| Evaluating the Visual Demand of In-Vehicle Information Systems: The Development of a New Method | | BIBAK | Full-Text | 1-21 | |
| Ainojie Alexander Irune | |||
| In-vehicle information systems (IVIS) provide a variety of driver support
and infotainment functionality; however, there is a growing concern that the
resulting engagement with IVIS could present significant sources of distraction
to drivers. This paper summarises the PhD thesis of Dr Ainojie Alexander Irune,
which was awarded at the University of Nottingham in December 2009. The primary
aims of the research were to develop a framework to aid the selection of an
appropriate HF/HCI method, for use at particular stages in the design process,
and to develop a novel method (with a focus on glance duration) for assessing
the visual demand afforded by IVIS. Five empirical studies are reported in the
thesis. In the first study, interviews were conducted with subject experts and
the results were combined with the literature to provide guidance regarding the
appropriate use of human factors methods. The remaining four studies present an
iterative development of a novel method capable of predicting the visual demand
imposed by an IVIS. Keywords: Distraction, Human Computer Interaction, Human Factors, IVIS, User Interface
Design | |||
| Classic and Alternative Mobile Search: A Review and Agenda | | BIBAK | Full-Text | 22-36 | |
| Matt Jones | |||
| As mobile search turns into a mainstream activity, the author reflects on
research that provides insights into the impact of current interfaces and
pointers to yet unmet needs. Classic text dominated interface and interaction
techniques are reviewed, showing how they can enhance the user experience.
While today's interfaces emphasise direct, query-result approaches, serving up
discrete chunks of content, the author suggests an alternative set of features
for future mobile search. With reference to example systems, the paper argues
for indirect, continuous and multimodal approaches. Further, while almost all
mobile search research has focused on the 'developed' world, the paper outlines
challenges and impact of work targeted at 'developing' world contexts. Keywords: Developing World, Futures, Interaction Design, Mobile Search, Trends | |||
| How Do People Use Their Mobile Phones?: A Field Study of Small Device Users | | BIBAK | Full-Text | 37-54 | |
| Tianyi Chen; Simon Harper; Yeliz Yesilada | |||
| The usability evaluation of small devices (i.e., mobile phones and PDAs) is
an emerging area of research. Compared with desktop computers, designing a
usability evaluation for small devices is more challenging. Context of use,
such as environmental disturbance and a user's physical activities affect the
evaluation results. However, these parameters are usually ignored or excluded
from simple and unnatural evaluation settings; therefore generating unrealistic
results. This paper presents a field study that investigates the behaviour of
small device users in naturalistic settings. The study consists of a series of
unobtrusive remote observations and interviews. Results show that small device
users normally use the device with just one hand, press the keys with thumb and
make phone calls and send text messages while walking. They normally correct
typing errors and use abbreviations. On average, small device users switch
their attention between the device screen and the surrounding environment 3
times every 20 seconds, and this increases when they are walking. Keywords: Human-Machine Systems, Input/Output Devices, Input/Output Models, Mobile
Technologies, System Evaluation | |||
| Evaluating the Readability of Privacy Policies in Mobile Environments | | BIBAK | Full-Text | 55-78 | |
| R. I. Singh; M. Sumeeth; J. Miller | |||
| Recent work has suggested that the current "breed" of privacy policy
represents a significant challenge in terms of comprehension to the average
Internet-user. Due to display limitations, it is easy to represent the
conjecture that this comprehension level should drop when these policies are
moved into a mobile environment. This paper explores the question of how much
does comprehension decrease when privacy policies are viewed on mobile versus
desktop environments and does this decrease make them useless in their current
format? It reports on a formal subject-based experiment, which seeks to
evaluate how readable are privacy policy statements found on the Internet but
presented in mobile environments. This experiment uses fifty participants and
privacy policies collected from ten of the most popular web sites on the
Internet. It evaluates, using a Cloze test, the subject's ability to comprehend
the content of these privacy policies. Keywords: Aptana, Cloze Procedure, iPhone Readability, Mobile Privacy Policy, Privacy
Policy, Readability | |||
| Remote and Autonomous Studies of Mobile and Ubiquitous Applications in Real Contexts | | BIBAK | Full-Text | 1-19 | |
| Kasper Løvborg Jensen | |||
| As mobile and ubiquitous applications become increasingly complex and
tightly interwoven into the fabric of everyday life it becomes more important
to study them in real contexts. This paper presents a conceptual framework for
remote and autonomous studies in the field and two practical tools to
facilitate such studies. RECON is a remote controlled data capture tool that
runs autonomously on personal mobile devices. It utilizes the sensing and
processing power of the devices to capture contextual information together with
general usage and application specific interaction data. GREATDANE is a tool
for exploration and automated analysis of such rich datasets. The presented
