| My new pc is a mobile phone: techniques and technology for the new smallness | | BIBAK | Full-Text | 1-2 | |
| Patrick Baudisch | |||
| Neither desktop computers nor the hundred-dollar laptop are the new mass
computation platform of this world -- mobile phones are. 4 Billion of them. So
how come we still use PCs? Mobile devices have a major limitation: mobility
requires smallness. Initially, miniaturization of hardware drove
miniaturization at a fast pace, but limitations are not primarily technical
anymore: today, it is almost exclusively human factors. Screens need to be
large enough to be seen, keyboards large enough to be typed on. These factors,
however, are practically invariant.
In this presentation, I take a closer look at the research that emerges from the tension between the desire to perform complex tasks and the desire for mobility. Is it possible for mobile users to perform those complex tasks that today's users still perform on "large screen" desktop computers? What range of applications can we adapt by visually compressing them? What applications resist such an adaptation and why? In the second half of the talk, I am trying to look into the future of mobile device hardware, devices ten times smaller than today's devices. Keywords: mobile applications, user interface design | |||
| Swipe is the new swoosh: how interaction design is changing the role of brand | | BIBAK | Full-Text | 3-4 | |
| Josh Ulm | |||
| The iPhone has brought about massive change to the way we do interaction
design, to application development and marketplaces, and has overturned the
mobile industry at large. However, it has also become the unsung poster child
for another radical shift, the reinvention of the corporate Brand. The days of
businesses buying their identity with big budget marketing, snapping slogans,
and iconic logos have moved aside to make room for a new and persuasive,
ownable property -- the interface. Today's consumers are aligning to Brands
based on the experience -- may the best UI win.
This session will explore the increasing importance of the user experience to differentiate products and services and it's role in establishing trust and affinity for Brands in the mobile and online marketplace. Keywords: affinity, apple, applications, brand, design, development, identity,
interaction, logo, loyalty, marketing, mobile, pinch, swipe, user interface | |||
| Mobile apps and the approaching zombie apocalypse | | BIBAK | Full-Text | 5-6 | |
| Scott Jensen | |||
| The mobile handset (and now tablet) market is coming a tangled mess, with
strong advocates for device specific applications on the one hand and strong
web standards within the browser on the other. This talk will reflect a bit on
the history of mobile applications, focusing on the user issues involved in
this debate. This is critical as too often the debate focuses on the business
needs of application development.
The mobile space has gone through, and will continue to go through profound shifts in technology and user capabilities. This talk will focus on the heterogeneous set of devices that will descend upon us all, a 'zombie apocalypse' of devices that will swarm upon us and upset the simple 'one app, one device' model that we still so quaintly adhere to today. Keywords: keynote talk | |||
| Using mobile devices to support communication between emergency medical responders and deaf people | | BIBAK | Full-Text | 7-16 | |
| Fabio Buttussi; Luca Chittaro; Elio Carchietti; Marco Coppo | |||
| Fast and effective communication is crucial during medical emergencies, but
patients' disabilities can make it a challenging task for emergency medical
responders. This paper proposes a mobile system to deal with the communication
barrier between medical responders and deaf patients. The system allows medical
responders to quickly browse a collection of emergency-related sentences, and
show videos of the corresponding translations in sign language to the deaf
patients. The design process involved experts in emergency medicine as well as
experts from the deaf community. The evaluation carried out on ten emergency
medical responders and ten deaf subjects showed that the system is useful to
support communication with deaf people during medical emergencies. Keywords: computer-mediated communication, deaf people, first responders, medical
emergencies, mobile devices, sign languages | |||
| Timbremap: enabling the visually-impaired to use maps on touch-enabled devices | | BIBAK | Full-Text | 17-26 | |
| Jing Su; Alyssa Rosenzweig; Ashvin Goel; Eyal de Lara; Khai N. Truong | |||
| Mapping applications on mobile devices have gained widespread popularity as
a means for enhancing user mobility and ability to explore new locations and
venues. Visually impaired users currently rely on computer text-to-speech or
human-spoken descriptions of maps and indoor spaces. Unfortunately,
speech-based descriptions are limited in their ability to succinctly convey
complex layouts or spacial positioning.
This paper presents Timbremap, a sonification interface enabling visually impaired users to explore complex indoor layouts using off-the-shelf touch-screen mobile devices. This is achieved using audio feedback to guide the user's finger on the device's touch interface to convey geometry. Our user-study evaluation shows Timbremap is effective in conveying non-trivial geometry and enabling visually impaired users to explore indoor layouts. Keywords: assistive, sonification, touch device, user interface | |||
| Supporting blind users in selecting from very long lists of items on mobile phones | | BIBAK | Full-Text | 27-30 | |
| Luca Chittaro; Alessandro Marassi | |||
| Searching for an item in a long ordered list that does not fit the screen is
a frequent task when using mobile devices. This paper explores four different
interfaces to support blind users in carrying out this task. Two of them are
based on the idea of tree-augmentation of a list, proposed by Furnas [3], and
differ in their depth versus breadth ratio. The other two interfaces adopt the
more traditional technique of list scrolling based respectively on standard
multitap and T9 keyboard entry. The paper reports also on the results of a
pilot study of the four interfaces conducted on two blind users. Keywords: blind users, long lists, menu selection, mobile devices | |||
| Assessing mobile touch interfaces for tetraplegics | | BIBAK | Full-Text | 31-34 | |
| Tiago João Vieira Guerreiro; Hugo Nicolau; Joaquim Jorge; Daniel Gonçalves | |||
| Mobile touch-screen interfaces and tetraplegic people have a controversial
connection. While users with residual capacities in their upper extremities
could benefit immensely from a device which does not require strength to
operate, the precision needed to effectively select a target bars these people
access to countless communication, leisure and productivity opportunities.
Insightful projects attempted to bridge this gap via either special hardware or
particular interface tweaks. Still, we need further insight into the challenges
and the frontiers separating failure from success for such applications to take
hold. This paper discusses an evaluation conducted with 15 tetraplegic people
to learn the limits to their performance within a comprehensive set of
interaction methods. We then present the results concerning a particular
interaction technique: Tapping. Results show that performance varies across
different areas of the screen whose distribution changes with target size. Keywords: evaluation, interaction, mobile device, tapping, tetraplegic, touch-screen | |||
| Mobile broadcasting: the whats and hows of live video as a social medium | | BIBAK | Full-Text | 35-44 | |
| Oskar Juhlin; Arvid Engström; Erika Reponen | |||
| A new type of social medium, which allows users to broadcast live video from
mobile devices to websites on the internet, is becoming increasingly popular.
We provide a qualitative content analysis of a sample from four such services.
The analysis specifically focuses on the topics presented, camerawork, and
coordination, in order to investigate the possibilities and barriers to wider
adoption of this new social medium. Although the services are growing in
numbers of users, the study reveals an immature application area. People
struggle to find interesting topics to broadcast and to manage the camera in a
way that presents them in an appealing form. But there are also examples of
topics such as artistic performances and tours, as well as ways to conduct live
transitions and coordination, that point to a more medium-specific way of using
these services. The results indicate that providing the opportunity to
broadcast live video is not enough, and that there is now a need to design for
amateurs' appropriation of camera handling techniques. Keywords: content analysis, live broadcast, mobile, social media, video, webcast | |||
| Linked internet UI: a mobile user interface optimized for social networking | | BIBAK | Full-Text | 45-54 | |
| Yanqing Cui; Mikko Honkala; Kari Pihkala; Kimmo Kinnunen; Guido Grassel | |||
| This paper presents the Linked Internet UI Concept, or LinkedUI for short,
as a holistic user interface concept to facilitate social interaction on mobile
devices. It aggregates social events from social networking services and
communication channels and uses hypertext navigation for presentation and
interaction. We describe the concept design principles, highlights of the
design, and the prototype implementation. We conducted a user study to compare
LinkedUI with the benchmark of web applications running in a web browser to
follow their friends' activities in Twitter and Flickr and two other optional
services on mobile devices. The study results reveal that the users performed
tasks faster in LinkedUI and also liked it more than the benchmark. These
findings support the design principles of LinkedUI in facilitating social
interaction via mobile devices. Keywords: LinkedUI, browser, hypertext navigation, mobile, service aggregation, social
networking services, web | |||
| Hide and seek: location sharing practices with social media | | BIBAK | Full-Text | 55-58 | |
| Daniel Wagner; Mariana Lopez; Andre Doria; Iryna Pavlyshak; Vassilis Kostakos; Ian Oakley; Tasos Spiliotopoulos | |||
| This paper presents a multi-pronged study of users' location-sharing
practices in the context of online social networks. The contribution of this
study is two-fold: first it presents a series of insights relating to
location-sharing practices, and second it highlights the use of third-person
scenarios as a useful method for eliciting privacy concerns and potentially
educating users. Keywords: location sharing, privacy, social network | |||
| Social practices and mobile phone use of young migrant workers | | BIBAK | Full-Text | 59-62 | |
| Xueming Lang; Elisa Oreglia; Suzanne Thomas | |||
| To explore opportunities for technology adoption in emerging markets, we
conducted ethnographic studies to understand the social practices and
technology use of young migrant workers in China. In total twenty-six young
migrant workers, aged 19-28, were interviewed and/or shadowed in three cities
(Beijing, Hangzhou, and Xi'an). We found that social practices play a
significant role in the life of the research participants, who live in
stressful and "unfriendly" urban environments and have a lower social status
than urban residents. Moreover, we found that these social practices act as a
primary driver for mobile phones adoption and use. Personal mobile phones were
quickly adopted and frequently used to initiate, maintain and enhance social
connections, as well as the quality of social practices. Based on the research
findings, we discuss several design directions for making mobile phones play a
greater role in social practices. Keywords: emerging markets, mobile phone, social practices, young migrant workers | |||
| Semi-automatic zooming for mobile map navigation | | BIBAK | Full-Text | 63-72 | |
| Sven Kratz; Ivo Brodien; Michael Rohs | |||
| In this paper we present a novel interface for mobile map navigation based
on Semi-Automatic Zooming (SAZ). SAZ gives the user the ability to manually
control the zoom level of an SDAZ interface, while retaining the automatic
zooming characteristics of that interface at times when the user is not
explicitly controlling the zoom level. In a user study conducted using a
realistic mobile map with a wide scale space, we compare SAZ with existing map
interface techniques, multi-touch and Speed-Dependent Automatic Zooming (SDAZ).
We extend a dynamic state-space model for Speed-Dependent Automatic Zooming
(SDAZ) to accept 2D tilt input for scroll rate and zoom level control and
implement a dynamically zoomable map view with access to high-resolution map
material for use in our study. The study reveals that SAZ performs
significantly better than SDAZ and that SAZ is comparable in performance and
usability to a standard multi-touch map interface. Furthermore, the study shows
that SAZ could serve as an alternative to multi-touch as input technique for
mobile map interfaces. Keywords: SDAZ, automatic zoom, dynamics, mobile devices, tilt input,
zooming-scrolling ui | |||
| User experiences with activity-based navigation on mobile devices | | BIBAK | Full-Text | 73-82 | |
| A. J. Bernheim Brush; Amy K. Karlson; James Scott; Raman Sarin; Andy Jacobs; Barry Bond; Oscar Murillo; Galen Hunt; Mike Sinclair; Kerry Hammil; Steven Levi | |||
| We introduce activity-based navigation, which uses human activities derived
from sensor data to help people navigate, in particular to retrace a "trail"
previously taken by that person or another person. Such trails may include step
counts, walking up/down stairs or taking elevators, compass directions, and
photos taken along a user's path, in addition to absolute positioning (GPS and
maps) when available. To explore the user experience of activity-based
navigation, we built Greenfield, a mobile device interface for finding a car.
