1 Mobile and Ubiquitous User Interfaces
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1 1 Mobile and Ubiquitous User Interfaces 2.1 Mobile Computing 2.2 Input and Output on Mobile Devices 2.3 Design Guidelines for Mobile Devices 2.4 System Architectures for Mobile Devices 2.5 Example Applications 2.6 HCI and Ubiquitous Computing Literature: Scott Weiss: Handheld Usability, Wiley 2002 Jonathan B. Knudsen: Wireless Java Developing with J2ME. Second Edition, Apress (Chapter 5 available online) Jonathan B. Knudsen, Sing Li. Beginning J2ME: From Novice to Professional. 3rd Edition, Computer Bookshops Mensch Maschine Interaktion II 6 1
2 Developing Applications for Mobile Devices Devices: Basic Phone, Extended Phone, Smartphone, PDA, Notebook Platforms (Mobile Phone, Smartphone) Platform specific:» Symbian OS (C++, OPL)» Palm OS (C++)» Pocket PC» Vendor specific Platform independent: J2ME (Java 2 Platform, Micro Edition)» Supported by Motorola, Nokia, Panasonic, Samsung, Sharp, SonyEricsson, Toshiba, etc. Android (Google, Open Handset Alliance)» technically Java, but not called Java for legal reasons» HTC, NTT DoCoMo, LG Electronics, Sprint, Motorola, T Mobile, Samsung; ebay, Intel, Nvidia etc. Acknowledgement for slides: Enrico Rukzio Mensch Maschine Interaktion II 6 2
3 Java on mobile devices: History 1990: Java started as an internal project at Sun Microsystems 1995: Initial release of JDK 1.0 (applets servlets) 1999: JavaOne conference Subdivision of Java in» Java 2 Enterprise Edition (J2EE)» Java 2 Standard Edition (J2SE)» Java 2 Micro Edition (J2ME) (successor of Personal Java and Embedded Java) 2000/01 First mobile phones with support for J2ME Mensch Maschine Interaktion II 6 3
4 The Java universe KVM = Kilobyte VM Mensch Maschine Interaktion II 6 4
5 J2ME: Basics J2ME: Java 2 Platform, Micro Edition Java for small devices 2005: 700 million mobile devices support J2ME» More than number of desktop PCs supporting Java Stack Configuration + profile + optional APIs Configuration: Specific kind of device Specifies a Java Virtual Machine (JVM) Subset of J2SE (Standard Edition) Additional APIs Profile: more specific than configuration Based on a configuration Adds APIs for user interface, persistent storage, etc. Optional APIs: Additional functionality (Bluetooth, Multimedia, Mobile 3D, etc.) Mensch Maschine Interaktion II 6 5
6 The J2ME Universe Smaller Pagers Larger Mobile Phones MIDP (Mobile Information Device Profile ) Car PDAs Navigation Systems PDAP (Personal Digital Assistant Profile) CLDC (Connected, Limited Device Configuration ) Internet Appliances Set-Top Boxes Personal Profile Personal Basis Profile Foundation Profile CDC (Connected Device Configuration ) J2ME (Java 2, Micro Edition ) Mensch Maschine Interaktion II 6 6
7 J2ME: CLDC Connected, Limited Device Configuration (JSR 139) For small devices (e.g. mobile phone, pager, PDA) with small screen size, limited memory, slow network connection For devices with 160 to 512KB (according to the specification) of memory for Java Platform JVM: KVM ( Kilobyte Virtual Machine ) Not a full standard bytecode verifier Adding native methods not allowed not possible to access platform specific functionality CLDC 1.0 / CLDC 1.1. (Floating point data types) Mensch Maschine Interaktion II 6 7
8 J2ME: MIDP 2.0 MIDP 2.0 (JSR 118, based on CLDC) MIDP 3.0 under development (JSR 271) Mobile Information Device Profile for mobile phones and pagers Device characteristics (according to the specification): Min. 128KB RAM (Java Runtime Heap) 8KB for persistent data Screen: > 94*54 pixel Input capacity, Network connection Advantages: WORA (Write Once, Run Anywhere) Security (Sandbox KVM) Mensch Maschine Interaktion II 6 8