approach addresses some key issues of existing methods for studying
applications in situ, namely cost, scalability and obtrusiveness to the user
experience. Examples and experiences are given from remote and autonomous
studies of two mobile and ubiquitous applications where the method and tools
have been used. Keywords: Automated Logging, Context Capture, Field Study, Framework, GREATDANE, In
Situ, RECON, Remote Evaluation, Reality Traces, Tool | |||
| Nudging the Trolley in the Supermarket: How to Deliver the Right Information to Shoppers | | BIBAK | Full-Text | 20-34 | |
| Peter M. Todd; Yvonne Rogers; Stephen J. Payne | |||
| The amount of information available to help decide what foods to buy and eat
is increasing rapidly with the advent of concerns about, and data on, health
impacts, environmental effects, and economic consequences. This glut of
information can be overwhelming when presented within the context of a high
time-pressure, low involvement activity such as supermarket shopping. How can
we nudge people's food shopping behavior in desired directions through targeted
delivery of appropriate information? This paper investigates whether augmented
reality can deliver relevant 'instant information' that can be interpreted and
acted upon in situ, enabling people to make informed choices. The challenge is
to balance the need to simplify and streamline the information presented with
the need to provide enough information that shoppers can adjust their behavior
toward meeting their goals. This paper discusses some of the challenges
involved in designing such information displays and indicate some possible ways
to meet those challenges. Keywords: Ambient Information Interfaces, Food Information Displays, Simple
Heuristics, Supermarket Shopping | |||
| Speech for Content Creation | | BIBAK | Full-Text | 35-49 | |
| Joseph Polifroni; Imre Kiss; Stephanie Seneff | |||
| This paper proposes a paradigm for using speech to interact with computers,
one that complements and extends traditional spoken dialogue systems: speech
for content creation. The literature in automatic speech recognition (ASR),
natural language processing (NLP), sentiment detection, and opinion mining is
surveyed to argue that the time has come to use mobile devices to create
content on-the-fly. Recent work in user modelling and recommender systems is
examined to support the claim that using speech in this way can result in a
useful interface to uniquely personalizable data. A data collection effort
recently undertaken to help build a prototype system for spoken restaurant
reviews is discussed. This vision critically depends on mobile technology, for
enabling the creation of the content and for providing ancillary data to make
its processing more relevant to individual users. This type of system can be of
use where only limited speech processing is possible. Keywords: Content Creation, Continuous Speech Recognition, Large Vocabulary,
Recommender Systems, Sentiment Detection, Spoken Language Systems | |||
| 3D Talking-Head Interface to Voice-Interactive Services on Mobile Phones | | BIBAK | Full-Text | 50-64 | |
| Jiri Danihelka; Roman Hak; Lukas Kencl; Jiri Zara | |||
| This paper presents a novel framework for easy creation of interactive,
platform-independent voice-services with an animated 3D talking-head interface,
on mobile phones. The Framework supports automated multi-modal interaction
using speech and 3D graphics. The difficulty of synchronizing the audio stream
to the animation is examined and alternatives for distributed network control
of the animation and application logic is discussed. The ability of modern
mobile devices to handle such applications is documented and it is shown that
the power consumption trade-off of rendering on the mobile phone versus
streaming from the server favors the phone. The presented tools will empower
developers and researchers in future research and usability studies in the area
of mobile talking-head applications (Figure 1). These may be used for example
in entertainment, commerce, health care or education. Keywords: Cellphone, Power Consumption, Rendering, Talking Assistant, Voice
Interaction | |||
| feelabuzz: Direct Tactile Communication with Mobile Phones | | BIBAK | Full-Text | 65-74 | |
| Christian Leichsenring; René Tünnerann; Thomas Hermann | |||
| Touch can create a feeling of intimacy and connectedness. This work proposes
feelabuzz, a system to transmit movements of one mobile phone to the vibration
actuator of another one. This is done in a direct, non-abstract way, without
the use of pattern recognition techniques in order not to destroy the feel for
the other. The tactile channel enables direct communication, i. e. what another
person explicitly signals, as well as implicit context communication, the
complex movements any activity consists of or even those that are produced by
the environment. This paper explores the potential of this approach, presents
the mapping use and discusses further possible development beyond the existing
prototype to enable a large-scale user study. Keywords: Haptic Display, Mediated Communication, Mobile Devices, Tactile Feedback,
Wearable Computing | |||
| Human-Centered Design for Development | | BIBAK | Full-Text | 1-13 | |
| Hendrik Knoche; PR Sheshagiri Rao; Jeffrey Huang | |||
| This paper describes the challenges faced in ICTD by reviewing the lessons
learned from a project geared at improving the livelihood of marginal farmers
in India through wireless sensor networks. Insufficient user participation,
lack of attention to user needs, and a primary focus on technology in the
design process led to unconvinced target users who were not interested in the
