A Taxonomy of Ambient Information Systems: Four Patterns of Design Zach Pousman, John Stasko Information Interfaces Laboratory Georgia Institute of Technology What is an Ambient Information System? Scope Pinwheels InfoCanvas Informative Art What is an Ambient Information System? Sideshow Ambient Orb Digital Family Portrait LiveWire The Buzz Notification Collage Information Percolator Purpose Settle on definitions of this class of UbiComp systems Provide a set of design dimensions and design patterns that developers have used Identify open areas in the design space Identify “growth areas” in this design space A definition Ambient Information Systems Representations in the environment (peripheral in space), Focus on the tangible Can move from the periphery to the focus of attention and back again Are aesthetically pleasing and environmentally appropriate Display information that is important but not critical A definition Ambient Orb Scrolling Ticker Peripheral Systems Ambient Systems System Tray Icons (Mail) Notification Systems Command and Control System Previous Taxonomies McCrickard et al ToCHI ‘02 Design space split along 3 axes interruption: “we define interruption as an event prompting transition and reallocation of attention focus from a task to the notification.” reaction: “The second critical parameter we propose is the rapid and accurate response to the stimuli provided by notification systems, an effect which we refer to as reaction.” (user responds to the stimulus) comprehension: “…often it is also ... vital to use notification systems with the goal of remembering and making sense of the information they convey at a later time.” (sense-making of data with or without behavioral ‘reaction’) Previous Taxonomies McCrickard et al ToCHI ‘02 Previous Taxonomies McCrickard et al ToCHI ‘02 Previous Taxonomies Matthews et al Berkeley TR ‘02 Design space has 3 main categories, each subdivided: Notification: A relative metric assigned to the stream of information - its “importance” Transition: Explicitly supported switches between new and old data (animations, fading, scrolling, etc) Abstraction: Mapping between information and display Ignore Change Blind Make Aware Interrupt Demand Attention Change Blind Make Aware Interrupt Demand Attention Degradation Feature Abstraction User Controlled Ambient Media. As another aspect of matching virtual information with ambient media we investigated the concept of user controlled ambient media, and developed end user tools for management of ambient links. To require users to decide about usage of ambient media is quite in contrast to the philosophy that users best not be aware at all of the technology that blends into their surroundings. Yet, to have ambient media at one’s disposal to create highly individualized ambient spaces seems very intriguing. Also given that the decision on choice of ambient media is far from understood but clearly depends on users’ tasks and preferences (cf. Wisneski et al, 1998), it may make sense to defer the decision from design time to run time. users easily aware of sounds over being lly pleasing. Our evaluation results show that all isplays enabled easy identification of sounds, this requirement. mportant that critical information displays tely distract users. Since the criticality of on shown on IC2Hear varies, users made it clear wanted overt notifications for very critical sounds distracting updates for less critical sounds. They that the icon flash when the sound was “really ” and be more “visual[ly] quiet” for less important We found that Single Icon and Spectrograph with not adequately distinguish between sounds of criticality. For this reason, users favored the Display, which emphasized loud sounds (which us were more important) by using larger bars. group, alerting the user when new messages arrive. The Web tool summarizes headers, lists, and hypertext links on a Web page, allowing the user to monitor news wires and hotlists. The weather tool monitors the weather conditions and forecast for a and given city. When users initially start Irwin, it tries to Figure 3: Patterns Table Fountain determine their informational interests by examining their email files and Web bookmarks. Since users critical issue in giving the user control over are not required to answer a listambient ofAquestions at startup, they are often more likely to use Irwin. The user media is the effort required for creacan then configure both the information monitored and theofway in which tion, modification and deletion ambient links. it is displayed after getting used to the power and flexibilityWeofdescribe Irwin. two tools that we developed for managing ambient links, both concerned Design Space with provision of easy-to-use mechanisms to link virtual information to ambient me- The simultaneously, first tool is for relating page access to ambient presentations, and the To show both an overview and