| A frequency based sighting blurring algorithm for use with location based services on the internet | | BIBAK | Full-Text | 3-12 | |
| Cameron Ross Dunne; Thibault Candebat; David Gray | |||
| In this paper we describe a sighting blurring algorithm for use by a trusted
middleware infrastructure, which is part of an architecture that supports the
operation of Location Based Services (LBSs) over the Internet. This
infrastructure can only obtain sightings for the users who are directly
involved in a current invocation of an LBS. Therefore, our sighting blurring
algorithm is designed to be dependent on only the sightings of these users. Our
sighting blurring algorithm offers these users increased privacy by performing
spatial blurring on the location components of their sightings. It does not
perform temporal blurring, because we believe that this reduces an LBS's
ability to offer a useful service. Instead, our sighting blurring algorithm
introduces a new parameter that specifies the frequency with which sightings
are released by the infrastructure for a particular user. This frequency
parameter is a function of the size of the location component. Keywords: locatable mobile devices, location based services, location privacy,
security, sighting blurring | |||
| A large scale study of European mobile search behaviour | | BIBAK | Full-Text | 13-22 | |
| Karen Church; Barry Smyth; Keith Bradley; Paul Cotter | |||
| Recent evidence suggests that mobile search is becoming an increasingly
important way for mobile users to gain access to online information, especially
as off-portal content continues to grow rapidly. In this paper we study the
characteristics of mobile search by analysing approximately 6 million
individual search requests generated by over 260,000 individual mobile
searchers over a 7-day period during 2006. We analyse the patterns of queries
used by mobile searchers and focus on key characteristics such as the clickthru
rates of mobile searches in order to understand, for the first time, just how
well mobile search engines are responding to user queries. Moreover, we compare
our results to a number of recent mobile studies and highlight some of the key
differences between mobile search and traditional Web search behaviours. Keywords: click-thru, log analysis, mobile internet, mobile search, search behaviour | |||
| Always-on information: services and applications on the mobile desktop | | BIBA | Full-Text | 23-32 | |
| Arjan Geven; Reinhard Sefelin; Norman Höller; Manfred Tscheligi; Markus Mayer | |||
| We conducted a study to the topic of this active idle screen (AIS) with
regards to the services users prefer. To this end, we employed card-sorting
techniques for predefined services and applications with personalization and
customization aspects, followed by specific brainstorming to generate
additional ideas. To evaluate in which specific contexts participants would
prefer to use selected services, we employed a semi-closed card-sorting
technique ('context-card-sort'), where we defined five basic contexts as group
headings but allowed for changes or updates of the groups where the user would
need or miss specific elements.
In a second step, the users created their own 'active idle screen' and three navigation concepts for the AIS were presented to the users. In a short task-based study, users explored the four concepts using paper prototypes and reflected on them as to which would appeal most to them. Participants felt mainly attached to their own heavily personalized design where exactly those services were included that they missed, and otherwise chose concepts that they knew as opposed to alternative ones that provided more playful experience. | |||
| Context-aware photo selection for promoting photo consumption on a mobile phone | | BIBAK | Full-Text | 33-42 | |
| Youngwoo Yoon; Yuri Ahn; Geehyuk Lee; Sungmoo Hong; Minjeong Kim | |||
| A mobile phone with a camera enabled people to capture moments to remember
in the right time and place. Due to a limited user interface, however, a mobile
phone is not yet a platform for enjoying the captured moments. We explored
possible application scenarios for promoting utilization of user-created photos
on a mobile phone. For the realization of the scenarios, we designed
context-aware photo selection algorithms that take into consideration mobile
phone contexts such as the current location and recent calls. A user study was
conducted with a mobile phone prototype for the evaluation of the photo
selection algorithms and also for user feedback about the photo consumption
scenarios. Keywords: context-ware services, media consumption, mobile phone, photo
recommendation, photographs | |||
| Designing mobile awareness cues | | BIBAK | Full-Text | 43-52 | |
| Antti Oulasvirta | |||
| This paper considers how we may design future mobile awareness systems.
Building upon research on social cognition, we suggest the need to take into
account what is known about humans' interpretational capabilities. We identify
design issues from the level of an individual awareness cue to the level of a
product concept, systematically exposing the associated solution spaces. Using
four real applications as analytical examples, we point out multiple ways in
which design can affect the user's processing of awareness information and
thereby yield different outcomes in the use of technology. We conclude by
pointing out novel design opportunities that lie in the integration of cues
with functionality and content on the mobile phone. Keywords: awareness cues, interface design, mobile applications, mobile awareness
systems, social inference | |||
| Developing a questionnaire for measuring mobile business service experience | | BIBAK | Full-Text | 53-62 | |
| Maiju Vuolle; Mari Tiainen; Titti Kallio; Teija Vainio; Minna Kulju; Heli Wigelius | |||
| In this paper, three dimensions are conceptualized to represent elements of
mobile business service experience. By combining these perspectives, namely
usability, mobile working context and mobile work productivity, we aim to
understand the nature of mobile work and how mobile business services could
support users in this context. A questionnaire, MoBiS-Q, for measuring these
dimensions has been developed and tested in three pilot studies during real
service development processes. Iterative item generation and refinement were
conducted through examination of the literature, interviews and pre-testing.
MoBiS-Q is a multidisciplinary tool that provides a basis for joint development
between relevant parties and departments in an organization, including user
representatives, sales, marketing, product management, technology, and
usability. Keywords: evaluation, mobile business service, mobile work context, productivity,
questionnaire, usability | |||
| Does context matter in quality evaluation of mobile television? | | BIBAK | Full-Text | 63-72 | |
| Satu Jumisko-Pyykkö; Miska M. Hannuksela | |||
| Subjective quality evaluation is used to optimize the produced audiovisual
quality from fundamental signal processing algorithms to consumer services.
These studies typically follow the basic principles of controlled
psychoperceptual experiments. However, when compromising compression and
transmission parameters for consumer services, the ecological validity of
conventional quality evaluation methods can be questioned. To tackle this, we
firstly present a novel user-oriented quality evaluation method for mobile
television in its usage contexts. Secondly, we present the results of an
experiment conducted with 30 participants comparing acceptability and
satisfaction of quality as well as goals of viewing in three mobile contexts
and under four different residual transmission error rates, when the
participants also performed simultaneous assessment tasks. Finally, we compare
the results with a previous laboratory experiment. The studied error rates
impacted negatively on all measured tasks with some contextual differences.
Moreover, the evaluations were more favorable and less discriminate in the
mobile contexts compared to the laboratory. Keywords: context, ecological validity, evaluation, mobile TV, mobile television,
subjective quality, transmission quality | |||
| Effects of mobile map orientation and tactile feedback on navigation speed and situation awareness | | BIBAK | Full-Text | 73-80 | |
| Nanja J. J. M. Smets; Guido M. te Brake; Mark A. Neerincx; Jasper Lindenberg | |||
| Mobile information systems aid first responders in their tasks. Support is
often based on mobile maps. People have different preferences for map
orientations (heading-up or north-up), but map orientations also have different
advantages and disadvantages. In general north-up maps are good for building up
situation awareness and heading-up maps are better for navigational tasks.
Because of heavily loaded visual modalities, we expect that tactile waypoint
information can enhance navigation speed and situation awareness. In this paper
we describe an experiment conducted in a synthetic task environment, in which
we examined the effect of heading-up and north-up displays on search and rescue
performance of first responders, and if adding the tactile display improves
performance. Keywords: crisis management, first responders, game-based simulation, mobile maps,
multimodal interaction, navigation, tactile feedback, wearable computing | |||
| Evaluating capacitive touch input on clothes | | BIBAK | Full-Text | 81-90 | |
| Paul Holleis; Albrecht Schmidt; Susanna Paasovaara; Arto Puikkonen; Jonna Häkkilä | |||
| Wearable computing and smart clothing have attracted a lot of attention in
the last years. For a variety of applications, it can be seen as potential
future direction of mobile user interfaces. In this paper, we concentrate on
usability and applicability issues concerned with capacitive touch input on
clothing. To be able to perform user studies, we built a generic platform for
attaching, e.g., capacitive sensors of different types. On top of that, several
prototypes of wearable accessories and clothing and implemented various
application scenarios. We report on two studies we undertook with these
implementations with a user group randomly sampled at a shopping mall. We
provide a significant set of guidelines and lessons learned that emerged from
our experiences and those studies. Thus, developers of similar projects have to
put major efforts into minimizing the delay between button activation and
feedback and to make location and identification of controls and their function
as simple and quick as possible. Issues that have to be treated in all designs
include the requirement of one-handed interaction and that, even for minimal
functionality, to find a general solution with regard to layout and
button-to-function mapping is hardly possible. Additionally, in order to
generate a satisfactory user experience good usability must be combined with
aesthetical factors. Keywords: capacitive touch, design guidelines, input on textiles, wearable controls | |||
| Experiments in mobile spatial audio-conferencing: key-based and gesture-based interaction | | BIBAK | Full-Text | 91-100 | |
| Christina Dicke; Shaleen Deo; Mark Billinghurst; Nathan Adams; Juha Lehikoinen | |||
| In this paper we describe an exploration into the usability of spatial sound
and multimodal interaction techniques for a mobile phone conferencing
application. We compared traditional keypad based-interaction to that of a
newer approach using the phone itself as a device to navigate within a virtual
spatial auditory environment. While the traditional keypad interaction proved
to be more straightforward to use, there was no significant impact on task
completion times or number of interaction movements made between the
techniques. Overall, users felt that the spatial audio application supported
group awareness while aiding peripheral task monitoring. They also felt it
aided the feeling of social connectedness and offered enhanced support for
communication. Keywords: gesture interaction, mobile HCI, spatial audio | |||
| Field evaluation of a mobile location-based notification system for police officers | | BIBAK | Full-Text | 101-108 | |
| Jan Willem Streefkerk; Myra P. van Esch-Bussemakers; Mark A. Neerincx | |||
| To increase police officer awareness of incident locations, the Dutch police
developed and implemented a location-based notification system (LBNS). This
mobile service notifies police officers proactively to warrants, agreements and
police focal points in their current vicinity. To assess the accuracy,
efficiency, effectiveness and user experience of this service, a longitudinal
field evaluation was conducted with thirty police officers over four months.
