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Brereton, Margot, Chai, Min Zhen, Soro, Alessandro, Ambe, Aloha May, Johnson, Daniel, Wyeth, Peta, Roe, Paul, & Rogers, Yvonne (2017) Make and connect: enabling people to connect through their things. In Soro, A, Vyas, D, Waycott, J, Ploderer, B, Morrison, A, & Brereton, M (Eds.) Proceedings of the 29th Australian Computer-Human Interaction Conference (OzCHI 2017). Association for Computing Machinery, United States of America, pp. 612- 616.
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https://doi.org/10.1145/3152771.3156182
Figure 1 The Messaging Kettle consists in a companion device that augments an ordinary kettle with messaging, scribbling and virtual presence. When the user turn the kettle on to boil water for a tea a heat sensor placed on the Kettle Mate (left) reveals the activity. This is shared with an analogous devices located at a different home, so that the routine of boiling the kettle becomes visible over distance. The users can also exchange voice messages and scribbles using the smart teabox (back).
Demo: Make and Connect: Enabling People to Connect through their Things
Margot Brereton Min Zhen Chai Alessandro Soro Aloha Hufana Ambe Daniel Johnson Peta Wyeth Paul Roe {m.brereton, mz.chai, a.soro, a.ambe, dm.johnson, peta.wyeth, p.roe}@qut.edu.au Queensland University of Technology Brisbane (QLD) Australia
Yvonne Rogers [email protected] University College London London (UK)
ABSTRACT1
Staying connected is vital to maintaining good relationships, yet feelings of disconnection or isolation distance, time differences, or simply busy lives. Everyday interactions, family rituals and habits are often lost, in spite of the pervasiveness of smart-phones and personal multi-purpose devices. This project explores novel ways of connecting people over distance through smart objects designed to facilitate routine activities. Our aim is to democratize the design and making of the Internet of Things, by researching and creating easy-to-use kit technologies. This will enable everybody to design and make networks of internet connected things and people to suit their own interest and needs, fostering new kinds of creative thinking, designing and connection. The project aims to connect families through their things to better enable social engagement and connectedness between generations, diaspora and for different cultures.
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. OzCHI '17, November 28-December 1, 2017, Brisbane, QLD, Australia © 2017 Copyright is held by the owner/author(s). ACM ISBN 978-1-4503-5379-3/17/11. https://doi.org/10.1145/3152771.3156182
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Figure 2 The Ambient Birdhouse is an interactive device that allows users to explore and learn about the common birds that inhabit the urban environment around their homes in a playful way.
CCS CONCEPTS
• Human-centered computing → Interface design prototyping;
KEYWORDS
Make, Connect, Messaging Kettle, Ambient Birdhouse, Performance Apron, Smart Bottle, Physikit, Internet of Things Experience Kit
ACM Reference format:
M. Brereton, M. Z. Chai, A. Soro, A.H. Ambe, D. Johnson, P. Wyeth, P. Roe, Y. Rogers. 2017. In Proceedings of 29th Australian Conference on Human-Computer Interaction, Nov.28-Dec.1, 2017, Brisbane, QLD, Australia (OzCHI '17), 5 pages. https://doi.org/10.1145/3152771.3156182
1 INTRODUCTION
The Internet of Things (IoT) is set to revolutionise our world. The IoT is the notion of equipping all objects such as yoghurt pots, shoes and fire hydrants with internet accessible identification and data sharing capabilities. It has been conceived from a distinctly utilitarian view, with many applications relating to business efficiency in supply chain management and home automation. Yet, it offers the opportunity for many new kinds of interface and interaction. To date, there has been little research into how people can connect, interact with and interrelate through networks of internet enabled objects. We propose to address this gap between the great technical promise of the “Internet of Things” and the lack of human-computer interaction theory and tools to inform its conception, and thereby enable its democratic construction. The critical problems and opportunities reside in: Making and Connectedness.
Currently making is the purview of dedicated amateurs with extensive technical knowledge gleaned from hours of fiddling. Despite all the publicity, making your own internet enabled things using e.g. Arduinos and Raspberry Pis requires considerable technical knowledge encompassing hardware and software (programming). We aim to make new kinds of open source kits that fill this gap permitting young and old to design and make internet connected objects which have meaning and can connect people in new ways. Keeping connected is vital to maintaining good relationships, yet feelings of disconnection or isolation from family or close friends are common due to distance, time differences, or simply busy lives. Everyday interactions, family rituals and habits are lost, in spite of personal multi-purpose mobile devices. We will explore novel ways of connecting people over distance through their everyday objects and routine activities.
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Figure 3 Performance apron and talking bottle in action: when the user presses a button on the apron the bottle will record the ambient sounds together with any messages or conversations.
