Environments: Interfaces, Interaction and Usability 2 Ambient Intelligence (AmI) vision of a future information society in which people are empowered through a digital environment aware of their presence and context sensitive, adaptive and responsive to their needs, habits, gestures and emotions must be user-friendly secure controllable almost invisible Pervasive computing Pervasive communication Intelligent User-friendly Interface
Usability Exploring different interactions with the environment… … in different topics and areas WIMP Wearable Mobile Gaze Touch Natural Language School and university Industrial sensors monitoring Universal Access Activity delegation Energy saving Residential appliances control
Usability IMPROVING SMART ENVIRONMENT INTERACTION KEEPING THE HUMAN IN THE LOOP LOWERING ACCESS BARRIERS DOGeye (IwC) Speak2Home dWatch (ANT, HomeSys) GrAAL MAKING PEOPLE “SMARTER” WattsUp and survey (E&B) Applus.enérgie Applus.climatique MAKING PLACES “SMARTER” RulesBook (ISAmI) FOUNDING TECHNOLOGY Dog
shared management system for energy consumption in public buildings intended for technical training 29/11/2013 5 Living in Intelligent Environments: Interfaces, Interaction and Usability Applus.enérgie focuses on electrical energy consumptions Applus.climatique focuses on thermal energy consumptions The system has been deployed at the ISITP of Verrès and at the Politecnico (Mirafiori and Verrès campuses) Website: http://www.applus-energie.org
Interaction and Usability 6 Design and co-conduct 3 focus groups involving 36 people (mainly students) 1 usability test involving 7 students Results confirms previous works, and gives some hints for more effective visualization of energy-related information Related publications D. Bonino, F. Corno, L. De Russis, “Home Energy Consumption Feedback: A User Survey”, Energy and Building, Elsevier D. Bonino, F. Corno, L. De Russis, G. Ferrero, “JEERP: Energy-aware Enterprise Resource Planning”, IT Professional, IEEE
7 Wearable notification and command system prototype low-cost and off-the-shelf handle messages coming from the environment quick access command Preliminary user testing shows interest in real-world use Publications D. Bonino, F. Corno, L. De Russis, “dWatch: a Personal Wrist Watch for Smart Environments”, 3rd International Conference on Ambient Systems, Networks and Technologies, 2012 L. De Russis, D. Bonino, F. Corno, “The Smart Home on Your Wrist”, HomeSys: a Ubicomp workshop, 2013
8 Gestione di residenze assistenziali tramite sistemi di Ambient Assisted Living AAL-ready environment the project will start on January, 2014 Goal: help some health workers in their daily task with patients, possibly by using some end-user device
9 Related publications D. Bonino, E. Castellina, F. Corno, L. De Russis, “DOGeye: Controlling your Home with Eye Interaction”, Interacting with Computers, Elsevier L. De Russis, D. Bonino, F. Corno, “The Smart Home on Your Wrist”, at HomeSys: a Ubicomp workshop First step: Need Finding design of two focus groups to be administered in December involves all the health workers, all the educators, and a nurse of a similar structure Preliminary discussions seems to discourage the usage of mobile devices and points toward hands-free interaction
Interfaces, Interaction and Usability 10 Collaboration in the design and development of the Dog (Domotic OSGi Gateway) open source project Involved in Dog design improvements and code refactoring responsible for the “core” and “communication” bundles improved overall performances provided a better compliance with the OSGi specification design, development (and documentation) of a RESTful Web API improved the support for scenarios involving wearable devices like the dWatch Refactoring led to Dog 3.0
Usability 11 Other projects I’m (was) involved SMILE-O framework for the optimization of electrical consumption and production, based on a provisional model Energy@Home (TILab) collaboration for the integration of different domotic systems (ZigBee and Konnex) in a software platform based on Dog Smart Gamer design and development of smart gaming system to emulate the behavior of an “average” trading card game player