new technology. The authors discuss benefits that ICTD can reap from
incorporating human-centered design (HCD) principles such as holistic user
involvement and prototypes to get buy-in from target users and foster support
from other stakeholders and NGOs. The study's findings suggest that HCD
artifacts can act as boundary objects for the different internal and external
actors in development projects. Keywords: Case Study, Human-Centered Design (HCD), ICT4D, ICTD, M4D, Mobile HCI,
Mobile Phones, WSN | |||
| A Festival-Wide Social Network Using 2D Barcodes, Mobile Phones and Situated Displays | | BIBAK | Full-Text | 14-30 | |
| Jakob Eg Larsen; Arkadiusz Stopczynski | |||
| This paper reports on the authors' experiences with an exploratory prototype
festival-wide social network. Unique 2D barcodes were applied to wristbands and
mobile phones to uniquely identify the festival participants at the CO2PENHAGEN
music festival in Denmark. The authors describe experiences from initial use of
a set of social network applications involving participant profiles, a
microblog and images shared on situated displays, and competitions created for
the festival. The pilot study included 73 participants, each creating a unique
profile. The novel approach had potential to enable anyone at the festival to
participate in the festival-wide social network, as participants did not need
any special hardware or mobile client application to be involved. The 2D
barcodes was found to be a feasible low-cost approach for unique participant
identification and social network interaction. Implications for the design of
future systems of this nature are discussed. Keywords: 2D Barcode, Festival, Identification, Interaction, Mobile, RFID, Situated
Display, Smartphone, Social Network | |||
| Wearable Tactile Display of Landmarks and Direction for Pedestrian Navigation: A User Survey and Evaluation | | BIBAK | Full-Text | 31-49 | |
| Mayuree Srikulwong; Eamonn O'Neill | |||
| This research investigates representation techniques for spatial and related
information in the design of tactile displays for pedestrian navigation
systems. The paper reports on a user survey that identified and categorized
landmarks used in pedestrian navigation in the urban context. The results show
commonalities of landmark use in urban spaces worldwide. The survey results
were then used in an experimental study that compared two tactile techniques
for landmark representation using one or two actuators. Techniques were
compared on 4 measures: distinguishability, learnability, memorability, and
user preferences. Results from the lab-based evaluation showed that users
performed equally well using either technique to represent just landmarks
alone. However, when landmark representations were presented together with
directional signals, performance with the one-actuator technique was
significantly reduced while performance with the two-actuator approach remained
unchanged. The results of this ongoing research programme can be used to help
guide design for presenting key landmark information on wearable tactile
displays. Keywords: Landmarks, Mobile Display, Pedestrian Navigation, Tactile Display, Tactile
Feedback, Visual Clutter, Wearable Technologies | |||
| Good Times?!: 3 Problems and Design Considerations for Playful HCI | | BIBAK | Full-Text | 50-65 | |
| Abdallah El Ali; Frank Nack; Lynda Hardman | |||
| Using Location-aware Multimedia Messaging (LMM) systems as a research
testbed, this paper presents an analysis of how 'fun or playfulness' can be
studied and designed for under mobile and ubiquitous environments. These LMM
systems allow users to leave geo-tagged multimedia messages behind at any
location. Drawing on previous efforts with LMM systems and an envisioned
scenario illustrating how LMM can be used, the authors discuss what playful
experiences are and three problems that arise in realizing the scenario: how
playful experiences can be inferred (the inference problem), how the experience
of capture can be motivated and maintained (the experience-capture maintenance
problem), and how playful experiences can be measured (the measurement
problem). In response to each of the problems, three design considerations are
drawn for playful Human-Computer Interaction: 1) experiences can be approached
as information-rich representations or as arising from human-system interaction
2) incentive mechanisms can be mediators of fun and engagement, and 3)
measuring experiences requires a balance in testing methodology choice. Keywords: Context-Awareness, Location-Aware Multimedia Messages, Mobile and Ubiquitous
Computing, Playful Experiences, Playful HCI | |||
| A Comparison of Distribution Channels for Large-Scale Deployments of iOS Applications | | BIBAK | Full-Text | 1-17 | |
| Donald McMillan; Alistair Morrison; Matthew Chalmers | |||
| When conducting mass participation trials on Apple iOS devices researchers
are forced to make a choice between using the Apple App Store or third party
software repositories. In order to inform this choice, this paper describes a
sample application that was released via both methods along with comparison of
user demographics and engagement. The contents of these repositories are
examined and compared, and statistics are presented highlighting the number of
times the application was downloaded and the user retention experienced with
each. The results are presented and the relative merits of each distribution
method discussed to allow researchers to make a more informed choice. Results
include that the application distributed via third party repository received
ten times more downloads than the App Store application and that users