We conducted a ten participant user study comparing users' ability to find cars
across three different presentations of activity-based information as well as
verbal instructions. Our results show that activity-based navigation can be
used for car finding and suggest its promise more generally for supporting
navigation tasks. We present lessons for future activity-based navigation
interfaces, and motivate further work in this space, particularly in the area
of robust activity inference. Keywords: activity inference, mobile applications, mobile user interfaces, navigation,
sensor fusion | |||
| Situated local and global orientation in mobile you-are-here maps | | BIBAK | Full-Text | 83-92 | |
| Falko Schmid; Colin Kuntzsch; Stephan Winter; Aisan Kazerani; Benjamin Preisig | |||
| This paper presents a novel solution to the focus-and-context problem of
mobile maps provided for local and global orientation. Our solution is inspired
by the design principles of static You-Are-Here maps and realizes principles of
human spatial cognition to enable efficient communication of location
information. We further propose selective interaction with the presented
information to improve the speed and accuracy of interpretation of the
geographic information. Tests show strong evidence for the cognitive and
interaction efficiency of the resulting maps, as users were faster and more
accurate than with conventional mobile maps. Keywords: detail-in-context, focus and context, localization, location-based services,
spatial awareness, spatial cognition, you-are-here maps | |||
| Investigating selection and reading performance on a mobile phone while walking | | BIBAK | Full-Text | 93-102 | |
| Bastian Schildbach; Enrico Rukzio | |||
| More and more people interact with their mobile phone while walking. The
presented research analyzes; firstly, the negative effect of walking when
considering reading and target selection tasks, such as weaker performance and
higher workload. Here, we focused on one-handed interaction with a touch screen
whereby the thumb is used as the input device. Secondly, we analyze how these
negative effects can be compensated by increasing the text size and the size of
the targets to select on the mobile phone. A comparative user study was
conducted with 16 participants who performed target acquisition and reading
tasks while standing and walking. The results show that whilst performance
decreases, cognitive load increases significantly when reading and selecting
targets when walking. Furthermore, the results show that the negative effect
regarding target selection can be compensated by increasing the target size,
but the text reading task did not yield better performance results for a larger
text size due to the increased demand for scrolling. These results can be used
to inform future designs of mobile user interfaces which might provide a
dedicated walking mode. Keywords: mobile interaction, reading, target selection, walking | |||
| Effects of content and time of delivery on receptivity to mobile interruptions | | BIBAK | Full-Text | 103-112 | |
| Joel E. Fischer; Nick Yee; Victoria Bellotti; Nathan Good; Steve Benford; Chris Greenhalgh | |||
| In this paper we investigate effects of the content of interruptions and of
the time of interruption delivery on mobile phones. We review related work and
report on a naturalistic quasi-experiment using experience-sampling that showed
that the receptivity to an interruption is influenced by its content rather
than by its time of delivery in the employed modality of delivery -- SMS. We
also examined the underlying variables that increase the perceived quality of
content and found that the factors interest, entertainment, relevance and
actionability influence people's receptivity significantly. Our findings inform
system design that seeks to provide context-sensitive information or to predict
interruptibility and suggest the consideration of receptivity as an extension
to the way we think and reason about interruptibility. Keywords: content, context, empirical study, experience-sampling, interruption,
mobile, push vs. pull, quasi-experiment, receptivity, SMS | |||
| Contextual push-to-talk: shortening voice dialogs to improve driving performance | | BIBAK | Full-Text | 113-122 | |
| Garrett Weinberg; Bret Harsham; Clifton Forlines; Zeljko Medenica | |||
| We present a driving simulator-based evaluation of a new technique for
simplifying in-vehicle device interactions and thereby improving driver safety.
We show that the use of multiple, contextually linked push-to-talk buttons
(Multi-PTT) shortens voice dialog duration versus the use of a conventional,
single push-to-talk button (Single-PTT). This benefit comes without detriment
to driving performance or visual attention to the forward roadway. Test
subjects also preferred the Multi-PTT approach over the conventional approach,
and reported that it imposed a lower cognitive workload. Keywords: driving simulation, listen button, multimodality, push-to-talk, speech
recognition, voice dialogs | |||
| Mobile interaction with static and dynamic NFC-based displays | | BIBAK | Full-Text | 123-132 | |
| Robert Hardy; Enrico Rukzio; Paul Holleis; Matthias Wagner | |||
| This paper reports on a development framework, two prototypes, and a
comparative study in the area of multi-tag Near-Field Communication (NFC)
interaction. By combining NFC with static and dynamic displays, such as posters
and projections, services are made more visible and allow users to interact
with them easily by interacting directly with the display with their phone. In
this paper, we explore such interactions, in particular, the combination of the
phone display and large NFC displays. We also compare static displays and
dynamic displays, and present a list of deciding factors for a particular
deployment situation. We discuss one prototype for each display type and
developed a corresponding framework which can be used to accelerate the
development of such prototypes whilst supporting a high level of versatility.
The findings of a controlled comparative study indicate, among other things,
that all participants preferred the dynamic display, although the static
display has advantages, e.g. with respect to privacy and portability. Keywords: dynamic display, mobile interaction, near field communication (NFC), static
display | |||
| Mobile and physical user interfaces for NFC-based mobile interaction with multiple tags | | BIBAK | Full-Text | 133-142 | |
| Gregor Broll; Doris Hausen | |||
| Near Field Communication (NFC) is an emerging technology for mobile
interaction with everyday objects and associated digital resources. Apart from
simple interactions with single tags, NFC has the potential for more elaborate
interactions with physical objects that comprise multiple tags and serve as
physical user interfaces (UI). This paper investigates the design of mobile and
physical UIs for the interaction with multiple NFC-tags. It focuses on three
basic interactions that qualify for multi-tag interaction -- the navigation
between parts of an application, the selection of items and the combination of
items. Two user studies compare different configurations of mobile and physical
UIs for these interactions in order to evaluate the allocation of application
features and UI elements to mobile devices and tagged objects. The results
advocate the continuous interaction on the latter, instead of splitting
interactions between mobile and physical UIs. Keywords: NFC, evaluation, multi-tag interaction, near field communication, physical
user interface, single-tag interaction, usability | |||
| Novel interfaces for digital cameras and camera phones | | BIBAK | Full-Text | 143-152 | |
| Christopher McAdam; Craig Pinkerton; Stephen A. Brewster | |||
| Camera phones are now very common but there are some usability issues that
affect their use. These can occur because the users look through the LCD to
frame the image and can often miss the icons displayed around the edges that
present important information about the status of the camera. This may lead to
shots being missed or poorly exposed. Most camera phones do not take full
advantage of the features of the underlying phone platform to enhance their
interfaces. We created a camera application for the Nokia N95 that featured
novel interface elements and made use of the features of the platform to
provide a rich variety of information in more usable forms, such as:
sonifications of the luminance histogram to ensure better exposure before a
picture is taken; phone orientation to give a level indicator to ensure the
camera is straight; measuring phone movement to ensure the phone is being held
steady; and the detection of image motion to support panning We also present a
scenario for how these features could be used in conjunction with each other
during the photo taking process. Keywords: camera phone, luminance histogram, motion, orientation, panning,
sonification, tactile | |||
| Towards using embedded magnetic field sensor for around mobile device 3D interaction | | BIBAK | Full-Text | 153-156 | |
| Hamed Ketabdar; Mehran Roshandel; Kamer Ali Yüksel | |||
| We present a new technique based on using embedded compass (magnetic) sensor
for efficient use of 3D space around a mobile device for interaction with the
device. Around Device Interaction (ADI) enables extending interaction space of
small mobile and tangible devices beyond their physical boundary. Our proposed
method is based on using compass (magnetic field) sensor integrated in new
mobile devices (e.g. iPhone 3GS, G1/2 Android). In this method, a properly
shaped permanent magnet (e.g. a rod, pen or a ring) is used for interaction.
The user makes coarse gestures in 3D space around the device using the magnet.
Movement of the magnet affects magnetic field sensed by the compass sensor
integrated in the device. The temporal pattern of the gesture is then used as a
basis for sending different interaction commands to the mobile device. The
proposed method does not impose changes in hardware and physical specifications
of the mobile device, and unlike optical methods is not limited by occlusion
problems. Therefore, it allows for efficient use of 3D space around device,
including back of device. Zooming, turning pages, accepting/rejecting calls,
clicking items, controlling a music player, and mobile game interaction are
some example use cases. Initial evaluation of our algorithm using a prototype
application developed for iPhone shows convincing gesture classification
results. Keywords: around device 3D interaction, embedded compass (magnetic) sensor, mobile
devices, movement-based gestures, properly shaped magnet | |||
| An explorative comparison of magic lens and personal projection for interacting with smart objects | | BIBAK | Full-Text | 157-160 | |
| Fahim Kawsar; Enrico Rukzio; Gerd Kortuem | |||
| One shortcoming of self-describing smart objects augmented with digital
resources is the limitation of output modalities due to their long established
physical appearances. To overcome this drawback intangible representations
e.g., sound, video projection etc. are usually coupled with the tangible
representations of smart objects that enable access and interaction with their
value added features. In this paper, we explore two mobile interaction
techniques that associate such intangible representation to smart objects using
a pico projector augmented camera phone. The first technique utilizes a Magic
Lens metaphor applying mobile augmented reality (contextual information is
overlaid while looking at a smart object through camera) to uncover and
interact with smart objects. The second technique, Personal Projection follows
similar mechanisms in discovery and interaction, except information is
projected onto the nearest surface. We report the implementation of these two
techniques and a comparative qualitative study with three prototype smart
object applications. The findings give us deeper insights on the positive and
negative aspects of these two techniques and open up a range of stimulating
research issues that we discuss in the paper. Keywords: mobile interaction, projected interface, smart object | |||
| Zooming interfaces for augmented reality browsers | | BIBAK | Full-Text | 161-170 | |
| Mulloni Alessandro; Andreas Dünser; Dieter Schmalstieg | |||
| Augmented Reality combines real world and virtual information in interactive
visualizations. Since phones started integrating GPS, compass and
accelerometer, several Augmented Reality browsers for phones have hit the
market. These are applications that access large amounts of geo-referenced
information from online sources and present it at corresponding physical
locations, superimposed onto a live video stream. However, Augmented Reality is
constrained by the camera's field of view and restricted to first-person views,
limiting the amount of overview that users can gain. We present two zooming
interfaces that compensate for these constraints by enabling users to smoothly
zoom between the Augmented Reality view and (1) an egocentric panoramic view of
360°, and (2) an exocentric top-down view. We present the results from two
studies that show how in most search tasks our zooming interfaces are faster
and require less panning than an overlay-based tool, scaling better as the
amount of information grows. Keywords: mobile augmented reality, zooming interfaces | |||
| RearType: text entry using keys on the back of a device | | BIBAK | Full-Text | 171-180 | |
| James Scott; Shahram Izadi; Leila Sadat Rezai; Dominika Ruszkowski; Xiaojun Bi; Ravin Balakrishnan | |||
| RearType is a text input system for mobile devices such as Tablet PCs, using
normal keyboard keys but on the reverse side of the device. The standard QWERTY
layout is split and rotated so that hands gripping the device from either side
have the usual keys under the fingers. This frees up the front of the device,
maximizing the use of the display for visual output, eliminating the need for
an onscreen keyboard and the resulting hand occlusion, and providing tactile
and multi-finger text entry -- with potential for knowledge transfer from
QWERTY. Using a prototype implementation which includes software visualization
of the keys to assist with learning, we conducted a study to explore the
initial learning curve for RearType. With one hour's training, RearType typing
speed was an average 15 WPM, and was not statistically different to a
touchscreen keyboard. Keywords: keyboard, mobile devices, tablet pc, text entry | |||
| Pressure-based menu selection for mobile devices | | BIBAK | Full-Text | 181-190 | |
