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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Ubiquitous Alignment</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Florian Haag, Michael Raschke</string-name>
          <email>haag@vis.uni-stuttgart.de</email>
          <email>raschke@vis.uni-stuttgart.de</email>
          <email>{haag, raschke}@vis.uni-stuttgart.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Thomas Schlegel</string-name>
          <email>Thomas.Schlegel@tu-dresden.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Software and Multimedia, Technology, Technische Universität Dresden</institution>
          ,
          <addr-line>Nöthnitzer Straße 46, 01062 Dresden</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Visualization and Interactive Systems Institute</institution>
          ,
          <addr-line>(VIS)</addr-line>
          ,
          <institution>University of Stuttgart</institution>
          ,
          <addr-line>Universitätsstraße 38, 70569 Stuttgart</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2011</year>
      </pub-date>
      <volume>787</volume>
      <fpage>33</fpage>
      <lpage>38</lpage>
      <abstract>
        <p>Ubiquitous thinking means designing human-computer interaction in a fundamentally new way. The perceived distance between ubiquitous systems and their users decreases while the heterogeneity of modalities increases compared to classical human-computer interaction. The initiation of work phases becomes less formalized. Instead of explicitly declaring the start of an interaction by activating a computing device, the interaction starts gradually and sometimes implicitly based on an estimation of the user's needs. For bridging the gap of initiation, in this article we present the ubiquitous interaction concept “Ubiquitous Alignment”. It comprises of the three steps recognition, sparking interest and start of collaboration. The Ubiquitous Alignment concept is based on a comparison between traditional human-computer and human-human interaction. Finally, two examples show the applicability of the Ubiquitous Alignment concept.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Ubiquitous systems</kwd>
        <kwd>interaction concepts</kwd>
        <kwd>mixed initiative</kwd>
        <kwd>interaction initiation</kwd>
        <kwd>Ubiquitous Alignment</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
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      <p>
        COPYRIGHT NOTICE.
to be aware of them in order to interact [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. There are two
important aspects of how to approach that objective.
One is the integration of computational capabilities in
objects that are usually used for non-computing purposes.
This can refer to both fixed and portable objects. In the case
of fixed objects, the computing equipment can, for
example, be built into buildings or parts thereof. Whole
buildings may be equipped with linked computers and
sensors for specific goals, such as minimizing energy
consumption [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], or for general-purpose support in a
variety of tasks performed by the people within the
building [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Likewise, parts of buildings, such as the floor
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] or doorplates [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], can be enhanced with ubiquitous
computing technology. Computing and sensor devices in
portable objects can refer to so-called smart furniture [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]
or wearable computing [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], amongst others. They can be
used for similar tasks or even linked with devices
embedded in fixed objects using wireless networks.
The other important aspect to consider in ubiquitous
interfaces is how the interaction begins. The necessity to
use specific computing devices should be avoided, as
happened by integrating computer equipment into everyday
objects. Still, computer-specific tasks such as activating a
device or looking at (after possibly walking to) the display
to gather some information pose an obstacle for a natural
interaction with the systems [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Particularly, the devices
should act proactively in certain situations while still
appearing unobtrusive. For this purpose, we introduce a
concept of how interaction between a human user and a
system in a ubiquitous computing environment can be
initiated. This refers to both the first contact with the
ubiquitous technology as well as later, single interaction
sessions. The goal of this concept is a description of how
the system gradually approaches the user and gets his or her
attention. System and user align themselves to each other in
order to communicate and collaborate without any
obstacles. Therefore, we refer to this concept as Ubiquitous
Alignment.
      </p>
      <p>After discussing related work, we will first analyze how
interaction between humans and other humans
(humanhuman interaction) as well as between humans and
computers (human-computer interaction) usually starts,
then highlight differences between the two situations.