The results show that using the LBNS, police officers were better informed of
relevant information in their environment and this led to positive operational
results. Users considered the interface clear and easy to use. However, users
indicated that the system presented too many or non-relevant notifications and
that the system is overly complex. Recommendations for further development of
the LBNS are to mitigate unwanted interruption by intelligent filtering of
notifications and integration of system components. Keywords: field testing, longitudinal evaluation, mobile computing, notification
systems, police, situation awareness | |||
| Getting off the treadmill: evaluating walking user interfaces for mobile devices in public spaces | | BIBAK | Full-Text | 109-118 | |
| Shaun K. Kane; Jacob O. Wobbrock; Ian E. Smith | |||
| Using a mobile device while moving limits attention and motor ability and
can result in reduced performance. Mobile devices that can sense and adapt to
contextual factors such as movement may reduce this performance deficit. We
performed two studies evaluating the feasibility of walking user interfaces
(WUIs) that adapt their layout when the user is moving. In a pilot study with 6
users, we evaluated the effects of different button sizes on performance when
walking while using a portable music player. Results showed significant
interactions between size and movement. In the second study, 29 users evaluated
the performance of a WUI that dynamically changed button sizes as the user
moved. Results show that our dynamic user interface performs at the level of
its component static interfaces without any additional penalty due to
adaptation. This work adds to our design knowledge about walking user
interfaces and provides lessons learned in evaluating mobile devices while
walking in public spaces. Keywords: adaptive user interface, media player, mobile device, situational
impairments, walking user interface | |||
| Learning-oriented vehicle navigation systems: a preliminary investigation in a driving simulator | | BIBAK | Full-Text | 119-126 | |
| Keith J. Oliver; Gary E. Burnett | |||
| Vehicle navigation systems aim to reduce the mental workload for drivers by
automating elements of the driving task. Concern has been raised, however, that
their long-term use may cause unforeseen problems, including suppressing
cognitive map development.
A driving simulator study was conducted to discover if this effect could be ameliorated by the use of a novel, learning-oriented, navigation system. The user-interface of this system provided a range of additional features including landmarks, compass bearings and previously driven routes within the visual and auditory guidance instructions. It was found that the users of the learning-oriented system displayed better memory for driven routes, when compared with those using a basic guidance system. It is also suggested that they had developed a better cognitive map of the area. Glance analysis demonstrated that the learning-oriented system was no more visually demanding than the basic system. Keywords: cognitive map, driver distraction, driver workload, satellite navigation,
vehicle guidance, vehicle navigation | |||
| Lessons from early stages design of mobile applications | | BIBAK | Full-Text | 127-136 | |
| Marco de Sá; Luís Carriço | |||
| This paper presents a set of lessons that resulted from the design process
of several mobile applications. It starts by addressing the difficulties that
emerged through the data gathering, prototyping and evaluation stages also
stressing the absence of adequate techniques and methods to support these
activities. We explain how these problems and challenges were solved and how
they can be applied in other domains and future projects. As a result, we
provide a set of guidelines for designers to apply on the development and
design of mobile applications and user interfaces. The paper also addresses
three case studies in which these guidelines and procedures were validated,
stressing their contributions and results. Keywords: design methodologies, evaluation, mobile devices, prototyping, scenarios
design | |||
| Making a completely icon-based menu in mobile devices to become true: a user-centered design approach for its development | | BIBAK | Full-Text | 137-146 | |
| Sabine Schröder; Martina Ziefle | |||
| This paper investigates the feasibility and usefulness of completely
icon-based menus in mobile devices. The underlying research was arranged in
four steps: (1) Employing the sign production method, users' prototypic mental
concepts for the pictorial representation of verbal menu terms were obtained.
(2) Having selected and implemented the most prototypic ideas their potential
was evaluated in the second step using the matching and the naming method. (3)
In the third step an icon-based menu was constructed, programmed and
implemented. (4) Finally, the utility of this prototype vis-a-vis a text-based
menu was investigated on an experimental basis in a menu search task. The
icon-based menu is shown to produce a significantly higher learnability thus
outweighing initial differences. In general, results demonstrate that
icon-based menus are basically viable and successfully applicable, if a
users-centered procedure is pursued and if icons represent prototypical
semantic knowledge. Keywords: icon-based menu, matching method, menu search task, naming method,
population stereotypes, sign-production method, text-based menu | |||
| Map, diagram, and web page navigation on mobile devices: the effectiveness of zoomable user interfaces with overviews | | BIBAK | Full-Text | 147-156 | |
| Stefano Burigat; Luca Chittaro; Edoardo Parlato | |||
| This paper presents a study comparing two Zoomable User Interfaces with
Overviews (ZUIOs) against a classic Zoomable User Interface (ZUI) in the
context of user navigation of large information spaces on mobile devices. The
study aims at exploring (i) if an overview is worth the space it uses as an
orientation tool during navigation of an information space and (ii) if part of
the lost space can be recovered by switching to a wireframe visualization of
the overview and dropping semantic information in it. The study takes into
consideration search tasks on three types of information space, namely maps,
diagrams, and web pages, that widely differ in structural complexity. Results
suggest that overviews bring enough benefit to justify the used space if (i)
they highlight relevant semantic information that users can exploit during
search and (ii) the structure of the considered information space does not
provide appropriate orientation cues. Keywords: experimental evaluation, mobile interaction, overview&detail interfaces,
small-screen devices, zoomable user interfaces | |||
| Mobile collaborative live video mixing | | BIBAK | Full-Text | 157-166 | |
| A. Engström; M. Esbjörnsson; O. Juhlin | |||
| We report on design research investigating a possible combination of mobile
collaborative live video production and V Jing. In an attempt to better
understand future forms of collaborative live media production, we study how
VJs produce and mix visuals live. In the practice of producing visuals through
interaction with both music and visitors, VJing embodies interesting properties
that could inform the design of emerging mobile services. As a first step to
examine a generation of new applications, we tease out some characteristics of
VJ production and live performance. We then decide on the requirements both for
how visitors could capture and transmit live video using their mobile phones
and how this new medium could be integrated within VJ aesthetics and
interaction. Finally, we present the SwarmCam application, which has been
implemented to investigate these requirements. Keywords: VJ, club, collaborative, hybrid media, mobile video, nighttime, production,
public displays, real time editing, socializing, visualization | |||
| Mobile multimedia: identifying user values using the means-end theory | | BIBAK | Full-Text | 167-175 | |
| Michael Leitner; Peter Wolkerstorfer; Reinhard Sefelin; Manfred Tscheligi | |||
| This paper shows how basic human values are related to behavior patterns of
the usage and production of mobile multimedia content. For these purposes we
applied an interview technique called "Laddering", a technique referring to the
means-end theory. These in-depth interviews establish relations between product
characteristics (attributes), user behaviors (consequences) and basic values
and user goals. We carried out interviews with 24 respondents. We found that
the entertainment of other people, the exchange of content, the desire to save
time and strategies to influence one's mood are the main driving forces for
multimedia usage. Those are strongly related to basic values like social
recognition, pleasure and happiness as well as to ambition. It is shown that
usability aspects, like an intuitive UI, are strongly related to the users'
desire for being effective and ambitious. Summarizing, we report the method's
applicability in the realm of (mobile) HCI. Keywords: human goals and values, laddering, means-end theory, mobile multimedia, user
experience, value-centered design | |||
| Mobile phones assisting with health self-care: a diabetes case study | | BIBAK | Full-Text | 177-186 | |
| Davy Preuveneers; Yolande Berbers | |||
| The applicability of pervasive and mobile computing in the health care
sector is beyond dispute. This paper explores the use of the mobile phone as a
tool for personalized health care assistance for individuals diagnosed with
diabetes. By monitoring user location and activity on the mobile phone,
recognizing past behavior and augmenting the logging of blood glucose levels
with context data, our prototype application assists with taking well-informed
decisions on daily drug dosage to achieve and maintain stable blood glucose
levels. Evaluation of the prototype application indicate that a brief training
of the application suffices to capture patterns in the user's relevant context
that simplify glucose level trends analysis. We describe some of the details of
the user study and the prototype application, and conclude with plans to
investigate context-driven activity prediction to further improve the decision
support for the user. Keywords: activity recognition, health care, location awareness, mobile computing | |||
| Mobiphos: a collocated-synchronous mobile photo sharing application | | BIBAK | Full-Text | 187-195 | |
| James Clawson; Amy Voida; Nirmal Patel; Kent Lyons | |||
| People use photographs for numerous reasons with one of the most common uses
of both analog and digital photographs is as an artifact to share and discuss
with others. While the practice of photo sharing has been thoroughly examined
in the HCI community, there is currently very little research on easily
capturing and sharing content within groups of collocated mobile users. In this
paper we present the design, implementation, and evaluation of a mobile photo
sharing application, Mobiphos, that gives a group of collocated users the
ability to capture and simultaneously share photos in real-time with each
other. Keywords: collocated, mobile, photo sharing | |||
| Point-to-GeoBlog: gestures and sensors to support user generated content creation | | BIBAK | Full-Text | 197-206 | |
| Simon Robinson; Parisa Eslambolchilar; Matt Jones | |||
| People record and share their experiences through text, audio and video.
Increasingly they do this blogging from mobile devices. We illustrate a novel,
mobile, low interaction cost approach to supporting the creation of a rich
record of journeys made and places encountered. By pointing and tilting a
mobile, users indicate their interests in a location. No content is provided to
the user in situ but, later, web materials including images, entries from other
people's blogs and web pages are automatically placed on an interactive map for
viewing on a larger screen device. We built two mobile prototypes to explore
the approach -- one combines gestures and visual map feedback; the other is
more lightweight, allowing the user to simply point-and-tilt. We describe and
motivate the approaches and present user studies that raise issues relevant to
their design and to the wider class of device and service concerned with mobile
spatial information access. Keywords: blogging, geo-web, gestures, mobile, sensors, user-generated content | |||
| Projector phone: a study of using mobile phones with integrated projector for interaction with maps | | BIBAK | Full-Text | 207-216 | |
| Alina Hang; Enrico Rukzio; Andrew Greaves | |||
| First working prototypes of mobile phones with integrated pico projectors
have already been demonstrated and it is expected that such projector phones
will be sold within the next three years. Applications that require interaction
with large amounts of information will benefit from the large projection and
its high resolution. This paper analyses the advantages and disadvantages of an
integrated projector when interacting with maps, and discusses findings useful
for the development of mobile applications for projector phones. We report in
particular the implementation of an application that uses either the screen of
the mobile phone, the projection or a combination of both. These three options
were compared in a user study in which the participants had to perform three
different tasks with each option. The results provide clear evidence for the
positive aspects of using a built-in projector, but also show some negative
aspects related to text input. Keywords: experimental comparison, interaction design, map interaction, projector
phone | |||
| Rangoli: a visual phonebook for low-literate users | | BIBAK | Full-Text | 217-223 | |
| Anirudha Joshi; Nikhil Welankar; Naveen BL; Kirti Kanitkar; Riyaj Sheikh | |||
| In developing countries, language and literacy are barriers that prevent
many people from using simple applications like a phonebook on mobile phones.
The traditional, alphabetical organization is not good enough for low-literate
users who either do not know or have forgotten the alphabetical order of any
script. We propose Rangoli, a phonebook that explores several ideas. It
organizes contacts in nine colour 'pages'. On each page nine icons are
displayed in that colour. A contact is associated with a colour and an icon.
