| Leisure-Based Reading and the Place of E-Books in Everyday Life | | BIBAK | Full-Text | 1-18 | |
| Annika Hupfeld; Abigail Sellen; Kenton O'Hara; Tom Rodden | |||
| With the proliferation of digital reading technologies and their underlying
ecosystem, practices of reading are currently undergoing significant changes.
Despite the currency of the topic, we find there is little empirical research
on how people incorporate digital reading technologies into their existing
leisure-based reading practices. In this paper, we explore the place of
e-reading for pleasure in daily life, and how it is co-evolving with practices
surrounding printed books. We present a diary study with 16 readers tracking
their behaviors and motivations surrounding e-book use. Our findings are
relevant to designers of digital reading technologies in highlighting the
values guiding people's choices and behaviors concerning e-book use. Keywords: leisure e-reading; e-books; e-readers; tablets; smartphones; books; diary
study | |||
| Reading together as a Leisure Activity: Implications for E-reading | | BIBAK | Full-Text | 19-36 | |
| Michael Massimi; Rachelle Campigotto; Abbas Attarwala; Ronald M. Baecker | |||
| Reading from devices such as Kindles, Nooks, and tablets ("e-readers") is an
increasingly common practice. A primary reason users purchase e-readers is to
read for pleasure, as opposed to reading for work or school purposes. With
paper, people sometimes read together from a single book (e.g., reading a
bedtime story with a child) -- a practice we call partnered reading. This
practice, and the goals of e-reading for pleasure more generally, remain
underexplored in the HCI literature. This paper contributes findings from a
deployment study wherein participants used an e-reader application to read with
a partner. These findings (a) provide descriptive accounts of how people use
e-readers to read together, and (b) identify opportunities to improve the
design of e-readers to support partnered e-reading for pleasure. Keywords: E-reading; partnered reading; collaborative reading; pleasure;
entertainment; leisure; iPad; ALLT | |||
| The Mysterious Whiteboard | | BIBAK | Full-Text | 37-54 | |
| Clemens Nylandsted Klokmose; Olav W. Bertelsen | |||
| This paper raises the question of why electronic whiteboards are not
ubiquitous. The paper provides a design-oriented analysis of traditional as
well as electronic whiteboards in the context of collaborative and individual
activities. We offer a novel perspective on whiteboards for collaborative
activity based on a survey of the electronic whiteboard literature, a series of
interviews with users of traditional whiteboards, and concepts rooted in
Activity Theory. We identify a number of characteristics of the non-electronic
whiteboard that are important to understand and preserve in the design of
electronic whiteboard systems. Most importantly, we argue that the strength of
non-electronic whiteboards is a combination of their simplicity and stability
as well as a discontinuity between material on and outside of the whiteboard.
We argue that the non-electronic whiteboard has uses and properties, which will
require an electronic substitute to differ fundamentally in design compared to
our traditional personal computing devices as well as most designs seen today.
We present a set of themes for design of future electronic whiteboard systems
that emphasize limitations as a main design principle. We conclude with three
principles for design: The idea of installation rather than application; the
principle of supplementing rather than replacing; and finally the principle of
embracing and enhancing discontinuities. Keywords: Electronic whiteboards; non-personal computing; activity theory;
discontinuities; collaboration; science | |||
| A Tabletop System Using Infrared Image Recognition for Multi-user Identification | | BIBAK | Full-Text | 55-62 | |
| Shota Suto; Susumu Shibusawa | |||
| Many tabletop systems have been developed to facilitate face-to-face
collaboration and work at small meetings. These systems often require users to
attach sensors to their bodies to identify their positions, but attaching a
sensor to one's body can be bothersome and annoying, and user position and
posture may be restricted depending on where the sensor is attached. We have
proposed a technique for estimating user position in a tabletop system by image
recognition and implemented a tabletop system having a user position
identification function incorporating the proposed technique. This technique
first obtains touch points and hand-area information from touch operations
performed by the user, and establishes an association between the touch points
and hand from those positional relationships. Since the direction in which a
hand is extended can be derived from that hand's touch information, the
position of the user of the touch points belonging to that hand can be
estimated. As part of this study, we also implemented a photo-object
manipulation application, which has a function for orienting a photo object to
face the user based on the results of the above user-position estimation
technique. We performed an experiment to evaluate the position identification
rate, and found that the proposed technique could identify user position with
high accuracy. Keywords: Tabletop system; Image recognition; FTIR; Multi-touch; User position
identification; Area extraction | |||
| Performing Online and Offline: How DJs Use Social Networks | | BIBAK | Full-Text | 63-80 | |
| Mayur Karnik; Ian Oakley; Valentina Nisi | |||
| Music and online Social Network Sites (SNS) are closely intertwined in
popular culture, but we know relatively little about how performers use and
take advantage of such social systems. This paper investigates this space by
exploring how professional DJs leverage SNS in their work. It adopts a long
term mixed-methods ethnographic approach encompassing semi-structured
interviews, supported by studio visits and participant observations. Results
revealed that DJs used SNS for connecting to their audiences; promoting their
work; receiving peer feedback; discovering content and keeping abreast of their
field; and organizing and coordinating events. We further interpret our
findings in the context of issues DJs highlighted about their professional
practice and technology, and our observations; and draw out design implications
for future music orientated systems and services. Keywords: Ethnography; DJs; social networks; participant observations | |||
| Tension Space Analysis: Exploring Community Requirements for Networked Urban Screens | | BIBAK | Full-Text | 81-98 | |
| Steve North; Holger Schnädelbach; Ava Fatah gen Schieck; Wallis Motta; Lei Ye; Moritz Behrens; Efstathia Kostopoulou | |||
| This paper draws on the design process, implementation and early evaluation
results of an urban screens network to highlight the tensions that emerge at
the boundary between the technical and social aspects of design. While public
interactive screens in urban spaces are widely researched, the newly emerging
networks of such screens present fresh challenges. Researchers wishing to be
led by a diverse user community may find that the priorities of some users,
directly oppose the wishes of others. Previous literature suggests such
tensions can be handled by 'goal balancing', where all requirements are reduced
down to one set of essential, implementable attributes. Contrasting this, this
paper's contribution is 'Tension Space Analysis', which broadens and extends
existing work on Design Tensions. It includes new domains, new representational
methods and offers a view on how to best reflect conflicting community
requirements in some aspects or features of the design. Keywords: 'tension space analysis'; 'human factors'; 'design tensions'; 'design
space'; 'urban screens'; 'networked urban screens' | |||
| BinCam: Designing for Engagement with Facebook for Behavior Change | | BIBAK | Full-Text | 99-115 | |
| Rob Comber; Anja Thieme; Ashur Rafiev; Nick Taylor; Nicole Krämer; Patrick Olivier | |||
| In this paper we continue work to investigate how we can engage young adults
in behaviors of recycling and the prevention of food waste through social media
and persuasive and ubiquitous computing systems. Our previous work with BinCam,
a two-part design combining a system for the collection of waste-related
behaviors with a Facebook application, suggested that although this ubiquitous
system could raise awareness of recycling behavior, engagement with social
media remained low. In this paper we reconsider our design in terms of
engagement, examining both the theoretical and practical ways in which
engagement can be designed for. This paper presents findings from a new user
study exploring the re-design of the social media interface following this
analysis. By incorporating elements of gamification, social support and
improved data visualization, we contribute insights on the relative potential
of these techniques to engage individuals across the lifespan of a system's
deployment. Keywords: Engagement; Facebook; Sustainability; Recycling; Gamification; Social
influence; Persuasive technology | |||
| OpinionBlocks: A Crowd-Powered, Self-improving Interactive Visual Analytic System for Understanding Opinion Text | | BIBAK | Full-Text | 116-134 | |
| Mengdie Hu; Huahai Yang; Michelle X. Zhou; Liang Gou; Yunyao Li; Eben Haber | |||
| Millions of people rely on online opinions to make their decisions. To
better help people glean insights from massive amounts of opinions, we present
the design, implementation, and evaluation of OpinionBlocks, a novel
interactive visual text analytic system. Our system offers two unique features.
