Areas

Discreet Computing

Computing and interaction are changing the nature of humanity. As individuals our capabilities can be extended, our memories augmented and our senses attuned. Societies are being reshaped by our ability to interconnect and harness the abilities of millions. Discreet Computing is intentionally unobtrusive through its design, development and use. Aspects of wearable, invisible, ambient and ubiquitous computing are key as discreet computing is woven into the literal or figurative fabric of day to day life.

Today, the nature of mobile technology gives rise to people seeking to hide it, make it invisible, camouflage it or demonstrate polite and discreet use (e.g. placing it face down when with others). However, commodity devices aren’t well equipped to support such use as they require obvious interaction with touch, movement or speech. Haptic and audio signals may provide subtle outputs but inputs aren’t so subtle. Instead subtle gestures might be used to control a wearable computer without calling attention to the user in public. Subtle, discreet, unobtrusive and seamless interactions will continue to grow in importance as new technology emerge all around us.

My References

ACM Distinguished Speaker Lecture on Discreet Computing

Human Computer Interaction

Human Computer Interaction (HCI) is simply “the study, planning and design of the interaction between people (users) and computers”.

The user interface (hardware and software) represents the point of contact between a computer system and people and this is where the interaction occurs [1]. This interaction is studied both in terms of input to the system and output from the system but intent, preference, emotion etc. are also considered. My starting point is that the myriad of hardware, software, systems, sensors, and services we have today all act as a computational edifice around which we need realise our future user interfaces[1]. Much of my interest in HCI stems not from the prosaic common place embedded, desktop or mobile interfaces we have today but instead interfaces required when “computation is everywhere and computer functions are integrated into everything” or Ubiquitous Computing. My motivation in this stems from the desire to bridge the divide between the physical world where our experience is, and the digital world where the power of computing currently resides. 

In St  Andrews my goal is to continue to develop our world-leading human computer interaction research group we have called SACHI, the SAndrews Computer Human Interaction see also (twitter). I work with colleagues on developing this group and researching advanced human interface technologies to bridge the digtial-physical divide. Supporting styles of computer human interaction where we can keep our eyes up on the world and task rather than always down on desktop or mobile display.  

At the end of 2011 I wrote a piece for the Interfaces Magazine which summed up my view on where HCI was then and where it’s going. Looking at this again in 2019, the problems remain the same. If you are interested in postgraduate research in the area of Human Computer Interaction then please visit my PhD page. I would also suggest you read these reports on:

My References

[1] Quigley A, From GUI to UUI: User Interfaces for Ubiquitous Computing, Book Chapter in Ubiquitous Computing Fundamentals Chapman & Hall/CRC, 2009 (Download)

Primary Conference

ACM CHI Conference on Human Factors in Computing System (I am general co-chair in 2021)

Journals of interest in HCI 

ACM 

Elsevier 

Emerald 

Human Factors and Ergonomics Society 

IEEE 

IGI 

Taylor and Francis

Springer 

Usability Professionals Association 

International HCI Groups or Key Labs

My Related Topics

  • Augmented Reality 
  • Digital Physical Interfaces
  • Information Visualisation
  • Multi Display Environments and Surface Computing
  • On and around body interaction
  • Ubiquitous Computing
  1. Quigley A, From GUI to UUI: User Interfaces for Ubiquitous Computing, Book Chapter in Ubiquitous Computing Fundamentals Chapman & Hall/CRC, 2009 (Download)

Information Visualisation

Information visualisation is a research area that focuses on the use of graphical techniques to present data in an explicit form. Such static or dynamic presentations (pictures) help people formulate an understanding of data and an internal model of it for reasoning about. Such pictures of data are an external artifact supporting decision making. While sharing many of the same goals of Scientific Visualisation, Human Computer Interaction, User Interface Design and Computer Graphics, Information Visualisation focuses on the visual presentation of data without a physical or geometric form. As such it relies on research in mathematics, data mining, data structures, algorithms, graph drawing, human-computer interaction, cognitive psychology, semiotics, cartography, interactive graphics, imaging and visual design.
2D and 3D Visualisation is an important enabler for the organisation and analysis of large amounts of complex biological data.

