ce 2.0 and the community pvr henry holtzman mit media lab cfp bi-annual meeting, january 23, 2008
TRANSCRIPT
CE 2.0 OpportunityConsumer electronics devices are increasingly complex, are poorly connected, don’t work together, or are blind to their environment and users’ needs.
CE 2.0 InitiativeA group of Media Lab sponsors working together to research and promote the development of new consumer electronics device designs that are situation aware, seamlessly interoperable, highly connected, and radically simple.
PC vs. CE PlatformPC CE
Service Google, Yahoo, AOL, Windows Live, YouTube
Browser Web browser, Flash media
No SolutionGUI Common “desktop” paradigm
PUI Generic: usually keyboard, mouse, and monitorSpecialized: keypad, remote control, knobs, etc, and inconsistent (and often limited) screen space
H/W Intel x86 A variety of platforms
CE 1.0 Approach
Imitation
Hyok S. Choi, Samsung Electronics
2 organize 3 time 4 learn
6 context 7 emotion 8 trust
10 laws of simplicity
2006+ the laws help to frame the simplicity movement
1 reduce
ReduceOrganizeLearnEmotionTrust
CollaborativeProgrammableEvolvingParticipatoryTrusting
KnowledgeReasoningContext
AffordableSpecializedEvocativePersonal
CE 2.0CE 2.0
SimplicitySimplicity
CECE
Web 2.0Web 2.0
IntelligenceIntelligence
CE 2.0 Initiative Members
SamsungMedia Lab
MotorolaToshiba
CorningBT
IntelTarget
QUALCOMM
France TelecomNokia
Time, Inc.
Marvell
LG
Seagate
TelmexAug ‘06 Oct ‘06
Logitech
May ‘07 Oct ‘07
VIA
SimplicityFocus on design principles for ‘radically simple’ CE devices
12 design principles divided into 3 areas
Presentation
How content should be rendered to the user
Structure
Physical structure of a device including its affordances for control and manipulation.
Information
Type or amount of information conveyed to the user
Single, core principle which provides context in which the other design principles operate
Example: Presentation
Don't rely on specific external conditions for easy operation of a control.
Example: TV remote control that distinguishes buttons by shape, size, and location so that reading the labels on the buttons is not necessary.
Example: StructureWhen the task is at
odds with the limitations of the device, leverage the capabilities of associated devices and services.
Example: iPod uses iTunes application on Mac/PC to manage music collection.
Example: Information
Minimize user focus on non-primary tasks.
Example: push to talk calling feature of Nextel phones.
Formulating Consumer Electronic (CE) design principles for ‘situation awareness’
Cataloging design principles into Awareness Themes:
CE as Citizen
CE as Contributor
CE as Discoverer
CE as Learner
CE as Self-Preserving
Scope: Spans simple sharing of CE internal state <-> complex applying common sense reasoning to rich contextual information
Status: Crafting 7 principles applied to a range of usage scenarios:
e.g. How might a clothes washer or stove elegantly convey its internal state with its family?
e.g. How might stationary and mobile situation-aware CE devices facilitate the dinner planning task?
Awareness
Security & Privacy Subgroup
Simplicity is the bedrock of CE 2.0 privacy and security:
Default permissions should provide for privacy and security without requiring user configuration.
Overriding or changing security policies (e.g. granting or revoking permissions) should be simple and reversible, and the consequences easy for the user to understand.
Minimize security interactions with user, particularly interactions not initiated by the user.
Possibly different set of security and privacy rules for access via the physical interface then via network.
CE 2.0 devices will exercise discretion -- not give out information to a service beyond that which is necessary for the service to complete the request.
CE 2.0 devices will leave their owners in control -- devices are ultimately under control of their owner and security can be easily monitored and disabled.
CE 2.0 security protocols will be publicly available and preferably be implemented in open source.
Connectivity and Interoperability
For CE 2.0, this means sharing content readily with other devices, users, and services
which implies being able to discover what other CE2.0 devices, users, and services exist, and
being able to communicate with those devices, users, and services in a common format, protocol, and/or language.
Devices and services will describe their capabilities and how to access those capabilities to other devices and services using a common format.
CE 2.0 content should be described in a way that CE 2.0 devices and services have as much semantic knowledge as needed to decide what content to exchange without necessarily understanding the content itself.
Television meets Facebook:Social Networking via Consumer Electronics
Mariana Baca
Physical Language Workshop
Department of Media Arts and Sciences
Overview
Problem Statement
Incorporating a web-based social component into consumer electronics and measuring its impact
Evaluation & Results
Two iterations of evaluation
Quantitative and Qualitative
What will be accomplished?
Implementation
A framework for a DVR to communicate with Facebook and mine data from this social network
Previous Work
Television and interconnected consumer electronics
Social Media Sharing
Problem Statement
To connect consumer electronics with social networking applications
Find new ways to incorporate the information gathered by a social networking site into the user’s everyday life
Increase the interconnectivity of pervasive electronics with the internet
Speed up the spread of information from a social networking site into the user’s consumption pattern
EvaluationIteration 1: Focus Group
Identify strengths and weaknesses of the proposed system for second iteration
UI Focus: Is the UI easy to use and enjoyable
System Focus: Do users feel that the interaction is valuable, problems they foresee in the system
Scope: 20 users for one day
Iteration 2: In depth User Study
Install the system in actual homes: use existing Facebook users
Quantitative Evaluation: did the users watch shows in the system, did the show selection improve
Qualitative Evaluation: was the system helpful and valuable to the user
Scope: 5-10 users for 3 weeks
What we hope to learn
Did the System work as specified?
Was the UI intuitive and simple to use and install?
How was the user affected by the device
Privacy concerns
Social Benefit
Frequency of use
User enjoyment