Since Weiser foreshadowed the advent of Ubiquitous Computing in our everyday lives there has been an interest and research into more tangible and embodied forms of computing [6,8]. Dourish [5], in the Foundations of Embodied Interaction, argued design should not focus on tasks, requirements, apps or computing, but rather on interaction--ubiquity, tangibility, and most of all, shared awareness, intimacy, and emotions. IoT Research has predominantly focused on the technical challenges of connecting things across the internet, typically for remote monitoring or control [2]. More recent studies have considered user experience, interaction and (expert) making of the IoT but not issues of social connectedness nor end-user design of connected things. Koreshoff et al, [9] call for a human-centred approach. Researchers have called for technologies to support the reduction of social isolation and to support intergenerational engagement and play, identifying early requirements [1,10,11]. Today, there are many kits for building computer controlled things. However none support open, end user building of connected things.
For example, Arduino and Raspberry Pi based systems are open and connected but too complex for end users to build with. Lego, Modular Robotics and Makey Makey are accessible to end users but not connected. Home automation systems are connected but not open, restricted to remote monitoring and control from smartphones. There have been attempts to simplify programming and building hardware e.g. Scratch and Ardublock environments and Node-RED IoT environment, but these still require a great deal of technical know-how: e.g. loops, Javascript, electronics etc. We will build upon emerging technologies with a focus on ease-of-use and connectivity.
2 DEMO PROPOSAL
This demo will showcase some prototypes for IoT devices designed to enable social connection and explore the design space of internet enabled habituated objects. The prototypes are part of the ARC funded project Make and Connect, and seek to demonstrate various ways of engaging and connecting people through their objects and routines. We will present a Messaging Kettle [3] that augments an ordinary kettle with messaging capabilities, an Ambient Birdhouse designed to engage users with nature, a Performance Apron and Talking Bottle [4] that allow people to connect while cooking, Physikit [7] a system designed to allow users to explore and engage with environmental data, and the Internet of Things Experience Kit that seeks to generalize the functionalities found in the other prototypes so that people can imagine and create their own designs.
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Figure 4 Internet of Things Experience Kit
Figure 5 Physikit
The Massaging Kettle (Fig. 1) is an IoT device that allows dispersed families to communicate across time-zones over the familiar routine of boiling the kettle to make tea. Modern lifestyle and the job market forces many people to leave away from their families of origin, often in different countries or continents. Communication across time differences can be problematic: the routines never match, when one party has some spare time for a phone call the other is busy at work, or sleeping. The Messaging Kettle augments an ordinary kettle: a KettleMate (in Figure 1, the device sitting on the left of the kettle) includes a heat sensor to detect when the kettle is being used, a voice recorder and speakers. A Smart Teabox (in Figure 1, behind the kettle), that includes a touch screen with pen input and the computing and networking logic, where the users can scribble simple handwritten messages.
The Ambient Birdhouse (Fig. 2) is an interactive device that allows users to explore and learn about the common birds that inhabit the urban environment around their homes in a playful way. It is composed of a wooden casing that is shaped to remind people of a traditional birdhouse nest- box (or a cuckoo clock as several participants noted) and embeds a 7-inch display and a high quality speaker set in the hole where a bird would normally enter the box to nest. At regular intervals of approximately 15 minutes, the Ambient Birdhouse plays videos of common birds, as if a bird has landed to say hello. Occasionally it challenges the users with guessing games. It is also possible to explore the contents of the Ambient Birdhouse through a set of 20 bird cards (see Figure 2). Each bird card gives access to one video that is played when the card is ‘tapped’ on the Birdhouse. Each card has a picture of the bird on the front and lists detailed information about the bird on the back. Additionally 10 more bird cards give access to guessing games and video uploads.
The Talking Bottle and Performance Apron (Fig. 3) were designed to connect with another pair of identical devices located at another distant kitchen. The bottle is semi-transparent and can glow in different colors (Fig. 4) when users are cooking and when a new voice message is received. A button on the apron starts the voice recording through a microphone located on the bottle. While recording, the bottle glows in red. When a voice message is received the bottle glows in blue and pressing a second button on the apron plays back the message. A third button on the apron will make the bottle glow in yellow in the distant kitchen to let a remote party know you are cooking.
Finally, two kits; the Internet of Things Experience Kit (Fig. 4) empowers the non-technical user with the ability to make meaningful device that can cater their interaction need without requiring extensive knowledge of computer programming and prototyping.
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The aim of this kit is to (1) help participants to visualize and understand how IoT technology and device can help them to stay connect and communicate meaningfully, (2) allow researcher to learn how end user might fit sensors and IoT enabled devices around their dwelling, routine and rituals and (3) empower researcher to shorten the time in producing the first prototype for data collection and conducting workshop. We designed and prototyped a collection of sensors that can be wirelessly paired together. Multiple pairing can be performed to form a complex interaction. Physikit (Fig. 5) is a system designed to allow users to explore and engage with environmental data through physical ambient visualizations. It allows participants to enhance their sense of the meaning of data, embellish and appropriate the basic visualizations to make them blend into their homes, and used the visualizations as a probe for community engagement and social behavior.
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