recruited via the repository consistently used the application more. Keywords: iOS, iPhone, Mass Participation, Mobile Applications, Ubicomp | |||
| WorldCupinion Experiences with an Android App for Real-Time Opinion Sharing During Soccer World Cup Games | | BIBAK | Full-Text | 18-35 | |
| Robert Schleicher; Alireza Sahami Shirazi; Michael Rohs; Sven Kratz; Albrecht Schmidt | |||
| Mobile devices are increasingly used in social networking applications and
research. So far, there is little work on real-time emotion or opinion sharing
in large loosely coupled user communities. One potential area of application is
the assessment of widely broadcasted television (TV) shows. The idea of
connecting non-collocated TV viewers via telecommunication technologies is
referred to as Social TV. Such systems typically include set-top boxes for
supporting the collaboration. In this work the authors investigated whether
mobile phones can be used as an additional channel for sharing opinions,
emotional responses, and TV-related experiences in real-time. To gain insight
into this area, an Android app was developed for giving real-time feedback
during soccer games and to create ad hoc fan groups. This paper presents
results on rating activity during games and discusses experiences with
deploying this app over four weeks during soccer World Cup. In doing so,
challenges and opportunities faced are highlighted and an outlook on future
work in this area is given. Keywords: Mobile Applications, Mobile Social Networking, Opinion Sharing, Real-Time
Feedback, Sports | |||
| SGVis: Analysis of Data From | | BIBAK | Full-Text | 36-54 | |
| Alistair Morrison; Matthew Chalmers | |||
| The recent rise in popularity of 'app store' markets on a number of
different mobile platforms has provided a means for researchers to run
worldwide trials of ubiquitous computing (ubicomp) applications with very large
numbers of users. This opportunity raises challenges, however, as more
traditional methods of running trials and gathering data for analysis might be
infeasible or fail to scale up to a large, globally-spread user base. SGVis is
a data analysis tool designed to aid ubicomp researchers in conducting trials
in this manner. This paper discusses the difficulties involved in running large
scale trials, explaining how these led to recommendations on what data
researchers should log, and to design choices made in SGVis. The authors
outline several methods of use and why they help with challenges raised by
large scale research. A means of categorising users is also described that
could aid in data analysis and management of a trial with very large numbers of
participants. SGVis has been used in evaluating several mass-participation
trials, involving tens of thousands of users, and several use cases are
described that demonstrate its utility. Keywords: Categorisation, Data Analysis, iOS, iPhone, Mass Participation, Ubicomp,
Visualisation | |||
| Experimenting Through Mobile 'Apps' and 'App Stores' | | BIBAK | Full-Text | 55-70 | |
| Paul Coulton; Will Bamford | |||
| Utilizing App Stores as part of an 'in-the-large' methodology requires
researchers to have a good understanding of the effects the platform has in the
overall experimental process if they are to utilize it effectively. This paper
presents an empirical study of effects of the operation an App Store has on an
App lifecycle through the design, implementation and distribution of three
games on the WidSets platform which arguably pioneered many of the features now
seen as conventional for an App Store. Although these games achieved in excess
of 1.5 million users it was evident through their App lifecycle that very large
numbers of downloads are required to attract even a small number of active
users and suggests such Apps need to be developed using more commercial
practices than would be necessary for traditional lab testing. Further, the
evidence shows that 'value added' features such as chat increase not only the
popularity of an App but also increase the likelihood of continued use and
provide a means of direct interaction with users. Keywords: Apps, App Stores, Games, In the Large, Mobile | |||
| My App is an Experiment: Experience from User Studies in Mobile App Stores | | BIBAK | Full-Text | 71-91 | |
| Niels Henze; Martin Pielot; Benjamin Poppinga; Torben Schinke; Susanne Boll | |||
| Experiments are a cornerstone of HCI research. Mobile distribution channels
such as Apple's App Store and Google's Android Market have created the
opportunity to bring experiments to the end user. Hardly any experience exists
on how to conduct such experiments successfully. This article reports on five
experiments that were conducted by publishing Apps in the Android Market. The
Apps are freely available and have been installed more than 30,000 times. The
outcomes of the experiments range from failure to valuable insights. Based on
these outcomes, the authors identified factors that account for the success of
experiments using mobile application stores. When generalizing findings it must
be considered that smartphone users are a non-representative sample of the
world's population. Most participants can be obtained by informing users about
the study when the App had been started for the first time. Because Apps are
often used for a short time only, data should be collected as early as
possible. To collect valuable qualitative feedback other channels than user
comments and email have to be used. Finally, the interpretation of collected
data has to consider unpredicted usage patterns to provide valid conclusions. Keywords: Android Market, App Store, Apparatus, Experiment, Field Study, In the Wild,
Mobile Application Store, Observation | |||