First, it automatically creates a fine-grained, aspect-based visual summary of
opinions, which provides users with insights at multiple levels. Second, it
solicits and supports user interactions to rectify text-analytic errors, which
helps improve the overall system quality. Through two crowd-sourced studies on
Amazon Mechanical Turk involving 101 users, OpinionBlocks demonstrates its
effectiveness in helping users perform real-world opinion analysis tasks.
Moreover, our studies show that the crowd is willing to correct analytic
errors, and the corrections help improve user task completion time
significantly. Keywords: Text analytics; text visualization; self-improving; crowd-sourcing | |||
| PolemicTweet: Video Annotation and Analysis through Tagged Tweets | | BIBAK | Full-Text | 135-152 | |
| Samuel Huron; Petra Isenberg; Jean Daniel Fekete | |||
| We present PolemicTweet a system with an encompassing, economic, and
engaging approach to video tagging and analysis. Annotating and tagging videos
manually is a boring and time-consuming process. Yet, in the last couple of
years the audiences of events -- such as academic conferences -- have begun to
produce unexploited metadata in the form of micropost activities. With
PolemicTweet we explore the use of tagged microposts for both video annotation
and browsing aid. PolemicTweet is a system 1) to crowd source conference video
tagging with structured sentiment metadata, 2) to engage audiences in a tagging
process, and 3) to visualize these annotations for browsing and analyzing a
video. We describe the system and its components as well as the results from a
one-year live deployment in 27 different events. Keywords: Backchannel; Video annotation; Crowdsourcing; Video analysis; Live tagging | |||
| Eyes Only: Navigating Hypertext with Gaze | | BIBAK | Full-Text | 153-169 | |
| Abdul Moiz Penkar; Christof Lutteroth; Gerald Weber | |||
| Eye gaze tracking is an obvious candidate for a future input device, perhaps
even for everyday computing. The hard problems with gaze-controlled interfaces
are inaccuracy and inadvertent clicking. We attempt to mitigate these problems
in the context of a gaze-controlled web browser. Four click alternatives
(Dwell, Single Confirm, Multiple Confirm and Radial Confirm) were implemented
along with a fifth mouse-controlled version for comparison. Two alternatives
make use of additional buttons that confirm a selection made previously by
dwell, hence improving accuracy. Our results indicate that the Multiple Confirm
alternative performed best among the gaze-based alternatives; it makes use of
multiple confirmation buttons when letting the user choose between different
options. When compared to the mouse, the clicking times were worse but the
accuracy was indistinguishable. User feedback also indicates that, although
mouse was considered best, Multiple Confirm was not perceived as slow and
generated excitement. This indicates that the Multiple Confirm click
alternative has potential as an interaction method for gaze interfaces. Keywords: Eye gaze tracking; dwell; navigation | |||
| Eye Pull, Eye Push: Moving Objects between Large Screens and Personal Devices with Gaze and Touch | | BIBAK | Full-Text | 170-186 | |
| Jayson Turner; Jason Alexander; Andreas Bulling; Dominik Schmidt; Hans Gellersen | |||
| Previous work has validated the eyes and mobile input as a viable approach
for pointing at, and selecting out of reach objects. This work presents Eye
Pull, Eye Push, a novel interaction concept for content transfer between public
and personal devices using gaze and touch. We present three techniques that
enable this interaction: Eye Cut & Paste, Eye Drag & Drop, and Eye
Summon & Cast. We outline and discuss several scenarios in which these
techniques can be used. In a user study we found that participants responded
well to the visual feedback provided by Eye Drag & Drop during object
movement. In contrast, we found that although Eye Summon & Cast
significantly improved performance, participants had difficulty coordinating
their hands and eyes during interaction. Keywords: Eye-Based Interaction; Mobile; Cross-Device; Content Transfer; Interaction
Techniques | |||
| Tools for a Gaze-Controlled Drawing Application -- Comparing Gaze Gestures against Dwell Buttons | | BIBAK | Full-Text | 187-201 | |
| Henna Heikkilä | |||
| We designed and implemented a gaze-controlled drawing application that
utilizes modifiable and movable shapes. Moving and resizing tools were
implemented with gaze gestures. Our gaze gestures are simple one-segment
gestures that end outside the screen. Also, we use the closure of the eyes to
stop actions in the drawing application. We carried out an experiment to
compare gaze gestures with a dwell-based implementation of the tools. Results
showed that, in terms of performance, gaze gestures were an equally good input
method as dwell buttons. Furthermore, more than 40% of the participants gave
better ratings for gaze gestures than for the dwell-based implementation, and
under 20% preferred dwell over gestures. Our study shows that gaze gestures can
be a feasible alternative for dwell-based interaction when they are designed
properly and implemented in the appropriate application area. Keywords: gaze interaction; eye tracking; drawing with gaze; gaze gestures | |||
| Designing Gesture-Based Control for Factory Automation | | BIBAK | Full-Text | 202-209 | |
| Tomi Heimonen; Jaakko Hakulinen; Markku Turunen; Jussi P. P. Jokinen; Tuuli Keskinen; Roope Raisamo | |||
| We report the development and evaluation of a gesture-based interaction
prototype for controlling the loading station of a factory automation system.
In this context, gesture-based interaction has the potential to free users from
the tedious physical controls but it must also account for safety
considerations and users' perceptions. We evaluated the gesture interaction
concept in the field to understand its applicability to industrial settings.
Our findings suggest that gesture-based interaction is an emotional, physically
charged experience that has the potential to enhance the work process.
