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IJMHCI Tables of Contents: 010203040506

International Journal of Mobile Human Computer Interaction 4

Editors:Joanna Lumsden
Publisher:IGI Global
Standard No:ISSN: 1942-390X EISSN: 1942-3918 DOI: 10.4018/IJMHCI
Links:www.igi-global.com | Table of Contents
  1. IJMHCI 2012-01 Volume 4 Issue 1
  2. IJMHCI 2012-04 Volume 4 Issue 2
  3. IJMHCI 2012-07 Volume 4 Issue 3
  4. IJMHCI 2012-10 Volume 4 Issue 4

IJMHCI 2012-01 Volume 4 Issue 1

Guided Sampling Using Mobile Electronic Diaries BIBAFull-Text 1-24
  Kenny Morrison
Pocket Interview is an easily configurable handheld electronic data collection and diary tool. The Pocket Interview system can be used to apply experience sampling methods that allow the collection of data in real-time and in the user's natural environment. The system client is usually run on a personal digital assistant or smartphone. It can prompt the user to make diary entries at fixed and/or random intervals and includes an option that allows this sampling to be 'guided' whereby inconvenient prompts are temporarily deferred until a more convenient time through the use of contextual audio information. Subjects participating in real-time studies require high levels of commitment and exhibit difficulties maintaining their motivation. This paper describes a series of studies using Pocket Interview that explore how Guiding offers to reduce the perceived burden on study participants, improve response rates and increase the quantity and quality of replies.
Intra-Family Mediated Awareness BIBAFull-Text 25-44
  Vassilis-Javed Khan; Panos Markopoulos
The research presented examines how pervasive technology can support intra-family communication, supporting existing practices and complimenting them by addressing communication needs currently unmet by current communication media like mobile phones, social networking systems, and so forth. Specifically the investigation focused on busy families, understood here to be families with two working parents and at least one child sharing the same roof. The class of technologies the authors consider are awareness systems, defined as communication systems that support individuals to maintain, with low effort, a peripheral awareness of each other's activities and whereabouts. This research combined a variety of research methods including interviews, web surveys, experience sampling, and field testing of functional prototypes of mobile awareness systems. It also involved the development of several applications, which were either seen as research tools in support of the methods applied or as prototypes of awareness systems that embody some of the envisioned characteristics of this emerging class of technologies. The contribution of this research is along two main dimensions. First in identifying intra-family communication needs that drive the adoption of awareness systems and second in providing directions for the design of such systems.
Landscapes, Long Tails and Digital Materialities: Implications for Mobile HCI Research BIBAFull-Text 45-62
  Mikael Wiberg
Mobile HCI is changing. From being about, for example, UI design for small devices, interaction via limited input modalities, and design for small screens, these important aspects of mobile HCI are now heavily interwoven in complex arrangements of computational devices, platforms and services. With a point of departure taken in these processes of current development, this paper sets out to describe and envision a research agenda for mobile HCI carefully crafted out in relation to three specific and recent developments in this field. More specifically, these strands of developments include the formation of new interaction landscapes, the long tail of interaction, and digital materialities. This paper presents the background of each followed by examples illustrating how these three manifest themselves in practice. With a point of departure taken in these three cornerstones a research agenda is presented followed by a discussion on the implications of this agenda for mobile HCI research.
Book Review: "Mobile Interaction Design" by Matt Jones and Gary Marsden BIBPDF 63-65
  Anne Kaikkonen