| Graham Wilson; Craig Stewart; Stephen A. Brewster | |||
| Despite many successes in desktop applications, little work has looked at
the use of pressure input on mobile devices and the different issues associated
with mobile interactions e.g. non-visual feedback. This study examined pressure
input on a mobile device using a single Force Sensing Resistor (FSR) with
linearised output as a means of target selection within a menu, where target
menu items varied in size and location along the z-axis. Comparing visual and
audio feedback, results showed that, overall, eyes-free pressure interaction
reached a mean level of 74% accuracy. With visual feedback mean accuracy
reached 85%. Participants could accurately distinguish up to 10 pressure levels
when given adequate feedback indicating a high level of control. Keywords: mobile interaction, non-visual feedback, pressure input | |||
| Evaluation of an off-screen visualization for magic lens and dynamic peephole interfaces | | BIBAK | Full-Text | 191-194 | |
| Niels Henze; Susanne Boll | |||
| Map navigation is often limited due to the inherent size restrictions of
mobile devices' displays. Using a magic lens to interact with physical objects
has been proposed as a way to reduce this limitation. The dynamic peephole
interface is an alternative approach where a device is moved across a virtual
surface. In this paper we study the effect of an additional visualization of
objects beyond the screen on magic lens and dynamic peephole interfaces. In the
conducted experiment the participants had to select points of interest shown on
a map. We show that an additional visualization of off-screen objects decreases
the task completion time and reduces the perceived task load. The advantage of
an off-screen visualization is much higher than the difference between using a
magic lens instead of a dynamic peephole interface. Keywords: augmented reality, dynamic peephole, magic lens, map navigation, mobile
interaction | |||
| Exploiting the icon arrangement on mobile devices as information source for context-awareness | | BIBAK | Full-Text | 195-198 | |
| Matthias Böhmer; Gernot Bauer | |||
| The contextual relevance of a service can only be determined by the human
himself. However, a measure for relevance is required for context-aware service
delivery. In this paper, we draw attention to icon arrangement on mobile
devices as a new source of information for adaptive menus. We conducted
contextual inquiries to investigate how people arrange icons on a grid-based
menu. Our results show that context has an impact on how users arrange their
menus: during different activities they prefer different icons to be placed at
specific positions. We discuss layout options for icon menus and argue how the
relevance can be approximated by observing the icon arrangement. Our results
informed the design of a context-aware client for mobile services, which is
presented as a prototype. Keywords: context awareness, icon arrangement, implicit feedback | |||
| An evaluation of product review modalities for mobile phones | | BIBAK | Full-Text | 199-208 | |
| Felix von Reischach; Erica Dubach; Florian Michahelles; Albrecht Schmidt | |||
| Research has shown that product reviews on the Internet not only support
consumers when shopping, but also lead to increased sales for retailers. Recent
approaches successfully use smart phones to directly relate products (e.g. via
barcode or RFID) to corresponding reviews, making these available to consumers
on the go. However, it is unknown what modality (star ratings/text/video) users
consider useful for creating reviews and using reviews on their mobile phone,
and how the preferred modalities are different from those on the Web. To shed
light on this we conduct two experiments, one of them in a quasi-realistic
shopping environment. The results indicate that, in contrast to the known
approaches, stars and pre-structured text blocks should be implemented on
mobile phones rather than long texts and videos. Users prefer less and rather
well-aggregated product information while on the go. This accounts both for
entering and, surprisingly, also for using product reviews. Keywords: mobile applications, mobile interaction, product ratings, product
recommendations, product reviews, user interfaces | |||
| Off the beaten track: a mobile field study exploring the long tail of tourist recommendations | | BIBAK | Full-Text | 209-218 | |
| Nava Tintarev; Ana Flores; Xavier Amatriain | |||
| This paper presents a field study of a framework for personalized mobile
recommendations in the tourism domain, of sight-seeing Points of Interest
(POI). We evaluate the effectiveness, satisfaction and divergence from
popularity of a knowledge-based personalization strategy comparing it to
recommending most popular sites. We found that participants visited more of the
recommended POIs for lists with popular but non-personalized recommendations.
In contrast, the personalized recommendations led participants to visit more
POIs overall and visit places "off the beaten track". The level of satisfaction
between the two conditions was comparable and high, suggesting that our
participants were just as happy with the rarer, "off the beaten track"
recommendations and their overall experience. We conclude that personalized
recommendations set tourists into a discovery mode with an increased chance for
serendipitous findings, in particular for returning tourists. Keywords: field studies, mobile applications, recommender systems, user-centered
design | |||
| Cross-platform service user experience: a field study and an initial framework | | BIBAK | Full-Text | 219-228 | |
| Minna Wäljas; Katarina Segerståhl; Kaisa Väänänen-Vainio-Mattila; Harri Oinas-Kukkonen | |||
| Many web-based services utilize both desktop and mobile terminals in
delivering content and functionality to their users. In terms of user
experience (UX), the overall chain of interactions, including mobile and
non-mobile settings, becomes a central design target. The aim of this study was
to investigate, what are the key elements of user experience associated with
these, cross-platform interactions. This paper presents the findings from a
four week long field study with three web-based cross-platform services. During
the study, participants used the services on both their PCs and mobile devices.
Diaries and interviews were used for gathering users' experiences with the
services. Based on our findings and reflection with related work, we argue that
central elements of cross-platform service UX include fit for cross-contextual
activities, flow of interactions and content, and perceived service coherence.
We propose an initial conceptual framework of cross-platform user experience.
The framework can be used to guide the design of cross-platform web services,
as it draws attention to elements of user experience that are essentially
influenced by the characteristics of cross-platform settings. Keywords: conceptual framework, cross-platform web services, crossmedial interactions,
field study, user experience (UX) | |||
| A large scale study of text-messaging use | | BIBAK | Full-Text | 229-238 | |
| Agathe Battestini; Vidya Setlur; Timothy Sohn | |||
| Text messaging has become a popular form of communication with mobile phones
worldwide. We present findings from a large scale text messaging study of 70
university students in the United States. We collected almost 60,000 text
messages over a period of 4 months using a custom logging tool on our
participants' phones. Our results suggest that students communicate with a
large number of contacts for extended periods of time, engage in simultaneous
conversations with as many as 9 contacts, and often use text messaging as a
method to switch between a variety of communication mediums. We also explore
the content of text messages, and ways text message habits have changed over
the last decade as it has become more popular. Finally, we offer design
suggestions for future mobile communication tools. Keywords: large-scale study, mobile device, short message service, SMS, text
messaging, texting | |||
| User-defined gestures for connecting mobile phones, public displays, and tabletops | | BIBAK | Full-Text | 239-248 | |
| Christian Kray; Daniel Nesbitt; John Dawson; Michael Rohs | |||
| Gestures can offer an intuitive way to interact with a computer. In this
paper, we investigate the question whether gesturing with a mobile phone can
help to perform complex tasks involving two devices. We present results from a
user study, where we asked participants to spontaneously produce gestures with
their phone to trigger a set of different activities. We investigated three
conditions (device configurations): phone-to-phone, phone-to-tabletop, and
phone to public display. We report on the kinds of gestures we observed as well
as on feedback from the participants, and provide an initial assessment of
which sensors might facilitate gesture recognition in a phone. The results
suggest that phone gestures have the potential to be easily understood by end
users and that certain device configurations and activities may be well suited
for gesture control. Keywords: device pairing, gesture, large display, mobile phone, multi-device
interaction, tabletop, user-defined gesture | |||
| Interacting with the flow | | BIBAK | Full-Text | 249-252 | |
| Janne Bergman; Janne Vainio | |||
| Mobile devices offer challenges for UI design. Limited screen space leads to
deep menus, complex navigation and loss of position. We introduce a new user
interface concept that reverses the traditional navigation paradigm. By
utilizing context awareness and allowing the user to control the UI via
filters, objects of interest navigate past the user instead of the user
navigating to the object. The user operates on a single view without the need
for deep menu navigation. The new UI is also easy to configure. We implemented
the concept on the Nokia S60 5th edition touch platform and conducted user
testing with 16 users. Initially, users felt confused because of new ways of
accessing things. However, after a short period of usage, majority of the users
found it easy to use. Most of the users felt the system to be fun and playful. Keywords: content agnostic, context awareness, flowing objects, mobile user
interfaces, new user interface concept | |||
| Designing spatial audio interfaces to support multiple audio streams | | BIBAK | Full-Text | 253-256 | |
| Yolanda Vazquez Alvarez; Stephen A. Brewster | |||
| Auditory interfaces offer a solution to the problem of effective eyes-free
mobile interactions. However, a problem with audio, as opposed to visual
displays, is dealing with multiple simultaneous outputs. Any audio interface
needs to consider: 1) simultaneous versus sequential presentation of multiple
audio streams, 2) 3D audio techniques to place sounds in different spatial
locations versus a single point of presentation, 3) dynamic movement versus
fixed locations of audio sources. We present an experiment using a
divided-attention task where a continuous podcast and an audio menu compete for
attention. A sequential presentation baseline assessed the impact of cognitive
load, and as expected, dividing attention had a significant effect on overall
performance. However, spatial audio still increased the users' ability to
attend to two streams, while dynamic movement of streams led to higher
perceived workload. These results will provide guidelines for designers when
building eyes-free auditory interfaces for mobile applications. Keywords: auditory interfaces, divided-attention task, mobile systems, multiple audio
streams, spatial audio | |||
| Improving vibrotactile pattern identification for mobile devices using perceptually transparent rendering | | BIBAK | Full-Text | 257-260 | |
| Jonghyun Ryu; Chil-Woo Lee; Seungmoon Choi | |||
| At present, vibration feedback is widely used to improve the limited user
interface of a mobile device. Despite recent advances of miniature actuator
technology, a vibration motor is still a dominant actuator for commercial
mobile devices. In this paper, we present a new vibration rendering method
which can enhance the identification of mobile device vibrations produced by a
vibration motor. Whereas the traditional method separates vibrations in voltage
applied to the motor, we partition vibrations in their perceived intensity
using perceptually transparent rendering. An empirical evaluation using
absolute identification showed that our rendering method can improve perception
performance in terms of correct identification rate and the amount of
information transfer. The results suggest that perceptually transparent
rendering can contribute to increasing the number of discrete vibrations that
can be used for information delivery via a mobile device, e.g., for the
priorities of phone calls. Keywords: identification, mobile device, perceived intensity, vibration | |||
| GesturePIN: using discrete gestures for associating mobile devices | | BIBAK | Full-Text | 261-264 | |
| Ming Ki Chong; Gary Marsden; Hans Gellersen | |||
| Mobile devices with wireless network capabilities can be associated to form
ad hoc networks to share resources; however, such an association of devices
requires authentication. At present, PIN is the common authentication method,
but in many cases, small devices may not have input interfaces to accommodate
PIN entry. We therefore design a gesture-based authentication scheme, called
GesturePIN, for associating multiple mobile devices; our solution provides the
advantage of being adaptable to any PIN authentication systems. We have also
conducted a quantitative user study to understand the speed and accuracy of
people using our gesture-based system compared to using PIN. Keywords: device association, device authentication, gesture password, spontaneous
interaction | |||
| Tactics for homing in mobile life: a fieldwalk study of extremely mobile people | | BIBAK | Full-Text | 265-274 | |
| Marianne Graves Petersen; Aviaja Borup Lynggaard; Peter Gall Krogh; Ida Wentzel Winther | |||
| For many people home making is an activity, which extends beyond a single
house. We introduce the terminology of Homing as the act of home making, when
in a primary home, secondary home or more temporary spaces. By point of
departure in existing literature on home making and through ethnographic
studies of extremely mobile people we identify general tactics for homing. We
present the identified tactics and show how people deploy not only one but
several tactics in their intention of making a homely feeling despite not being
in their primary home.