Participants' feedback also highlighted challenges related to the reliability
of gesture recognition technology in the workplace, the perceived
professionalism of gesture-based interaction, and the role of physical feedback
in promoting feeling of control. Our results inform the development of
gesture-based interaction for similar contexts. Keywords: Gesture-based interaction; emotions; user experience; field study | |||
| Metamodels Infrastructure and Heuristics for Metamodel-Driven Multi-touch Interaction | | BIBAK | Full-Text | 210-227 | |
| Víctor López-Jaquero; Elena Navarro; Francisco Montero; Pascual González | |||
| Novice users usually find it hard to manipulate models by using traditional
Model-Driven Development techniques, because of the gap between the modeling
tools and these users' mental models. In this context, multi-touch interfaces
emerge as an alternative to make it easier for novice users to interact with
the models by using natural gestures and taking advantage from the popularity
that touch-based devices have achieved. In this paper, a metamodel
infrastructure and a set of heuristics are presented to automatically generate
multi-touch visual editors for manipulating models. The editor generated is
driven by a metamodel that also prevents the user from creating not valid
models. These heuristics have been validated while developing an environment
for novice users, such as psychologists or physiotherapists, for the treatment
of people with Acquired Brain Injury. Keywords: model-driven development; multi-touch interaction; heuristics; Acquired
Brain Injury (ABI) | |||
| TactiPEd: Easy Prototyping of Tactile Patterns | | BIBAK | Full-Text | 228-245 | |
| Sabrina Panëels; Margarita Anastassova; Lucie Brunet | |||
| We present the design and evaluation of a tactile editor, TactiPEd for the
rapid and easy prototyping of vibrotactile patterns. It is based on the
graphical metaphor of the shape of the device, which is used for the tuning of
the main tactile characteristics, including amplitude, frequency and duration
of tactile sequences. The editor includes file systems functionalities using
the XML format along with playing and recording functionalities. The editor was
thoroughly evaluated: a usability evaluation was conducted with 9 participants,
the designed metaphor-based patterns were analyzed for insights on cross-device
design and finally the editor was tested with several devices. TactiPEd was
successfully and easily used with little training and enabled users to design
patterns in little time. The resulting patterns shared common characteristics
across the devices for a given metaphor. Keywords: tactile feedback; tactile pattern authoring; vibrotactile pattern | |||
| Towards Many Gestures to One Command: A User Study for Tabletops | | BIBAK | Full-Text | 246-263 | |
| Yosra Rekik; Laurent Grisoni; Nicolas Roussel | |||
| Multi-touch gestures are often thought by application designers for a
one-to-one mapping between gestures and commands, which does not take into
account the high variability of user gestures for actions in the physical
world; it can also be a limitation that leads to very simplistic interaction
choices. Our motivation is to make a step toward many-to-one mappings between
user gestures and commands, by understanding user gestures variability for
multi-touch systems; for doing so, we set up a user study in which we target
symbolic gestures on tabletops. From a first phase study we provide qualitative
analysis of user gesture variability; we derive this analysis into a taxonomy
of user gestures, that is discussed and compared to other existing taxonomies.
We introduce the notion of atomic movement; such elementary atomic movements
may be combined throughout time (either sequentially or in parallel), to
structure user gesture. A second phase study is then performed with specific
class of gesture-drawn symbols; from this phase, and according to the provided
taxonomy, we evaluate user gesture variability with a fine grain quantitative
analysis. Our findings indicate that users equally use one or two hands, also
that more than half of gestures are achieved using parallel or sequential
combination of atomic movements. We also show how user gestures distribute over
different movement categories, and correlate to the number of fingers and hands
engaged in interaction. Finally, we discuss implications of this work to
interaction design, practical consequences on gesture recognition, and
potential applications. Keywords: Tabletop; multi-touch gesture; gesture recognition; interaction design | |||
| User-Defined Body Gestures for an Interactive Storytelling Scenario | | BIBAK | Full-Text | 264-281 | |
| Felix Kistler; Elisabeth André | |||
| For improving full body interaction in an interactive storytelling scenario,
we conducted a study to get a user-defined gesture set. 22 users performed 251
gestures while running through the story script with real interaction disabled,
but with hints of what set of actions was currently requested by the
application. We describe our interaction design process, starting with the
conduction of the study, continuing with the analysis of the recorded data
including the creation of gesture taxonomy and the selection of gesture
candidates, and ending with the integration of the gestures in our application. Keywords: User Defined Gestures; Kinect; Full Body Tracking; Depth Sensor;
Interaction; Interactive Storytelling | |||
| User-Defined Gestures for Augmented Reality | | BIBAK | Full-Text | 282-299 | |
| Thammathip Piumsomboon; Adrian Clark; Mark Billinghurst; Andy Cockburn | |||
| Recently there has been an increase in research towards using hand gestures
for interaction in the field of Augmented Reality (AR). These works have
primarily focused on researcher designed gestures, while little is known about
user preference and behavior for gestures in AR. In this paper, we present our
guessability study for hand gestures in AR in which 800 gestures were elicited
for 40 selected tasks from 20 participants. Using the agreement found among
gestures, a user-defined gesture set was created to guide designers to achieve
consistent user-centered gestures in AR. Wobbrock's surface taxonomy has been
extended to cover dimensionalities in AR and with it, characteristics of
collected gestures have been derived. Common motifs which arose from the
empirical findings were applied to obtain a better understanding of users'
thought and behavior. This work aims to lead to consistent user-centered
designed gestures in AR. Keywords: Augmented reality; gestures; guessability | |||
| Gesture-Based Interaction in Domotic Environments: State of the Art and HCI Framework Inspired by the Diversity | | BIBAK | Full-Text | 300-317 | |
| Ana Carla de Carvalho Correia; Leonardo Cunha de Miranda; Heiko Hornung | |||
| Applications for the control and automation of residential environments
(domotics) are an emerging area of study within Human-Computer Interaction
(HCI). One of the related challenges is to design gestural interaction with
these applications. This paper explores socio-technical aspects of gestural
interaction in intelligent domotic environments. An analysis of literature in
the area revealed that some HCI-related aspects are treated in a restricted
manner that neglects socio-technical dimensions. We propose a framework for
discussing related challenges in an integrated manner, considering the
dimensions people, gestural mode of interaction, and domotics. Some of these
challenges are addressed by literature outside the area of domotics. Many open
research questions remain, e.g. how to design gestural vocabularies that
minimize ambiguity and consider cultural and social aspects. The proposed
framework might contribute to answering these questions thus to designing
meaningful interaction that is intuitive and easy to learn. Keywords: Gesture-Based Interaction; Home Automation; Smart Home; Domotics;
Socio-Technical Framework | |||
| Thumbs Up: 3D Gesture Input on Mobile Phones Using the Front Facing Camera | | BIBAK | Full-Text | 318-336 | |
| Paul Schmieder; John Hosking; Andrew Luxton-Reilly; Beryl Plimmer | |||
| We use the front facing camera in a smart phone to capture gesture input.