IJMHCI 2012-04 Volume 4 Issue 2

Using Mobile Technology to Bring Families Together: The Design of a Family History Concept to Motivate Face-to-Face Communication BIBAFull-Text 1-17
  Pradthana Jarusriboonchai; Kaisa Väänänen-Vainio-Mattila
Increased use of digital technology, such as social media or individual entertainment systems, may lead to less face-to-face communication between family members. This paper presents a two-phase design research study on a novel use of technology that could help reconnect co-located family members. The authors present the design qualities for a domestic technology that can increase the level of social interaction within a family. These design qualities provide a guideline for the second phase, in which a novel system concept, FAMEX, is designed to support discussion about family experiences. FAMEX is based on the concept of family history, and involves the creation, finding, and discussion of family memories, which are represented as virtual notes around the home. The design emphasizes ludic values in the form of playful stimulants to face-to-face discussion. Mobile devices, together with augmented reality and embodied interaction, are utilized within the home context: this combination has the potential to raise curiosity and interest, and therefore, encourage ongoing use of the system. In an iterative user study, with prototypes of various fidelities, the participants rejected the features of formal game play, but gave positive feedback to the main features of FAMEX.
VoiceXML for Pervasive Environments BIBAFull-Text 18-36
  Stefan Radomski; Dirk Schnelle-Walka
The language support of VoiceXML2.1 to express flexible dialogs in pervasive environments is still lacking key features. Missing information about the environment and the inability to react to external events leads to rigid and verbose dialogs. By introducing these features as ECMAScript variables and event handlers in an interpreter, dialog authors can adapt their dialogs' behavior with regard to the users' surroundings and incorporate available information from the pervasive environment. Adding these features extends the expressiveness of VoiceXML2.1 and enables the modeling of previously inexpressible, more flexible dialogs.
En Plein Air: A Mobile Learning Approach for Sustainability Education in the Wild BIBAFull-Text 44-58
  Leonardo Giusti; Alessandro Pollini; Liselott Brunnberg; Federico Casalegno
This paper discusses educational challenges and design opportunities concerning the use of mobile technologies in the context of education on sustainable development. The discussion will be supported by the presentation of a pedagogical model and a technological platform consisting of Web and mobile technologies designed to support a mix of formal and informal, indoor and outdoor learning experiences. In particular, the platform is a reconfigurable system that can be adapted to support different kinds of learning formats. The paper presents two use cases and the authors discuss the implications of mobile technologies in the field of education for sustainable development, taking into consideration both pedagogical and technological issues.
Using Smartphones for Customizing Products at the Point of Sale BIBAFull-Text 59-66
  Sven Gehring; Markus Löchtefeld
Today, customers have a high demand on personalized products. Manufactures try to address this demand in various ways: e.g., they produce the same product in different variations or adapt the product package to a special event (e.g., sport events). Furthermore, they offer Web-based platforms to allow customization by the users. For the majority of industrial companies, customizing products and services is among the most critical means to deliver true customer value and achieve superior competitive advantages in the future. This paper describes how smartphones can be used at the Point of Sale (POS) to customize products. The described interaction techniques utilize a physical representation of the product itself and they help to match the customer's expectations with the final modified product and allow the most natural and intuitive interaction.
Mobile Work Efficiency: Balancing Between Benefits, Costs and Sacrifices BIBAFull-Text 67-87
  Heli Väätäjä
Smartphones can be characterized as multipurpose mobile devices, or as pocket-sized mobile computers and multimedia devices. In the fieldwork of mobile journalists in news reporting, the efficiency of work could potentially be enhanced with smartphones. Smartphones equipped with mobile services and applications support various work tasks from preparing for the reporting to capturing and submitting or publishing the story or news material directly from the field. Based on ten studies on mobile news making the author discusses smartphones as enablers and characteristics that may constrain the usage and decrease the perceived work efficiency. The identified benefits of smartphones for mobile journalists are categorized as 1) temporal, 2) location, 3) convenience, 4) satisfaction, 5) informational, 6) communicational, 7) work process, and 8) monetary benefits. The costs and sacrifices are related to the ergonomics of working and lower level of working comfort, a lower perceived quality of the created news material and reporting, a feeling of loss of control over the capturing, and changes in the roles and responsibilities, for example. Balance between benefits, costs, and sacrifices of using smartphones in mobile news making seems to depend on the situation at hand as well as on the goals and objectives of news reporting.
CroMAR: Mobile Augmented Reality for Supporting Reflection on Crowd Management BIBAFull-Text 88-101
  Simone Mora; Alessandro Boron; Monica Divitini
This paper discusses the usage of Mobile Augmented Reality (MAR) to support reflection on past events, using reflection on crowd management as scenario. Computer based support to reflection generally relies on the visualization of information connected to the experience one is reflecting upon. Different metaphors have been adopted to support easy access to relevant information within the reflection process, e.g., timelines and word clouds. In this context, MAR represents an interesting alternative because it can be used to promote reflection in the specific location of the event by augmenting it with relevant information. In this way, the authors can expect the reflection process to be grounded in a context that helps to make sense of the information and reflect on alternative paths of action. The paper presents the scenario of usage, together with the design, development, and evaluation of the prototype, CroMAR. Based on this experience, the authors identify challenges connected to the usage of Mobile Augmented Reality in terms of support for reflection, interaction, and design methodology.