We review the mobile technologies currently in use and argue that several of the tactics identified are currently not well supported. We discuss how technology design can learn from this study through pointing to the potential in designing mobile technologies to better support these unsupported tactics. We consider the tactics as a tool for deeper understanding of mobile practices and thus informing the design of more relevant future technologies for people engaged in a mobile lifestyle. Keywords: deleuze, design, ethnography, home, making home, mobility, tactics | |||
| Would you do that?: understanding social acceptance of gestural interfaces | | BIBAK | Full-Text | 275-278 | |
| Calkin S. Montero; Jason Alexander; Mark T. Marshall; Sriram Subramanian | |||
| With gesture-based interactions in mobile settings becoming more popular,
there is a growing concern regarding the social acceptance of these interaction
techniques. In this paper we begin by examining the various definitions of
social acceptance that have been proposed in the literature to synthesize a
definition that is based on how the user feels about performing a particular
interaction as well as how the bystanders perceive the user during this
interaction. We then present the main factors that influence gestures' social
acceptance including culture, time, interaction type and the user's position on
the innovation adoption curve. Through a user study we show that an important
factor in determining social acceptance of gesture-based interaction techniques
is the user's perception of others ability to interpret the potential effect of
a manipulation. Keywords: gestural interfaces, gestures' design, social acceptance | |||
| Cross-use of smart phones and printed books in primary school education | | BIBAK | Full-Text | 279-282 | |
| Sami Vihavainen; Timo Kuula; Maija Federley | |||
| The adoption of new technologies in primary schools has fallen behind in
terms of children's everyday use of technology. The use of mobile phones has
been proposed as a promising field for learning. To date, the mobile learning
technologies have rarely been integrated with current educational practices,
however. Here, we present the results of our intervention study in which a
mobile hybrid media system that combines the use of the traditional printed
book with the mobile phone was used in English as foreign language (EFL)
education in primary school. The results revealed an increase in learning
motivation but also some conflicts when the boundaries of the school world and
everyday life were blurred through the use of new technology. Keywords: EFL, education, English as foreign language, intervention, mobile, print,
user experience | |||
| Field testing mobile digital storytelling software in rural Kenya | | BIBAK | Full-Text | 283-286 | |
| Thomas Reitmaier; Nicola J. Bidwell; Gary Marsden | |||
| We describe and reflect on a method we used to evaluate usability and give
insights on situated use of a mobile digital storytelling prototype. We report
on rich data we gained by implementing this method and argue that we were able
to learn more about our prototype, users, their needs, and their context, than
we would have through other evaluation methods. We look at the usability
problems we uncovered and discuss how our flexibility in field-testing allowed
us to observe unanticipated usage, from which we were able to motivate future
design directions. Finally, we reflect on the importance of spending time
in-situ during all stages of design, especially when designing across cultures. Keywords: HCI4D, digital storytelling, evaluation, probe, rural | |||
| Data logging plus e-diary: towards an online evaluation approach of mobile service field trial | | BIBAK | Full-Text | 287-290 | |
| Ning Liu; Ying Liu; Xia Wang | |||
| Many field study methods such as usability test in fields, contextual
inquiry, and ethnographic interview can be applied to evaluate user experience
of concepts in trials; however, most of such traditional field study methods
suffer from weaknesses like resource demanding, time consuming, lack of
measurement for longitudinal usage or lack of channels to collect user
feedbacks in real time. In this paper, we propose an approach to combine data
logging with e-diary for user experience evaluation in field trials. An
evaluation case on a mobile service concept is also presented to show this
approach. Keywords: data log, diary, evaluation, field trial | |||
| Amarino: a toolkit for the rapid prototyping of mobile ubiquitous computing | | BIBAK | Full-Text | 291-298 | |
| Bonifaz Kaufmann; Leah Buechley | |||
| Ubicomp applications increasingly involve smart phones that control or
communicate with embedded systems. Compelling examples in this space include
tangible interfaces, environmental sensor networks, game controllers and
automated homes. Across research, design, and hobbyist communities there is
clearly a desire to build applications that involve combinations of mobile and
non-mobile technologies. However, constructing these applications is a
laborious process that requires considerable breadth and depth of expertise in
programming, electronics, industrial and interaction design.
Amarino is a toolkit that enables the rapid prototyping of such applications by connecting the Android operating system to the Arduino microcontroller platform. It consists of an Android application, an Arduino library, and a collection of documentation and examples. This suite of tools allows users to: 1) access Android events (ie: compass orientation, accelerometer data, and text messages received) and send them to Arduino microcontrollers without doing any Android programming, and 2) quickly develop Android applications that receive data (ie: environmental sensor data) from (and send data to) Arduino microcontrollers. This paper introduces Amarino and presents the results of a preliminary user study. Keywords: Arduino, android, communication, interfaces, microcontroller, mobile
computing, mobile devices, mobile phones, smart phones, tangible, toolkit,
wearables | |||
| On-demand cross-device interface components migration | | BIBAK | Full-Text | 299-308 | |
| Giuseppe Ghiani; Fabio Paternò; Carmen Santoro | |||
| Ubiquitous environments call for innovative uses of existing applications.
In this paper we present our solution for partial Web migration: it allows
users to interactively select parts of existing interfaces and have them
migrate to a target device. The underlying supporting platform exploits logical
user interface descriptions and a set of transformations. This environment is
particularly useful for supporting mobile users accessing complex Web
applications, such as various emerging mash-ups. We also show an example of use
of our solution in a widespread Web application, and report on a user test. Keywords: migratory interfaces, partial migration, ubiquitous environments | |||
| Virtual hooping: teaching a phone about hula-hooping for fitness, fun and rehabilitation | | BIBAK | Full-Text | 309-312 | |
| Josip Music; Roderick Murray-Smith | |||
| The paper demonstrates the feasibility of using mobile phones for fitness
and rehabilitation purposes by training them to recognise a user's hula-hooping
movements. It also proposes several parameters which can be used as a measure
of rhythmic movement quality. Experimental measurements were achieved with two
test subjects performing two sets of steady hula-hooping. The paper compares
algorithm performance with accelerometer, gyroscope and magnetometer sensor
readings. Analysis of the recorded data indicated that magnetometers had some
advantages over accelerometers for reliable phase extraction. Hilbert
transforms were used to extract the phase information, and a Dynamic Rhythmic
Primitive Model was identified for the hula-hooping movement. Together these
tools allow the creation of hula-hooping performance metrics which can be used
in wellness, rehabilitation or entertainment applications for mobile devices.
We outline open technical challenges and possible future research directions. Keywords: dynamic movement primitives, fitness, Hilbert transform, hula hoop,
magnetometer, phase angle | |||
| Visualization of off-screen objects in mobile augmented reality | | BIBAK | Full-Text | 313-316 | |
| Torben Schinke; Niels Henze; Susanne Boll | |||
| An emerging technology for tourism information systems is mobile Augmented
Reality using the position and orientation sensors of recent smartphones.
State-of-the-art mobile Augmented Reality application accompanies the Augmented
Reality visualization with a small mini-map to provide an overview of nearby
points of interest (POIs). In this paper we develop an alternative
visualization for nearby POIs based on off-screen visualization techniques for
digital maps. The off-screen visualization uses arrows directly embedded into
the Augmented Reality scene which point at the POIs. In the conducted study 26
participants explored nearby POIs and had to interpret their position. We show
that participants are faster and can interpret the position of POIs more
precisely with the developed visualization technique. Keywords: augmented reality, mobile phone, orientation | |||
| Shared-screen social gaming with portable devices | | BIBAK | Full-Text | 317-326 | |
| Jarmo Kauko; Jonna Häkkilä | |||
| Mobile phones are designed as personal devices, and thus mobile games often
lack the social element present in other game platforms, e.g., in console
games. In this paper, we present an interaction method for social gaming with
portable devices. The interaction method combines displays of multiple devices
to form a shared screen visible to all players. We conducted an experiment with
40 participants to compare the social setting between our method and a typical
console game environment. The results show that the amount of oral
communication was significantly higher in the mobile device setup. The results
on subjective experience were inconclusive, but revealed that players'
perceptions of a social situation were affected by various factors such as
ergonomics, distance, support for spectators, and symbolic meanings of the
seating arrangement. Our findings help to understand the design space of social
co-located gaming, and show that mobile phones are a potential platform for
such games. Keywords: game experience, mobile games, social interaction | |||
| Contextual queries express mobile information needs | | BIBAK | Full-Text | 327-336 | |
| Annika M. Hinze; Carole Chang; Dave M. Nichols | |||
| The users of mobile devices increasingly use networked services to address
their information needs. Questions asked by mobile users are strongly
influenced by contextual factors such as location, conversation and activity.
We report on a diary study performed to better understand mobile information
needs. We find that the type of questions recorded by participants varies
across their locations, with differences between home, shopping and in-car
contexts. These variations occur both in the query terms and in the form of
desired answers. Both the location of queries and the participants' activities
affected participants' questions. When information needs were affected by both
location and activity, they tended to be strongly affected by both factors. The
overall picture that emerges is one of multiple contextual influences
interacting to shape mobile information needs. Mobile devices that attempt to
adapt to users' context will need to account for a rich variety of situational
factors. Keywords: context, diary study, location, mobile information needs, user requirements | |||
| Collaborative use of mobile phones for brainstorming | | BIBAK | Full-Text | 337-340 | |
| Andrés Lucero; Jaakko Keränen; Hannu Korhonen | |||
| Mobile phones have traditionally been utilized for personal and individual
use. In this paper we explore shared co-located interactions with mobile
phones. We introduce a phone-based application that supports ad hoc
brainstorming sessions. The prototype allows a workgroup to create, edit and
view virtual mind-map notes on any table surface. The prototype encourages
people to use the devices interchangeably and thus engage in social
interactions. Evaluations show that participants were able to easily create
mind maps and that the prototype supports different strategies in mind-map
creation. Keywords: co-located interaction, mobile devices, tangible user interface | |||
| "I did it my way": moving away from the tyranny of turn-by-turn pedestrian navigation | | BIBAK | Full-Text | 341-344 | |
| Simon Robinson; Matt Jones; Parisa Eslambolchilar; Roderick Murray-Smith; Mads Lindborg | |||
| In this article we describe a novel approach to pedestrian navigation using
bearing-based haptic feedback. People are guided in the general direction of
their destination via vibration, but additional exploratory navigation is
stimulated by varying feedback based on the potential for taking alternative
routes. We describe two mobile prototypes that were created to examine the
possible benefits of the approach. The successful use of this exploratory
navigation method is demonstrated in a realistic field trial, and we discuss
the results and interesting participant behaviours that were recorded. Keywords: GPS, bearing-based, mobile, navigation, vibrotactile | |||
| Usability evaluation of beep-to-the-box | | BIBAK | Full-Text | 345-348 | |
| Young Seok Lee; Santosh Basapur; Harry Zhang; Claudia Guerrero; Noel Massey | |||
| Radio Frequency Identification (RFID) provides various opportunities to
increase the productivity of retail business. In this paper, we describe a
usability evaluation study for an RFID-based location tracking application,
called Beep-To-The-Box (BTTB). The experiment was conducted in a simulated
retail store to gain in-depth understanding of the usefulness and usability of
the prototype in determining visual and audio user interface features. We
describe the features of the BTTB, report the experimental results, and discuss
insights gained to provide design recommendations for the final product design. Keywords: RFID, indoor location tracking, usability, visual and auditory UI design | |||
| Designing enterprise applications that connect employees on the go | | BIBAK | Full-Text | 349-352 | |
| Brent-Kaan White; Sean Rice; Chun-Yi Chen | |||
| This paper describes the process of designing an enterprise application that
connects employees, the unique interface challenges, research activities, and
subsequent changes to the design. The user-centered design process was driven
by three research activities that informed the design in stages. Focus group
sessions enabled us to understand requirements, wireframe usability evaluations
helped us to validate macro level design decisions, and live prototype testing
provided feedback that helped refine the design and validate the interactions.