dia. details Irwinweb uses a confluent zoom display. A confluent second one extends an email filter for each ambient notification. examples uses zoom provides multiple views of a resource simultaneously with view having aBoth different level of a small table fountain ambient medium. granularity. With a confluent zoom, the user canassee overview and details with minimal effort, and the context of the detailed views is Table maintained at all times by the coarser views. Since intermediate views Fountain as Ambient Medium. A simple but nevertheless useful and pleasant have proven useful in graphicalambient tools such browsers medical imagery [11, we that expect mediaasismap a small fountain and placed in our office. It has four12], pumps can be that the intermediate views willswitched smoothonthe from the high-level tothe thepower detailed andtransition off independently (see figure 3). Aoverview PC controls plugszoom over view. the parallel interface board. The same interface can be used to integrate other devices of critical information should be easy to learn. e skeptical about using the Spectrograph because ght it was too difficult to learn. Users thought on and the History Display were easy to learn, these two displays over Spectrograph with Icon. that are controlled by switching on and off the power, for instance we have also used splays of highly critical information should make ns easy to discover. Single Icon and Spectrograph n make breakdowns apparent since they are y changing with new sounds. If unsure, users can t the display by clapping their hands loudly and the display change. The History Display, only shows recognized sounds (phone, voices, ning/closing, door knocking) which happen less is could impede users from noticing a system n. One possible solution would be to display zed sounds on the History Display as well. e Mobile is a physical display of bus arrival on (see Figure 4) [13]. It includes 6 physical ach representing a bus. A token stays under a rtain until its White Curtain minutes from stop, at which wers 25 inches. h minute, the ves up 1 inch, that the bus is closer to the hen the token the white the bus has of our design ns, the Bus an opposite of The Bus as a scope of 1 is meant to one activity: intensities, colors, and pulses and agreed with each other ultrasonic humidifiers in other demonstrators. The media controller for the fountain is upon private meanings to their interaction. One user used CGI-program running on the control PC, and generating control information send to a pulsing green and blue series to communicatea“good luck”. A flashing red meant, “Good bye, I’m busy now.” Figure 3: (Clockwise) A LumiTouch when off, a user working with LumiTouch in passive mode, the feedback panel on top lights up when sending a message, the display lights up when receiving a message, a user interacting with LumiTouch. Passive Communication When a user is in front of her LumiTouch, the corresponding LumiTouch will emit an ambient glow to indicate her remote presence. This additional background information helps people figure out if there is a recipient on the other end, or also if it is a convenient time to increase interaction levels (e.g. start active communication mode or use an alternative, like a phone). Active Communication When a user picks up the picture frame and squeezes, the feedback display area illuminates to show that the picture frame has been squeezed. The display colors are transmitted over the Internet to the corresponding remote LumiTouch. The display varies depending on the squeeze attributes (where, how hard, and how long the user squeezed). While the recipient party can simply enjoy this display, s/he has the option to pick up the frame and squeeze back a response to the first user, and begin an interactive exchange. Interpersonal Language A Bus Token Figure 4: Bus Mobile. The system was intended to allow users to develop an abstract form of emotional language. People could communicate in real-time by sending each other color mixtures and light patterns. The combination of colors and force allowed a grammar, while the duration of squeeze provided syntax for creative interpersonal dialect between two people. PRELIMINARY OBSERVATIONS Preliminary testing was done with users who were not emotionally involved with each other. Figure 3 illustrates some user interactions. More than one user noted that they would find having a personal LumiTouch useful. The generation of an abstracted language was observed in many cases. Users created different combinations of light In its confluent zoom, Irwin employs an auditory cue, an icons view, a navigation bar, and several textual views. In the icons view (the leftmost view), the state of each An observer commented that they would like to give resource is given by an icon. When the resource changes, LumiTouch to a sibling who is currently in the hospital. People who