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Proceedings of 10th Conference on Human-computer interaction with mobile devices and services

Fullname:Proceedings of the 10th conference on Human-computer interaction with mobile devices and services
Editors:Henri ter Hofte; Ingrid Mulder
Location:Amsterdam, The Netherlands
Dates:2008-Sep-02 to 2008-Sep-05
Standard No:ISBN 978-1-59593-952-4; ACM DL: Table of Contents hcibib: MOBILEHCI08
Links:Conference Home Page
  1. Full papers
  2. Short papers
  3. Industrial case studies
  4. Industrial Ph.D. research
  5. Posters
  6. Demonstrations
  7. Doctoral consortium
  8. Workshops

Full papers

A frequency based sighting blurring algorithm for use with location based services on the internet BIBAKFull-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 BIBAKFull-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 BIBAFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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? BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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

Short papers

A stroking device for spatially separated couples BIBAKFull-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 BIBAKFull-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 BIBAFull-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 BIBAFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAFull-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 BIBAKFull-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 BIBAKFull-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 BIBAFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAFull-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 BIBAKFull-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

Industrial case studies

A streamlined interface documentation methodology for mobile user interfaces BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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

Industrial Ph.D. research

Advancing simulation-based driver training: lessons learned and future perspectives BIBFull-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 BIBAFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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) BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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

Doctoral consortium

A methodical approach to evaluating the use of audio-interfaces for mobile and wearable computing BIBAKFull-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 BIBAFull-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 BIBAKFull-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 BIBAFull-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 BIBAKFull-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 BIBAKFull-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 BIBAFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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