The collective research activities contributed to improved usability for
navigation, actions, search, and a hierarchical organization chart. In
addition, social networking within the work context was better understood and
important concerns were identified. Key changes to the design included a
streamlined three-level organization chart, the reduction of icons, and a new
layout for search. Keywords: enterprise applications, iterative design, mobile HCI, mobile browsers,
social networking, usability testing | |||
| Designing a photo sharing service for mobile: a phone number as the key enabler | | BIBAK | Full-Text | 353-356 | |
| Elina Vartiainen | |||
| Internet services are becoming essential in people's daily lives. They offer
functionality and content that are also relevant for mobile use, as mobile
devices of today are technologically sophisticated enabling online access
anytime, anywhere. Unfortunately, Internet services specifically designed for
mobiles utilizing their capabilities to the fullest are largely still missing.
In this paper, we introduce Image Exchange, a photo sharing Internet service,
that exploits two essential things that a mobile device has to offer: a
personal identifier (a user's phone number) and social network (phonebook
contacts). We evaluated Image Exchange in a field study and the results show
that the current design is a good starting point but needs to be extended to
enable a truly social photo sharing service. Keywords: internet services, phonebook, photo sharing | |||
| A comparison of speech and GUI input for navigation in complex visualizations on mobile devices | | BIBAK | Full-Text | 357-360 | |
| Rui Zhang; Stephen North; Eleftherios Koutsofios | |||
| Mobile devices are ubiquitously used to access web applications. Multimodal
mobile interfaces can offer advantages over less flexible approaches, in both
usability and range of features. In this study we consider applying speech
input to a web-based network management service. The key issue we are
interested in is how to perform suitable multidimensional search through
web-based interface on mobile devices. We present results from a pilot user
evaluation, focusing on the comparison of a novel speech input method with the
existing manual (GUI, Graphical User Interface) input for AT&T's Visualizer
management service, on an iPhone. Speech input was experimentally shown to be
as effective, more efficient, and preferred over GUI input by most users. We
foresee that a multimodal approach may be preferable for many applications on
mobile devices. Keywords: modality, multimodal, speech input, visualizer, web service | |||
| Addressing mobile information overload in the universal inbox through lenses | | BIBAK | Full-Text | 361-364 | |
| Timothy Sohn; Vidya Setlur; Koichi Mori; Joseph 'Jofish' Kaye; Horishi Horii; Agathe Battestini; Rafael Ballagas; Christopher Paretti; Mirjana Spasojevic | |||
| Increasingly, smartphones are being used to access all manner of
information: email messages, Facebook status updates, tweets, RSS feeds,
photographs and more. Approaches to dealing with this multi-faceted information
stream developed on the desktop, such as switching between multiple
applications or multiple browser windows, are unwieldy and scale poorly for
mobile devices. In this paper, we propose the combination of the universal
inbox and a system called 'Lenses' for extracting information of interest as
part of a solution to this problem. These mechanisms allow the user to easily
specify ways to sort, filter and manage their universal inbox in an intuitive
way. We culminate with a discussion of implications for mobile phone interface
design. Keywords: entity resolution, information overload, lenses, mobile email, mobile
interfaces, mobile messaging | |||
| A practical examination of multimodal feedback and guidance signals for mobile touchscreen keyboards | | BIBAK | Full-Text | 365-368 | |
| Tim Paek; Kenghao Chang; Itai Almog; Eric Badger; Tirthankar Sengupta | |||
| Mobile devices with touch capabilities often utilize touchscreen keyboards.
However, due to the lack of tactile feedback, users often have to switch their
focus of attention between the keyboard area, where they must locate and click
the correct keys, and the text area, where they must verify the typed output.
This can impair user experience and performance. In this paper, we examine
multimodal feedback and guidance signals that keep users' focus of attention in
the keyboard area but also provide the kind of information users would normally
receive in the text area. We evaluated whether combinations of multimodal
signals could improve typing performance in a controlled experiment. One
combination reduced keystrokes-per-character by 8% and correction backspaces by
28%. Keywords: mobile device, multimodal feedback, soft keyboard, touchscreen | |||
| Image-based cycle route generation on mobile devices | | BIBAK | Full-Text | 369-370 | |
| Sebastian Feige; Dirk Wenig; Christoph Pantel; Rainer Malaka | |||
| Current planning tools for cycling trips do not sufficiently support the
often explorative, spontaneous nature of cycling as route creation is not
provided in a way suitable for usage on typical mobile devices in situ. In
close cooperation with the target group, we developed and evaluated an approach
where cycling routes based on selected images of points of interest can be
generated on-the-fly. Keywords: cycling, mobile applications, route generation, trip planning | |||
| Personal mobile controller for blind people | | BIBAK | Full-Text | 371-372 | |
| Hugo Nicolau; Renato Nunes; Joaquim Jorge | |||
| We are moving towards a future where people will be ever more surrounded by
technology and multiple appliances, bringing about the promise of truly
intelligent environments. However, this multitude of devices raises several
issues to HCI practitioners. Indeed, our preliminary studies confirm that blind
people experience difficulties with most appliances, due to inadequate
interfaces. The research described here approaches this problem by moving the
user interface away from appliances to an intermediary device, which blind
people are familiar with and can fully control. Additionally, we propose an
automatic generation algorithm, which provides a consistent user interface to
all appliances in the environment. Keywords: blind, controller, interface generation, mobile device | |||
| Push the study to the App store: evaluating off-screen visualizations for maps in the android market | | BIBAK | Full-Text | 373-374 | |
| Niels Henze; Susanne Boll | |||
| The introduction of publicly available application stores for mobile devices
enables to publish research prototypes to a wide audience. This distribution
channel can be used to conduct studies with participants from all over the
world and diverse backgrounds. We report from a study that compares three
visualization techniques for off-screen objects on digital maps. Usage data
from 362 persons was collected and 105 persons completed an interactive
tutorial. Significant differences between the three conditions were found. The
results support previous findings but we conjecture that the results are
affected by unintended influences. Keywords: android market, evaluation, map navigation, off-screen | |||
| Location and orientation based point of interest search interface | | BIBAK | Full-Text | 375-376 | |
| Paulo Pombinho; Maria Beatriz Carmo; Ana Paula Afonso; Hugo Aguiar | |||
| In this paper we present an interactive point of interest query interface,
based on the location and orientation of the user. This interface gives clues
about the position, relative to the user, of all the points of interest in the
vicinity. The interaction provided can also be used to complement the
presentation of points of interest on a map, helping identify the association
between the icons drawn on a map, and the corresponding real world objects in
the neighbourhood of the user. Keywords: geo referenced information visualization, location and orientation services,
mobile devices | |||
| Interaction with combinations of maps and images for pedestrian navigation and virtual exploration | | BIBAK | Full-Text | 377-378 | |
| Dirk Wenig; Rainer Malaka | |||
| While studies have shown the advantages of map-image-combinations for
pedestrian navigation, none of them concentrated on interaction. We suggest to
combine an intuitive pitch gesture with the natural peephole metaphor not only
for pedestrian navigation but also for virtual exploration with mobile devices
and present a first prototype implementing our ideas. Keywords: image-based navigation, maps, mobile devices, pedestrian navigation, virtual
exploration | |||
| The key role of touch in non-visual mobile interaction | | BIBAK | Full-Text | 379-380 | |
| João Benedito; Tiago Guerreiro; Hugo Nicolau; Daniel Gonçalves | |||
| Mobile devices are designed mostly to fit users with no particular
disability. Tactile affordances are neglected at the expense of more attractive
stylish interfaces and assistive solutions are stereotypical, also facing
disabilities with a narrow perspective. A blind user is presented with screen
reading software to overcome the inability to receive feedback from the device.
