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Open AccessDissertation

User perceptions of adaptivity in ubiquitous systems: a critical exploration

Karen Tanenbaum-2012-11-20-Summit (Simon Fraser University)

TL;DRAbstract

This dissertation addresses a gap in the field of designing adaptivity for ubiquitous systems by taking a critical look at the notion of "adaptivity" from the perspective of user experience. Through a set of detailed case studies of several different systems, I develop a set of concepts related to the experience of adaptivity. These concepts are supplemented by a set of design considerations that can assist in designers in thinking about key issues connected to the concepts. My work is a first take on untangling the complex relationship between ubiquity, adaptivity and the design of novel systems. Through a collective case study, I examine the differences between the intended and actual experience of three adaptive systems: the Reading Glove, Kurio, and socio-echo. The Reading Glove was an interactive storytelling system involving a piece of wearable technology that allowed participants to trigger story information by picking up objects. An adaptive component guided the reader through

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This dissertation addresses a gap in the field of designing adaptivity for ubiquitous systems by taking a critical look at the notion of "adaptivity" from the perspective of user experience. Through a set of detailed case studies of several different systems, I develop a set of concepts related to the experience of adaptivity. These concepts are supplemented by a set of design considerations that can assist in designers in thinking about key issues connected to the concepts. My work is a first take on untangling the complex relationship between ubiquity, adaptivity and the design of novel systems. Through a collective case study, I examine the differences between the intended and actual experience of three adaptive systems: the Reading Glove, Kurio, and socio-echo. The Reading Glove was an interactive storytelling system involving a piece of wearable technology that allowed participants to trigger story information by picking up objects. An adaptive component guided the reader through

Keywords

Ubiquitous computingHuman–computer interactionComputer scienceField (mathematics)PerceptionSet (abstract data type)User experience designData science

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