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`WearComp', is
with reference to Fig 3 in terms of
its six attributes, as follows:
Figure:
A new form of Human-Computer Interaction:
WearComp is constantly attentive to
its surroundings, is inextricably intertwined with its
user/host, yet in a way which neither wholly monopolizes the
user's attention nor appreciably
restricts the user's ability to simultaneously do other
things (computing being a secondary task as opposed to
the primary task that it normally is in its usual
office or desktop context).
|
- 1.
- UNRESTRICTIVE to the user: ambulatory, mobile, roving,
``you can do other things while using it'',
e.g. you can type while jogging, etc.
- 2.
- UNMONOPOLIZING of the user's attention:
it does not cut you off from the outside world like a
virtual reality game or the like.
You can
attend to other matters while using the apparatus.
It is built with the assumption that computing will
be a secondary activity, rather than a primary focus
of attention.
In fact, ideally, it will provide enhanced sensory
capabilities. It may, however, mediate (augment, alter,
or deliberately diminish) the sensory capabilities.
- 3.
- OBSERVABLE by the user:
It can get your attention continuously if you want it to.
Almost-always-observable: within reasonable limitations
(e.g. that you might not see the screen while you blink
or look away momentarily) the output medium is constantly
perceptible by the wearer.
- 4.
- CONTROLLABLE by the user: Responsive.
You can grab control of it at any time you wish.
Even in automated processes you can manually override to
break open the control loop and become part of the loop at
any time you want to (example: ``a big Halt button you want
as an application mindlessly opens all 50 documents that
were highlighted when you accidently pressed Enter''
would make a computer more CONTROLLABLE.
Infinitely-often-controllable: the constancy of
user-interface results from almost-always observability
and infinitely-often controllability in the sense that
there is always a potential for manual override which
need not be always exercised.
- 5.
- ATTENTIVE to the environment:
Environmentally aware, multimodal, multisensory.
(As a result this ultimately gives the user increased
situational awareness).
- 6.
- COMMUNICATIVE to others:
Can be used as a communications medium when you want it to.
Expressive: allows the wearer to be expressive through
the medium, whether as a direct communications medium to
others, or as means of assisting the production of expressive
media (artistic or otherwise).
From these six attributes, others may be derived, for example:
- PERSONAL: Human and computer are inextricably intertwined.
- CONSTANT: Always ready. May have ``sleep modes'' but
never ``dead''. Unlike a laptop computer which must be opened up,
switched on, and booted up before use, it is always on and always running.
Next: Wearable, tetherless computer-mediated reality
Up: A proposed solution: Humanistic
Previous: WearComp as basis for
Steve Mann
1998-09-15