However, these solutions go only half-way. In the absence of sight other
capabilities stand up. Above all, the sense of touch plays an essential role
while interacting with physical keypads. To empower these users, a deeper
understanding of their capabilities and how they relate with technology is
mandatory. We propose a user-product compatibility approach, taking in account
that blind users have different tactile attributes. We expect to correlate the
user's tactile sensitivity and keypad demands, enabling informed keypad design
and selection. Keywords: assessment, blind, mobile accessibility, tactile sensitivity | |||
| Stroke++: a hybrid Chinese input method for touch screen mobile phones | | BIBAK | Full-Text | 381-382 | |
| Jianwei Niu; Like Zhu; Qifeng Yan; Yingfei Liu; Kongqiao Wang | |||
| In this paper we present Stroke++, a novel hybrid Chinese input method for
touch screen mobile phones that leverages hieroglyphic properties of Chinese
characters to enable faster and easier input of Chinese characters on mobile
phones. By using a special keypad layout, a friendly user interface and an
adaptive radical selection algorithm, we achieved a competitive inputting
performance compared with currently prevalent mobile Chinese input methods,
while keeping a low entry barrier for Chineseinput novices. An extensive
evaluation results show that Stroke++ out-performs the state-of-the-art
keystroke-based or handwriting recognition-based Chinese character inputting
methods, as far as the input speed and convenience are concerned. Keywords: Chinese input, Chinese radicals, mobile devices, touch screen, virtual
keyboard | |||
| Sharing mobile services: beyond the App store model | | BIBAK | Full-Text | 383-384 | |
| Zeynep Ahmet; Lars-Erik Holmquist | |||
| The app store model used by Apple's iPhone has presented a successful model
for installing new applications; however, only a fraction of current mobile
phones have access to a dedicated app store. Thus there is need to investigate
alternative ways of discovering and installing mobile services and
applications. We performed studies on two services, focusing on the social
aspects of sharing mobile apps between users. The services were a portrait
sharing application prototype called Portrait Catalog, and a commercially
available chat application called Hanashi. They differ not only by
functionality and design, but also by their availability to the public as well
as the means of distribution they offer. We present initial insights in how
users share mobile services between each other, when using a phone that doesn't
include mobile application distribution as part of the user experience. We
found that factors such as users' habits of downloading and testing new
applications, their understandings of the service they are using and the means
of distribution the services offer, all affected how the services were shared. Keywords: App stores, distribution channels, factors, mobile services, sharing | |||
| Surpassing farley files: opportunities and challenges on obtaining personally relevant information | | BIBAK | Full-Text | 385-386 | |
| João Guerreiro; Tiago Guerreiro; Daniel Gonçalves | |||
| The proliferation of personal devices and their constant awareness of our
interactions have generated an enormous amount of data that can be useful to
help the user obtaining relevant information when needed. Our approach uses the
personal information on users' devices, together with public online sources, to
provide relevant information from the user point of view. The information from
the users' devices, due to its personal and credible character, works as a
filter to the retrieved from other less trustable and structured sources. A
preliminary evaluation, suggested that we can provide the user with
inter-connected relevant information from heterogeneous sources. However, we
found some limitations that led us to our current research challenges. Keywords: information filtering, mobile, personal information, public information | |||
| Users' needs for social tagging and sharing on mobile contacts | | BIBAK | Full-Text | 387-388 | |
| Trung Van Nguyen; Alice Hae Yun Oh | |||
| In this paper we describe our research toward improving the current mobile
contacts applications, which we found to lack important features that are
essential to a fully satisfactory user experience. We identify the needs for a
better user experience for organizing and searching, as well as looking for
information from one's social network. We present the results of a user study
that identified the problems with the current mobile contacts applications and
propose tagging contacts and social network information sharing as the
mechanism for improving their usability and usefulness. Keywords: mobile contacts application design, mobile recommendation system, mobile
tagging, user study | |||
| Mobile learning scenarios from a UCD perspective | | BIBAK | Full-Text | 389-390 | |
| Pablo Rebaque-Rivas; Eva Patricia Gil-Rodríguez; Irene Manresa-Mallol | |||
| This article presents a study carried out from a user-centered design (UCD)
perspective to define mobile learning scenarios. Student user profiles were
defined and personas created. There were 4 focus groups with 7 students. 7
in-depth interviews with commuting students were carried out. The information
collected allowed for the definition of 2 potential scenarios for mobile
learning. These 2 scenarios helped identify specific devices, functionalities
and applications. They highlighted the enormous potential for m-learning by
commuting students. These 2 scenarios can act as the basis for the design and
development of new applications linked to m-learning. Keywords: UCD, commuting, contextual inquiry, focus group, m-learning, personas,
scenarios, user studies | |||
| Designing to capture and share life experiences for persons with aphasia | | BIBAK | Full-Text | 391-392 | |
| Abdullah Al Mahmud; Jeffrey Braun; Jean-Bernard Martens | |||
| In this paper we present the design of an image capturing device for persons
with aphasia. The early concepts were validated with one speech therapist and
the usability of the camera was tested with one aphasic person. Our
semi-autonomous hand-held camera, tapered to meet specific interaction and
ergonomic needs of expressive aphasics. This camera is able to capture daily
experiences by creating photographs that receives significant, automatically
added tags. We present the design case study with early evaluation results by
proxy users. Keywords: aphasia, capturing, life-logging, prototyping | |||
| DRec: exploring indoor navigation with an un-augmented smart phone | | BIBAK | Full-Text | 393-394 | |
| Amnon Dekel; Elad Schiller | |||
| We present an ongoing series of tests that explore the capabilities of
un-augmented smart phones to serve as indoor navigation devices. We developed
and tested a dead reckoning navigation application on an iPhone 3GS. It was
found that the DRec application can count steps with more than 97% accuracy.
This parameter, when multiplied with the user's personal step distance can be
used to compute distance traveled. In initial tests DRec was able to compute
the distance traveled with more than 90% accuracy. A dead reckoning test was
also run, and initial results are promising. Keywords: accelerometer, compass, dead reckoning, navigation | |||
| Multisensor data fusion for high accuracy positioning on mobile phones | | BIBAK | Full-Text | 395-396 | |
| Stefan Ladstaetter; Patrick Luley; Alexander Almer; Lucas Paletta | |||
| Analysis of human geographical orientation is a crucial issue to understand
the user's actual demand on context based information. As the limitations in
accuracy of satellite based positioning especially in urban environments and
network based positioning are well known, a novel framework concept based on
data fusion of multiple sensors build-in handsets will enable to characterize
the user's situation and allow automated analysis with semantic mapping
functionality. In this paper, the first approach for high accuracy multi sensor
orientation tracking by the use of a mobile phone is discussed. Keywords: data fusion, dead reckoning, inertial measurement, Kalman filter,
multisensor positioning, pedestrian navigation | |||
| Indoor pedestrian navigation system using a modern smartphone | | BIBAK | Full-Text | 397-398 | |
| Alberto Serra; Davide Carboni; Valentina Marotto | |||
| In this work we present a pedestrian navigation system for indoor
environments based on the dead reckoning positioning method, 2D barcodes, and
data from accelerometers and magnetometers. All the sensing and computing
technologies of our solution are available in common smart phones. The need to
create indoor navigation systems arises from the inaccessibility of the classic
navigation systems, such as GPS, in indoor environments. Keywords: accelerometer, compass, dead reckoning, indoor navigation, map | |||
| Scanning angles for directional pointing | | BIBAK | Full-Text | 399-400 | |
| Charlotte Magnusson; Kirsten Rassmus-Gröhn; Delphine Szymczak | |||
| The present study was performed in order to get a better understanding of
the influence of the scanning angle interval on navigation performance,
gestures and strategies in a more realistic outdoor setting. Results indicate
that users are able to handle a wide range of angle intervals. We observe
different gestures and strategies and provide recommendations for suitable
angle intervals. Our observations also support the notion that using this type
of pointing gesture for navigation is intuitive and easy to use. Keywords: angle, audio, gesture, navigation, non-visual, pointing | |||
| Benchmarks for intuitive interaction with mobile devices | | BIBAK | Full-Text | 401-402 | |
| Anja Naumann; Jörn Hurtienne | |||
| The QUESI (Questionnaire for the subjective consequences of intuitive use),
a specific measure of the satisfaction of users interacting with a product, is
presented. In addition, first benchmark values for mobile devices and
applications are provided. Keywords: design for intuitive use, evaluation, questionnaire, usability | |||
| Spatiotemporal visualization of mobile user experience | | BIBAK | Full-Text | 403-404 | |
| Benjamin Mangold | |||
| The paper presents and discusses a prototype for the tracking and
visualization of mobile user experience using the example of emergency
management and response. The tracking prototype consists of GPS-devices and
mini video cameras. The approach is based on time-geographic methods of
visualization. It represents user interactions, mobile communication and media
use in its locative and temporal dimensions. Using a spatiotemporal approach to
mobile communities allows insights about the structure of mobile interactions,
mobile communities and mobile user contexts. Keywords: human centered design, mobile communities, mobile social networks, mobile
user experience, spatiotemporal dynamics, time geography, tracking,
visualization | |||
| Controlling ambient information flow between smart objects with a mobile mixed-reality interface | | BIBAK | Full-Text | 405-406 | |
| Bastian Kriesten; René Tünnermann; Christian Mertes; Thomas Hermann | |||
| In this work we present a method to intuitively issue control over devices
in smart environments, to display data that smart objects and sensors provide,
and to create and manipulate flows of information in smart environments. This
makes it easy to customize smart environments by linking arbitrary data sources
to various display modalities on the fly. Touchscreen smartphones -- as readily
available multi-purpose devices -- are used to overlay real objects with
virtual controls. We evaluated this system with a first qualitative user study. Keywords: ambient data streams, augmented reality, home automation, mixed reality,
mobile devices, mobile interaction | |||
| Energy usage responsive space and personal mobile devices | | BIBAK | Full-Text | 407-408 | |
| Karthikeya Acharya; Jussi Mikkonen | |||
| Energy consumption that takes place because of industrial sheltered living
through amenities such as lighting, heat, ventilation and air conditioning is
not fully deciphered by the users when in use, especially in shared public
spaces. Here we describe a design intervention, where users in a shared
workspace are made aware of the energy consumption and its pattern of use due
to ambient lighting through text messages on their personal mobile devices. The
text messages contained specially treated information about the energy
consumption. This poster describes the design intervention through the
prototype description of a 'Usage Responsive Space'. Keywords: collective feedback, design intervention, energy 2.0, physical resource
usage, shared spaces, usage responsive environment | |||
| SemantiLynx: context based icons for mobile web navigation and directed search tasks | | BIBAK | Full-Text | 409-410 | |
| Vidya Setlur | |||
| Typical web navigation techniques tend to support undirected web browsing, a
depth-first search of information pages. This search strategy often results in
the unintentional behavior of 'web surfing', where a user starts in search of
information, but is sidetracked by tangential links. A mobile user in
particular, would prefer to extract the desired information quickly and with
minimal mental effort. In this paper, we introduce 'SemantiLynx' to visually
augment hyperlinks on web pages for better supporting the task of directed
searches on small-screen ubiquitous platforms. Our algorithm comprises four
parts: establishing the context of information related to a hyperlink,
retrieving relevant imagery based on this context, applying image
simplification, and finally compositing a visual icon for the given hyperlink. Keywords: directed search, hyperlinks, icons, mobile device, ubiquitous web | |||
| "Privacy-shake",: a haptic interface for managing privacy settings in mobile location sharing applications | | BIBAK | Full-Text | 411-412 | |
| Lukasz Jedrzejczyk; Blaine A. Price; Arosha Bandara; Bashar Nuseibeh | |||
| We describe the "Privacy-Shake", a novel interface for managing coarse
grained privacy settings. We built a prototype that enables users of Buddy
Tracker, an example location sharing application, to change their privacy
preferences by shaking their phone. Users can enable or disable location
sharing and change the level of granularity of disclosed location by shaking
and sweeping their phone. In this poster we present and motivate our work on
Privacy-Shake and report on a lab-based evaluation of the interface with 16
participants. Keywords: haptics, location sharing, mobile computing, privacy management | |||
| Mobile service experiences: qualitative study with a broader perspective | | BIBAK | Full-Text | 413-414 | |
| Teresa Sarmento; Lia Patrício | |||
| The increasing usage of mobile technologies for service provision has
created the need to understand customer mobile service experiences and to
integrate designer's and technology's perspectives for the design of successful
mobile services. This paper presents the results of a qualitative study with 44
mobile service customers, providing an in-depth understanding of the experience
factors that contribute to design improved mobile services. The study' results
indicate that traditional interface factors, such as usefulness and ease of
use, continue to be important. However, the study reveals that contextual
factors, such as the social environment and service atmosphere, are very
important for the mobile service experience. These results reinforce the need
to adopt a broader view of the experience factors for the effective design of
mobile services. Keywords: mobile services, service experience, service innovation | |||
| CAM: a collaborative object memory system | | BIBAK | Full-Text | 415-416 | |
| Dhaval Vyas; Anton Nijholt; Alexander Kröner | |||
| Physical design objects such as sketches, drawings, collages, storyboards
and models play an important role in supporting communication and coordination
in design studios. CAM (Cooperative Artefact Memory) is a mobile-tagging based
messaging system that allows designers to collaboratively store relevant
information onto their design objects in the form of messages, annotations and
external web links. We studied the use of CAM in a Product Design studio over
three weeks, involving three different design teams. In this paper, we briefly
describe CAM and show how it serves as 'object memory'. Keywords: design objects, design studio, mobile-tagging, object memory | |||
| Geo-referenced collaborative psychotherapy: design and evaluation of a low-fidelity prototype | | BIBAK | Full-Text | 417-418 | |
| Marco de Sá; Luís Carriço; João Faria; Isabel Sá; Nelson Baloian; Gustavo Zurita | |||
| Social competency training, as part of psychotherapy, for children and
teenagers, requires them to engage on outdoor activities in which they have to
complete tasks such as talking to someone or visiting a specific place.
Currently, the inability for therapists to monitor their patients, to promote
collaborative efforts and to reinforce positive attitudes is a major issue that
affects both the therapy process and its results.