Any contact can be accessed by pressing only two buttons on the number-pad. The
spatial location of each contact does not change even as the phonebook fills
up. The limitation of 81 contacts is not a major problem for these users for
now. Rangoli was first conceived during a class project and was improved
through iterations of user study, design and evaluation. Keywords: appropriate design, digital divide, literacy | |||
| RotaTxt: Chinese pinyin input with a rotator | | BIBAK | Full-Text | 225-233 | |
| Ying Liu; Kari-Jouko Räihä | |||
| Chinese text entry solutions for mobile phones are critical, since they get
used by most Chinese mobile phone users every day. We designed two new
solutions for Chinese pinyin text entry with a rotator as input device. They
were evaluated in an empirical study with 12 novice users and compared to a
straightforward implementation of the date stamp method. Although there was no
significant difference between the three designs on user performance, the
perceived efficiency by users was higher for one of the new designs, and it was
their technique of choice for their own phone. Because the evaluation setup
favored the date stamp method (it was the only one supporting predictive input,
and also the most familiar to users), the results are encouraging. We close by
discussing how to further develop the new techniques. Keywords: Chinese, input, mobile phone, pinyin, rotator, text entry | |||
| TimeWarp: interactive time travel with a mobile mixed reality game | | BIBAK | Full-Text | 235-244 | |
| Iris Herbst; Anne-Kathrin Braun; Rod McCall; Wolfgang Broll | |||
| Mobile location-aware applications have become quite popular across a range
of new areas such as pervasive games and mobile edutainment applications.
However it is only recently, that approaches have been presented which combine
gaming and education with mobile Augmented Reality systems. However they
typically lack a close crossmedia integration of the surroundings, and often
annotate or extend the environment rather than modifying and altering it.
In this paper we present a mobile outdoor mixed reality game for exploring the history of a city in the spatial and the temporal dimension. We introduce the design and concept of the game and present a universal mechanism to define and setup multi-modal user interfaces for the game challenges. Finally we discuss the results of the user tests. Keywords: augmented reality (AR), mixed reality (MR), multimodal interfaces, pervasive
gaming, presence | |||
| Touch & interact: touch-based interaction of mobile phones with displays | | BIBAK | Full-Text | 245-254 | |
| Robert Hardy; Enrico Rukzio | |||
| The limited screen size and resolution of current mobile devices can still
be problematic for map, multimedia and browsing applications. In this paper we
present Touch & Interact: an interaction technique in which a mobile phone is
able to touch a display, at any position, to perform selections. Through the
combination of the output capabilities of the mobile phone and display,
applications can share the entire display space. Moreover, there is potential
to realize new interaction techniques between the phone and display. For
example, select & pick and select & drop are interactions whereby entities can
be picked up onto the phone or dropped onto the display. We report the
implementation of Touch & Interact, its usage for a tourist guide application
and experimental comparison. The latter shows that the performance of Touch &
Interact is comparable to approaches based on a touch screen; it also shows the
advantages of our system regarding ease of use, intuitiveness and enjoyment. Keywords: dynamic display, mobile interaction, touch & interact | |||
| TripleBeat: enhancing exercise performance with persuasion | | BIBA | Full-Text | 255-264 | |
| Rodrigo de Oliveira; Nuria Oliver | |||
| We present TripleBeat, a mobile phone based system that assists runners in achieving predefined exercise goals via musical feedback and two persuasive techniques: a glanceable interface for increased personal awareness and a virtual competition. TripleBeat is based on a previous system named MPTrain. First, we describe TripleBeat's hardware and software, emphasizing how it differs from its predecessor MPTrain. Then, we present the results of a runner study with 10 runners. The study compared the runners efficacy and enjoyment in achieving predefined workout goals when running with MPTrain and TripleBeat. The conclusions from the study include: (1) significantly higher efficacy and enjoyment with TripleBeat, and (2) a unanimous preference for TripleBeat over MPTrain. The glanceable interface and the virtual competition are the two main reasons for the improvements in the running experience. We believe that systems like TripleBeat will play an important role in enhancing the exercise experience and in assisting users towards more active lifestyles. | |||
| Usability benchmark study of commercially available smart phones: cell phone type platform, PDA type platform and PC type platform | | BIBAK | Full-Text | 265-272 | |
| Jeroen Keijzers; Elke den Ouden; Yuan Lu | |||
| The upcoming of smart phones are the result of consumers' preference for
high-feature products: manufacturers are lured into integration of a growing
number of technologies and features to provide attractive and competitive
models. At the same time usability of such complex products becomes an
increasing problem. This study aims to provide designers more insight into the
consequences of emerging technologies on the usability of smart phones with
different platforms. We conducted a usability benchmark study and tested 4
different features on 3 smart phones with 3 different platforms (Nokia E6li
(Symbian S60, cell phone type platform), HTC S710 (Windows Mobile 6, PC type
platform), Palm Treo680 (Palm OS, PDA type platform)) with in total 43 subjects
in a between-subjects design. The results show significant differences in
usability of the smart phones for the selected functions. For all platforms,
the common design guidelines for usability still apply, but are restricted by
the desire to integrate more functionality to create competitive products. Keywords: design, smart phone, usability evaluation, user interface | |||
| User needs and design guidelines for mobile services for sharing digital life memories | | BIBAK | Full-Text | 273-282 | |
| Thomas Olsson; Hannu Soronen; Kaisa Väänänen-Vainio-Mattila | |||
| Digital media content can contain items that are very personal and valuable
for their owner. Such items can form life memories, such as media collages from
happy events or recordings of the first steps of one's children. Memories can
be evoked and created "anytime, anyplace", and thus mobility is a key factor in
managing them. Even though related systems for sharing photographs exist,
users' needs for managing personal content have not been investigated
specifically from the viewpoint of life memories. This paper describes our
empirical research on users' needs for sharing the digital representations of
their life memories. As the main contribution, we present design guidelines for
services for sharing digital life memories. Furthermore, we present a mobile
service prototype which was designed based on the guidelines. Our research
shows that the creation, sharing, managing and viewing of digital life memories
is highly based on meaningful real-life events. Keywords: design guidelines, digital life memories, mobile services, personal content
management, user needs, user-centered design | |||
| Using mobile phones to reveal the complexities of the school journey | | BIBAK | Full-Text | 283-292 | |
| Will Bamford; Paul Coulton; Marion Walker; Duncan Whyatt; Gemma Davies; Colin Pooley | |||
| In this paper, we present findings of a research project in which mobile
phones were used as part of a multi-methods approach to analyze the effects of
air pollution on children's journeys to and from school. In particular, we will
present the results from the space-time blogs generated by 30 Year 8 pupils
(aged 12-13) on their school journeys during four periods of study across the
seasons of a year. The blogs were generated by the teenagers using a specially
created application running on a mobile phone linked to a Bluetooth GPS unit
and consist of spatially and temporally-referenced texts and images together
with a record of their route using GPS coordinates stored at one second
intervals. Whilst the blogs generated considerable amounts of quantitative
information, particularly when coupled with the pollution profiles of the
routes the teenagers travelled, it is the depth of qualitative information
revealed in the interviews with the teenagers after each study period, using
the routes and blogs as a trigger, that demonstrates the benefits of the
multi-methods approach. In particular, we highlight some of the depth of
contextual information revealed not only in regard to the use of the phone
application and GPS unit but also the complex social factors which contribute
to formation of the school journey. Keywords: GPS, blogging, health, mobile, photo, pollution, school, travel | |||
| Visual feedback and different frames of reference: the impact on gesture interaction techniques for wearable computing | | BIBAK | Full-Text | 293-300 | |
| Hendrik Witt; Michael Lawo; Mikael Drugge | |||
| We present the results of an empirical study investigating the effect of
visual feedback and body postures on gesture interaction techniques in a dual
task setup found, for example, in wearable computing. The conducted experiment
uses a novel apparatus called "Hot Wire" that allows retaining the properties
of wearable computing even in laboratory environments. Visual feedback was
found to impair user performance and caused users to be caught in an attention
demanding closed feedback loop once presented in a head-mounted display. Even
though continuous feedback was not necessary for gesture interaction, users
were unable to ignore it and remain focused on the primary task. The design of
an alternative gesture recognition method using a body-centric frame of
reference instead of a conventional static one to improve usability, is shown
to have an opposed impact both on the performance and subjective perception of
users. The presence of novel devices in gesture interaction, such as data
gloves, is found to be a major source of erroneous gesture recognition due to
unpredictable user behavior. Our detailed result discussion provides guidelines
for designing better gesture interaction. Keywords: HotWire, data glove, gestures, mobile interaction, wearable computing | |||
| A stroking device for spatially separated couples | | BIBAK | Full-Text | 303-306 | |
| Elisabeth Eichhorn; Reto Wettach; Eva Hornecker | |||
| In this paper we present a device to support the communication of couples in
long-distance relationships. While a synchronous exchange of factual
information over distance is supported by telephone, e-mail and chat-systems,
the transmission of nonverbal aspects of communication is still unsatisfactory.
Videocalls let us see the partners' facial expression in real time. However, to
experience a more intimate conversation physical closeness is needed. Stroking
while holding hands is a special and emotional gesture for couples. Hence, we
developed a device that enables couples to exchange the physical gesture of
stroking regardless of distance and location. The device allows both sending
and receiving. A user test supported our concept and provided new insights for
future development. Keywords: force-feedback, intimacy, mobile, physical presence, tangible interface | |||
| A tool for video content understanding on mobile smartphones | | BIBAK | Full-Text | 307-310 | |
| Ben Falchuk; Alex Glasman; Konstantin Glasman | |||
| Web-accessible video sites -- such as YouTube -- currently comprise several
of the most trafficked sites in the world. Mobile smartphone penetration is
also at an all-time high, as is user-appetite for innovative mobile services.
This paper anticipates the desire for video content understanding on mobile
smartphones by on-the-go users. The implemented tool provides an innovative,
compact, visual way for users to use their smartphone to understand the content
of a video of interest before download, and the approach goes beyond the
prevalent VCR-like controls and static keyframes of today. With a large
e-commerce ecosystem evolving around mobile video, this work is extremely
topical. We present our early design and implementation details and show how to
support deeper mobile video-understanding than the current limited state of the
art. Keywords: designing services or mobile devices, mobile and online video, temporal
media browsing and understanding | |||
| An investigation into round touchscreen wristwatch interaction | | BIBA | Full-Text | 311-314 | |
| Daniel Ashbrook; Kent Lyons; Thad Starner | |||
| The wristwatch is a device that is quick to access, but is currently under-utilized as a platform for interaction. We investigate interaction on a circular touchscreen wristwatch, empirically determining the error rate for variously-sized buttons placed around the rim. We consider three types of inter-target movements, and derive a mathematical model for error rate given a movement type and angular and radial button widths. | |||
| Applying models of user activity for dynamic power management in wireless devices | | BIBA | Full-Text | 315-318 | |
| Caleb Phillips; Suresh Singh; Douglas Sicker; Dirk Grunwald | |||
| In this paper we use a large dataset of wireless user activity traces to test the various dynamic power management schemes. We also present and test our own empirically-driven dynamic power-saving algorithms, which are based on prior observations of user activity patterns. We believe that this sort of analysis can guide adoption of a user-behavior driven approach to radio and communications power management, and, in networking-centric devices, power management for the entire device. Additionally, understanding the characteristics of user-activity and efficient mechanisms to predict this activity can help inform the design of power-saving schemes for future networking protocols. | |||
| Augmented mobile tagging | | BIBAK | Full-Text | 319-322 | |
| Hans-Peter Hutter; Thomas Müggler; Udo Jung | |||
| In this paper a framework for a novel kind of applications called
Augmented-Mobile-Tagging (AMT) applications is presented. AMT applications
augment classic Mobile Tagging applications with information from existing
Location Based Services (LBS) in a seamless way. This leads to very powerful
mobile applications without loosing the efficiency, intuitiveness and
robustness of the visual tagging application. We have implemented two AMT
applications based on this concept and are currently running two field trials,
one a campus information system on the university campus and another, called
LocalTagging, running in the town and surroundings of Winterthur. Keywords: 2D barcode, augmented mobile tagging, location based services, mobile
computing, mobile tagging, visual tag | |||
| ButtonSchemer: ambient program reader | | BIBAK | Full-Text | 323-326 | |
| Nwanua Elumeze; Michael Eisenberg | |||
| This paper describes ButtonSchemer, an "ambient program reader" that can be
used to input program code directly from a computer screen or from specially
bar-coded surfaces. The placement of programs for such a device can be made
informal, creative, and practically ubiquitous, suggestive of ways to extend
the traditional desktop-centric notions of programming. Keywords: ambient programming, children's programming, computational crafts,
electronic textiles, scheme, wearable computing | |||
| Capricorn -- an intelligent user interface for mobile widgets | | BIBAK | Full-Text | 327-330 | |
| Fredrik Boström; Petteri Nurmi; Patrik Floréen; Tianyan Liu; Tiina-Kaisa Oikarinen; Akos Vetek; Péter Boda | |||
| Widgets are embeddable objects that provide easy and ubiquitous access to
dynamic information sources, e.g., weather, news or TV program information.