Thumb gestures performed above the camera are recognized and used to invoke
commands. In contrast to other input modalities the camera requires no device
movements and no valuable screen space is used. To be viable, this type of
interaction requires gestures which are comfortable and memorable for the user
and real-time accurate recognition of those gestures. Given the performance
constraints of phones and their cameras we needed to determine whether accurate
and reliable recognition is possible and identify types of gestures that are
recognizable and user appropriate. As a proof of concept, we conducted a user
study testing three gestures for performance and user satisfaction. The results
demonstrate that the 3D gestural input is successful and we provide detailed
insights into successful recognition strategies for this novel interaction
modality. Keywords: Motion gestures; mobile interaction; image recognition | |||
| User and System Cross-Learning of Gesture Commands on Pen-Based Devices | | BIBAK | Full-Text | 337-355 | |
| PeiYu Li; Manuel Bouillon; Eric Anquetil; Grégoire Richard | |||
| This paper presents a new design and evaluation of customizable gesture
commands on pen-based devices. Our objective is to help users during the
definition of gestures by detecting confusion among gestures. We also help the
memorization gestures with the guide of a new type of menu "Customizable
Gesture Menus". These menus are associated with an evolving gesture recognition
engine that learns incrementally, starting from few data samples. Our research
focuses on making user and recognition system learn at the same time, hence the
term "cross-learning". Three experimentations are presented in details in this
paper to support these ideas. Keywords: Handwritten gesture recognition; Marking Menus; Customizable gesture
interfaces | |||
| Adoption and Appropriation: A Design Process from HCI Research at a Brazilian Neurological Hospital | | BIBAK | Full-Text | 356-363 | |
| Junia Anacleto; Sidney Fels | |||
| Through our research on natural ICT solutions for integration into a non-ICT
based workflow at a Brazilian chronic care hospital, we created a new design
process and two additional HCI design criteria for maintaining natural work
processes using information and communication technologies (ICT). For our HCI
design we propose two design pathways: 1. iterating on adoption of designed
technologies and 2. iterating on appropriation of these technologies. The
degree of appropriation provides an indicator of how natural a design is since
it allows for users' inventiveness to uncover latent affordances for use in new
contexts. Thus, the use of an interface along with whether its potential is
realized in new, user-oriented contexts, are critical elements for designing
natural interfaces. We report our insights gained through observations and
user-centered design for health professionals at a non-ICT based, large
chronic-care hospital to support this perspective. Keywords: human computer interaction; appropriation; adoption; design process; user
centered design; health care; mental illness; non-disruptive workflow | |||
| Chronicles: Supporting Conversational Narrative in Alternative and Augmentative Communication | | BIBAK | Full-Text | 364-371 | |
| Annalu Waller; Rachel Menzies; Daniel Herron; Suzanne Prior; Rolf Black; Thilo Kroll | |||
| Individuals share experiences and build relationships through the medium of
narrative. Lifelong personal narratives play a key role in developing social
identity. Individuals with little or no functional speech due to severe speech
and physical impairments (SSPI) find it difficult to share personal narrative
as augmentative and alternative communication (AAC) systems do not support
interactive story telling. As a result, people with congenital SSPI who use AAC
may not have learned the linguistic skills involved in sharing narratives. The
Chronicles software was developed to support the sharing of personal narrative.
Conversational analysis of a conversation using Chronicles illustrates how the
system can support more natural conversations when using AAC. Keywords: Augmentative and Alternative Communication; Personal narrative; Social
identity; Accessibility; Assistive technology; Disability | |||
| Development of Novel eHealth Services for Citizen Use -- Current System Engineering vs. Best Practice in HCI | | BIBAK | Full-Text | 372-379 | |
| Isabella Scandurra; Jesper Holgersson; Thomas Lind; Gunilla Myreteg | |||
| Many new public eHealth Services are now being developed. Often a
conventional customer-vendor process is used, where the customer is a public
authority, e.g. a county council, and the vendor a commercial actor, e.g. an IT
development company. In this case study the engineering process regards a novel
eHealth service aiming to provide patients with online access to their
electronic health record. A complicating factor in conventional customer-vendor
processes for public e-services is that "the future user could be anyone". In
the light of best practice in Human-Computer Interaction, this study examines
the joint effort of the customer and vendor when developing novel services for
citizen use. The results include delimiting factors, recommendations for public
authority customers and proposed new actions for the research agenda. Keywords: user participation; public e-health services; e-government; electronic
health records; system development methods; collaborative design; Scrum | |||
| Increasing Accuracy by Decreasing Presentation Quality in Transcription Tasks | | BIBAK | Full-Text | 380-394 | |
| Frank Soboczenski; Paul Cairns; Anna L. Cox | |||
| Many tasks with interfaces require entering data accurately, for example,
entering patient data in an electronic records system or programming infusion
pumps. However, human error is inevitable. Paradoxically, results from
cognitive psychology suggest that representing information in a poorer quality
format increases the likelihood of memorising the information accurately. This
is explained by the dual system account of cognition where slower, more
effortful but more accurate thinking is invoked via the poorer quality
representation. We present two studies where we transfer these results to the
domain of data-entry and show that poorer quality format of to-be-copied
information leads to increased accuracy in transcription tasks. Moreover, this
is not a consequence of the typical speed-accuracy tradeoffs. The results of
our novel approach have implications for the design of data-entry tasks in
domains such as healthcare. Keywords: Human error; cognition; data-entry; presentation quality; numberentry;
infusion pump; perception; safety-critical systems | |||
| You Can't Touch This: Potential Perils of Patient Interaction with Clinical Medical Devices | | BIBAK | Full-Text | 395-402 | |
| Paul Noble; Ann Blandford | |||
| Clinical medical devices are designed with the explicit assumption that
trained medical team members will operate them in appropriate hospital
environments. As technological complexity increases, along with the possibility
to create specific ward configurations, the potential for unusual interaction
combinations poses challenges for safety and training. Resilience engineering
proposes that a system should cope with disturbances and unexpected conditions.
Consequently, an important consideration for design is to examine medical
device interactions that can be considered 'non-routine'. In recognition of the
localised nature of clinical practice, and in order to investigate the broad
range and type of non-routine occurrences, a novel interview approach was
adopted involving medical researchers and practitioners. Examples of
non-routine interaction were obtained across a diverse range of localities.
Covert patient interactions and dangerous configuration combinations were
identified which adversely affected treatment. Drawing on these concerns the
potential role of patient involvement in bolstering system resilience is
discussed. Keywords: Medical Devices; Safety; Resilience Engineering; Customisation | |||
| A Dog Tail for Utility Robots: Exploring Affective Properties of Tail Movement | | BIBAK | Full-Text | 403-419 | |
| Ashish Singh; James E. Young | |||
| We present a dog-tail interface for utility robots, as a means of
communicating high-level robotic state through affect. This interface leverages
people's general knowledge of dogs and their tails (e.g., wagging means happy)
to communicate robotic state in an easy to understand way. In this paper, we
present the details of our tail construction, and the results of a study which
explored a base case of people's reactions to the tail: how various parameters
of tail movements and configuration influence perception of the robot's
zoomorphized affective state. Our study indicated that people were able to
interpret a range of affective states from various tail configurations and
gestures, and in summary, we present a set of guidelines for mapping tail
parameters to intended perceived affective robotic state. Keywords: human-robot interaction; animal-inspired interfaces; affective computing | |||
| Pebbles: User-Configurable Device Network for Robot Navigation | | BIBAK | Full-Text | 420-436 | |
| Kentaro Ishii; Haipeng Mi; Lei Ma; Natsuda Laokulrat; Masahiko Inami; Takeo Igarashi | |||
| This study proposes devices suitable for use by non-experts to design robot
navigation routes. The user places landmarks, called pebbles, on the floor to
tell navigation routes to a robot. Using infrared communication, the pebbles
automatically generate navigation routes. The system is designed such that
non-expert users can understand the system status to configure the user's
target environment without expert assistance. During deployment, the system
provides LED and voice feedback. The user can confirm that the devices are
appropriately placed for the construction of a desired navigation network. In
addition, because there is a device at each destination, our method can name
locations by associating a device ID with a particular name. A user study
showed that non-expert users were able to understand device usage and construct
robot navigation routes. Keywords: Robot Navigation; Tangible User Interface; Navigation Landmark; Non-Expert
User | |||
| Robots for Real: Developing a Participatory Design Framework for Implementing Educational Robots in Real-World Learning Environments | | BIBAK | Full-Text | 437-444 | |
| Lykke Brogaard Bertel; Dorte Malig Rasmussen; Ellen Christiansen | |||
| As educational service robots become increasingly accessible, the demand for
methodologies that generate knowledge on r-learning applicable to real world
learning environments equally increases. This paper proposes a participatory
design framework for involving users in the development of robot-supported
didactic designs and discusses its applicability to existing educational
contexts on the basis of a case study on the implementation and use of the
therapeutic robot seal Paro at a school for children with an autism diagnosis. Keywords: Participatory design; Human-Robot Interaction; Education | |||
| Computer-Supported Work in Partially Distributed and Co-located Teams: The Influence of Mood Feedback | | BIBAK | Full-Text | 445-460 | |
| Andreas Sonderegger; Denis Lalanne; Luisa Bergholz; Fabien Ringeval; Juergen Sauer | |||
| This article examines the influence of mood feedback on different outcomes
of teamwork in two different collaborative work environments. Employing a 2 x 2
between-subjects design, mood feedback (present vs. not present) and
communication mode (face-to-face vs. video conferencing) were manipulated
experimentally. We used a newly developed collaborative communication
environment, called EmotiBoard, which is a large vertical interactive screen,
with which team members can interact in a face-to-face discussion or as a
spatially distributed team. To support teamwork, this tool provides visual
feedback of each team member's emotional state. Thirty-five teams comprising 3
persons each (with a confederate in each team) completed three different tasks,
measuring mood, performance, subjective workload, and team satisfaction.