Resources

My References

ACM Distinguished Speaker Lecture on Immersive Analytics

Primary Conference

ACM CHI Conference on Human Factors in Computing System

Surface User Interface and Multi-Display Computing

Surface User Interface (SUI) is a class of user interface which relies on a self illuminated (e.g. LCD) or projected horizontal, vertical or spherical interactive surface coupled with control of computation into the same physical surface (e.g. a touch-screen). As with a tangible user interface the outputs and inputs to a SUI are tightly-coupled. They rely on computational techniques including computer vision, resistive membrane, capacitive and surface acoustic wave detection, to determine user input to the system. They are often used in public places (kiosks, ATMs) or small personal devices (PDA, iPhone) where a separate keyboard and mouse cannot or should not be used. The scale of a SUI can range from small personal devices such as the iPhone or PDA, through an iPad or Tablet PC up to large public interactive surfaces such as the MERL DiamondTouch or Microsoft Surface. Further details on the scale of such displays can be found in our paper for a taxonomy for and analysis of multi- person-display ecosystems.

Electronic display devices are now ubiquitous in a broad spectrum of everyday life environments, consider for example the penetration of televisions, monitors and mobile devices. Each has a different form factor and portability characteristics, each supports a variety of interaction techniques and can often be used by a variable number of people. Around the world, Ubiquitous Computing research and development groups are exploring mobile and embedded devices in almost every type of physical artefact including home and work surfaces, cars, toys, tools, homes, appliances and clothing.

My References

  1. Terrenghi L., Quigley A. and Dix A., “A taxonomy for and analysis of multi- person-display ecosystems“, Journal of Personal and Ubiquitous Computing (Download)
  2. Quigley A, “User Interfaces for Ubiquitous Computing“, Book Chapter in Ubiquitous Computing Fundamentals Chapman & Hall/CRC, 2009 (Download)
  3. PPD10, a workshop on coupled display visual interfaces

References

Primary Conference

ACM ISS: International Conference on Interactive Surfaces and Spaces.

Ubiquitous Computing

Ubiquitous Computing (Ubicomp) or Pervasive Computing is a model of computing in which computation is everywhere and computer functions are integrated into everything. Ubicomp will be built into the basic objects, environments and the activities of our everyday lives in such a way that no one will notice its presence. Such a model of computation will “weave itself into the fabric of our lives, until it is indistinguishable from it” (Weiser). Everyday objects will be places for sensing, input, processing along with output to people (Greenfield). Ubicomp aims to make information, applications and services available anywhere and at anytime in the human environment, where they are useful. Keeping with Weiser’s original vision of keeping technologies unnoticed, a further aim is to have all this delivered in a fluid manner appropriate to our current context (Quigley).

Along with my graduate students we are exploring mobile and embedded devices in almost every type of physical artefact including cars, toys, tools, homes, appliances, clothing and work surfaces [1]. Indeed, anywhere computation will aid someone in solving a problem or performing a task in-situ, ubicomp can be viewed as the model of computation. It’s important to understand that ubicomp represents an evolution from the notion of a computer as a single device, to the notion of a computing space comprising personal and peripheral computing elements and services all connected and communicating as required. This means your latest PC, game console, Tablet, iPad, iPhone or Android phone alone are not a ubicomp systems but instead may form elements of future Ubicomp systems, services and technologies.

The eventual goal is to have “processing power so distributed throughout the environment that computers per se effectively disappear” (Weiser). Indeed, powerful computers are already power many of the objects, services and devices we use in our day to day life. However, these computers are often islands of computation and do not yet offer us a unified computing space. The advent of Ubicomp scenarios and technologies doesn’t mean the demise of the desktop computer in the near future. Personal computing took decades to advance and we can expect the same gradual evolution in ubicomp technology, scenarios of use and adoption by people. Keeping our interactions with such computing discreet, as they grow to dominate how with interact with everything in life will be a key challenge.

My References

  1. Quigley A, “User Interfaces for Ubiquitous Computing“, Book Chapter in Ubiquitous Computing Fundamentals Chapman & Hall/CRC, 2009 (Download)

References

  • Mark Weiser. The computer for the 21st century. SIGMOBILE Mob. Comput. Commun. Rev., 3(3):3-11, 1999.
  • Adam Greenfield. Everyware: The Dawning Age of Ubiquitous Computing. Peachpit Press, Berkeley, CA, USA, 2006.

Primary conference 

  1. ACM UbiComp: International Conference on Ubiquitous Computing