Specialized elements of hardware and software,
connected by wires, radio waves and infrared, will be
so ubiquitous that no one will notice their presence.
(Reprinted with
permission. Copyright (c) 1991 by Scientific American, Inc. All rights
reserved. This article first appeared in Scientific
American, Vol. 265, No. 3 (September 1991), pp. 94-104)
Ubiquitous computing enhances computer use by making many computers
available throughout the physical environment, while making them
effectively invisible to the user. This article explains what is new
and different about the computer science involved in ubiquitous
computing. First, it provides a brief overview of ubiquitous
computing, then elaborates through a series of examples drawn from
various subdisciplines of computer science: hardware components (e.g.,
chips), network protocols, interaction substrates (e.g., software for
screens and pens), applications, privacy, and computational
methods. Ubiquitous computing offers a framework for new and exciting
research across the spectrum of computer science.
(Reprinted with permission. Copyright (c) 1993 by The
Association for Computing Machinery, Inc. All rights reserved. This
article originally appeared in Communications of the ACM, Vol. 36,
No. 7 (July 1993), Pages 75-84.)
People are the outsiders in the current
communications revolution. Computer hosts, pagers, and telephones are the
addressable entities throughout the Internet and telephony systems. Human
beings, however, still need application-specific tricks to be identified,
like email addresses, telephone numbers, and ICQ IDs. The key challenge
today is to find people and communicate with them personally, as opposed
to communicating merely with their possibly inaccessible machines - cell
phones that are turned off or PCs on faraway desktops.
We introduce the
Mobile People Architecture which aims to put the person,
rather than the devices that the person uses, at the endpoints of a
communication session. We describe a prototype that performs
\emph{person-level routing}; the prototype allows people to receive
communication regardless of the network, device, or application they use,
while maintaining their privacy.
As computing devices become more specialized, the user plays an
increasingly important role in defining requirements. User
expectations for hand-held devices are substantially different from
desktop computers. Users expect instantaneous responsiveness
as well as intuitive operation. With the advent of rapid design
methodologies and rapid fabrication technologies, it is possible to
construct fully customized systems in a matter of months. Carnegie Mellon
University has developed a User-Centered Interdisciplinary Concurrent
System Design Methodology (UICSM) that takes teams
of electrical engineers, mechanical engineers, computer scientists,
industrial designers, and human computer interaction students who work with
an end-user to generate a complete prototype system during a
four-month long course. The methodology is web-based
and defines intermediary design products that document the evolution of the
design. These products are posted on the web so that even remote designers
and end-users can participate in the design activities. The design
methodology proceeds through three phases: conceptual design, detailed
design, and implementation. End-users
critique the design at each phase. In addition, simulated and real
application tasks provide further focus for design evaluation. The
methodology has been used in designing over a
dozen wearable computers with diverse applications ranging from inspection
and maintenance of heavy transportation vehicles to augmented reality in
manufacturing and plant operations.
The methodology includes monitoring and evaluation of the design
process. While the complexity of the prototype artifacts has increased by
over two orders of magnitude, the total design effort has increased by less
than a factor of two. This paper describes the methodology and
illustrates its effectiveness by describing three recent designs and
summarizing their design activities.
Back to the MC2R Archive, or the ACM SIGMOBILE Home Page
Mark Weiser
Mark Weiser
Petros Maniatis
maniatis@cs.stanford.eduMema Roussopoulos
mema@cs.stanford.edu
Ed Swierk
eswierk@cs.stanford.eduKevin Lai
laik@cs.stanford.edu
Guido Appenzeller
appenz@cs.stanford.eduXinhua Zhao
zhao@cs.stanford.eduMary Baker
mgbaker@cs.stanford.edu
http://mosquitonet.stanford.edu/
Asim Smailagic
asim@cs.cmu.eduDan Siewiorek
dps@cs.cmu.edu
Carnegie Mellon University, Pittsburgh, PA