Results indicated that the evaluation of the other team members' emotional
state was more accurate when the mood feedback was presented. In addition, mood
feedback influenced team performance positively in the video conference
condition and negatively in the face-to-face condition. Furthermore,
participants in the video conference condition were more satisfied after task
completion than participants in the face-to-face condition. Findings indicate
that the mood feedback tool is helpful for teams to gain a more accurate
understanding of team members' emotional states in different work situations. Keywords: virtual teamwork; videoconference; face-to-face; mood; computer-supported
cooperative work | |||
| Do Usability Professionals Think about User Experience in the Same Way as Users and Developers Do? | | BIBAK | Full-Text | 461-478 | |
| Torkil Clemmensen; Morten Hertzum; Jiaoyan Yang; Yanan Chen | |||
| In this paper, we study how usability professionals' thinking about system
use relates to that of system developers and end users. We conducted 72
repertory-grid interviews to capture how usability professionals, developers,
and users describe their system use. The participants in each stakeholder group
were from China, Denmark, and India. Our results indicate that usability
professionals focus on emotion-related aspects of system use, while users focus
more on context in terms of utility and degree of usage. There are no
interactions between stakeholder group and nationality, although both
stakeholder group and nationality independently influence how participants
think about usability and user experience. We recommend that to understand
users' concerns, researchers should study context more. Keywords: Usability professionals; UX professionals; user experience; stakeholder
differences; cultural differences | |||
| Here or There? How Configuration of Transnational Teams Impacts Social Capital | | BIBAK | Full-Text | 479-496 | |
| Julia Katherine Haines; Judith S. Olson; Gary M. Olson | |||
| The many challenges of distributed communication and the many challenges of
intercultural collaboration have been researched and discussed at length in the
literature. What is lacking is a combined approach that looks at both issues of
distance and diversity in collaboration. We conducted research in a large,
multinational technology company to better understand team configurational
factors in transnational work. In this case study, we found that the
development of social capital is impacted by whether a person is in their home
context or transplanted and their expectations based on that context. This has
implications for the development of intellectual capital in the team. We
highlight factors in the creation of social capital as well as some mechanisms
that may mitigate cultural difference. In addition to bringing into focus the
challenges that arise in various configurations, this study contributes to the
transnational literature by highlighting the importance of local context in
diverse collaborations. Keywords: Transnational collaboration; team configuration; social capital | |||
| A Comparison of List vs. Hierarchical UIs on Mobile Phones for Non-literate Users | | BIBAK | Full-Text | 497-504 | |
| Indrani Medhi; Kentaro Toyama; Anirudha Joshi; Uday Athavankar; Edward Cutrell | |||
| Previous research has shown that low-literate users have difficulty using
hierarchical information architectures and that a list design showing all items
at once on a PC screen works best for search tasks. However, the limited screen
space on phones makes it impossible to show more than a few items at once on a
single screen. Does a hierarchical UI work better on a phone? In this study, we
compared the performance of non-literate users from Bangalore, India, on a
search task using a hierarchical UI (four levels deep) and a multi-page list
that had forty items across seven pages of a touch-screen phone. Our results
show that participants using the multi-page list perform better both in terms
of time taken and percent correct even when the list UI design requires them to
browse through multiple pages of items on the phone. Keywords: Non-literate users; list design; hierarchy; mobile phone | |||
| A User Study with GUIs Tailored for Smartphones | | BIBAK | Full-Text | 505-512 | |
| David Raneburger; David Alonso-Ríos; Roman Popp; Hermann Kaindl; Jürgen Falb | |||
| Web-based graphical user interfaces (GUIs) are mostly not tailored for small
devices with touchscreens, such as smartphones. There is little scientific
evidence on the conditions where additional taps for navigation are better or
scrolling. Therefore, we conducted a user study in which we evaluated different
ways of tailoring a GUI for a smartphone. Each participant performed the same
task with two different layouts of the same GUI. We collected quantitative data
through measuring task completion time and error rates, as well as qualitative
data through subjective questionnaires. The main result is that minimizing the
number of taps is important on a smartphone. Users performed significantly
better when they could scroll (vertically), instead of tapping on widget
elements (tabs). This preference was also reflected in their subjective
opinions. Keywords: Usability; device-tailored GUI; small touchscreen; user study | |||
| Evaluating Direct Manipulation Operations for Constraint-Based Layout | | BIBAK | Full-Text | 513-529 | |
| Clemens Zeidler; Christof Lutteroth; Wolfgang Stuerzlinger; Gerald Weber | |||
| Layout managers are used to control the placement of widgets in graphical
user interfaces (GUIs). Constraint-based layout managers are more powerful than
other ones. However, they are also more complex and their layouts are prone to
problems that usually require direct editing of constraints. Today, designers
commonly use GUI builders to specify GUIs. The complexities of traditional
approaches to constraint-based layouts pose challenges for GUI builders.