are unable to actively communicate for long the appearance of the icon changes and an auditory cue is periods of time (e.g. sick or elderly) might be able to use the passive transmission of LumiTouch. Similarly users played. If user selects an icon, the other views are updated who lack the required dexterity or concentration for to show information about the corresponding resource. A pushing numerous buttons might appreciate this system due to its small number of simple grasping inputs. navigation bar (second from the left) shows a syntactic Another observer noted that a potential problem might encoding of the resource contents and can be used to select the messages displayed in the textual views arise from the asymmetry of participation. One person is in active two interaction while theviews). other person passively (the rightmost Users can configure the orientation and placement of the icons with respect to perceives ambient data. The transmitting person may be the other views and canrespond. evenHowever, choose anxious and expect that the receiver if to hide the other views until some event happens, e.g. an icon is someone is so anxious that they feel the need to clicked. communicate immediately, they can just use the phone, or other higher-bandwidth alternative. CONCLUSION AND FUTURE WORK Auditory cues In closing, we have described our design of an emotional communication device that can transition between passive and active mode seamlessly. We havea also outlinedto some Auditory cues provide means attract users to a change that has occurred. They may be the only way preliminary observations of the usability of LumiTouch. It the user knows about if the display is obscured or not in the user’s current line of sight. appears the dual level of attentionthe this change device supports appeals to people. Eventually we hope LumiTouch will aid in explorations of the development of interpersonal emotional language.sounds We hope that to gather data by We selected aremore distinctive but are not distracting and, most importantly, are short. Each is adding support for the manipulation of real-time data to less than two which we expect will be long enough to be noticed but not too long to the LumiTouch. Usersseconds could recordin andduration, replay the touch history, like an a voice mail message. Maybe the history of configuration, we tried to select sounds that were indicative of the become annoyance. In our initial touch “conversations” and patterns can be documented. resource; for example, a dog bark for mail (dogs always bark at the mail carrier) and a splat for news ACKNOWLEDGMENTS (similar toMedia a newspaper hitting a front porch). Of course, the user can select from a list of sounds (we We thank MIT Lab for their support on this project. We also thank our loved ones for their inspiration. provide twenty) or create and use their own sounds. REFERENCES 1. Tollmar, K., Junestrand, S., and Torgny, O., Virtually Living Together.DIS’00 (Brooklyn NY, August 2000), Icons ACM Press, 83-91. 2. Strong, R., and W. Gaver. Feather, Scent, and Shaker: Supporting Simple Intimacy. Proceedings of CSCW '96 (Boston MA, November 1996), ACM Press, 29-30. 3. Dodge, C. The Bed: A Medium for Intimate Communication. Extended Abstracts of CHI’97, ACM Press, 371-372. 4. Brave, S. and Dahley, A., inTouch: A Medium for Haptic Interpersonal Communication, Extended Abstracts of CHI ‘97, ACM Press, 363-364. 5. Fogg, B.J, Cutler, L.D., Arnold, P. and Eisbach, C., HandJive: a device for interpersonal haptic entertainment, CHI ’98, ACM Press, 57-64. 7,((!&/%0!.)0",8%+!#!",$'(%!&%./0,I2%!4)+!4#3+,.#&,01!,$# &/#&! #+%! (,>%(9! &)! 3%! +%'+%"%0&#&,*%! )4! ,04)+$#&,)0! 1,*%0 )0(9!&%;&2#(!4)+$5!!J/,"!,"!4)(()7%8!39!#!8,".2"",)0!)4! %;&%0",3(%! )'&,$,F#&,)0! '+).%""! &/#&! 4)+$"! &/%! .)+%! )4! H#08,0">9!"9"&%$5!!K%;&-!#!8,".2"",)0!)4!*,"2#(!'+)'%+ 7,((! 3%! '+)*,8%8-! 4)(()7%8! 39! #! 8%&#,(%8! 8,".2"",)0! )4! #"'%.&"! #.&2#((9! 2"%8! 39! &/%! "9"&%$-! #08! /)7! &/%9! ,$'(%$%0&%85! ! 6%! 7,((! &/%0! "/)7! ")$%! +%"2(&"! )4! "9"&%$!#08!'+)*,8%!#!.)0.(2",)05! !"#$%&'#&("!)*+,'",%'-* Icons are used in interfaces because they provide a universal representation in a small amount of space. In a WIMP environment they can both provide information and invite the user to click to obtain more information. ! !"#$%&'()'*+,-./&'01//,#&'2&3&%,4&5'!%1-6' .#/0*(123456*7889*:*);<=*1>=;?2@A*"=BCD<BE*-4>?BF46GH* !"#$%&$'&$$'()$'*+,'-./.(%#'#.01%12' '341'54#41'6$1&.47&'43'%##'3./81$&9:! "#$%!&%$'(#&%!)*%+!&,$%-!%#./!+%'+%"%0&,01!#!"$#((!02$3%+! )4! $%""#1%"5! ! 6%! 7)2(8! &/%0! "()7(9! "/,4&! 3%&7%%0! &/%! L,12+%! M! ,((2"&+#&%"! &/%! #+./,&%.&2+%! )4! &/%! H#08,0 "9"&%$5!!J9',.#(!2"%!3%1,0"!7,&/!&/%!#++,*#(!)4!,04)+$#& &/#&!7%!$,1/&!7#0&!&)!3%!8,"'(#9%8!#$3,%0&(95!!G0!&/%!7 8%".+,3%8! /%+%-! 7%! /#*%! ./)"%0! %(%.&+)0,.! $%""#1%"! ?% %$#,(! )+! 0%7"! 1+)2'! ')"&,01"D! #"! #! +%#89! #08! 4#$, ")2+.