Subsequently, we will describe our concept of Ubiquitous
Alignment, explain where it differs from human-computer
interaction and identify parallels with human-human
interaction. Finally, we will present two example scenarios
in which the concept can be applied.</p>
      <p>
        RELATED WORK
There has been a large amount of work to provide
computing devices with additional sensors to perceive an
arbitrary range of signals from the outside world. To name
only a few, sensor systems to detect human means of
expression such as pointing at something with the hand [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]
or showing different facial expressions [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] are being
developed. Sensors for other contextual parameters, such as
the room temperature [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], are also being integrated into
computer systems. In order to further improve the
evaluation of data received from sensors, some research
tries to recognize or model human emotions, which may
give systems a better understanding of the intentions of
users [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. On a wider scale, Pantic and Rothkrantz
present their ideas of how a great number of sensors can
enable multiple modalities of input [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Similarly, the
concept of Perceptual User Interfaces aims for a natural
interaction between users and devices [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. The EasyLiving
project focuses on the technical side on coupling a variety
of sensors and other devices to form a complete system [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
In a general notion of ubiquitous computing, Rhodes points
out some design objectives for wearable computing in his
article [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] that are also useful in other types of ubiquitous
systems. Works such as the classroom-related scenarios
described by Bravo et al. assume that the system is already
there and do not take into account a phase during which
users get acquainted and used to it [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        The behavior of user interfaces that sometimes act
proactively and sometimes leave the control to the user is
called mixed initiative. There has been much research on
this topic over the course of the past few decades. It focuses
on ways to achieve and employ mixed initiative [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. With its close resemblance to human-human
interaction, mixed initiative systems sometimes aim at
generating a verbal dialogue between user and system
which works the same way as a conversation between
people [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Chu-Carroll and Brown distinguish dialogue
and task initiative, which allows for a more accurate
dialogue model as it distinguishes which interaction partner
is guiding the current interaction and which one is deciding
what will be done [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>TRADITIONAL INTERACTION STYLES
This section describes two examples of starting an
interaction between humans and other humans and between
humans and today’s computers, respectively. Both
examples are chosen in a way that the participants of the
interaction do not have any prior knowledge about each
other or are not yet collaborating. Thus, the situations are
analogous to the interaction between a user and ubiquitous
devices as described further below.</p>
      <p>Human-Human Interaction
As an example of human-human interaction, we have
chosen a customer in a self-service store and a sales
assistant. This scenario was selected because it closely
resembles a situation where ubiquitous technology might
come into play. Basically, the customer could manage well
without any additional help. Generally, for a comfortable
shopping experience, the sales assistant should not behave
in a pushy way by insisting on helping the customer against
his wish. The assistant may however indicate that she is
available and ready to help if help is required, and the
customer may decide on his own to start a more thorough
interaction.</p>
      <p>Initially, the customer is examining the items in a shelf,
reading the information given on the labels and the price
tags. The sales assistant is waiting nearby. In order to not
appear obtrusive, she should not wait right next to the
customer or in front of the shelf, as this might make the
customer feel controlled. Still, it is important not to express
disinterest or lack of attention. This can be achieved by
displaying an initial sign of responsiveness, such as
greeting the customer when he enters the store, or by
explicitly offering help when the customer has been
browsing the products for a while.</p>
      <p>At the least, when the customer has picked up some items
and placed them in his shopping cart, the sales assistant
may carefully indicate that she is willing to start a
conversation. This can be expressed by a single casual
remark about one of the products or by pointing out an
alternative. At this point, it is important to note that the
information given is not among that which the customer
has likely already seen. Instead, he may be pointed to a
feature that is not evident from the labels or to an item that
is not currently located on the same shelf. In this way, the
customer will perceive the assistant as helpful rather than
merely reiterating known facts.</p>
      <p>If the customer desires to receive more information
afterward, he will ask the assistant. The assistant can
inform the customer about what information she is able to
provide, while the customer gets a feeling of how reliable
the information received from that assistant is.</p>
      <p>Human-Computer Interaction
Due to the lack of proactivity in most of today’s software,
the gradual start of an interaction as seen in the example of
human-human interaction cannot be customarily found in
human-computer interaction. Assuming that the computer
is already switched on and the user has logged into her
account, she starts for the first time the new application she
would like to use.</p>
      <p>The application displays a default set of options and
commands. Guides to the most important features can be
provided. An example location would be a welcome screen.