Interactions with widgets take place through a so-called widget engine, which
is a specialized client-side runtime component that also provides
functionalities for managing widgets. As the number of supported widgets
increases, managing widgets becomes increasingly complex. For example, finding
relevant or interesting widgets becomes difficult and the user interface easily
gets cluttered with irrelevant widgets. In addition, interacting with
information sources can be cumbersome, especially on mobile platforms. In order
to facilitate widget management and interactions, we have developed Capricorn,
an intelligent user interface that integrates adaptive navigation techniques
into a widget engine. This paper describes the main functionalities of
Capricorn and presents the results of a usability evaluation that measured user
satisfaction and compared how user satisfaction varies between desktop and
mobile platforms. Keywords: adaptive user interfaces, mobile usability, mobile widgets | |||
| Color match: an imaging based mobile cosmetics advisory service | | BIBAK | Full-Text | 331-334 | |
| Jhilmil Jain; Nina Bhatti; Harlyn Baker; Hui Chao; Mohamed Dekhil; Michael Harville; Nic Lyons; John Schettino; Sabine Susstrunk | |||
| In this paper we describe an exploratory study of a mobile cosmetic advisory
system that enables women to select appropriate colors of cosmetics. This
system is intended for commercial use to address the problem of foundation
color selection. Although women are primarily responsible for making most
purchasing decisions in the US, we found very few studies to assess the
adoption of retail related mobile services by women. Based on surveys,
semi-structured interviews, and focus groups, we have identified a number of
design factors that should be considered when designing mobile services for
women consumers. The results of our study indicate that while usefulness is an
important factor, other design aspects such as mobile vs. kiosk, installed vs.
existing software, technical comfort vs. social comfort, social vs. individual,
privacy and trust should also be accounted for. Keywords: cosmetics, image processing, mobile service, retail, women | |||
| Deploying and evaluating a mixed reality mobile treasure hunt: Snap2Play | | BIBAK | Full-Text | 335-338 | |
| Yilun You; Tat Jun Chin; Joo Hwee Lim; Jean-Pierre Chevallet; Céline Coutrix; Laurence Nigay | |||
| With the current trend, we can anticipate that future mobile phones will
have ever-increasing computational power and be able to embed several
captors/effectors including cameras, GPS, orientation sensors, tactile surfaces
and vibro-tactile display. Such powerful mobile platforms enable us to deploy
mixed reality systems. Many studies on mobile mixed reality focus on games. In
this paper, we describe the deployment and a user study of a mixed reality
location-based mobile treasure hunt, Snap2Play[1], using technologies such as
place recognition, accelerometers and GPS tracking for enhancing the
interaction with the game and therefore the game playability. The game that we
deployed and tested is running on an off-the-shelf camera phone. Keywords: location awareness, mobile mixed reality, place recognition | |||
| Dynamic audiotactile feedback in gesture interaction | | BIBAK | Full-Text | 339-342 | |
| Teemu Ahmaniemi; Vuokko Lantz; Juha Marila | |||
| Proper feedback is one of the challenges in gesture interaction. Providing
continuous feedback during the execution of the gesture increases the feeling
of control and it can help user to perform the task more efficiently. In this
paper we introduce an experimental handheld sensor-actuator device that
responds dynamically to user's motion. With the device we explored the
potential of continuous audiotactile feedback in closed-loop gesture
interaction, designed simple synthesis methods for feedback, and tested the
user perception. We designed four simple textures that respond to overall
angular velocity of the device, all with different velocity responses. The
system enabled us to examine how well subjects can distinguish the textures on
the fly. Our preliminary findings show that audio modality dominates the
perception. Tactile feedback worked quite well alone but the modalities
together didn't lead to any better performance than audio alone. Keywords: audio, gesture interaction, haptics | |||
| Evaluating the appropriateness of speech input in marine applications: a field evaluation | | BIBAK | Full-Text | 343-346 | |
| Joanna Lumsden; Nathan Langton; Irina Kondratova | |||
| This paper discusses the first of three studies which collectively represent
a convergence of two ongoing research agendas: (1) the empirically-based
comparison of the effects of evaluation environment on mobile usability
evaluation results; and (2) the effect of environment -- in this case lobster
fishing boats -- on achievable speech-recognition accuracy. We describe, in
detail, our study and outline our results to date based on preliminary
analysis. Broadly speaking, the potential for effective use of speech for data
collection and vessel control looks very promising -- surprisingly so! We
outline our ongoing analysis and further work. Keywords: evaluation, field study, speech input | |||
| Evaluation of pause intervals between haptic/audio cues and subsequent speech information | | BIBAK | Full-Text | 347-350 | |
| Aidan Kehoe; Flaithri Neff; Ian Pitt | |||
| Non-speech sounds and haptics have an important role in enabling access to
user assistance material in ubiquitous computing scenarios. Non-speech sounds
and haptics can be used to cue assistance material that is to be presented to
users via speech. In this paper, we report on a study that examines user
perception of the duration of a pause between a cue (which may be non-speech
sound, haptic, or combined non-speech sound plus haptic) and the subsequent
delivery of assistance material using speech. Keywords: cues, haptics, non-speech sounds, user assistance | |||
| Evaluation of picture browsing using a projector phone | | BIBAK | Full-Text | 351-354 | |
| Andrew Greaves; Enrico Rukzio | |||
| It is expected that projector phones (mobile phones with an integrated pico
projector) will hit the market in the next few years. So far no research exists
regarding how mobile applications should be designed when using a projection
and which applications will profit from such a large high-resolution display.
This paper presents a comparative evaluation of picture browsing using
projector phones. In a study we compared three different interaction
techniques: phone display only, projection only and a combination of both. The
results show that users prefer the projection-based interaction techniques and
the large high-resolution projection leads to a reduced number of enlarge
interactions. However, the task completion time results illustrate how familiar
users are in using conventional phones with small screen size. The paper
presents a comprehensive discussion of findings from our study and defines
important guidelines which we consider as critical for the success of
applications for projector phones in the future. Keywords: interaction design, photo browsing, projector phone | |||
| Evaluation of predictive text and speech inputs in a multimodal mobile route guidance application | | BIBAK | Full-Text | 355-358 | |
| Aleksi Melto; Markku Turunen; Anssi Kainulainen; Jaakko Hakulinen; Tomi Heimonen; Ville Antila | |||
| We present initial results from an evaluation of a multimodal interface for
a mobile route guidance application providing public transport information in
Finland. The application includes a range of input and output modalities, such
as speech input and output, a fisheye GUI, and contextual predictive text
input. The application has been in public pilot use for almost a year. In this
paper we present results from a formal user evaluation, focusing on predictive
text input and speech input and output. Speech input outperformed other input
methods, even with high error rates and slow response times. However, the
domain specific predictive text input was the preferred method, surpassing
users' expectations. Keywords: SERVQUAL, predictive text input, speech recognition | |||
| Exploring music collections on mobile devices | | BIBA | Full-Text | 359-362 | |
| Olga Goussevskaia; Michael Kuhn; Roger Wattenhofer | |||
| Ever larger collections of music are stored on mobile devices. The process of managing these repositories therefore becomes increasingly challenging. In this work we propose to use a map of the "world of music" as a data structure for music exploration and retrieval on mobile devices. We present Mobile Music Explorer -- a mobile application, which allows users to create playlists by specifying trajectories on the map and to use similarity based search methods to navigate through their personal music collections. Our navigation methods ensure that any part of the collection can quickly be reached, even for a large set of items. Moreover, we show that the map representation is a natural approach to provide efficient and distributed operation. | |||
| Exploring the design space of Smart Horizons | | BIBAK | Full-Text | 363-366 | |
| Peter Froehlich; Gerhard Obernberger; Rainer Simon; Peter Reichl | |||
| This paper explores the design space of Smart Horizons -- mobile
applications offering to look at virtual representations of the user's visible
surroundings. We conducted an outdoor field study with a fully implemented
spatially aware restaurant finder service, in which participants accessed
points of interest (POI) virtually attached to nearby buildings. The overall
finding was that all orientation-aware visualizations of the nearby environment
were highly preferable to a conventional orientation-agnostic presentation.
Based on the participants' comparative judgments after using the system
prototype, first design recommendations along the dimensions of perspective,
field of view and realism are provided. Further research directions are
proposed. Keywords: field study, human-computer interaction, mobile spatial interaction | |||
| Gauntlet: a wearable interface for ubiquitous gaming | | BIBAK | Full-Text | 367-370 | |
| Tiago Martins; Christa Sommerer; Laurent Mignonneau; Nuno Correia | |||
| In this paper we present a wearable user interface for ubiquitous gaming
activities, discussing the design choices that led to the implementation of a
first, fully functional prototype. The Gauntlet takes the form of an
unobtrusive arm piece that allows gestures and manipulation of real objects to
be included as game-play elements. When paired to a mobile device it can be
used ubiquitously, without need of a location-dependent hardware framework.
