Ubiquitous computing is the result when the technology becomes an inseparable part of our lives, but is so embedded that it disappears (Weiser, 1991), While ubiquttous computing represents a vision of the future, this vision has yet to be corroborated by the users themselves. This article investigates future expectations for ubiquitous computing according to a selection of young adults, compares this vision with prior research, and proposes a theoretical model which extends prior research. Semi-structured interviews were conducted; then the data was coded and organized according to a grounded theory approach (Glaser and Strauss, 1967), and compared with prior theory. Four overall themes emerged from the data: Device Independence, Awareness, Automation and Location Independence. The relationships between these themes were analyzed and gaps with prior research were examined. The study concludes that ubiquitous computing will require a new form of interaction as the technology becomes more pervasive and decision making becomes more automatic, that is, performed by the device/software itself. In addition to person-to-person and person-to-device interaction, ubiquitous computing, or u-commerce, means increased levels of device-to-device interaction. This will require different behaviors on the part of the user compared to that those in traditional commerce, e-commerce, and even m-commerce. How will users react to the idea that detailed personal information is being gathered about them, and that they are being "typified" by the software? Furthermore, the software must then make decisions based on its understanding of the situation, but what if these decisions are inappropriate? What types of intervention will the user require in order to feel comfortable with these automated processes? How can the user be compensated with new, value-added services for the resulting loss of control? Further empirical studies are necessary in order to explore these questions and understand their implications for future technology development and user adoption.