Nevertheless, the user has to start exploring the interface
right away. After taking a few steps in the user interface,
the application tries to estimate what the user is trying to do
and displays hints accordingly. The application can only
evaluate the user input and does not possess any additional
sensors. Hence, it cannot take into consideration any
contextual information about the user and her environment.
The estimation of the user’s intentions is accordingly
imprecise; therefore, the displayed hints occasionally fail to
be of any help, which in turn makes the user dissatisfied
with the application.</p>
      <p>Once the user has gathered some experience with the
application, she will actively customize the user interface
and create templates and macros for repeating tasks. Due to
bad experience with the automatic input analysis, she might
eventually choose to completely disable the automatic
adaptation of application behavior. Even though this means
some additional effort for the user in that some settings
have to be done manually, she values the absence of
distracting hints that do not provide any helpful information
higher than saving some time by allowing the software to
automatically adapt itself.</p>
      <p>Comparison
Despite being basically equivalent scenarios of starting an
interaction with a previously unknown partner, these two
descriptions of human-human and human-computer
interaction sport substantial differences. First of all, in
human-computer interaction the user has to know and
launch the application she wants to use. The application is
not just there and ready by default, as it is the case with the
sales assistant. By launching that application, the computer
user also explicitly declares the start of the interaction, as
opposed to the gradual process found in the interaction
between the customer and the sales assistant.</p>
      <p>
        As mentioned above, the lack of variety of input channels
available to the system results in a lack of knowledge about
the overall behavior and context of the user. Thus, any
estimation about the current intentions of the user can at
most be a rough guess. Accordingly, helpful clues can only
be given based on the experience with average users or by
trying to find repeating patterns in the behavior of the
current user. The same applies to input interfaces such as
menus: Even though some software manufacturers have
attempted to automatically restructure menus, a user study
suggests that any such change is likely to confuse the user
rather than support her [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. That lacking additional
information about the user is, however, available to the
assistant concerning her customer, as she can see and
consider where the customer is located and what he is
doing. Thus, she is also capable of quite reliably assessing
the customer’s current intentions and wishes. This enables
her to take over or give away the initiative in the interaction
process at the right time. The computer application is not
able to provide this degree of mixed initiative in the
described scenario.
      </p>
      <p>
        UBIQUITOUS ALIGNMENT
In order to make human-computer interaction more like
human-human interaction, one can take advantage of the
special capabilities of ubiquitous computing technology.
The additional data gathered by the sensors in a ubiquitous
computing environment allows for a more natural initiation
of collaboration between users and systems [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>The Ubiquitous Alignment concept assumes that a user is
going to perform a particular task in an environment
equipped with ubiquitous computing devices. The user does
not yet have sufficient knowledge about those devices to
explicitly trigger any operations. He may or may not be
aware that his environment is equipped with ubiquitous
computing systems at all. In order to achieve collaboration,
the three steps recognition, sparking interest and start of
Fig. 1. User and ubiquitous system gradually intensify
their interaction in three steps of the Ubiquitous
Alignment concept: At first, they barely know of each
other, then they start to interact and intensify that
interaction further on.
collaboration are performed (cf. Fig. 1).</p>
      <p>Step 1: Recognition
The user recognizes the system in a pleasant rather than a
pushy way. A pleasant ubiquitous system remains in the
background until the user wishes to start an interaction. In
this phase, the system is still largely ignorant of what the
user intends to do. This matches the behavior of the
assistant from the human-human interaction example, who
remains passive. Any other behavior might annoy or scare
away the other person or the user, respectively. The
ubiquitous system visibly exhibits a certain level of
proactivity only when it is absolutely certain that an
intervention is desired by the user. Otherwise it remains
largely invisible, except for some unobtrusive hints that it is
there and ready.</p>
      <p>Any other operations the ubiquitous system performs go
unnoticed by the user, who gets the impression that he is
just using everyday objects. Automatic locks that secure
lids of boxes unless the user actually attempts to open
them, the adaptation of fridge power to cool down newly
inserted warm items or the temporary dimming of lights
while the user is not in the room do not require any active
input. That is also why no new interface concepts need to
be considered at this point. The ubiquitous devices do not
have any new input controls. They can be used just like
their non-ubiquitous counterparts.