Public demonstration of the prototype by means of an interactive installation
has allowed us to conduct observations of its usage and achieve preliminary
conclusions on our approach. Keywords: RFID, human-computer interaction, pervasive games, ubiquitous computing,
wearable computers | |||
| Geo-indexed object recognition for mobile vision tasks | | BIBA | Full-Text | 371-374 | |
| Katrin Amlacher; Lucas Paletta | |||
| The presented work settles attention in the architecture of ambient intelligence, in particular, for the application of mobile vision tasks in multimodal interfaces. A major issue for the performance of these services is uncertainty in the visual information which roots in the requirement to index into a huge amount of reference images. The presented functional component -- the Attentive Machine Interface (AMI) -- enables contextual processing of multi-sensor information in a probabilistic framework, for example to exploit contextual information from geo-services with the purpose to cut down the visual search space into a subset of relevant object hypotheses. We demonstrate results about geo-indexed object recognition from experimental tracks and image captures in an urban scenario, extracting object hypotheses in the local context from both (i) mobile image based appearance and (ii) GPS based positioning, and verify performance in recognition accuracy (> 14%) using Bayesian decision fusion, verifying the advantage of multi-sensor attentive processing in multimodal interfaces. | |||
| In the hands of children: exploring the use of mobile phone functionality in casual play settings | | BIBAK | Full-Text | 375-378 | |
| Petra Jarkiewicz; My Frankhammar; Ylva Fernaeus | |||
| We present the results of a study on how Swedish children aged 10-12 use
their mobile phones in public indoor and outdoor settings, and in particular
how these are taken into use in unsupervised social play. Through a combination
of ethnographic observations and focus group interviews we report on how
existing mobile phone functionalities were handled in these settings, as well
as how the children themselves described their own and each other's mobile
phone usage. Our findings illustrate a general pattern of appropriating and
utilising commonly available technical features to extend existing play
activities, and also to invent new ones based on the functionalities that they
discovered. An important observation was also the extensive sharing of media
content, which played an essential role in social interactions. Keywords: games, interaction, mobile phones, pervasive games, play | |||
| MAMI: multimodal annotations on a camera phone | | BIBAK | Full-Text | 379-382 | |
| Xavier Anguera; Nuria Oliver | |||
| We present MAMI (i.e. Multimodal Automatic Mobile Indexing), a mobile-phone
prototype that allows users to annotate and search for digital photos on their
camera phone via speech input. MAMI is implemented as a mobile application that
runs in real-time on the phone. Users can add speech annotations at the time of
capturing photos or at a later time. Additional metadata is also stored with
the photos, such as location, user identification, date and time of capture and
image-based features. Users can search for photos in their personal repository
by means of speech. MAMI does not need connectivity to a server. Hence, instead
of full-fledged speech recognition, we propose using a Dynamic Time
Warping-based metric to determine the distance between the speech input and all
other existing speech annotations. We present our preliminary results with the
MAMI prototype and outline our future directions of research, including the
integration of additional metadata in the search. Keywords: digital image management, mobile camera phones, multimedia retrieval, speech
annotations, user experience | |||
| Measuring user experience: complementing qualitative and quantitative assessment | | BIBAK | Full-Text | 383-386 | |
| Ben Fehnert; Alessia Kosagowsky | |||
| The paper describes an investigation into the relationship between in
development expert assessment of user experience quality for mobile phones and
subsequent usage figures. It gives an account of initial attempts to understand
the correlation of a measure of quality across a range of mobile devices with
usage data obtained from 1 million users. It outlines the initial indicative
results obtained and how the approach was modified to be used to contribute to
business strategy. The study shows that a lack of a good level of user
experience quality is a barrier to adoption and use of mobile voice and
infotainment services and outlines the learning that allowed the user
experience team to build consensus within the team and with senior management
stakeholders. Keywords: analysis, compliance, consensus, mobile, qualitative, quality, quantitative,
user experience | |||
| Multimodal interfaces for camera phones | | BIBAK | Full-Text | 387-390 | |
| Stephen A. Brewster; Jody Johnston | |||
| Camera phones are now very common but there are some issues that affect
their usability. These can occur because users look through the LCD to frame
the image and can often miss the icons displayed around the edge that present
important information about exposure, battery life, number of shots remaining,
etc. This may lead to shots being missed or poorly exposed. We created a
sonified luminance histogram to present exposure information, a sound cue to
indicate memory card space remaining and a tactile cue for battery charge
status. A user study showed that participants were able to use the sonified
histogram to identify exposure successfully and could recognise the status of
the battery and memory card well, suggesting that alternative forms of output
could free-up the screen for framing the image. Keywords: camera phone, luminance histogram, sonification, tactile | |||
| Playing different games on different phones: an empirical study on mobile gaming | | BIBAK | Full-Text | 391-394 | |
| Henry Been-Lirn Duh; Vivian Hsueh Hua Chen; Chee Boon Tan | |||
| With the growing popularity of mobile phone gaming, design issues with
mobile phone games have become more important. Given the complexity of
designing games for mobile phones, game developers must understand how mobile
phone users' gaming experiences are like when using different types of phones.
This paper examines users' gaming experiences in playing three types of games
on three different types of phones. It is found that users have different
preferences when playing different games on certain phones. Some games are more
suitable to be played on mobile phone than others. Easy control and fewer
levels of difficulties are the two main issues for consideration in designing
mobile phone games. It is recommended that game designers design specific types
of games for different mobile phone interfaces. Mobile phone manufacturers need
to consider gamers' requirements for the type of games they intend to include
in the mobile phone. Keywords: mobile gaming, mobile phone games, user study | |||
| Presenting evacuation instructions on mobile devices by means of location-aware 3D virtual environments | | BIBAK | Full-Text | 395-398 | |
| Luca Chittaro; Daniele Nadalutti | |||
| Natural and man-made disasters present the need to efficiently and
effectively evacuate the people occupying the affected buildings. Providing
appropriate evacuation instructions to the occupants of the building is a
crucial aspect for the success of the evacuation. This paper presents an
approach for giving evacuation instructions on mobile devices based on
interactive location-aware 3D models of the building. User's position into the
building is determined by using active short-range RFID technology. A
preliminary user evaluation of the system has been carried out in the building
of our Department. Keywords: 3D models, RFID, emergencies, mobile devices, navigation instructions | |||
| Sharing places: testing psychological effects of location cueing frequency and explicit vs. inferred closeness | | BIBAK | Full-Text | 399-402 | |
| Janny C. Stapel; Yvonne A. W. de Kort; Wijnand A. IJsselsteijn | |||
| Recent ethnomethodological work in context and location awareness has
indicated that location cues hold many socially meaningful cues for
interaction. Location-aware technologies are therefore expected to bring about
a shift in social life. Yet little is known about underlying psychological
effects and the role of specific design decisions. The present research aims to
experimentally test some of these effects. In a laboratory experiment
participants' location in a virtual game world was shared. The effects of
location Cueing frequency and Cueing mode (explicit or inferred closeness) on
affinity, social presence, awareness, and game experience were explored. Higher
cue frequencies resulted in higher perceived challenge and flow experienced in
the game. The data also showed trends of heightened awareness and more
behavioural engagement. A trend towards more psychological involvement was
found when cues explicitly communicated that players shared a location in the
game. Keywords: affinity, interpersonal attraction, location-aware technologies, social
digital media, social presence | |||
| Social playlist: enabling touch points and enriching ongoing relationships through collaborative mobile music listening | | BIBAK | Full-Text | 403-406 | |
| KuanTing Liu; Roger Andersson Reimer | |||
| While listening to music is mainly an individual experience, it also holds
social significance by acting as a ground for interaction and a means for
self-expression. In this paper we report the design and field testing of a
service for collaborative music listening among friends in a mobile context.
The prototype, Social Playlist, is a shared music channel where music is
selected by its members according to their current activities and states of
mind. Our findings suggest that Social Playlist enables self-expression,
discovery about friends and touch points in the shared listening context. To
support ongoing use, we suggest a smooth integration between mobile
collaborative services and personal music associations and adopting features
for resolving tensions arising from different music preferences in a
collaborative playlist. Keywords: collaborative playlist, discovery, mobile, music, presence, relationship,
status | |||
| Supporting a mobile lost and found community | | BIBAK | Full-Text | 407-410 | |
| Dominique Guinard; Oliver Baecker; Florian Michahelles | |||
| In the era of ubiquitous devices and mobility, we increasingly carry objects
of great value (in terms of data, money or emotions). Because of our increased
mobility, we are also more inclined to lose these objects. When it comes to
finding them again, current lost property offices seem rather inflexible and
not fully adapted to our nomad lives. They lack dynamic information, introduce
too many intermediates and induce high costs. We support the growth of a
community of users able to solve the problem on their own using their mobile
phones. We describe our concept and implementation of the idea based on
prototypes of mobile phones enhanced with a novel type of RFID (Radio Frequency
IDentification) reader, the use of the EPC (Electronic Product Code) standards
and the creation of both mobile and server-side software. We finally discuss
how it can help making the current system more dynamic and efficient. Keywords: RFID, internet of things, lost and found, mobile interactions | |||
| T-Bars: towards tactile user interfaces for mobile touchscreens | | BIBAK | Full-Text | 411-414 | |
| Malcolm Hall; Eve Hoggan; Stephen Brewster | |||
| Mobile device user interface elements tend to be based on desktop widgets
that were not originally intended for small screen finger-based interfaces.