9 J2ME: APIs in CLDC MIDP 2.0 MIDP 2.0 javax.microedition.lcdui javax.microedition.lcdui.game javax.microedition.media javax.microedition.media.control javax.microedition.midlet javax.microedition.pki javax.microedition.rms CLDC 1.1 java.lang java.lang.ref java.io java.util java.microedition.io APIs are restricted when compared with J2SE Mensch Maschine Interaktion II 6 9
10 MIDlet MIDP applications are called MIDlets Several MIDlets can be combined into MIDlet suite Every MIDlet is instance of javax.microedition.midlet.midlet No argument constructor Implements lifecycle methods Conceptually similar to Applets Can be downloaded Executed in host environment Mensch Maschine Interaktion II 6 10
11 MIDlet (MIDP Application): Life Cycle constructor destroyapp() Paused startapp() pauseapp() Active Destroyed destroyapp() Mensch Maschine Interaktion II 6 11
12 Anatomy of a MIDlet Suite MidletSuite.jad (jad = Java Application Descriptor) Contents of MidletSuite.jar MidletSuite.jar MIDlets, classes, resources MANIFEST.MF Mensch Maschine Interaktion II 6 12
13 MIDP: User Interface Goal: Write Once, Run Anywhere Anywhere? different screen sizes resolution of screen color or grayscale screen different input capabilities» numeric keypad» alphabetical keyboards» soft keys» touch screens, etc. Mensch Maschine Interaktion II 6 13
14 MIDP User Interface: Methodology Abstraction ( Preferred Method) Specifying a user interface in abstract terms (Not:) Display the word Next on the screen above the soft button. Rather: Give me a Next command somewhere in this interface Discovery ( Games) Application learns about the device + tailors the user interface programmatically Screen size Scaling Mensch Maschine Interaktion II 6 14
15 MIDP User Interface: View from the Top User interface classes javax.microedition.lcdui Device display represented by instance of Display class Factory method: getdisplay() Keeps track of what is shown (Displayable instances) Analogy: Easel (Display) and canvas (Displayable) Screen Canvas Canvas: Discovery method Displayable Fine control Special cases» For games: GameCanvas Screen: Abstraction method Standard user interface elements Alert Textbox List Form Mensch Maschine Interaktion II 6 15
16 MIDP User Interface: Subclasses of Screen TextBox Alert List Form Mensch Maschine Interaktion II 6 16
17 MIDP User Interface: Making Things Visible To change the contents of the display: To find out what is displayed: getcurrent() (may not be shown) isshown() Query methods for display capabilities Passing Displayable instances to Display s setcurrent() E.g. iscolor(), numcolors(), vibrate(), Typical Sequence Show a Displayable Wait for input Decide which Displayable should be the next one Repeat Mensch Maschine Interaktion II 6 17
18 MIDP User Interface: Commands Command: Something the user can invoke Similar to button Programmer does not care about representation (keypad button, soft button, touch screen, ) Command constructor: Command(name, type, priority) Every Displayable keeps a list of its Commands public void addcommand(command cmd) public void removecommand(command cmd) Commonly used commands signified by type value: OK, CANCEL, BACK, STOP, HELP, SCREEN Examples: Command c = new Command("OK", Command.OK, 0); Command c = new Command("Launch", Command.SCREEN, 0); Responding to commands: CommandListener Mensch Maschine Interaktion II 6 18
19 MIDP User Interface: Simple Example public class Commander extends MIDlet { public void startapp() { Displayable d = new TextBox("TextBox", "Commander", 20, TextField.ANY); Command c = new Command("Exit", Command.EXIT, 0); d.addcommand(c); d.setcommandlistener(new CommandListener() { public void commandaction (Command c, Displayable s) { notifydestroyed(); } }); Display.getDisplay(this).setCurrent(d); } public void pauseapp() {} public void destroyapp(boolean unconditional) {} } Mensch Maschine Interaktion II 6 19
20 MIDP: Persistent Storage Goal: Write Once, Run Anywhere Anywhere? Device with Flash ROM Battery backed RAM Small Hard Disk Abstraction is needed Record stores (small databases) Min. 8KByte Mensch Maschine Interaktion II 6 20