We evaluate a novel GUI builder, the Auckland Layout Editor (ALE), which addresses these challenges by enabling GUI designers to specify constraint-based layouts via direct manipulation using simple, mouse-based operations. These operations hide the complexity of the constraint-based layout model, while giving designers access to its benefits. In a user evaluation we compared ALE with two other mainstream layout builders, a grid-based and a constraint-based one. The time taken to create realistic sample layouts with our builder was significantly shorter, and most participants preferred ALE's approach. The evaluation demonstrates that good usability for authoring constraint-based layouts is possible. Keywords: GUI builder; layout editing; layout manager; constraint-based layout; layout
preview; evaluation | |||
| KLM Form Analyzer: Automated Evaluation of Web Form Filling Tasks Using Human Performance Models | | BIBAK | Full-Text | 530-537 | |
| Christos Katsanos; Nikos Karousos; Nikolaos Tselios; Michalis Xenos; Nikolaos Avouris | |||
| Filling forms is a common and frequent task in web interaction. Therefore,
designing web forms that enhance users' efficiency is an important task. This
paper presents a tool entitled KLM Form Analyzer (KLM-FA) that enables
effortless predictions of execution times of web form filling tasks. To this
end, the tool employs established models of human performance, namely the
Keystroke Level Model and optionally the Fitts' law. KLM-FA can support various
evaluation scenarios, both in a formative and summative context, and according
to different interaction strategies or modeled users' characteristics. A study
investigated the accuracy of KLM-FA predictions by comparing them to
participants' execution times for six form filling tasks in popular social
networking websites. The tool produced highly accurate predictions (89.1%
agreement with user data) in an efficient manner. Keywords: Web form design; task efficiency; user performance time; automated tool;
human performance models | |||
| The Evolution of Number Entry: A Case Study of the Telephone | | BIBAK | Full-Text | 538-545 | |
| Parisa Eslambolchilar; Julie Webster; Gerrit Niezen | |||
| This paper details a user study to investigate serial digit entry on
analogue and digital input platforms and the errors associated with them. We
look specifically at the case of entering eleven-digit telephone numbers
without a decimal point. The telephone is used as a platform for comparison,
due to its clear evolution from a rotary dial to a pushbutton keypad and more
recently, touch-based input. Thirty participants took part in a user study,
which concluded that the touch interface was four times less accurate than the
pushbutton and rotary dial interfaces. The latter two interfaces performed with
similar accuracy; however, users were more than three times faster on the
pushbutton keypad and recognized almost twice as many errors on the rotary
dial. We have extended previous error taxonomies to include some errors
relevant to sequences of numbers and built upon task-based guidelines found in
the literature to suggest context-based design considerations. Keywords: Number Entry; Interaction Design; Usability; Telephone Interfaces | |||
| Informing the Design of an Authoring Tool for Developing Social Stories | | BIBAK | Full-Text | 546-553 | |
| Aurora Constantin; Helen Pain; Annalu Waller | |||
| This paper describes the design of an authoring tool, ISISS (Improving
Social Interaction through Social Stories), for supporting practitioners using
social stories to enhance social interaction in children with Autism Spectrum
Conditions (ASC). The goals of the research are: 1) to determine practitioners'
current procedures when working with social stories; 2) to discover how
technology can better support such practitioners in the development and use of
social stories that focus on improving children's social communication skills.
An exploratory study was conducted with experienced practitioners, resulting in
a number of design principles. Two low-functioning prototypes were developed,
and explored in a second study. Further work is discussed. Keywords: Paper-based Interfaces; Design; Autism; ASC; Educational Tool; Assistive
Technology for Children with ASC; Authoring Tool | |||
| Introducing New Perspectives in the Use of Social Technologies in Learning: Social Constructionism | | BIBAK | Full-Text | 554-570 | |
| Antigoni Parmaxi; Panayiotis Zaphiris; Eleni Michailidou; Salomi Papadima-Sophocleous; Andri Ioannou | |||
| This paper reports on a qualitative study of the use of social technologies,
explored in the context of an intensive 650-hour Greek language course.
Qualitative content analysis of instructors' field notes, students' and
instructors' reflections, interviews and a focus group was employed aiming at
identifying the use of social technologies as a platform for constructing an
online artifact. To triangulate the findings, the study also collected data by
observing students' activity with social technologies. A code scheme was
developed which manifests the use of social technologies as a social
constructionism platform identifying its major dimensions: exploration of
ideas, construction of online artifact and evaluation of the constructed
artifact. Actions within each dimension that indicate the manifestation of
social constructionism are identified and discussed. This study revealed
results in favor of the use of social technologies as social constructing
platforms suggesting a new framework for their use. Keywords: social technologies; web 2.0 technologies; social constructionism; online
artifact | |||
| Usability Specialists as Boundary Spanners -- An Appraisal of Usability Specialists' Work in Multiparty Distributed Open Source Software Development Effort | | BIBAK | Full-Text | 571-588 | |
| Netta Iivari | |||
| This study examines the work of usability specialists in a multiparty
research project producing an open source learning application for children,
with children. Children as a user group has been acknowledged decades ago and
methods for involving them have been devised, but there is a lack of research
examining what happens to children's input in practice, when integrated with
actual development. The paper contrasts the empirical findings with the
existing research on the usability specialists' roles and with the knowledge
management literature on boundary spanning, which argues that for successful
knowledge sharing and arriving at shared understandings there needs to emerge
boundary spanners and boundary objects and a new joint field of practice within
which the experts involved can collaborate. This paper argues for the boundary
spanner position to be acquired by usability specialists. Instances of
successful boundary spanning are described and conditions for successful
boundary spanning are discussed. Keywords: Usability specialist; boundary spanning; boundary object; children | |||
| Vimprint: Exploring Alternative Learning through Low-End Mobiles | | BIBAK | Full-Text | 589-596 | |
| Sheetal K. Agarwal; Jyoti Grover; Anupam Jain; Arun Kumar | |||
| The Internet today provides a plethora of applications to assist anyone
wanting to learn a new subject, language or a concept. Resources available
include dictionaries, translation engines, downloadable e-books, tutorials,
online courses etc. The rapid proliferation of smart phones has further
provided richer visual applications that assist the user in learning on the go.
However, all these applications are dependent upon the availability of Internet
and/or an expensive computing device such as a smartphone or a computer. This
puts them out of reach for a large section of society that consists of
underprivileged people (economically or literacy-wise) and who probably need
such tools the most. Also, many learning applications are pull-based and depend
on the user's motivation to keep coming back for more. We present Vimprint - a
system that offers an alternative mode of learning through telephony voice
applications over any touchtone phone with a push-based interaction module. We
present its design in the context of vocabulary building. Application of
Vimprint system in the field is a work-in-progress and we present the results
of a preliminary study conducted to assess its effectiveness. Keywords: Social Computing; Developing regions; Voice Applications; Education;
Diversity; Inclusiveness | |||
| Improving Evaluation Honesty and User Experience in E-learning by Increasing Evaluation Cost and Social Presence | | BIBAK | Full-Text | 597-615 | |
| Juha Leino; Tomi Heimonen | |||
| While various recommender approaches are increasingly considered in
e-learning, lack of studies of actual use is hindering the development. For
several years, we have used non-algorithmic recommender features on an
undergraduate course website to help students find pertinent study materials.