Mobile usage scenarios afford many completely different interactions, so should
be designed accordingly. This paper presents a new type of widget, the T-Bar,
designed specifically for finger-based touchscreen interfaces using tactile
feedback. Using the tactile feedback for orientation, the user's fingertip is
guided along the T-Bar until an item is successfully selected. This paper
offers observations on our finger-based touchscreen widget and two applications
of the T-Bar widget. Both, File-o-Feel and Touch 'n' Twist are multi-touch
information browsing applications that deviate from traditional desktop GUI
paradigms and are tailored for fingertip input where all interaction takes
place through the use of T-Bars; eliminating the need for any other widgets. Keywords: mobile phone, multi-touch, tactile, touch screen, user interface design,
widgets | |||
| The relationship between goal difficulty and performance in the context of a physical activity intervention program | | BIBAK | Full-Text | 415-418 | |
| Joyca Lacroix; Privender Saini; Roger Holmes | |||
| This paper addresses the relationship between goal difficulty and
performance within the context of an ongoing activity intervention program
called New Wellness Solutions (NWS). The NWS program employs a mobile device to
enable moment-to-moment monitoring and progress feedback. In order to assess
the relationship between goal difficulty and physical performance, we analyzed
the data of a recently completed NWS program test. We found a significant
positive linear relationship between goal difficulty and performance for
individuals with an inactive lifestyle. No significant relationship was found
for individuals with an active lifestyle. This may be explained by the active
participants' low level of commitment to the assigned goals. We conclude that
sufficiently difficult goals combined with timely progress feedback are
effective in increasing activity levels of inactive people. Future studies
should address the effect of additional mobile persuasion techniques to further
improve physical activity patterns of inactive individuals and to enhance goal
commitment of active individuals. Keywords: behavioral change, goal setting, mobile persuasion, physical activity
intervention, timely feedback | |||
| The social contagion of mobile television | | BIBAK | Full-Text | 419-422 | |
| David Langley; Nico Pals | |||
| This paper explores an emerging approach to understand the adoption and
diffusion of mobile devices and services, namely social contagion. Due to the
publicly visible nature of mobile devices, we propose that the influence of
those around us has a large effect on the decision to adopt a new service. We
describe this approach and its application to a new mobile service, Mobile
Television, based on the Digital Video Broadcasting -- Handheld format. Results
show how the market segments with the highest potential for social contagion
can be identified for this service and how marketing communication can be
focused on specific issues which stimulate social contagion in each segment. Keywords: DVB-H, imitation, new product adoption | |||
| Touch key design for target selection on a mobile phone | | BIBAK | Full-Text | 423-426 | |
| Yong S. Park; Sung H. Han; Jaehyun Park; Youngseok Cho | |||
| Mobile phones with a touch screen replacing traditional keypads have been
introduced to the market. Few studies, however, have been conducted on the
touch interface design for a mobile phone. This study investigated the effects
of touch key sizes and locations on the one-handed thumb input that is popular
in mobile phone interactions. Three different touch key sizes (i.e. square
shape with 4mm, 7mm, and 10mm wide) and twenty five locations were examined in
an experiment. The results provided two groups of touch key locations (an
appropriate and an inappropriate region) with respect to three usability
measures including success rate, number of errors, and pressing convenience. In
addition, a hits distributions based algorithm was applied to target selection
tasks, which statistically improved the performance. The results of this study
could be used to design touch keys so as to enhance the usability of mobile
phones with a touch screen. Keywords: hits distribution based algorithm, mobile phones, one-handed thumb input,
touch screen, usability | |||
| Usage of spatial information for selection of co-located devices | | BIBAK | Full-Text | 427-430 | |
| Roswitha Gostner; Enrico Rukzio; Hans Gellersen | |||
| Use of spatial information to support discovery of interaction opportunities
has been widely demonstrated. In this paper, we focus on the use of spatial
interfaces for identification and selection of devices a mobile user encounters
in their immediate environment. We contribute an experimental evaluation of two
spatial interface conditions in comparison with a non-spatial condition. The
two spatial interface conditions are a device list ordered by distance and an
iconic map of devices as seen from the user's perspective and the non-spatial
condition is an alphabetical list. Our results show an overall user preference
for the iconic map over the spatial and alphabetical list. However, there was
no clear preference for the spatial interfaces over the non-spatial condition
with respect to user satisfaction and mental load. Keywords: location information, mobile devices, spatial reference | |||
| Vibrotactile feedback as an orientation aid for blind users of mobile guides | | BIBA | Full-Text | 431-434 | |
| Giuseppe Ghiani; Barbara Leporini; Fabio Paternò | |||
| In this paper, we present a solution for supporting vibrotactile feedback in mobile museum guides for blind users. To this end, we have designed and implemented a hardware/software module, which can be easily plugged into current PDAs to assist blind users in orientation. The solution, which comprises a two-channels haptic module as well as vocal support, has been exploited for moving through tagged objects. We also report on a user evaluation carried out with a number of blind users. | |||
| Wrist rotation for interaction in mobile contexts | | BIBAK | Full-Text | 435-438 | |
| Andrew Crossan; John Williamson; Stephen Brewster; Rod Murray-Smith | |||
| In this paper, we investigate wrist rotation as a hands-free method of
interaction with a mobile device. To evaluate this technique, a Fitts' Law
targeting study is described in four different postures: resting, seated,
standing and walking. Results show correlations in movement time and the Index
of Difficulty of the task and similarities in the targeting performance for the
first three conditions, but show walking and targeting using this method was
significantly more difficult. Keywords: Fitts' law, accelerometer, hands-free interaction, mobile | |||
| A streamlined interface documentation methodology for mobile user interfaces | | BIBAK | Full-Text | 441-444 | |
| Hitesh Agrawal; Kiran Dhotre; Jason Williams | |||
| In this paper we describe a methodology for specifying a user interface
application for mobile handset interfaces. This was derived from a design
project in which Human Factors International worked together with one of the
world's largest handset manufacturers on supporting the development and
documentation of the user interface for one of the major US carriers. The
methodology arose as a result of the challenges that the design team faced
during the course of the project. Key goals of the resulting tool and process
were to be as lightweight as possible, to cater for the different information
needs of the various Stakeholders, and to be easy to create and update. The
resulting tool was PowerPoint based and divided documentation into high and low
level descriptions to meet the needs of both product management stakeholders
and the development stakeholders. Overall, the improved documentation creation
process and the clearer documentation which results have the ability to
significantly accelerate the development process. Keywords: interface documentation, mobile, project management, stakeholders | |||
| Designing a new mobile search service: a user-centered approach | | BIBAK | Full-Text | 445-447 | |
| Matt Davies | |||
| This case study explores a user-Centered design (UCD) approach to the design
of a new, mobile internet search engine aimed at consumers in a commercial
context. Keywords: design process, interaction design, mobile search, mobile user interface
(UI) design, prototyping, telecommunications industry, usability testing,
user-centered design, visual design | |||
| Designing for the evolution of mobile contacts application | | BIBAK | Full-Text | 449-452 | |
| Younghee Jung; Akseli Anttila; Jan Blom | |||
| We describe the design drivers, prototype and one-month field study results
of a mobile contacts application incorporating new features and design
elements. The design was inspired by 8 hypotheses on the potential new uses of
a mobile contacts application. A total of 16 users from varying age groups and
prior experiences with mobile phones participated in the trial of a prototype
application running on Series 60 platform. The results of the user trial show
that allowing personalization and reflection of own communication behavior are
key factors motivating users to explore new usage of Contacts application. We
also discuss a cultivator vs. communicator dimension of user preference towards
contacts application use observed during the trial. Keywords: concept design, concept exploration, mobile communication, prototyping, user
preference modeling, user studies | |||
| Usability challenges in creating a multi-IM mobile application | | BIBAK | Full-Text | 453-456 | |
| Ohad Inbar; Boaz Zilberman | |||
| We describe the usability challenges of designing a mobile instant messaging
(IM) application with voice (VoIP) capability. The key challenge was to
maintain the experience of PC-based IM applications while taking into account
both the constraints of mobile devices and the differences in the context in
which such applications are used. We also discuss the challenges involved in
implementing solutions to correspond with the capabilities and UI conventions
of varied platforms and devices. Keywords: IM, VoIP, instant messaging, presence, usability, user-interface design | |||
| Advancing simulation-based driver training: lessons learned and future perspectives | | BIB | Full-Text | 459-464 | |
| J. C. F. de Winter; S. de Groot; J. Dankelman; P. A. Wieringa; M. M. van Paassen; M. Mulder | |||
| Efficient context-sensitive word completion for mobile devices | | BIBA | Full-Text | 465-470 | |
| Antal van den Bosch; Toine Bogers | |||
| This paper aims to provide recommendations for improving the effectiveness of automatic, student-adaptive, simulation-based driver training. Using experiments and recorded data in driving simulators, three distinct issues are discussed: 1) the student, 2) the virtual driving instructor (VDI), and 3) the student-profile. We found that: first, students seek task-relevant information themselves; not providing them with feedback can be beneficial. Second, an intelligent VDI that emulates a human driving instructor is not favored. To the contrary, regressive instruction -- a relatively simple principle -- was effective in letting students drive away autonomously. Third, constructing a student-profile based on individual characteristics, such as a strength-weakness report, is viable for providing student-adaptive feedback. | |||
| Reconexp: a way to reduce the data loss of the experiencing sampling method | | BIBAK | Full-Text | 471-476 | |
| Vassilis-Javed Khan; Panos Markopoulos; Berry Eggen; Wijnand IJsselsteijn; Boris de Ruyter | |||
| Word completion is a basic technology for reducing the effort involved in
text entry on mobile devices and in augmentative communication devices, where
efficiency and ease of use are needed, but where a low memory footprint is also
required. Standard solutions compress a lexicon into a suffix tree with a small
memory footprint and high retrieval speed. Keystroke savings, a measurable
correlate of text entry effort gain, typically improve when the algorithm would
also take into account the previous word; however, this comes at the cost of a
large footprint. We develop two word completion algorithms that encode the
previous word in the input. The first algorithm utilizes a character buffer
that includes a fixed number of recent keystrokes, including those belonging to
previous words. The second algorithm includes the complete previous word as an
extra input feature. In simulation studies, the first algorithm yields marked
improvements in keystroke savings, but has a large memory footprint. The second
algorithm can be tuned by frequency thresholding to have a small footprint, and
be less than one order of magnitude slower than the baseline system, while its
keystroke savings improve over the baseline. Keywords: context sensitivity, ergonomics, mobile devices, predictive text processing,
scaling, word completion | |||
| Design and development of an everyday hand gesture interface | | BIBAK | Full-Text | 479-480 | |
| Zoltán Prekopcsák; Péter Halácsy; Csaba Gáspár-Papanek | |||
| Hand gesture interfaces gained great popularity due to game consoles in the
past few years and they have the potential to appear in our everyday lives too.
In this paper, we introduce four design principles for an everyday hand gesture
interface. We evaluate related works and show a prototype that has been
designed and developed with these principles in mind. This prototype satisfies
most of the principles, and can be easily extended to satisfy all of them when
previously announced hardware and software tools hit the market. Keywords: design principles, gestural user interfaces, machine learning | |||
| Designing automated handheld navigation support | | BIBAK | Full-Text | 481-482 | |
| Doguhan Uluca; Jan Willem Streefkerk; Brian Sciacchitano; D. Scott McCrickard | |||
| Map usage on handheld devices suffers from limited screen size and the
minimal attention that users can dedicate to them in mobile situations. This
work examines effects of automating navigation features like zooming and
panning as well as other features such as rotation, path finding and artifact
representation on the mobile navigation experience. Described are five claims
and early support for these features in the police work domain. Keywords: adaptive user interfaces, automated user interaction, loosely-directed
navigation, mobile devices, navigation aids, police | |||
| EVAL -- an evaluation component for mobile interfaces | | BIBAK | Full-Text | 483-484 | |
| Karin Leichtenstern; Dennis Erdmann; Elisabeth André | |||
| The Eval Tool is a usability evaluation environment which can be used to
evaluate users an their behaviour while they interact with their pervasive
computing environment via a mobile phone interface. The tool supports
audio-visual recordings of several users and automatically annotates and
synchronizes them with context data emerging from the pervasive environment.