21 Persistent Storage: Records Record store contains records (pieces of data) instance of javax.microedition.rms.recordstore Every MIDlet in a MIDlet Suite can access every Record Store Since MIDP 2.0: Access across Suite boarders possible MIDlet Suite MIDlet MIDlet MIDlet Suite MIDlet MIDlet Suite MIDlet MIDlet MIDlet MIDlet RecordStore RecordStore RecordStore RecordStore RecordStore RecordStore Device Persistent Storage Mensch Maschine Interaktion II 6 21
22 Connecting to the World Generic Connection Framework Extremely flexible API for network connections Contained in javax.microedition.io Classes based on Connection interface HttpConnection (Get / Post) / HttpsConnection SocketConnection ServerSocketConnection (Responding to incoming connections) SecureConnection (TLS or SSL socket) CommConnection (SerialPort) DatagramConnection (UDP DatagramConnection) Mensch Maschine Interaktion II 6 22
23 MMAPI (Sound, Music, Video) Mobile Media API similar to JMF (Java Media Framework) General API for multimedia rendering and recording ABB (Audio Building Block) play simple tones (MIDI note, duration, volume) and sampled audio (wav, mp3) Manager Player lifecycle: States UNREALIZED, REALIZED, PREFETCHED, STARTED, CLOSED DataSource Methods realize(), (MIME-Type) prefetch(), start(), stop(), deallocate(), close() (generates players) generates feeds Player provides Control (Volume, Tone) Mensch Maschine Interaktion II 6 23
24 Further APIs (Examples) Wireless Messaging API (JSR 120) Mobile Media API (JSR 135) Bluetooth API (JSR 82 no OBEX) FileConnection and PIM API (JSR 75) Mobile 3D Graphics API (JSR 184) Location API (JSR 179) Web Services API (JSR 172) Advanced Multimedia Supplements (JSR 234) Further APIs (not JSRs): kxml, ksoap, Parsing of GPS data, etc. Mensch Maschine Interaktion II 6 24
25 Selected Experiences from J2ME Development for Mobile Phones Phones are getting more powerful quickly Standards are being established (e.g. Series 60), but still: Big differences between the emulators and the real phone. Testing of applications on the mobile phone (!!!) is very important. Lack of memory and processing power is still a problem. Debugging on the mobile phone is a big problem. No meaningful error messages. Mensch Maschine Interaktion II 6 25
26 Symbian Series 60 Phones Symbian: Operating system for mobile devices Derivative of the Psion operating system EPOC 32 bit multitasking OS, mostly written in C++ Dealing with calls and messages coming in during application runtime Symbian Series 60 Phones Smartphone standard platform LG, Lenovo, Nokia, Panasonic, Samsung, Software development for Series 60 phones, examples of languages: OPL (similar to BASIC) Visual Basic Java C++ Python Mensch Maschine Interaktion II 6 26
27 Python for Series 60 Phones Python: Open Source programming language (Guido von Rossum) Interpreted, interactive, object oriented Python for Series 60 phones Python interpreter for Series 60 phones Large parts of Python standard library Smartphone specific modules, e.g. GUI widgets, Bluetooth, GSM Location, SMS messaging, camera access, Example: import appuifw appuifw.note(u"hello World!","info") Mensch Maschine Interaktion II 6 27
28 Adobe Flash Lite (1) Player Flash Lite 2 Flash technology specifically developed for mobile phones and consumer electronic devices Based on Flash Player 7 Pre installed (Asia, Flash for i mode) Authoring tool: Flash Professional 8 / CS3 Example features Dynamic XML data» As in Flash player 7 Dynamic multimedia» Loading of images, sound, video Text enhancement» User modifies text properties Mensch Maschine Interaktion II 6 28
29 Flash Lite: Architecture Mensch Maschine Interaktion II 6 29
30 Adobe Flash Lite (2) Authoring with Flash tools, Customized for mobile devices Searching a device profile Mensch Maschine Interaktion II 6 30
