• Figure 2; The five
dimensions of proxemics for ubicomp.
Distance
Orientation
Movement
Identity
Location
to find and exchange files. In practice, this means that, from a person’s perspective, the vast majority
of devices are blind to the presence of other devices. What makes
this even more problematic is that
these devices are also blind to the
non-computational aspects of the
room—the people, other non-digital
objects, the room’s semi-fixed and
fixed features—all of which may
affect their intended use. While a
portable device may recognize that
another device is in range (e.g., via
Bluetooth), it cannot tell if that second device is in the same room or a
different one.
This is where proxemics can help.
Just as people expect increasing
engagement and intimacy as they
approach others, so should they
naturally expect increasing connectivity and interaction possibilities
as they bring their devices in close
proximity to one another and to
other things in the ecology.
January + February 2011
interactions
of ubicomp—described it as technologies that disappear, that “weave
themselves into the fabric of everyday life until they are indistinguishable from it,” where computers are
integrated “seamlessly into the
world” [ 3]. He envisioned many
computers per person, all inter-connected. The form factor of the
device would heavily influence what
it would be used for: inch-scale displays as notes, foot-scale displays as
paper, yard-size displays as whiteboards. Devices would know about
their location and surrounding,
where behavior and function would
depend to some extent on environmental context (we now call this
context-aware computing).
Twenty years later, it appears that
we have arrived at Weiser’s vision,
what with the common use of
smartphones, tablets, laptops, large
digital touch surfaces, and other
information appliances. Yet we
haven’t. There are still considerable
problems that make these devices
far from seamless. For example,
consider the digital ecology of the
living room shown in Figure 1. It
includes various devices (the digital
surface, the information appliances, and the things people carry,
such as smartphones and tablets).
While most devices are networked,
actually interconnecting these
devices is painful without extensive
knowledge, and it requires time to
configure and debug. Even when
devices are connected, performing tasks among them is usually
tedious—for example, navigating
through network and local folders
operationalizing Proximity
for ubicomp
Before jumping into things, we
need to operationalize the concept
of proximity in ubicomp, that is, to
make proximity measurable. Hall’s
theory of proxemics saw interper-
sonal distance encompassing not
only pure distance, but social and
cultural elements as well. Ubicomp
proxemics is somewhat different,
as it concerns inter-entity distance,
where entities can be a mix of
people, digital devices, and non-
digital things. Since we want to
design ubicomp applications that
somehow sense proximity, we have
to be clear about what measures
proximity will include. Our own
notion of proxemic dimensions for
ubicomp is characterized in Figure 2
and explained below. Each of these
dimensions can also be considered
in a variety of ways, suggesting
measures that can vary by fidelity
and the values they return—dis-
crete or continuous.