The annotation of video material with contextual information is important for
the analysis of user studies and the detection of usability issues. The EVAL
Tool consists of a recorder and a analyzer component. Using the recorder
component the capturing of the videos and the logging of the context can be
controlled whereas the analyzer components helps to interpret the user study. Keywords: context, evaluation tool, usability, user study | |||
| Friend forever: a healderly partner | | BIBAK | Full-Text | 485-486 | |
| Suleman Shahid; Omar Mubin; Abdullah Al Mahmud | |||
| In this paper we present an application that helps to motivate the elderly
in maintaining an independent healthy life style. With this application elderly
people don't need to memorize the details -- they will be informed round the
clock about their diet and exercise schedules-freeing their memory for
something else. The application was designed and implemented in a participatory
manner. The early results from the evaluation show that the application has
potential in enabling the elderly to maintain a healthy life style. Keywords: elderly, prototyping, user-centered design | |||
| Interactive auditory virtual environments for mobile devices | | BIBA | Full-Text | 487-488 | |
| Christian Borß; Rainer Martin | |||
| In this paper we present a client-server architecture which makes interactive auditory virtual environments (AVEs) accessible to devices with limited computational power. The implementation of an AVE generator as web service allows for platform independent "AVE services" via mobile devices almost "anywhere on any device" using a standard web browser. We propose a client-server architecture which computes the acoustic signals on a high-performance server and provides low-latency audio streaming from the server to the client. | |||
| Making new learning environment in zoo by adopting mobile devices | | BIBAK | Full-Text | 489-490 | |
| Yutaro Ohashi; Hideaki Ogawa; Makoto Arisawa | |||
| In this paper, we describe a whole-new, user participatory learning
environment in zoo by adopting mobile network devices. It is likely that zoo
will be an effective learning environment especially for children if we make
good use of resources in zoo. We therefore proposed and operated
user-participatory information technology so that even children can learn about
animals and nature by using them. Navigation system, an audio and video
guidance with ipod, lets children see something that one can't see in one's
normal life. Voice Trackback System, a participatory voice message gathering
system with mobile phone, helps children to record their messages easily, and
to access the voice data on the web freely. By using information systems like
these in zoo, visitors including small children learn more about animals and
nature in interactive ways. Keywords: environmental learning, mobile learning, user-participatory, zoo | |||
| Spybuster -- a community-based privacy tagging platform | | BIBAK | Full-Text | 491-492 | |
| Johannes Kiemer; Till Ballendat; Tim Langer; Wenqi Zhang; Alexander De Luca | |||
| The goal of Spybuster is to provide a powerful and easy accessible community
platform, which helps the members to cope with the increasing number of threats
for everyone's privacy in everyday life. Spybuster uses a geotagging system to
associate privacy threats with their locations. Users can add supplemental
information such as a description of the threat and the exact address. The
resultant tags can either be accessed over a mobile application with an
interactive radar or a website using a Google Maps-mashup for displaying tags
in a certain area. Due to a shared database users can organize their tags on
both platforms. Keywords: GPS, community, geotagging, mobile device, privacy | |||
| Understanding mobile information needs | | BIBAK | Full-Text | 493-494 | |
| Karen Church; Barry Smyth | |||
| In this paper we describe the results of a four-week diary study of mobile
information needs, focusing on the intent behind mobile needs and the
importance on context on such needs. We identified three key intents among
diary entries: informational, geographical and personal information management
(PIM). Furthermore, we found many of these information needs have high temporal
and location dependencies. Keywords: diary study, information needs, intent, mobile | |||
| User segmentation & UI optimization through mobile phone log analysis | | BIBAK | Full-Text | 495-496 | |
| Myoung Hoon Jeon; Dae Yol Na; Jung Hee Ahn; Ji Young Hong | |||
| To improve and optimize user interfaces of the system, the accurate
understanding of users' behavior is an essential prerequisite. In this paper,
we described the work which examines users' behavior through log analysis in
their own environment. 50 users were recruited by consumer segmentation and
logging-software was downloaded in their mobile phone. After two weeks, logged
data were gathered and analyzed. The complementary methods such as a user diary
and an interview were conducted. The result of the analysis showed the
frequency of menu and key access, used time, data storage and several usage
patterns. Also, we found the possibility that users could be segmented into new
groups by their usage patterns. The improvement of the mobile phone user
interface was proposed based on the result of this study. Keywords: UI optimization, log analysis, user behavior analysis, user segmentation | |||
| Using Second Life to demonstrate a concept automobile heads up display (A-HUD) | | BIBAK | Full-Text | 497-498 | |
| Kar-Hai Chu; Sam Joseph | |||
| There are different options to establish and test new technology within
automobiles. From simulators to real world driving, most have disadvantages of
development time, expensive costs, or complex setups. We describe a method
using Second Life's virtual world to conduct simulations for driving and
testing a new conceptual Automobile Heads Up Display (A-HUD). Keywords: augmented reality, automobile technology, driving simulator, heads up
display, mobile broadband | |||
| VoiceList: user-driven telephone-based audio content | | BIBAK | Full-Text | 499-500 | |
| Ruy Cervantes; Nithya Sambasivan | |||
| We present VoiceList, a telephone-based user-generated audio classifieds
service. The aim of the system is to provide an infrastructure for a
user-driven community service where there is minimal connectivity to the
Internet. Our approach takes advantage of prior knowledge and the ubiquitous
presence of telephones in developing nations, overcoming literacy and
connectivity barriers. Keywords: ICT4D, audio-based user interfaces, mobile devices, user-generated content | |||
| Graphical representation of meetings on mobile devices | | BIBAK | Full-Text | 503-506 | |
| Lukas Matena; Alejandro Jaimes; Andrei Popescu-Belis | |||
| The AMIDA Mobile Meeting Assistant is a system that allows remote
participants to attend a meeting through a mobile device. The system improves
the engagement in the meeting of the remote participants with respect to
voice-only solutions thanks to the use of visual annotations and the capture of
slides. The visual focus of attention of meeting participants and other
annotations serve to reconstruct a 2D or a 3D representation of the meeting on
a mobile device (smart phone). A first version of the system has been
implemented, and feedback from a user study and from industrial partners shows
that the Mobile Meeting Assistant's functionalities are positively appreciated,
and sets priorities for future developments. Keywords: 3D representation, meeting annotation, mobile device, remote access, user
interface | |||
| Mobile interaction using steganographic image on mobile display | | BIBAK | Full-Text | 507-510 | |
| Genta Suzuki; Nobuyasu Yamaguchi; Shigeyoshi Nakamura; Hirotaka Chiba | |||
| This demonstration shows novel interaction between mobile devices and their
nearby devices using digital images on a mobile display. The interaction needs
neither special hardware for communication, nor additional software for
existing mobile devices. In the interaction, users of mobile devices can easily
interact with nearby devices by three procedures: 1) selecting an image, 2)
displaying an image in full-screen mode, or 3) holding the display over a
camera connected to the device. The key technology of the interaction is FPcode
(Fine Picture code) which is a kind of steganography and can be invisibly
embedded in printed images. To enable FPcode to be applied to images on mobile
displays, we have developed a camera control method for reducing the influence
of moire stripes on the display and variations in display brightness. In the
demonstration, we show an application using FPcode on a mobile display. Keywords: image processing, mobile display, mobile gaming, mobile phones, mobile
ticket, steganography, user interface | |||
| Movial IXS mobile internet device | | BIBAK | Full-Text | 511-513 | |
| Teemu Pohjola; Petri Tolppanen; Veli Kaksonen | |||
| In recent years device manufacturers have been introducing so called Mobile
Internet Devices (MIDs) at an increasing rate. The aim of these commonly touch
screen based devices is not to be mobile devices' "jacks-of-all-trades", but to
offer the best possible mobile internet user experience. In Mobile HCI 2008
Movial is presenting its new Movial IXS application suite for Mobile Internet
Devices and aims to demonstrate how internet is not just something that you
access, but a natural part of the user experience.
Unlike in any other Mobile Internet Device, Movial IXS' user interface is built entirely with standard XHTML/CSS/JavaScript techniques and it uses Mozilla browser engine as its renderer and backbone. Using native web technologies for creating the user interface positions Movial IXS out of its seemingly natural mobile internet device genre and places it firmly to the close proximity of online internet and web applications. The aim of the Mobile HCI 2008 demonstration is to showcase how this close proximity of internet can be used to provide richer user experiences and flexible user interface development, and to provoke conversation about the role of the internet in the mobile devices that we use on daily basis. Keywords: HTML, MID, mashups, mobile internet, mobile internet device, user
experience, web applications, web2.0 | |||
| NEAT-o-Games: novel mobile gaming versus modern sedentary lifestyle | | BIBAK | Full-Text | 515-518 | |
| Konstantinos Kazakos; Thirimachos Bourlai; Yuichi Fujiki; James Levine; Ioannis Pavlidis | |||
| The proposed demonstration is based on the work performed as part of the
NEAT-o-Games project. NEAT-o-Games is a suite of games that runs on mobile
terminals such as cell phones. Unlike other games, NEAT-o-Games' primary goal
is to become part of people's everyday routines and attack the behavioral
aspect of the sedentary lifestyle. Their main characteristic is that they are
not carried out in short bouts, but are being played continuously and are
interwoven in the daily routine of the players. Data from wearable
accelerometers are logged wirelessly to a cell phone and control the animation
of the player in a virtual race game (avatar) with other players over the
cellular network. Players can use their excess of activity points earned from
the race game to get hints in mental games of the suite, like Sudoku. Initial
studies indicate that NEAT-o-Games may bring a positive physical,
psychological, and social impact on players. Keywords: NEAT, behavior modification, human computer interaction, obesity
intervention, obesity prevention, pervasive gaming, physical activity, serious
gaming, ubiquitous computing, wearable sensors | |||
| Pervasive awareness | | BIBAK | Full-Text | 519-521 | |
| Vassilis-Javed Khan; Georgios Metaxas; Panos Markopoulos | |||
| We are interested in systems that support awareness between individuals, by
exchanging information that is automatically captured and presenting it to
members of their social network. Here we demonstrate a principle for the
operation of these systems which we describe as pervasive awareness: awareness
information is aggregated opportunistically as mobile devices carrying some
information migrate across space and cluster dynamically. We present a minimal
demonstration of the principle where qualitative location information is used
to select information offered by context capture devices (for the demonstration
these are cameras). Keywords: awareness systems, computer mediated communication | |||
| Physical-virtual linkage with contextual bookmarks | | BIBAK | Full-Text | 523-526 | |
| Niels Henze; Enrico Rukzio; Andreas Lorenz; Xavier Righetti; Susanne Boll | |||
| In our everyday life we often see objects or persons and are aware that
there are related digital services such as an online ticket service when seeing
a poster advertising a concert. Currently it is a rather time consuming
activity to find the related information. Using our Contextual Bookmark system
a user can define a snapshot with her mobile phone consisting of a picture,
time stamp and location. Such a bookmark can then be stored on the mobile
phone, exchanged with friends and in particular be used to access related
videos, web pages, and other services. This helps the user to bridge the gap
between the virtual and the real world in order to use related services.
Combining content and context analysis objects are recognized without any
visual markers or electronic tags. We would like to demonstrate our system
based on a nomadic usage scenario in which a person defines a Contextual
Bookmark of a movie trailer, buys the corresponding movie, plays the movie on a
TV, and exchanges the bookmark with a friend. Keywords: content analysis, contextual bookmark, mobile interaction, physical
interaction, physical-virtual linkage | |||
| Picture browsing and map interaction using a projector phone | | BIBAK | Full-Text | 527-530 | |
| Andrew Greaves; Alina Hang; Enrico Rukzio | |||
| It is expected that projector phones (mobile phones with built-in pico
projectors) will hit the market by 2010. Such phones provide a completely new
way to display information and interaction techniques. The system presented in
this paper allows the simulation of these projector phones as the real devices
are not yet available. Through this, we demonstrate that it is currently
possible to design, develop and evaluate applications for projector phones. The
system supports three different modalities in order to compare when which
display (phone display, projection) should be used. This prototype system was
used for the implementation of two applications in order to test the advantages
and disadvantages of projector phones for two common scenarios, picture
browsing and map interaction. This demonstration paper describes the hardware
used for the simulation of projector phones and the two developed prototypes.