As students earn credit from adding and evaluating materials, some have chosen
to evaluate materials dishonesty, i.e. without actually reading them. To
improve honesty, in 2012 we coupled 5-star ratings with commenting (previously
uncoupled) to increase the cost and complexity of evaluating and gave students
individual presence with nicknames (previously anonymous) to increase social
presence and enable reputation formation. Our results show that high enough
cost of evaluating together with high enough social presence can lead to
complete honesty in evaluations and enhance both user experience and student
involvement. In effect, designing such e-learning systems includes not only
designing the features but also their use, as the two are intertwined. Keywords: e-learning; recommenders; ratings; social presence; honesty; design | |||
| Interacting with Augmented Reality: How Does Location-Based AR Enhance Learning? | | BIBAK | Full-Text | 616-623 | |
| Ruobing Li; Bo Zhang; S. Shyam Sundar; Henry Been-Lirn Duh | |||
| Augmented Reality (AR) can provide additional information about mediated
events, but can it enhance our learning and comprehension? We performed a user
study of a location-based AR application in order to answer this question. A
2-condition (AR modality vs. non-AR digital book modality) between-subjects
experiment with 36 dyads of secondary school students in Singapore was
conducted to examine how the use of AR modality in an educational context
impacts students' learning performance. Data from the experiment showed that
location-based AR improved students' learning performance by catching their
attention and enhancing their ability to elaboratively process the information
they encountered. Theoretical and practical implications are discussed. Keywords: Location-based AR; modality; learning; transportation | |||
| The ReflecTable: Bridging the Gap between Theory and Practice in Design Education | | BIBAK | Full-Text | 624-641 | |
| Jonathan Hook; Thomas Hjermitslev; Ole Sejer Iversen; Patrick Olivier | |||
| The ReflecTable is a digital learning environment that explores how design
games and video-led reflection might be combined to bridge the gap between the
theoretical and practical components of design education. The concept seeks to
leverage the qualities of exploratory design games and video to inspire design
students to critically reflect upon the relationship between their evolving
design practices and the theories and techniques they are taught in lectures,
by allowing them to capture, review and reflect upon short videos of a design
game. In this paper, we present the ReflecTable design and nine studies
conducted during the course of its development. The studies suggest that the
ReflecTable has the potential to support design students in understanding how
theoretical concepts and methods relate to different design situations and
their own evolving design practices. Keywords: Design; design games; video-led reflection; education; reflection;
reflective practicum; off-loop reflection; learning-by-doing | |||
| Evaluating User Experience for Interactive Television: Towards the Development of a Domain-Specific User Experience Questionnaire | | BIBAK | Full-Text | 642-659 | |
| Regina Bernhaupt; Michael Pirker | |||
| This paper presents a questionnaire-based approach to evaluate the user
experience (UX) while interacting with interactive Television (iTV) systems.
Current contributions in the field of UX propose generic methods applicable to
various application domains, whereas our contribution is dedicated to the
specific domain of interactive TV systems. Based on a classification of UX
dimensions from a literature review, the first version of the questionnaire is
focusing on the dimension's aesthetics, emotion, stimulation and
identification. A validation study with 106 participants was performed to
assess the relations between the evaluated UX dimensions, as well as their fit
to the underlying theoretical assumptions. Results showed that the UX
dimensions aesthetics, emotion and stimulation are important for the domain of
iTV, while identification was not confirmed. The study revealed significant
correlations between the type of IPTV system used and the emotional and
stimulation dimension. Additionally, a significant effect of the TV reception
mode and the type of IPTV box owned on the emotion towards the system was
observed. Beyond the contribution of the questionnaire that is directly
applicable for any iTV system, the findings described in the paper demonstrate
the need for user experience evaluation methods targeted at specific domains:
the validation of the questionnaire shows that identification is not a central
dimension of user experience when interacting with interactive TV. Keywords: interactive TV; iTV; user experience; UX; questionnaire; Internet Protocol
Television; IPTV; emotion; stimulation; identification | |||
| Managing User Experience -- Managing Change | | BIBAK | Full-Text | 660-677 | |
| Job Mashapa; Edna Chelule; Darelle Van Greunen; Alida Veldsman | |||
| Interactive products with innovative user interfaces are being designed
while the user interfaces of existing products are being improved. The changes
in user interfaces are being prompted by the need to design products that are
useful, usable and appealing for an enchanting user experience to the people
using the products. It is harmoniously agreed within the user experience domain
that a change in the user interface of a product consequently affects the user
experience of the people who use the product. Furthermore, user experience
practitioners and academics acknowledge that user experience evolves over time.
Paradoxically, there is lack of strategies for managing user experience as it
evolves, or when a new user interface is introduced. Change in user experience
is a process that needs to be managed for a positive user experience to be
attained. Literature is awash with models aimed at guiding and managing change
implementation. On the contrary, most of the change management models are aimed
at managing change in organizations while neglecting managing the user
experience of the people to which change is introduced. At the time of writing
this paper, no evidence was found of an existing model aimed at managing user
experience, both in theory and practice. Following the aforementioned premise,
the purpose of this paper is to propose theoretical requirements for managing
user experience of the people using interactive products. The paper commences
with a conceptual background synthesis of related domain components required
for managing user experience. Thereafter, the requirements for managing user
experience are determined. After-which the requirements are presented in a User
Experience Management Requirements (UXMR) framework. The paper culminates with
proposed future work. Keywords: User Experience; Usability; User Centred Design; Change Management;
Requirements | |||
| What Do You See in the Cloud? Understanding the Cloud-Based User Experience through Practices | | BIBAK | Full-Text | 678-695 | |
| John C. Tang; Jed R. Brubaker; Catherine C. Marshall | |||
| End users have begun to incorporate cloud-based services into their
collaborative practices. What spurs and constrains this adoption? Are the cloud
services understood adequately and used effectively? How might we intervene to
promote a better connection between user practices and cloud services? In this
study, we focus on collaborative practices that surround the adoption, use, and
understanding of two popular, but sometimes contrasting, cloud services for
creating and sharing content: Dropbox and Google Docs. We conducted 22 in-depth
interviews with people who used these services, including collaborators who
used the services together, and people who had migrated from Google Docs to
Google Drive. We found that users thought of the cloud in terms of the
practices it helped them accomplish. Their understanding of the cloud was often
shaped by the particular file storage and sharing technologies the cloud was
replacing (remediation). Furthermore, collaborating with others through the
cloud sometimes revealed different assumptions about how the cloud worked,
leading users to develop socially negotiated practices around their use of the
cloud. We use this analysis to identify some specific opportunities for
designers to help users build more accurate conceptual models of the cloud and
use its capabilities more fully: (1) when users are adopting the cloud to enact
a practice; (2) when users are replacing an existing technology with the cloud;
and (3) when users are encountering others' practices through collaboration. Keywords: File synchronization; file sharing; online editors; collaboration; cloud
user experience | |||
| Awareness, Transience and Temporality: Design Opportunities from Rah Island | | BIBAK | Full-Text | 696-713 | |
| Pedro Ferreira; Pedro Sanches; Alexandra Weilenmann | |||
| This paper deals with the implications of the socialness of private
communication. Drawing upon ethnographic observations of first time mobile
phone users in Rah, an island in Vanuatu, we revisit the debate on how the
mobile phone reconfigures private and personal communication. Our observations
show how the advent of the mobile phone disrupts and challenges existing
practices around how private communication is managed on the island. These
observations are used to open up a design space where we explore the socialness