%! )4! ,04)+$#&,)0-! 32&! $#09! )&/%+! ")2+.%"! .)2(8 2"%8! ,0"&%#85! ! L+)$! &/%! ,0.)$,01! ,04)+$#&,)0-! 7%! %;&+ &%;&2#(!"2$$#+,%"!"2./!#"!$%""#1%!"23<%.&!(,0%"-!#"!7%( #09! "2,&#3(%! ,$#1%"! &/#&! $,1/&! .)$%! 7,&/! &/%! ,04)+$#& ?4)+! &/%! %;#$'(%"! ,0! &/,"! '#'%+! 7%! /#*%! ./)"%0! &)! 7 )0(9! 4+)$! &%;&!&)!,((2"&+#&%!&/%!$)+%!./#((%01,01!'+)3(% Our Taxonomy Information Capacity Notification Level Representational Fidelity Aesthetic Emphasis Information Capacity How much info the system can display Quanta of information - “nuggets” Tradeoff: Time vs. Space Information Capacity Low Medium High Notification Level How interrupting is the system? User Request Change Blind* Make Aware* Interrupt* Demand Attention* *Italicized categories are from Matthews et al (2002) Notification Level group, alerting the user when new messages arrive. The Web tool summarizes headers, lists, and hypertext links on a Web page, allowing the user to monitor news wires and hotlists. The weather tool monitors the weather conditions and forecast for a given city. When users initially start Irwin, it tries to determine their informational interests by examining their email files and Web bookmarks. Since users are not required to answer a list of questions at startup, they are often more likely to use Irwin. The user can then configure both the information monitored and the way in which it is displayed after getting used to the power and flexibility of Irwin. User Request To show both an overview and details simultaneously, Irwin uses a confluent zoom display. A confluent zoom provides multiple views of a resource simultaneously with each view having a different level of granularity. With a confluent zoom, the user can see overview and details with minimal effort, and the context of the detailed views is maintained at all times by the coarser views. Since intermediate views have proven useful in graphical tools such as map browsers and medical imagery [11, 12], we expect that the intermediate views will smooth the transition from the high-level overview to the detailed zoom view. Make Aware Interrupt In its confluent zoom, Irwin employs an auditory cue, an icons view, a navigation bar, and several textual views. In the icons view (the leftmost view), the state of each resource is given by an icon. When the resource changes, the appearance of the icon changes and an auditory cue is played. If user selects an icon, the other views are updated to show information about the corresponding resource. A navigation bar (second from the left) shows a syntactic encoding of the resource contents and can be used to select the messages displayed in the textual views (the two rightmost views). Users can configure the orientation and placement of the icons with respect to the other views and can even choose to hide the other views until some event happens, e.g. an icon is clicked. Auditory cues Auditory cues provide a means to attract users to a change that has occurred. They may be the only way the user knows about the change if the display is obscured or not in the user’s current line of sight. We selected sounds that are distinctive but are not distracting and, most importantly, are short. Each is less than two seconds in duration, which we expect will be long enough to be noticed but not too long to become an annoyance. In our initial configuration, we tried to select sounds that were indicative of the resource; for example, a dog bark for mail (dogs always bark at the mail carrier) and a splat for news (similar to a newspaper hitting a front porch). Of course, the user can select from a list of sounds (we provide twenty) or create and use their own sounds. Icons Icons are used in interfaces because they provide a universal representation in a small amount of space. In a WIMP environment they can both provide information and invite the user to click to obtain more information. Representational Fidelity Is the mapping from information to visual abstract or literal What is “abstract”? - Language of Semiotics Indexical (maps, etc.) Iconic (doodles, caricatures) Iconic (metaphors) Symbolic (language symbols) Symbolic (abstract symbols) Representational Fidelity Is the mapping from information to visual abstract or literal What is “abstract”? - Language of Semiotics Indexical (maps, instruments, etc.) Iconic (doodles, caricatures) Iconic (metaphors) Symbolic (language symbols) Symbolic (abstract symbols) Symbolic Symbolic (abstract) (language) Metaphorical Iconic Indexical Aesthetic Emphasis Look at the designer’s intent, not results. (Common) Tradeoff between Information Capacity and Aesthetics Aesthetic Emphasis Low Medium High 7,((!&/%0!.)0",8%+!#!",$'(%!&%./0,I2%!4)+ &/#&! #+%! (,>%(9! &)! 3%! +%'+%"%0&#&,*%! )4! ,0 )0(9!&%;&2#(!4)+$5!!J/,"!,"!4)(()7%8!39! %;&%0",3(%! )'&,$,F#&,)0! '+).%""! &/#&! 4)+ H#08,0">9!"9"&%$5!!K%;&-!#!8,".2"",)0! 7,((! 3%! 