Step 2: Sparking Interest
User and system begin to communicate with each other. As
the user finds out what the system is or is not capable of,
the system output at this point must particularly strive for a
high reliability. This concerns both the information
provided and the estimations made. This step corresponds
with the customer becoming acquainted with the sales
assistant and vice-versa.</p>
      <p>In order to not appear overzealous at communicating with
the user where no communication is desired, a good
strategy is to continue giving small hints of the presence
and features of the system, just as the sales assistant will try
to be supportive without flooding the customer with
information. In particular, those hints should spark the
interest of the user/customer and motivate him or her to
find out what kind of support can be obtained. At the same
time, the ubiquitous devices may be able to catch some
clues as to how the user behaves or reacts and what kind of
output inspires him to further interact with the system, just
as the sales assistant will adapt his behavior to suit the
customer’s preferences to a certain degree.</p>
      <p>Step 3: Begin of Collaboration
After the computer system has been recognized by the user
and he has indicated that he is willing to collaborate with
the system, the system can become more active. As the user
has become interested in the system, he is likely to try and
explore further capabilities of the ubiquitous devices. This
behavior can be encouraged by facilitating the exploration
process. Amongst others, options related to the current
operation that have not yet been employed by the user can
be recommended to him. Likewise, any means of
discovering and learning about unknown system features
must be easy to find. A human sales assistant will too, in a
comparable situation, express what information he is able
to provide to the customer.</p>
      <p>While interacting with the user, a system that follows the
Ubiquitous Alignment approach has gathered and is still
gathering an increasing amount of information about the
user and his behavior. This allows for better estimates of
the current intentions of the user and thus provides the
system with the means to support the user in an optimized
way.</p>
      <p>How Ubiquitous Alignment helps improve HCI
Ubiquitous Alignment reflects the gradual process used to
establish contact between two humans with the goal of
collaboration. These parallels hold true both for situations
where the actors do not have any prior knowledge about
each other as well as for cases where they do. In the former
case, the steps explained serve for the initial contact
between two strangers, just as for the initial contact
between a future user and a network of ubiquitous devices.
In the latter case, the participating persons already know
each other, so the objective is collaboration on a given task.
The actors do not yet know whether the collaboration will
actually turn out to be beneficial, which is why they use the
same approach of gradually initiating their interaction.
Likewise, a user might already know some parts of a
ubiquitous system, but he is not sure yet whether the
system is helpful with a new kind of task. At the same time,
the system should not behave in a paternalistic way and
insist on collaboration in this particular new task just
because the user makes frequent use of the system on other
occasions.</p>
      <p>To sum up, the main advantages of ubiquitous computing
systems over traditional computing systems at
approximating human-human interaction are their greater
variety of input channels and their integration into everyday
objects. The additional input channels in the form of a
variety of sensors allow for a more accurate and complete
perception and evaluation of the user, his behavior and his
context. By integrating system parts into appliances
previously known to the user, the handling of the
ubiquitous system does not have to be learned right from
the start on; instead, some features can be used by
manipulating appliances the usual way, so the prospective
user can gradually extend his knowledge to encompass the
additional system features that require any special input.
POSSIBLE APPLICATIONS OF THE UBIQUITOUS
ALIGNMENT CONCEPT
To underline that the Ubiquitous Alignment concept can
indeed be used in ubiquitous computing scenarios, we
describe two example scenarios in which our Ubiquitous
Alignment concept is applied.</p>
      <p>
        One example of a ubiquitous system that uses mobile
computing devices is the ActiveClass system described by
Griswold et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. ActiveClass is a system which allows
students’ mobile devices to connect to a central component
while in a lecture hall. Using the ActiveClass system,
students can publicly and anonymously ask questions.