These prototypes were used for two different studies discussed in [1] and [2]. Keywords: map interaction, photo browsing, projector phone | |||
| Touch & Interact: touch-based interaction with a tourist application | | BIBAK | Full-Text | 531-534 | |
| Robert Hardy; Enrico Rukzio | |||
| Touch & Interact is an interaction technique which combines mobile phones
and public displays. The motivation for the project is to overcome the
intrinsic output limitations of mobile phones. Touch & Interact extends the
phone output to a public display allowing both screens to share the display
space. This concept is especially useful for separating public and private data
-- only showing private data on the phone display. During interaction, the
phone is used as a stylus for the public display and can touch the display at
any location. The phone also lends additional capabilities to interactions by
providing storage capabilities, additional feedback (e.g. audio and haptic) and
input modalities (e.g. keypad and joystick). The underlying technology
supporting Touch & Interact is Near Field Communication (NFC); the dynamic
display includes a mesh of NFC tags which can be interacted with using an NFC
phone. A tourist map application was used to explore and test Touch & Interact
in an environment with rich functionality. Keywords: dynamic display, mobile interaction, touch & interact | |||
| United-pulse: feeling your partner's pulse | | BIBAK | Full-Text | 535-538 | |
| Julia Werner; Reto Wettach; Eva Hornecker | |||
| This paper introduces a device that creates remote intimacy by the use of
two rings named "united-pulse". Each ring can measure the wearer's heartbeat
and send it to the partner's ring. Hereby, artificial corporeality is created
between the couple. By means of a working prototype, united-pulse has been
successfully tested. Among the 28 participants the prototype has attracted
large interest. Through the heartbeat -- the essential vital sign -- a feeling
of being very close to the partner is provided. Touching the ring allows a
small moment of intimacy in situations where emotional support is needed. Keywords: body-data, design, digital jewelry, human-machine-interaction, remote
intimacy, tangible, user experience, wearable | |||
| A methodical approach to evaluating the use of audio-interfaces for mobile and wearable computing | | BIBAK | Full-Text | 541-542 | |
| Hendrik Iben | |||
| Audio interfaces for mobile and wearable computing are in an early state of
development. User studies concentrate on the usability of audio interfaces as
means of interacting with a device but leave out the question of how an audio
interface can aid at performing a main task. Studying the impact of audio
interfaces in computer aided tasks for wearable and mobile computing will
provide guidelines for hands-free interface design and information
presentation. To be able to measure the performance a simulated main task is
used where varying mental loads can be setup. Providing an index of difficulty
for the simulated task, users studies will reveal how effective an audio
interface can be used to convey information to aid at a task. Keywords: HotWire, audio displays, steering law, user centered design, wearable
computing | |||
| A user-adaptive and context-aware architecture for mobile and desktop training applications | | BIBA | Full-Text | 543 | |
| Fabio Buttussi | |||
| Our research aims at proposing a user-adaptive and context-aware architecture for mobile and desktop training applications. Our main result to date in the Mobile HCI field is an adaptive wearable system for fitness training. | |||
| An activity-driven model for context-awareness in mobile computing | | BIBAK | Full-Text | 545-546 | |
| Hong-Siang Teo | |||
| To fully exploit the strengths and potential of the today's mobile devices,
context-awareness needs to be incorporated into the very essence of mobile
computing. But today's mobile computing approaches either fail to do so, or do
it in a very limited way. At the same time, current research efforts in
context-awareness fail to consider context as a dynamic construct, and is
unable to offer a holistic treatment of context-awareness that includes an
active role for the user. Our hypothesis is that to make context-awareness more
intuitive and productive to the mobile user, the notion of context needs to be
user-centric. In this research, we explore a novel, general form of
context-aware mobile computing that is activity-driven, and where context
dynamically arises from the user's activity. Keywords: context-awareness, mobile computing | |||
| Enabling orientation for the blind by means of mobile guides | | BIBA | Full-Text | 547-548 | |
| Giuseppe Ghiani | |||
| I propose an investigation on location sensing and multimodal output for aiding blinds in mobility and orientation. The aim of my thesis is the design and evaluation of a compact and cost-effective configuration based on a consumer PDA with little custom hardware. The results of the performed tests will allow to define a set of guidelines to enhance the future generation of mobile devices with sensors and actuators. | |||
| Exploring usability in mobile autonomic networks | | BIBAK | Full-Text | 549-550 | |
| Michelle Montgomery Masters | |||
| This paper describes the motivation and background to conducting research in
Mobile Autonomic Networks and poses research questions for the MobileHCI
community to address. Keywords: autonomic networks, design, evaluation, mobile phones, smartphones,
usability | |||
| Factors affecting user experience in mobile systems and services | | BIBAK | Full-Text | 551 | |
| Heli Väätäjä | |||
| Understanding the factors affecting user experience of mobile systems and
services is becoming increasingly important as the mobile ecosystem is becoming
a reality. The aim of my work is to contribute to the theory building of
frameworks on factors affecting user experience in the mobile context and to
the methodology for studying and evaluating user experience of mobile systems
and services. Keywords: mobile service, mobile systems, user experience | |||
| Implicit participation from a glance | | BIBA | Full-Text | 553-554 | |
| Darius Garnham | |||
| In this paper, we describe studies which have looked at the value and comparison of group participation methods considering mobile interaction with Large Public Displays. | |||
| Mobile audio capture in a learning ecology | | BIBAK | Full-Text | 555 | |
| Kevin Walker | |||
| This research provides support for the importance of audio capture in mobile
learning contexts. Audio is considered in an ecology of resources as a tool to
support narrative creation. Audio trails are presented in three different
contexts, each targeting a particular community. Keywords: audio, mobile, museum, trails | |||
| Visualization and interaction with mobile technology | | BIBAK | Full-Text | 557-558 | |
| Sebastian Knödel | |||
| Our research in Mobile HCI concerns the exploration of new interaction and
visualization techniques for 3D data on mobile devices. Furthermore, we want to
examine new forms of collaboration supporting groups of people, who interact
together with diverse data using heterogeneous hardware, from small mobile
devices to large projection screens. Hence, in our investigations we propose
adapted visual representations and efficient interaction techniques that take
in account the human factor, as well as technical terms of mobile technology. Keywords: interaction techniques, mobile devices, navigation, pen-input, rendering
techniques, sketching, virtual and mixed reality | |||
| Co-design: practices, challenges and lessons learned | | BIBAK | Full-Text | 561-562 | |
| Marc Steen; Jenny de Boer; Lilliane Kuiper-Hoyng; Froukje Sleeswijk Visser | |||
| This paper is a proposal to organize a workshop about co-design during the
during MobileHCI 2008 Conference. Main goals of the workshop are to discuss
co-design practices and to articulate challenges and lessons learned. Keywords: co-design, human-centered design, in-context research, mobile applications,
reflection, user involvement | |||
| Mobile interaction with the real world | | BIBAK | Full-Text | 563-565 | |
| Niels Henze; Gregor Broll; Enrico Rukzio; Michael Rohs; Andreas Zimmermann | |||
| The Mobile HCI community is moving beyond the interaction between a single
user and her mobile device taking the users environment into account. Mobile
interaction with the real world concentrates on using mobile devices as tools
to interact with real world objects. This workshop continues the successful
mobile interaction with the real world workshops 2006 and 2007. Relevant topics
include (but are not limited to) mobile interaction with the real world; mobile
devices as user interfaces for terminals; and Frameworks, middleware and APIs
for the development of applications that take mobile interactions with the real
world into account. The workshop combines technical presentations with the
presentation of prototypes and focused discussions to drive interaction between
participants. Keywords: mobile device, mobile interaction, real world, smart objects, user interface
generation | |||
| Mobile multimedia: content creation and use | | BIBAK | Full-Text | 567-568 | |
| Jonna Häkkilä; Minna Isomursu; Mirjana Spasojevic; Jenine Beekhuyzen | |||
| During recent years, mobile devices have become tools for versatile
activities related to multimedia content. Especially mobile phones have emerged
in this field, integrating the features of music players and digital and video
cameras into mobile communication technologies. Multimedia messaging has
followed text messaging, and Mobile TV is taking its steps towards large
audiences. This workshop aims to gather researchers and practitioners who look
at existing and anticipated end-user trends and usage culture in using and
creating mobile multimedia content, as well as novel applications and ideas
related to human computer interaction with mobile multimedia devices. Keywords: cultural studies, end-user needs, human-computer interaction, mobile
multimedia, mobile phones, usage culture | |||
| SiMPE: third workshop on speech in mobile and pervasive environments | | BIBAK | Full-Text | 569-570 | |
| A. A. Nanavati; N. Rajput; A. I. Rudnicky; M. Turunen | |||
| In the past, voice-based applications have been accessed using unintelligent
telephone devices through Voice Browsers that reside on the server. The
proliferation of pervasive devices and the increase in their processing
capabilities, client-side speech processing has been emerging as a viable
alternative. In SiMPE 2008, the third in the series, we will continue to
explore the various possibilities and issues that arise while enabling speech
processing on resource-constrained, possibly mobile devices.
In SiMPE 2007 [2], the focus was on developing regions. Given the importance of speech in developing regions, SiMPE 2008 will include "SiMPE for developing regions" as a topic of interest. As a result of discussions in SiMPE 2007, we plan to invite and encourage Speech UI designers to participate in SiMPE 2008. We will also review the progress made over the last two years, in the areas and key problems identified in SiMPE 2006 [3]. Keywords: mobile computing, pervasive computing, speech processing | |||
| The second international workshop on mobile internet user experience | | BIBAK | Full-Text | 571-573 | |
| Virpi Roto; Eija Kaasinen | |||
| Mobile access to the Internet is increasing but still dominated by early
adopters. To attract more users, user experience of mobile Internet needs to be
improved. This requires understanding better mobile users and usage contexts to
identify the kinds of services that users will be ready to use. In addition to
increasing the attractiveness of services, successful user experience also
requires improvements in devices and infrastructures such as networks, browsers
and proxies and means to find situationally relevant services. This workshop
calls developers and researchers of mobile Internet to exchange experiences and
ideas how user experience of mobile Internet could be improved. Keywords: mobile internet, user acceptance, user experience | |||
| MobiMundi: exploring the impact of user-generated mobile content -- the participatory panopticon | | BIBAK | Full-Text | 575-577 | |
| Mark A. M. Kramer; Erika Reponen; Marianna Obrist | |||
| The MobiMundi Workshop aims to provide a forum for researchers and
developers from different backgrounds to gather together to explore and discuss
the impact of existing and emerging mobile information and communications
technologies and services on society. The theme for this workshop will examine
the real and potential impacts of user-generated mobile content on individuals
and society as a whole. The individual and societal impacts discussed will
primarily focus on user centered and social perspectives, but will also explore
how user behavior is changing and which problems are emerging, bearing in mind
that individual actions are creating privacy and security issues which could
lead towards a new quality of a hyper-surveillance society by providing the
framework for the participatory panopticon. Moreover, mobile human-computer
interaction and design related issues will be explored and considered in order
to support users requirement to share and co-create mobile user-generated
audiovisual content. Keywords: blogs, citizen-media, computers and society, mobile-services,
mobile-technologies, panopticom, participatory-journalism, privacy, smart-mobs,
social impact, social issues, social-factors, sousveillance, surveillance,
technology-assessment, user-generated content | |||