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In the everyday world, much of what we do as social beings is
dictated by how we perceive and manage our interpersonal space.
This is called proxemics. At its simplest, people naturally
correlate physical distance to social distance. We believe that
people's expectations of proxemics can be exploited in interaction
design to mediate their interactions with devices (phones, tablets,
computers, appliances, large displays) contained within a small
ubiquitous computing ecology. 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 themselves and their devices in close
proximity to one another. This is called Proxemic Interactions.
This book concerns the design of proxemic interactions within such
future proxemic-aware ecologies. It imagines a world of devices
that have fine-grained knowledge of nearby people and other
devices-how they move into range, their precise distance, their
identity, and even their orientation-and how such knowledge can be
exploited to design interaction techniques. The first part of this
book concerns theory. After introducing proxemics, we
operationalize proxemics for ubicomp interaction via the Proxemic
Interactions framework that designers can use to mediate people's
interactions with digital devices. The framework, in part,
identifies five key dimensions of proxemic measures (distance,
orientation, movement, identity, and location) to consider when
designing proxemic-aware ubicomp systems. The second part of this
book applies this theory to practice via three case studies of
proxemic-aware systems that react continuously to people's and
devices' proxemic relationships. The case studies explore the
application of proxemics in small-space ubicomp ecologies by
considering first person-to-device, then device-to-device, and
finally person-to-person and device-to-device proxemic
relationships. We also offer a critical perspective on proxemic
interactions in the form of "dark patterns," where knowledge of
proxemics may (and likely will) be easily exploited to the
detriment of the user. Table of Contents: Acknowledgments / Videos
/ Figure Credits / Introduction / Part I / Ubicomp in Brief /
Proxemic Interactions Theory / Operationalizing Proxemics for
Ubicomp Interaction / Exploiting Proxemics to Address Challenges in
Ubicomp Ecologies / Part II: Exploiting Proxemics in Ubicomp
Ecologies / Person/Person-to-Device Proxemic Interactions /
Device-to-Device Proxemic Interactions / Considering
Person-to-Person and Device-to-Device Proxemics / Dark Patterns /
Conclusion / References / Author Biographies
Computing environments that furnish a large set of tools (such as
editors, mail programs and language processors) are difficult to
use, primarily because there is no means of organizing the tools so
that they are at hand when needed. Because of the dearth of
knowledge of how users behave when issuing commands to general
purpose computer systems, user support facilities are ad-hoc
designs that do not support natural work habits. The Computer User
as Toolsmith, first published in 1993, describes several empirical
studies from which the author has developed a computer version of a
handyman's workbench that would help users with their online
activities. For the practitioner and interface designer, the
guidelines and principles offered here are directly applicable to
the rational design of new systems and the modernization of old
ones. For the researcher and graduate student, the book offers a
wealth of analysis and interpretation of data, as well as a survey
of research techniques.
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