In this paper we present an evaluation experience of a mobile prototype for a geo-referenced collaborative system that supports in-situ group therapy. We describe the concept, our initial low-fi prototypes and the experiments that were undertaken to validate them. Initial results are discussed and future work is defined. Keywords: geo-referenced collaboration, mobile devices, psychotherapy | |||
| Google Sky Map: using your phone as an interface | | BIBAK | Full-Text | 419-422 | |
| Hector Ouilhet | |||
| Google Sky Map, an application for Android mobile phones, allows the user to
discover and browse the sky by simply pointing the phone to space. Using the
Android phone's orientation sensors, Sky Map shows a particular stellar map
specific for each user's location. This paper describes the design principle
used for Sky Map: the use of the mobile device as the main interface and the
GUI as a secondary guidance. The GUI in Google Sky Map is kept as minimal as
possible. The search GUI is an example of how an on-screen GUI and the physical
movement of the phone can work in harmony to provide an accurate user
experience. Google Sky Map was developed by five Google Engineers and one User
Experience Designer. Keywords: GUI, interaction style, mobile, planetarium, sensors, space | |||
| PocketNavigator: vibro-tactile waypoint navigation for everyday mobile devices | | BIBAK | Full-Text | 423-426 | |
| Martin Pielot; Benjamin Poppinga; Susanne Boll | |||
| Pedestrian navigation systems are becoming popular but the currently
dominant audio-visual interaction can have drawbacks. Tactile feedback is
studied as a solution, but currently only available as research prototypes.
With the PocketNavigator we propose a demonstrator that adds tactile feedback
to a simple but robust map-based navigation system that runs on any Android
Smartphone. Users can leave the device in the pocket, while being guided
non-visually through vibration cues. Like a compass we "point at" the next
waypoint by encoding its direction and distance in vibration patterns. As an
advantage over previous approaches it allows giving continuous feedback instead
of isolated turning instructions and it can be realized without custom-built
tactile displays. Preliminary results from a field study show that pedestrian
can effectively use this Tactile Compass to reach a destination without
turn-by-turn instructions. Integrated into the PocketNavigator we can now
deploy it at the Android Market to evaluate the Tactile Compass with a wide
range of users. Keywords: pedestrian navigation, tactile displays | |||
| ALEX: mobile language assistant for low-literacy adults | | BIBAK | Full-Text | 427-430 | |
| Cosmin Munteanu; Joanna Lumsden; Hélène Fournier; Rock Leung; Danny D'Amours; Daniel McDonald; Julie Maitland | |||
| Basic literacy skills are fundamental building blocks of education, yet for
a very large number of adults tasks such as understanding and using everyday
items is a challenge. While research, industry, and policy-making is looking at
improving access to textual information for low-literacy adults, the
literacy-based demands of today's society are continually increasing. Although
many community-based organizations offer resources and support to adults with
limited literacy skills, current programs have difficulties reaching and
retaining those that would benefit most from them. To address these challenges,
the National Research Council of Canada is proposing a technological solution
to support literacy programs and to assist low-literacy adults in today's
information-centric society: ALEX© -- Adult Literacy support application
for EXperiential learning. ALEX© has been created together with
low-literacy adults, following guidelines for inclusive design of mobile
assistive tools. It is a mobile language assistant that is designed to be used
both in the classroom and in daily life, in order to help low-literacy adults
become increasingly literate and independent. Keywords: assistive technology, educational interfaces, interface design, mobile
computing, mobile learning | |||
| AppAware: which mobile applications are hot? | | BIBAK | Full-Text | 431-434 | |
| Andrea Girardello; Florian Michahelles | |||
| Today most mobile operating systems provide users with an application portal
where they can search for applications published by third-party developers.
However, finding new apps is not an easy task and requires either to know what
to look for or to go through an endless list of applications. In this paper we
present work in progress of a platform that allows its users to discover mobile
applications in a serendipitous manner. AppAware is a mobile application that
captures and shares installations, updates, and removals of Android programs in
real time. Accordingly, AppAware allows its users to see what applications are
being installed right now or around their position by other people, thus
introducing a new way of interaction with application portals and other mobile
users. Keywords: AppAware, android, application portal, applications, market, mobile, social
network | |||
| Multi-pointer and collaborative system for mobile devices | | BIBAK | Full-Text | 435-438 | |
| Pedro González Villanueva; Ricardo Tesoriero; Jose A. Gallud | |||
| We introduce a new system to improve the collaboration possibilities among
the participants in face-to-face meetings and working groups, called WallShare.
WallShare is a new interaction device and a new platform to develop
collaborative applications. The proposed system provides a shared zone that is
displayed by a projector over a wall. Users can collaborate through the shared
zone using their own mobile devices, such as mobile phones, PDAs, laptops and
so on. To use the shared zone, users have their own cursors that allow them to
share any kind of files, such as images, or documents. WallShare has been
proved helpful to support distributed user interfaces. The usability evaluation
also showed us that WallShare users' can perform a set of tasks with
effectiveness, productivity and satisfaction. Keywords: HCI, UI distribution, interaction resources, mobile devices | |||
| Secure and usable P2P VoIP for mobile devices | | BIBAK | Full-Text | 439-442 | |
| Joakim Koskela; Kristiina Karvonen; Theofanis Kilinkaridis; Andrei Gurtov | |||
| The use of Voice over IP (VoIP) applications involves a number of security
threats and usability issues, leading to possible breaches of security and
privacy. With the adoption of future peer-to-peer communication systems, the
challenges grow even more as we rely on untrusted peers to access the service.
We are developing a peer-to-peer VoIP system which features techniques for
improving the security and privacy of users in future networks. However, as the
threats are seldom well understood, presenting them in a usable manner is
problematic. Implemented on a mobile device, the small user interface provides
additional challenges for the end user. Via interviews, a questionnaire and
usability testing, we seek to improve both the usability of managing and
understanding the additional security, as well as the overall user experience
of the emerging application. Keywords: VoIP, peer-to-peer, usable security, user study | |||
| MagiWrite: towards touchless digit entry using 3D space around mobile devices | | BIBAK | Full-Text | 443-446 | |
| Hamed Ketabdar; Mehran Roshandel; Kamer Ali Yüksel | |||
| In this work, we present a new approach for text (mainly digit) entry based
on digit shaped gestures created in 3D space around a mobile device. Some new
mobile devices such as Apple iPhone 3GS and Google Android are equipped with
magnetic (compass) sensor. The main idea is to influence the magnetic sensor
using a magnet taken in hand. The user draws (writes) digits in the 3D space
around the device using the magnet taken in hand. Movement of the magnet
changes temporal pattern of magnetic field around the device which is sensed
and registered by the magnetic (compass) sensor. The registered pattern is then
compared against already recorded templates for different digits. Such a text
(digit) entry approach can be especially useful for small mobile devices in
which it is hard to operate small buttons or touch screen. Using our technique,
the text entry space extends beyond physical boundaries of the device. A
demonstrator for this approach is implemented on Apple iPhone 3GS platform. It
demonstrates registering a few templates for different digits, and recognizing
digits written in the space around the device. Keywords: around device 3D interaction, embedded compass (magnetic) sensor, mobile
devices, properly shaped magnet, touchless text (digit) entry | |||
| Co-interactive table: a new facility to improve collaborative meetings | | BIBAK | Full-Text | 447-450 | |
| Elena de la Guía; Jose A. A. Gallud; Ricardo Tesoriero; María D. Lozano; Víctor Penichet | |||
| Co-Interactive Table is a client-server system designed to facilitate
collaborative tasks in any kind of meeting such as sharing information and
files among the participants using simple, natural and intuitive gestures. We
have used technology based on mobile devices and RFID to implement the system.
The system is composed of panels (one per user) forming the interactive table.
A projector connected to a PC updates instantly the information generated in
the meeting such as notes, ideas and the specific information of each
participant. All devices used in the meeting room are connected via Wi-Fi to
the Co-Interactive Table server. This server is responsible for providing
important web services that coordinate and control the system performance.
Besides, the system offers the possibility of performing remote meetings
without losing functionality. The Co-interactive table client application runs
on mobile devices with RFID reader. The system can recognize the service
required by the user with a gesture as simple and natural as bringing the
mobile device near the interactive table to select the desired action. Keywords: RFID, collaboration, interactive meetings, interactive table, mobile devices | |||
| Behand: augmented virtuality gestural interaction for mobile phones | | BIBAK | Full-Text | 451-454 | |
| María Luz Caballero; Ting-Ray Chang; María Menéndez; Valentina Occhialini | |||
| This paper introduces Behand. Behand is a new way of interaction that allows
a mobile phone user to manipulate virtual three-dimensional objects inside the
phone by gesturing with his hand. Behand provides a straightforward 3D
interface, something current mobile phones do not offer, and extends the
phone's input and display space. The 3D direct manipulation paradigm makes it
intuitive for people of all cultural backgrounds. It is ergonomically
appropriate and technically feasible. A user evaluation of the concept was
carried out, showing that users find the concept "useful", "innovative" and
"fun" and there are no acceptability issues. Please refer to the video
accompanying this paper for a video prototype of Behand. Keywords: 3D, augmented virtuality, gestural interfaces, interaction strategies,
manipulation, mixed reality, mobile devices | |||
| Foogue: eyes-free interaction for smartphones | | BIBAK | Full-Text | 455-458 | |
| Christina Dicke; Katrin Wolf; Yaroslav Tal | |||
| Graphical user interfaces for mobile devices have several drawbacks in
mobile situations. In this paper, we present Foogue, an eyes-free interface
that utilizes spatial audio and gesture input. Foogue does not require visual
attention and hence does not divert visual attention from the task at hand.
Foogue has two modes, which are designed to fit the usage patterns of mobile
users. For user input we designed a gesture language build of a limited number
of simple but also easy to differentiate gesture elements. Keywords: 3D, auditory interface, gesture interaction, mobile, spatial audio | |||
| Touch to play: mobile gaming with dynamic, NFC-based physical user interfaces | | BIBAK | Full-Text | 459-462 | |
| Gregor Broll; Roman Graebsch; Paul Holleis; Matthias Wagner | |||
| Mobile devices can take advantage of physical interaction with their
environment and its objects to compensate their constrained input and output
capabilities. For that purpose, dynamic NFC-displays combine the physical
interaction with NFC-tagged user interfaces and the output capabilities of
public displays. We have adopted this technology for the Whack-a-Mole game to
show how it can improve the accessibility and usability of mobile games. This
paper describes the design of the game and explores how physical interaction
with dynamic NFC-displays can compensate the constraints of mobile games and
enrich their gameplay. Keywords: dynamic NFC-displays, mobile gaming, near field communication (NFC),
physical user interfaces | |||
| HappyFeet! influencing at the turning points: walking or scooter ride for short-distance journey? | | BIBAK | Full-Text | 463-466 | |
| Chia-Hsin Wu; Tsai-Fang Wu; Yu-Hong Chou; Ko-Hsun Huang; Chen-Hao Wuang; Mon-Chu Chen; Yi-Shin Deng | |||
| Modern transportation has changed our lifestyle and allowed for many more
options for the daily commute. Particularly in Taiwan, a unique regional
phenomenon is that people tend to travel to almost anywhere by scooter. With
the intention of replacing the scooter ride for short-distance journeys with
walking, we introduce a system called "HappyFeet", which encourages users to
walk more with various interactive ways. The user testing demonstrated that the
users were enthusiastic about our design and they provided positive feedback as
well as some comments for ways to improve. Keywords: short-distance journey, turning point, user experience, user-centered
design, walk | |||
| Find it: information at hand | | BIBAK | Full-Text | 467-470 | |
| Namrata Verma; Priyanka Shetye; Diya Gangopadhyay; Mukul Bisht; Iryna Pavlyshak | |||
| We propose "Find It," a set of two features to improve the browsing
experience for screen reader users, particularly individuals living with vision
loss or blindness. The two features, Tagging and Quick Scrolling, enable users
to organize information and focus on relevant details to efficiently and
rapidly access their element of interest in lists. Tagging allows users to
annotate any message, contact, or file using either a typed or a spoken word
for efficient retrieval. Quick Scrolling is a touch-screen based feature that
allows users to listen to selected fields of a list at a time and skip sections
irrelevant to the search. This combination of tagging and scrolling has the
potential to expedite list searching when using screen readers with mobile
devices. Keywords: assistive technologies, information search and retrieval, mobile search,
multi-scrolling, screen readers, tagging, visually impaired | |||
| Pulse: tangible touch | | BIBAK | Full-Text | 471-472 | |
| Gaurang Gupta | |||
| Pulse Tangible Touch is a concept demonstrating the possibilities with
touch-based interfaces. The concept can be universally applied to any product
that uses a touch-based interface as the input method. The interface is made up
of a screen that is flexible in nature. This flexible screen rises in the form
of a button when it senses the proximity of a finger. Keywords: tactile, tactile feedback | |||
| Day pad: a daily life assistant for autistic children | | BIBAK | Full-Text | 473-474 | |
| Anne Blommaert; Pieter Philippart; Chris Rassaerts; Erik Theunissen; Svenja Widdershoven; Suleman Shahid | |||
| Most people suffering from autism have a desperate need for clarity and
structure in their lives. There are various applications (agendas, daily
planners, pictograms, etc.) that support autistic individuals in their living.