31 Adobe Flash Lite (3) Emulators Mensch Maschine Interaktion II 6 31
32 Android Created by Open Handset Alliance More than 30 companies, led by Google Includes mobile operators, chip makers, handset makers, software companies Overall (official) goal: Improve mobile user experience Free, open mobile platform Many parts open source (Apache license) Both Free and commercial software encouraged Contrast to more closed, commercial J2ME world Applications can access same features as software shipped with device Stress on networked applications, sensor equipped phones Claims easier development of applications than J2ME First version of SDK in late 2007 first hardware expected in late Mensch Maschine Interaktion II 6 32
33 Android Architecture Mensch Maschine Interaktion II 6 33
34 Android Hello World package com.android.hello; import android.app.activity; import android.os.bundle; import android.widget.textview; public class HelloAndroid extends Activity { /** Called when the activity is first created. public void oncreate(bundle icicle) { super.oncreate(icicle); TextView tv = new TextView(this); tv.settext("hello, Android"); setcontentview(tv); } } Mensch Maschine Interaktion II 6 34
35 1 Mobile and Ubiquitous User Interfaces 2.1 Mobile Computing 2.2 Input and Output on Mobile Devices 2.3 Design Guidelines for Mobile Devices 2.4 System Architectures for Mobile Devices 2.5 Example Applications 2.6 HCI and Ubiquitous Computing Mensch Maschine Interaktion II 6 35
36 Praktikum WS07/08 Entwicklung von Mediensystemen (Mobile Endgeräte) Development of a mobile application within a team (idea, concept, implementation, evaluation) Supervisors: Alexander De Luca, Gregor Broll Mensch Maschine Interaktion II 6 36
37 Hardware Mobile Phones: Nokia N73 (3x), Nokia E61, Nokia N80, Nokia 6131 NFC, Nokia 5500 (2x), Nokia N90, Nokia N91, Nokia N70, Nokia 6630 (2x), Nokia 6600 (4x), Nokia 3220, Samsung SGH E760 GPS receiver, NFC, visual tags SIM Cards (O2, T Mobile, Vodafone) Mobile Health Equipment (ECG Reader, Pulse Oximeter) Mensch Maschine Interaktion II 6 37
38 Examples Praktikum WS 04/05 3 Anwendungen:» JaGD» Traffic Warden Support» Posters as Gateways Praktikum Mobile Productivity WS 06/07 Entwicklung von mobilen Anwendungen für blue collar worker 3 Anwendungen:» Mobile Inventory System» Mobile Product Evaluation and Comparison of Prices» Mobile Tagging Platform Praktikum SS 07 Running Project Beeepr Mobile Tagging Praktikum SS 08 Android: Mobile Health Mensch Maschine Interaktion II 6 38
39 Mobile Reporter Mobile Blogging Platform Submit via SMS, MMS, E Mail, MIDlet and Webinterface Available at Sourceforge Alexander De Luca Mensch Maschine Interaktion II 6 39
40 Mobile Photo Treasure Hunt Mobile Learning and Gaming Platform Online game editor XML game format Mobile phone application Alexander De Luca Mensch Maschine Interaktion II 6 40
41 1 Mobile and Ubiquitous User Interfaces 2.1 Mobile Computing 2.2 Input and Output on Mobile Devices 2.3 Design Guidelines for Mobile Devices 2.4 System Architectures for Mobile Devices 2.5 Example Applications 2.6 HCI and Ubiquitous Computing Mensch Maschine Interaktion II 6 41
42 Just a few trends (Acknowledgement: Albrecht Schmidt) Mensch Maschine Interaktion II 6 42
43 Trends (1) mobile communication is ubiquitous Terminals for mobile communication have advanced significantly over recent years Infrastructure is ubiquitously deployed Interesting developments happen beyond the classical handsets (when thinking of electricity it is not the advances in light bulbs that changed the world) How many handsets will a user have in 10 years time? a guess 2 6 (some mobile phones, car phone, ) How many communicating appliances and devices will users have in years time? a guess 20+ (security system, TV, front door, dog collar, wrist watch, camera, headset, coffee machine, alarm clock ) Mensch Maschine Interaktion II 6 43