of personal, private communication. Drawing on the analysis, we discuss three
directions for future thinking of mobile interaction design: (1) designing for
spatial awareness; (2) designing for transience and (3) designing with
temporality. We expand on these to discuss the notion of digital patina, which
we argue, is an exciting topic to explore for the design of personal, social
communication. Keywords: Privacy; personal communication; social communication; transience;
temporality; translucence; awareness; design | |||
| Comparison of Phone-Based Distal Pointing Techniques for Point-Select Tasks | | BIBAK | Full-Text | 714-721 | |
| Mohit Jain; Andy Cockburn; Sriganesh Madhvanath | |||
| Many different mobile phone-based distal pointing techniques have been
proposed and evaluated. Interaction with distant large-screen displays,
including interactive TV, requires active pointing and selection of target
items. In this paper, we empirically compare four different phone-based distal
pointing techniques for point-select tasks. Results show that participants
prefer a discrete pointing technique using the phone's touchscreen as a
touchpad. This method also achieved the highest accuracy among the techniques
studied, with comparable speed. We discuss the implications of our findings for
distal interaction. Keywords: Interactive TV; iTV; Phone; Distal Pointing; Evaluation | |||
| Extending Mobile Interfaces with External Screens | | BIBAK | Full-Text | 722-729 | |
| Julian Seifert; Dennis Schneider; Enrico Rukzio | |||
| Mobile phones allow for the use of all kinds of applications, and their
mobile applications often provide similar functionalities as desktop
applications. However, they are constrained by the limited screen size of the
mobile device. Accordingly, designs of mobile user interfaces require
optimization for small screens. As a consequence, users are provided with less
context and often have to switch views or resize content such as maps or
pictures. We present Mobies, a novel approach for extending mobile user
interfaces by using external screens (e.g., the mobile phone and a large
screen). Users can utilize more space and can thus overview a larger
information context. We present a novel interaction and application concept and
describe how user interfaces can be spanned across displays. Further, we
contribute an original approach for using Near Field Communication to detect
the devices' spatial relation. We report on a user study which compared Mobies
with standard mobile settings. Results from the system usability scale show
that interaction with Mobies is subjectively more usable. Furthermore, it
provides higher perceived information clarity and supports faster sharing of
information to others. Keywords: Mobile phones; distributed user interfaces; interaction | |||
| Communicating in a Ubicomp World: Interaction Rules for Guiding Design of Mobile Interfaces | | BIBAK | Full-Text | 730-747 | |
| S. Shyam Sundar; Xue Dou; Sangmee Lee | |||
| As computing resources become accessible anytime anywhere, rules of
interaction and engagement between humans are changing. For example,
response-time expectations have dramatically decreased in recent years because
of the assumption that recipients are constantly checking e-mail and text
messages on their mobile devices. Likewise, expectations of context-awareness
have become an important part of interactions. For example, the tag-line "Sent
from my iPhone" is a means of conveying the context (mobile) of the message
sender, which also serves to explain -- or offer an excuse for -- the brevity
of the response. In this manner, there are several design strategies that are
needed for managing expectations, as new rules of interaction emerge due to the
ubiquity of our access to computing resources. This paper presents a list of 12
such interaction rules based on theory and research in interpersonal
communication and psychology. These rules provide design ideas for mobile
ubicomp interfaces. Keywords: Mobile HCI; Ubiquitous Computing; Interpersonal Communication; User
Psychology | |||
| Flow Specification Patterns of End-User Programmers: Lessons Learnt from a Health Mobile Application Authoring Environment Design | | BIBAK | Full-Text | 748-755 | |
| Filipe Fernandes; Luís Duarte; Luís Carriço | |||
| This paper discusses a set of interaction patterns encountered during the
development of an authoring tool for mobile therapeutic applications. Unlike
static paper artefacts, mobile applications can be enriched via the inclusion
of complex behaviors. Typical examples include the definition of simple
sequential interaction among all screens or the involvement of basic rules and
triggers. As part of an ongoing project in which we are designing an authoring
environment for mobile applications in clinical interventions, we studied how
clinicians with no programming background were able to intertwine different
screens from an application according to different rules. We were especially
interested in comparing the approaches adopted using a low-fidelity prototype
and using a high-fidelity version of the authoring tool. Results show that,
despite a few technology induced strategies, users tend to mimic their actions
using the paper based prototype in the corresponding hi-fi version. Keywords: Authoring Tool; Non-Expert Programming; Participatory Design | |||
| MoCoShoP: Supporting Mobile and Collaborative Shopping and Planning of Interiors | | BIBAK | Full-Text | 756-763 | |
| Julian Seifert; Dennis Schneider; Enrico Rukzio | |||
| We present MoCoShoP, a system that supports the collaborative process of
shopping and planning furniture and interior items. The system consists of a
mobile application running on the users' mobile phones and an interactive
surface application deployed on shared planning desks in the furniture retail
store environment. Users belonging together share a virtual shopping cart. By
scanning labels attached to furniture items with their phones that are of
interest, users can inspect item details (e.g., dimensions, available colors)
with the mobile application and add items to their shopping cart. The shared
planning desk allows users to collaboratively review collected items and create
possible arrangements of items on a floor plan. Finally, users can store
furniture arrangements for later inspection. In this work, we contribute the
design and a prototype implementation of MoCoShoP. Results of a first
evaluation indicate that users appreciate how they can collect and share data
during the process of shopping and how it supports collaborative planning. Keywords: Mobile phones; interactive surface; collaboration; shopping assistant;
collaborative planning | |||
| Usability and Utility Needs of Mobile Applications for Business Management among MSEs: A Case of Myshop in Uganda | | BIBAK | Full-Text | 764-773 | |
| Rehema Baguma; Marko Myllyluoma; Nancy Mwakaba; Bridget Nakajubi | |||
| This paper discusses the usability needs of mobile applications for basic
business management for Micro and Small Scale Enterprises (MSEs) in developing
countries. This is based on results from a user study carried out in Uganda on
30 MSEs. The study was carried out on MyShop, an easy to use mobile business
management application for cash transactions and book keeping designed for
micro-entrepreneurs. The study investigated learning to use MyShop, the support
MyShop gives to the user and its usefulness, and value addition to users. The
study also covered the pleasure and stimulation MyShop gives to users. Results
from the study show that MSE owners/shopkeepers would like an application that
is easy to use such as have an intuitive navigation and a simple and clear
language. They would also like an application that supports their unique
context like multiple people operating a shop, selling goods on credit,
ownership of multiple businesses, use of low end phones and regular load
shedding. In terms of value addition, MSEs would like the application to assist
them in managing the daily operations and developing the business in the long
term such as marketing, time saving and control over business. Keywords: Usability; mobile applications; utility; MSEs; MyShop; business management | |||
| Using Video Prototypes for Evaluating Design Concepts with Users: A Comparison to Usability Testing | | BIBAK | Full-Text | 774-781 | |
| Matthijs Zwinderman; Rinze Leenheer; Azadeh Shirzad; Nikolay Chupriyanov; Glenn Veugen; Biyong Zhang; Panos Markopoulos | |||
| We present an exploratory study that compared user feedback obtained from
evaluating a mobile application versus a reverse engineered video prototype of
this same application. The comparison included qualitative and quantitative
data analysis. Questionnaire responses regarding user acceptance (UTAUT [8])
and the overall user experience (AttrakDiff [4]) showed no differences.
Qualitative analysis of the comments by potential users yielded similar
results. Some differences regarding comments pertaining to the fit of the
application to its context of use and appreciation of hedonic qualities,
warrant investigation in future research. Usability tests seem better suited to
identify issues referring to the functionality and data accessed. Overall the
results confirm the validity and usefulness of video prototyping, and can help
us develop a better understanding of its strengths and weaknesses. Keywords: Video prototyping; comparative usability study; experiment; user centered
design methodology | |||