examples
time
◦ MagicCubes
◦ Connect physical electronic components and sensors to make
digital events occur (for example, change color depending on
how much shaken)
Learning to code and create
with the tangible
MagicCubes
◦ Can be held in one or both hands and combined and
manipulated in ways not possible using other interfaces
◦ Allows for more than one person to explore the
interface together

◦ Objects can be placed on top of each other, beside each


other, and inside each other
◦ Encourages different ways of representing and
Benefits
exploring a problem space

◦ People are able to see and understand situations differently


◦ Can lead to greater insight, learning, and problem-
solving than with other kinds of interfaces
◦ Can facilitate creativity and reflection
VoxBox

A tangible system that gathers


opinions at events through
playful and engaging interaction
(Goldsteijn et al., 2015)
◦ What kinds of conceptual frameworks to use to help identify novel
and specific features
◦ What kind of coupling to use between the physical action and
digital effect
◦ If it is to support learning, then an explicit mapping between
action and effect is critical
◦ If it is for entertainment, then it can be better to design it to be
Research and
more implicit and unexpected
◦ What kind of physical artifact to use
design
◦ Bricks, cubes, and other component sets are most commonly
used because of flexibility and simplicity
considerations
◦ Stickies and cardboard tokens can also be used for placing
material onto a surface
◦ With what kinds of digital outputs should tangible interfaces be
combined?
◦ Augmented reality: Virtual representations are
superimposed on physical devices and objects

◦ Pokémon Go made it a household game


◦ Used smartphone camera and GPS to place virtual Augmented
Reality
characters onto objects in the environment as if they really
are there

◦ Many other applications including medicine,


navigation, air traffic control, games, and everyday
exploring
◦In medicine
◦ Virtual objects, for example, x-rays and scans, are
overlaid on part of a patient’s body
◦ Aid the physician’s understanding of what is being
examined or operated
◦In air traffic control
Other examples
◦ Dynamic information about aircraft overlaid on a video
screen showing the real planes, and so on landing,
taking off, and taxiing
◦ Helps identify planes difficult to make out
Augmented
reality overlay
on a car
windshield
◦ Enables virtual try-ons (for example, Snapchat filters)
◦ AT mirrors set up in retail stores for trying on make-up,
sunglasses, jewelry
 Convenient, engaging, and easy to compare more choices
AR that uses
 But cannot feel the weight, texture, or smell of what is
being tried on
forward facing
◦ Can be used to enable users to step into a character
camera
(for example, David Bowie, Queen Victoria)
Singers
trying on
the virtual
look of
two
characters
from the
opera
Akhnaten
◦ What kind of digital augmentation?
◦ When and where in physical environment?
◦ Needs to stand out but not distract from ongoing task Research and
◦ Needs to be able to align with real world objects
◦ What happens if the AR is slightly off?
design
◦ What kind of device?
considerations
◦ Smartphone, tablet, head up display or other?
◦ First developments were head- and eyewear-mounted
cameras that enabled user to record what was seen and
to access digital information
◦ Since then, jewelry, head-mounted caps, smart fabrics,
glasses, shoes, and jackets have all been used
◦ Provides the user with a means of interacting with digital Wearables
information while on the move
◦ Applications include automatic diaries, tour guides,
cycle indicators, and fashion clothing
Google Glass
(2014)
Why was there so much
excitement and concern about
people filming what they could
see right in front of them?
◦ Comfort
◦ Needs to be light, small, not get in the way, fashionable,
and preferably hidden in the clothing
◦ Hygiene
◦ Is it possible to wash or clean the clothing once worn?
Research and
◦ Ease of wear design
◦ How easy is it to remove the electronic gadgetry and
replace it? considerations
◦ Usability
◦ How does the user control the devices that are embedded in
the clothing?
◦Main types

◦ Remote robots used in hazardous settings


◦ Can be controlled to investigate bombs and other dangerous
materials
◦ Domestic robots helping around the house
◦ Can pick up objects and do daily chores like vacuuming
Robots
◦ Pet robots as human companions
◦ Have therapeutic qualities, helping to reduce stress and
loneliness
◦ Sociable robots that work collaboratively with humans
◦ Encourage social behaviors
Social robots: Mel and Paro
◦ Cute and cuddly
◦ Can open and close eyes and make sounds and movements

Source: Images courtesy of Mitsubishi Electric Research Labs.


◦ Unmanned aircraft that are controlled remotely and
used in a number of contexts
 For example, entertainment, such as carrying drinks and
food to people at festivals and parties
 Agricultural applications, such as flying them over
vineyards and fields to collect data about crops, which is
useful to farmers
 Helping to track poachers in wildlife parks in Africa Drones
◦ Can fly low and and stream photos to a ground station
where images can be stitched together into maps

◦ Can be used to determine the health of a crop, or


when it is the best time to harvest the crop
Drone being used
to survey the state
of a vineyard
◦ How do humans react to physical robots designed to exhibit
behaviors (for example, making facial expressions) compared with
virtual ones?

Research and
◦ Should robots be designed to be human-like or look like and
behave like robots that serve a clearly-defined purpose?
◦ Should the interaction be designed to enable people to interact with
the robot as if it was another human being or more human- design
considerations
computer-like (for example, pressing buttons to issue commands)?
◦ Is it acceptable to use unmanned drones to take a series of images
or videos of fields, towns, and private property without permission
or people knowing what is happening?
◦ Brain-computer interfaces (BCI) provide a
communication pathway between a person’s brain
waves and an external device, such as a cursor on a
screen
◦ Person is trained to concentrate on the task, for
example, moving the cursor Brain-computer
◦ BCIs work through detecting changes in the neural interfaces
functioning in the brain
◦ BCIs apps:
◦ Games (for example, Brain Ball)
◦ Enable people who are paralyzed to control robots
A brain-computer interface
being used by a woman who
is paralyzed to select letters
on the screen
◦ Smart: phones, speakers, watches, cars, buildings, cites
◦ Smart refers to having some intelligence and
connected to the internet and other devices
◦ Context-aware
 Understand what is happening around them and execute
appropriate actions, for example, a Nest thermostat
Smart interfaces
◦ Human-building interaction
 Buildings are designed to sense and act on behalf of the
inhabitants but also allow them to have some control and
interaction with the automated systems
◦ Which interface to use will depend on task, users, context, cost,
robustness, and so on
◦ Is multimedia better than tangible interfaces for learning?
◦ Is speech as effective as a command-based interface?
◦ Is a multimodal interface more effective than a mono-modal
interface?
◦ Will wearable interfaces be better than mobile interfaces for
Which interface?
helping people to find information in foreign cities?
◦ Are virtual environments the ultimate interface for playing games?
◦ Are shareable interfaces better at supporting communication and
collaboration compared with using networked desktop PCs?
◦ Many innovative interfaces have emerged in last 30
years, including speech, wearable, mobile, brain, and
tangible
◦ This raises many design and research questions as to
decide which to use
◦ For example, how best to represent information to the user
so that they can carry out ongoing activity or task
Summary
◦ New smart interfaces that are context-aware and
monitor people
◦ Raising new ethical issues concerned with what data is
being collected and what it is used for

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