Without the ActiveClass system, both the size of the lecture
hall and the lack of anonymity may pose obstacles to
actually ask questions. When applying the Ubiquitous
Alignment approach to a situation where a student does not
yet know the ActiveClass system, the first step might
present unobtrusive hints about the system. For example,
the student’s mobile device might display an access icon of
the ActiveClass system in the main menu while the student
is attending a lecture. In the second step, ActiveClass might
display a button for posting a question whenever the
student starts searching for an explanation about something
which is being discussed by the lecturer right then. In the
third step of Ubiquitous Alignment, which starts once the
student has begun to actively use ActiveClass, the system
provides access to its options menu. There, the other
features such as polls, class feedback and votes can be
found.
      </p>
      <p>In the second example, we consider a table that is aware of
what objects are placed on the tabletop (cf. Fig. 2). This
awareness can be achieved through a variety of means,
such as load detection, image analysis or tracking of object
locations (assuming that each object is tagged in some
way), or a combination thereof. In addition, some means of
tracking what the user is doing is available. The knowledge
about object positions can be used to guide a user by
indicating where on the table to find a particular item. This
can be used for workbenches or interactive cookbooks, to
name only two examples. In the first step of the Ubiquitous
Alignment approach, the user may be using the table just as
a table, placing objects on top of it. The system performs its
minimum default function, inserting positional indicators
such as “on the left” or “next to ...” in the instructions for
the user. Only when the user keeps searching for something
for a longer time, does the system clarify its output,
providing more information in an additional message. If the
user responds by locating objects faster based on those
hints, step two of the Ubiquitous Alignment concept has the
system highlight any references to objects in the displayed
instructions (or, in the case of voice output, make clear
what is highlighted in text in some other way), pointing the
user to the possibility of finding out more about the
respective items. Eventually, in the third step the system
may display additional information right away as the user
requires it, and offer some options to modify how much
and what kinds of information the user wants to be
displayed about objects referred to in the work instructions.
These examples show how the concept of Ubiquitous
Alignment can be applied to scenarios where a user starts
getting to know a ubiquitous system or one of its features.
In all described scenarios and examples, the user had had a
certain resistance to using the system, or at least he or she
was not assumed to spend a lot of initial effort to learn how
to use the system. This is where Ubiquitous Alignment is
particularly beneficial. Users who take the time to read a
manual first do not require the same degree of gradual
initiation of interaction. Nonetheless, striving for a display
of reliability towards that kind of users and not annoying
them with frequent messages or other possibly undesired
output retain their importance.</p>
      <p>CONCLUSION AND FUTURE WORK
In this work, we have examined some exemplary situations
of human-human and human-computer interaction. In an
effort to make human-computer interaction more alike to
human-human interaction, we have described the
Ubiquitous Alignment concept. It defines how
collaboration between a human user and a computer system
can be initiated in a way that closely resembles the
interaction between humans, taking advantage of the
possibilities found in ubiquitous computing devices. As
seen in the comparisons of the Ubiquitous Alignment
approach with the previous examples of human-human and
human-computer interaction, our approach has a strong
resemblance to the former. The main reasons for the
differences were found to be the additional sensor input
and, similarly, the additional input modalities which can
totally match the normal manipulation of everyday objects,
as opposed to handling specialized devices such as mice or
keyboards to provide input to traditional computers.
As this work presents a concept of how a ubiquitous system
should behave, a future goal is the implementation of this
concept. Thereby, we hope to show how the Ubiquitous
Alignment concept works in practice and how it can be
implemented in detail. Also, we expect this to be a starting
point for defining processes for the development of
ubiquitous software components and for gathering a better
understanding of the user’s behavior. A model system will
not need to incorporate all of the described attributes. With
the incorporation of additional sensors, the system could
gradually come closer to the ideal form of the Ubiquitous
Alignment concept.
ACKNOWLEDGMENTS
This research was funded through the IP-KOM-ÖV project
(German Ministry of Economy and Technology (BMWi)
grant number 19P10003N). Also, we would like to thank
our students Thomas Bach, Steffen Bold and David Kruzic.</p>
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