IJMHCI 2012-07 Volume 4 Issue 3

Balancing Awareness and Interruption in Mobile Patrol using Context-Aware Notification BIBAFull-Text 1-27
  Jan Willem Streefkerk; D. Scott McCrickard; Myra P. van Esch-Bussemakers; Mark A. Neerincx
In mobile computing, a fundamental problem is maintaining awareness of the environment and of information presented as messages on a mobile device. In mobile police patrols, officers need to pay attention to their direct environment and stay informed of incidents elsewhere. To prevent unwanted interruption, a context-aware notification system adapts the timing and appearance of incident messages, based on user activity (available, in transit, or busy) and message priority (high, normal, or low). The authors evaluated the benefits and costs of adaptive notification compared to three uniform notification styles (presenting full messages, postponing messages or presenting indicators). Thirty-two trained student participants used a prototype notification system in a controlled mobile patrol task. The results were validated in a follow-up study with twenty-four police officers.
Lessons Learned from Large-Scale User Studies: Using Android Market as a Source of Data BIBAFull-Text 28-43
  Denzil Ferreira; Anind K. Dey
User studies with mobile devices have typically been cumbersome, since researchers have had to recruit participants, hand out or configure devices, and offer incentives and rewards. The increasing popularity of application stores has allowed researchers to use such mechanisms to recruit participants and conduct large-scale studies in authentic settings with relatively little effort. Most researchers who use application stores do not consider the side-effects or biases that such an approach may introduce. The authors summarize prior work that has reported experiences from using application stores as a recruiting, distribution and study mechanism, and also present a case study of a 4-week long study using the Android Market to deploy an application to over 4000 users that collected data on their mobile phone charging habits. The authors synthesize their own experiences with prior reported findings to discuss the challenges, advantages, limitations and considerations of using application stores as a recruitment and distribution approach for conducting large-scale studies.
How Do Users Search the Mobile Web with a Clustering Interface?: A Longitudinal Study BIBAFull-Text 44-66
  Tomi Heimonen
Category-based search result organization holds promise as a means of facilitating mobile information access. This paper presents the results of a longitudinal user study that investigated how a mobile clustering interface is used to search the Web. The author describes the participants' search behavior and discusses the benefits and limitations of category-based result access. Study results show that category-based interaction was considered situationally useful, for example when the participants had problems describing their information need or needed to retrieve a subset of results. The paper proposes design guidelines for category-based mobile search interfaces. These include improved strategies for presenting the categories in the search interface, the need to improve the categorization methods to provide more representative category structures, and accounting for the contextual aspects of mobile information needs.

IJMHCI 2012-10 Volume 4 Issue 4

Human-Centered Design in Mobile Application Development: Emerging Methods BIBAFull-Text 1-21
  Eyal Eshet
Mobile platforms (e.g., Google Android, Apple iOS) and their closely integrated app stores transformed the mobile industry and opened the market for mobile application developers. Consequently, applications for smartphones quickly soared to phenomena levels. As mobile technology continues to evolve and shape human interaction with technology, human-centered design (HCD) methods adapt to the capabilities of technology and to the needs of mobile application development. This study presents a preliminary review of 79 research papers on the practice of HCD in mobile application development for the smartphone touch era. The aim of the study is to highlight emerging methods and their implications for mobile application development. The methods discovered by this study assist mobile application developers to better understand their target users. Further research is needed, particularly in exploring what user research and evaluation methods are the most effective in the context of mobile application development.
The Phone as a Tool for Combining Online and Offline Social Activity: Teenagers' Phone Access to an Online Community BIBAFull-Text 22-36
  Stina Nylander; Malin Larshammar
The authors have analyzed two months of log data and 100 surveys on the phone use of a Swedish online community for teenagers to investigate the mobile use of an established online service. This shows that the phone use mostly takes place during times of the day when teenagers have social time and the use is not influenced by the availability of a computer. The phone makes the community access more private compared to the computer, but teens do share the use when they want to. The cell phone bridges the online and offline social communities and allows teens to participate in both at the same time. The online community is not only a place for social activity online; it is also a social activity offline that is carried out face-to-face with friends. Thus, the cell phone was a tool for the teens to combine their participation in the online and the offline world.
Evaluating Mobile Applications: A Spreadsheet Case Study BIBAFull-Text 37-65
  Derek Flood; Rachel Harrison; Claudia Iacob; David Duce
The power of mobile devices has increased dramatically in the last few years. These devices are becoming more sophisticated and allow users to accomplish a wide variety of tasks while on the move. The ease with which mobile apps can be created and distributed has resulted in a number of usability issues becoming more prevalent. This paper describes the range of usability issues encountered at all stages of the mobile app life cycle, from when users begin to search for an app to when they finally remove the app from their device. Using these results the authors developed a number of guidelines for both app developers and app platform developers that will improve the overall usability of mobile apps.