44 Trends (2) mechanical and electro mechanical systems will be computer controlled Mechanical and electro mechanical systems become computer controlled. User interfaces for mechanical and electro mechanical systems have a tradition of being tangible. Many design restrictions due to mechanics are gone novel interfaces (for the better or the worse) are possible and emerge. Sensing of actions and reactions from users becomes an interface option. Examples: automotive, industrial machinery, tools, buildings. Mensch Maschine Interaktion II 6 44
45 Trends (3) declining willingness for training An average person acts today as driver, telephonist, photographer, film maker, and type setter without much training (many task with just one device the phone). In a fast paced job market training to operate a system is a significant obstacle (and cost factor) for the introduction of new systems. Dangerous actions should be prohibited in the first place by the controls available in the user interface. User interfaces that have clear affordances and draw on the prior knowledge of potential users ( intuitive UIs and natural interaction ) reduce the need for leaning Mensch Maschine Interaktion II 6 45
46 Trends (4) user s abilities Abilities of un augmented users in general do not change a lot over time, e.g. ability to cope with cognitive load willingness to cope with stress time one can concentrate on a particular problem Abilities between individual users vary a lot long term, e.g. physical and intellectual abilities short term, e.g. effect of stress or fatigue Evolution is slow abilities Abilities of one individual users changes over time (e.g. getting old) time Human in the loop Interactive systems for augmenting the human intellect as alternative to automation. Mensch Maschine Interaktion II 6 46
47 Trends (5) technology becomes widely available Technologies that may be today specialist devices become common in a few years Technologies that are shared now may become personal technologies Technologies that are expensive at one point are not even considered as additional cost in the future, e.g. Video camera connected to a computer Biometric authentication Book printing on demand Eye gaze tracking 3D scanning and printing Integrated production systems Mensch Maschine Interaktion II 6 47
48 Trends (6) appliance computing Post PC area Specific tools that are designed to support a specific task Not a all round tool Different tools for different tasks [ ] the primary motivation behind the information appliance is clear: simplicity. Design the tool to fit the task so well that the tool becomes part of the task,... (Don Norman) Context and adaptation to the real world is an option to overcome the multi device dilemma Mensch Maschine Interaktion II 6 48
49 Trends (7) computing, storage and communication are not the limit For personal computing there are few technical limitations Processing power is available Already now desktop machines run with minimal processing power Massive amounts of storage are readily available Phones with 4GB disk Record everything you ever said on a hard drive Have all movies ever produced in a single device Bandwidth (wireless and wired) is huge While you tie your shoe laces you can cache all the latest 20 different news papers While you wait for the bus you can transfer a complete movie Mensch Maschine Interaktion II 6 49
50 User interfaces and interaction for networked devices that are embedded into the users lives. Anytime and everywhere Design restrictions are gone Sensing and actuators are part of the UI Must be obvious to use (affordances) Current cost of technology is not an issue The interface between the user and the machine is most critical to create effective and efficient systems. Mensch Maschine Interaktion II 6 50
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