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Our small study was not suited ve significant results on such effects but we feel confident to propose comparaeb site awareness as a group motivation tool, for example for groups editing onic journals or other highly dynamic web sites. User Controlled Ambient Links Design Pattern Members Controlled Ambient Media. As another aspect of matching virtual information mbient media we investigated the concept of user controlled ambient media, eveloped end user tools for management of ambient links. To require users to about usage of ambient media is quite in contrast to the philosophy that users ot be aware at all of the technology that blends into their surroundings. Yet, to mbient media at one’s disposal to create highly individualized ambient spaces very intriguing. Also given that the decision on choice of ambient media is far understood but clearly depends on users’ and preferences (cf. Wisneski et al, 1998), y make sense to defer the decision from time to run time. ure 3: Patterns and Table Fountain ritical issue in giving the user control over nt media is the effort required for creamodification and deletion of ambient links. scribe two tools that we developed for managing ambient links, both concerned rovision of easy-to-use mechanisms to link virtual information to ambient mehe first tool is for relating web page access to ambient presentations, and the d one extends an email filter for ambient notification. Both examples uses a able fountain as ambient medium. Fountain as Ambient Medium. A simple but nevertheless useful and pleasant nt media is a small fountain placed in our office. It has four pumps that can be ed on and off independently (see figure 3). A PC controls the power plugs over rallel interface board. The same interface can be used to integrate other devices e controlled by switching on and off the power, for instance we have also used onic humidifiers in other demonstrators. The media controller for the fountain is -program running on the control PC, and generating control information send to intensities, colors, and pulses and agreed with each other upon private meanings to their interaction. One user used a pulsing green and blue series to communicate “good luck”. A flashing red meant, “Good bye, I’m busy now.” An observer commented that they would like to give LumiTouch to a sibling who is currently in the hospital. People who are unable to actively communicate for long periods of time (e.g. sick or elderly) might be able to use the passive transmission of LumiTouch. Similarly users who lack the required dexterity or concentration for pushing numerous buttons might appreciate this system due to its small number of simple grasping inputs. Figure 3: (Clockwise) A LumiTouch when off, a user working with LumiTouch in passive mode, the feedback panel on top lights up when sending a message, the display lights up when receiving a message, a user interacting with LumiTouch. Passive Communication When a user is in front of her LumiTouch, the corresponding LumiTouch will emit an ambient glow to indicate her remote presence. This additional background information helps people figure out if there is a recipient on the other end, or also if it is a convenient time to increase interaction levels (e.g. start active communication mode or use an alternative, like a phone). Active Communication When a user picks up the picture frame and squeezes, the feedback display area illuminates to show that the picture frame has been squeezed. The display colors are transmitted over the Internet to the corresponding remote LumiTouch. The display varies depending on the squeeze attributes (where, how hard, and how long the user squeezed). While the recipient party can simply enjoy this display, s/he has the option to pick up the frame and squeeze back a response to the first user, and begin an interactive exchange. Interpersonal Language The system was intended to allow users to develop an abstract form of emotional language. People could communicate in real-time by sending each other color mixtures and light patterns. The combination of colors and force allowed a grammar, while the duration of squeeze provided syntax for creative interpersonal dialect between two people. PRELIMINARY OBSERVATIONS Preliminary testing was done with users who were not emotionally involved with each other. Figure 3 illustrates some user interactions. More than one user noted that they would find having a personal LumiTouch useful. The generation of an abstracted language was observed in many cases. Users created different combinations of light Another observer noted that a potential problem might arise from the asymmetry of participation. One person is in active interaction while the other person passively perceives ambient data. The transmitting person may be anxious and expect that the receiver respond. However, if someone is so anxious that they feel the need to communicate immediately, they can just use the phone, or other higher-bandwidth alternative. CONCLUSION AND FUTURE WORK In closing, we have described our design of an emotional communication device that can transition between passive and active mode seamlessly. We have also outlined some preliminary observations of the usability of LumiTouch. It appears the dual level of attention this device supports appeals to people. Eventually we hope LumiTouch will aid in explorations of the development of interpersonal emotional language. We hope to gather more data by adding support for the manipulation of real-time data to the LumiTouch. Users could record and replay the touch history, like a voice mail message. Maybe the history of touch “conversations” and patterns can be documented. ACKNOWLEDGMENTS We thank MIT Media Lab for their support on this project. We also thank our loved ones for their inspiration. REFERENCES 1. Tollmar, K., Junestrand, S., and Torgny, O., Virtually Living Together.DIS’00 (Brooklyn NY, August 2000), ACM Press, 83-91. 2. Strong, R., and W. Gaver. Feather, Scent, and Shaker: Supporting Simple Intimacy. Proceedings of CSCW '96 (Boston MA, November 1996), ACM Press, 29-30. 3. Dodge, C. The Bed: A Medium for Intimate Communication. Extended Abstracts of CHI’97, ACM Press, 371-372. 4. Brave, S. and Dahley, A., inTouch: A Medium for Haptic Interpersonal Communication, Extended Abstracts of CHI ‘97, ACM Press, 363-364. 5. Fogg, B.J, Cutler, L.D., Arnold, P. and Eisbach, C., HandJive: a device for interpersonal haptic entertainment, CHI ’98, ACM Press, 57-64. 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The user can then configure both the information monitored and the way in which it is displayed after getting used to the power and flexibility of Irwin. To show both an overview and details simultaneously, Irwin uses a confluent zoom display. A confluent zoom provides multiple views of a resource simultaneously with each view having a different level of granularity. With a confluent zoom, the user can see overview and details with minimal effort, and the context of the detailed views is maintained at all times by the coarser views. Since intermediate views have proven useful in graphical tools such as map browsers and medical imagery [11, 12], we expect that the intermediate views will smooth the transition from the high-level overview to the detailed zoom view. Design Pattern Members In its confluent zoom, Irwin employs an auditory cue, an icons view, a navigation bar, and several textual views. In the icons view (the leftmost view), the state of each resource is given by an icon. When the resource changes, the appearance of the icon changes and an auditory cue is played. If user selects an icon, the other views are updated to show information about the corresponding resource. A navigation bar (second from the left) shows a syntactic encoding of the resource contents and can be used to select the messages displayed in the textual views (the two rightmost views). Users can configure the orientation and placement of the icons with respect to the other views and can even choose to hide the other views until some event happens, e.g. an icon is clicked. Auditory cues Auditory cues provide a means to attract users to a change that has occurred. They may be the only way the user knows about the change if the display is obscured or not in the user’s current line of sight. We selected sounds that are distinctive but are not distracting and, most importantly, are short. Each is less than two seconds in duration, which we expect will be long enough to be noticed but not too long to become an annoyance. In our initial configuration, we tried to select sounds that were indicative of the resource; for example, a dog bark for mail (dogs always bark at the mail carrier) and a splat for news (similar to a newspaper hitting a front porch). Of course, the user can select from a list of sounds (we provide twenty) or create and use their own sounds. Icons Icons are used in interfaces because they provide a universal representation in a small amount of space. In a WIMP environment they can both provide information and invite the user to click to obtain more information. Further Discussion Using the patterns Growth areas in Ambient Information Systems Information Capacity - getting away from nuggets toward convolution? Notification Level - Ambient Intelligence agenda Aesthetic Emphasis - True “ambient art” systems Future Work Building/analyzing more systems Extending the taxonomy dimensions Social versus personal User-configurability How does the experience change habits? Thanks! Questions? Zach Pousman, John Stasko Information Interfaces Laboratory Georgia Institute of Technology Acknowledgments: Funding via NSF 11S-0118685. Discussions with Chris Plaue (and the II Group generally), Niklas Elmquist, and Tara Matthews.