However, not many applications out there make it possible for a person with
autism to live a structured life on his own, in a variety of contexts, with
minimum human guidance. Day Pad is an application that helps individuals,
especially children and early teenagers, to organize their lives independently.
This application can support the lives of individuals in a variety of contexts
(home, daycare, market, school, etc.) and run on variety of mobile devices
(PDA, tablet PC, etc.) depending on the context. Keywords: autism, children, contextual user interface, design | |||
| Many tabs make a light board | | BIBAK | Full-Text | 475-476 | |
| Nirmal J. Patel | |||
| My research examines challenges inherent in the design of mobile groupware
systems. For my thesis work I am designing interfaces and interaction
techniques that can be used to augment face-to-face communication within groups
of collocated mobile users. In my initial research, which explored collocated
mobile photo capture and sharing, I uncovered three fundamental challenges to
designing mobile groupware. In this paper I discuss these challenges as well as
my proposed research agenda to addresses the challenges. Keywords: collocated, groupware, mobile | |||
| Interactive mobile presentation of textiles | | BIBAK | Full-Text | 477-478 | |
| Pawel M. Orzechowski | |||
| While shopping online for textiles from a mobile device, we face the
perceptual gap between qualities we can perceive via the interface and those we
sense when handling the real textile product. In this research I first
investigate the qualities that people look for when interacting with textiles.
Further, I examine the gestures people commonly use to handle fabrics, and I
propose a way to imitate them on a mobile device. Finally, I prototype
touch-screen interactive-video interfaces and assess best practice. Keywords: gestures, interactive video, mobile interface, perception, textiles | |||
| AppAware: serendipity in mobile applications | | BIBAK | Full-Text | 479-480 | |
| Andrea Girardello | |||
| Most mobile operating systems provide users with an application portal where
they can search for applications published by third-party developers. However,
finding new apps is not an easy task and requires either to know what to look
for or to go through an endless list of applications. In this short paper we
present work in progress of a platform that allows its users to discover mobile
applications in a serendipitous manner. AppAware is a mobile application that
captures and shares installations, updates, and removals of Android programs in
real time. Accordingly, AppAware allows its users to see what applications are
being installed right now or around their position by other people, thus
introducing a new way of interaction with application portals and other mobile
users. Keywords: AppAware, android, application portal, market, mobile, social network | |||
| Designing spatial audio interfaces for mobile devices: supporting multitasking and context information | | BIBAK | Full-Text | 481-482 | |
| Yolanda Vazquez-Alvarez | |||
| Audio interfaces are becoming more important due to the increasing
functionality of today's mobile devices. As a result, more complex audio-driven
eyes-free interactions are required when mobile. The aim of my work is to
evaluate 3D audio techniques used to implement auditory displays that support
multitasking and access to context information in interactive mobile
environments. Keywords: 3D audio, audio interfaces, context information, mobile devices,
multitasking | |||
| Influence of feedback on the quality of multimodal systems | | BIBAK | Full-Text | 483-484 | |
| Julia Seebode | |||
| Aim of this research is to investigate the influence of system feedback in
different modalities like nonverbal auditory information as well as speech,
tactile and graphical feedback on perceived quality. As a first step
experiments are conducted for different kinds of unimodal feedback to establish
a suitable experimental paradigm. Based on these experiments certain feedback
messages are selected and implemented in a multimodal mobile prototype to study
the influence of those feedback messages on the interaction and the perceived
quality. The developed approach will serve as a generic experimental set-up to
collect user ratings and interaction data. These measures can than be used to
evaluate the quality and usability of multimodal systems in mobile contexts and
for quality prediction. Keywords: auditory, multimodal interaction, tactile feedback, visual | |||
| Assessing mobile-wise individual differences in the blind | | BIBAK | Full-Text | 485-486 | |
| Tiago Guerreiro | |||
| Every human is different. This diversity has not been given enough attention
in mobile UI design. Disabled groups, with specific individual differences,
face difficulties with traditional or stereotypical interfaces. My goal is to
identify the individual features that influence mobile interaction, considering
the blind, and match them with mobile interaction modalities in a comprehensive
and extensible design space. Keywords: assessment, blind, individual differences, mobile accessibility | |||
| Indoor simultaneous localization and mapping for pedestrian with wearable computing | | BIBAK | Full-Text | 487-488 | |
| Esteban Tobias Bayro Kaiser | |||
| Mobile human computer interaction by Wearable Computing is to improve and
support humans in their daily tasks [1, 2]. Wearable computers are easily to
wear or can be incorporated in the human's clothes. Wearable computers intend
compared to smart phones to minimize the cognitive effort and manual computer
interaction. Another important feature of this technology is the interaction
with its environment by distributed sensors. This is called context awareness
providing the user with relevant environmental information like: location,
activity, identity, time, temperature, etc.
This research project, at its initial phase, has the objective to provide indoor localization in known and unknown environments for pedestrians equipped with wearable computers. This information is useful in many applications. At the moment there are various methods for indoor and outdoor localization such as GPS, pre-installed indoor communication infrastructures, field strength measurements (WLAN, GSM, Bluetooth, etc), laser, radar, sonar, camera, motion sensors, etc. For a precise indoor localization the best strategy is to use laser, camera or motion sensors [3]. I intend to apply Simultaneous Localization and Mapping (SLAM) using a short range laser scanner as known from mobile robots [4]. Fusing the laser scanner data with data of accelerometers, gyroscope and magnetometer will increase the precision. SLAM is well known problem from robotic map building and localization, it is solved, but probably needs some algorithm improvements. The most popular algorithms are based on the Extended Kalman filter and the Rao-Blackwellized Particle Filters to solve the problem [4]. Basically a map is built and estimated and a position estimated using the odometry data of the robot, where distance and direction obtained from a laser scanner with respect to land mark data and position. Landmarks are basically features in an environment that can be used as reference, to make different measurements from different positions. For example in an indoor environment landmarks could be lines, walls, corners, edges or more specific obstacles. The implementation of SLAM for pedestrians based on [5] is one of the objectives; where the pedestrian was equipped with head worn sensors. Pedestrians have a much more complex odometry than mobile robots; they differ in the type of movements and degrees of freedom. The laser scanner position with mobile robots is stable compared to the surface. This cannot be guaranteed for humans. Furthermore the human build is specific for each person as is motion. Thus the challenge is the odometry to be extracted for each human. To solve the odometry extraction, I intend to use inertial measurement units (IMU) as motion sensors to identify walking and change of direction filtering noise due to irregular movements of the pedestrian. In this dissertation project the pedestrian will be equipped with a short range laser scanner and an inertial measurement unit. The positioning of the sensors is crucial to reduce noise or incorrect measurements. In mobile robots the laser scanner is implemented on top of it and is able to scan a horizontal plane. The most stable positions on the human body are the shoulders and hips to place the sensors. To obtain horizontal laser scans, the raw data requires processing with the IMU data and projection into the horizontal plane. Additionally to reduce false laser scan readings we will regulate the scanner with a servo motor stabilizer so its measurements are always taking horizontally. Mapping will be achieved with occupancy grid mapping. The entire data should be processed using a wearable computer. The pedestrian should not have to interact with it or enter any kind of preexisting knowledge. I intend to achieve a precise pedestrian slam in a real time environment with persons and moving objects for a specific application. Keywords: pedestrian, slam, wearable computing | |||
| On the move: creating domesticity through experience design | | BIBAK | Full-Text | 489-490 | |
| Aviaja Borup Lynggaard | |||
| This paper is a summary of the Ph.D. project about home and mobility. The
project concerns design for mobile life and through various prototypes it is an
investigation of how to support the act of home making away from the primary
home. Keywords: design research, home, interaction design, mobility, modern nomads | |||
| Interaction assessment through physiological interfaces in collaborative & mobile environments | | BIBK | Full-Text | 491-492 | |
| Luís Duarte | |||
Keywords: mobile environments, physiological interaction, usability assessment | |||
| Information visualization on mobile environments | | BIBAK | Full-Text | 493-494 | |
| Paulo Pombinho | |||
| The reduced display size of handheld mobile devices imposes severe usability
and visualization problems. Adaptation to specific usage context is a key
feature to overcome usability and display limitations on mobile devices. I
intend to explore adaptive mobile visualization and develop a framework that
can efficiently manage the adaptation methods used in the adaptation objects,
according to the different contexts dimensions present. Keywords: geo referenced information visualization, mobile devices | |||
| Improving mobile interaction with context-awareness, multimodality, and adaptive interfaces | | BIBAK | Full-Text | 495-496 | |
| Tiago Alexandre Custódio Reis | |||
| Mobile devices are used by a wide range of users, both on-the-go and in
stationary fashions, for several purposes, and in a broad variety of scenarios,
characterized by constantly mutating environmental and privacy settings. Such
contextual complexity introduces significant interaction limitations, which
often force the users to adapt to both the interfaces and usage contexts. My
PhD research intends to mitigate these limitations. I hypothesize that adaptive
context-aware multimodal interfaces improve daily mobile activities in terms of
the performance, usability, and user experience. The validation of this
hypothesis focuses communication, media manipulation, and personal organization
activities. Keywords: context-awareness, contextual evaluation, mobile interaction, multimodal
interaction | |||
| The Gurus' views 2010 | | BIBAK | Full-Text | 497-498 | |
| Bruno von Niman; José Manuel Cantera Fonseca | |||
| Gurus' Views 2010 is the sixth edition of the expert panel, addressing some
of the hottest, most current and important user experience topics in an open
interaction between experts and with the conference audience. The previous
panels held at Mobile HCI 2003 in Udine, CHI 2004 in Vienna, Mobile HCI 2005 in
Salzburg, HFT 2006 in Sophia Antipolis, and HFT 2008 in Kuala Lumpur, organized
by Bruno von Niman in collaboration with and always populated by senior,
professional authorities have provided useful insight into some areas and have
been appreciated by a global audience.
Some topics addressed by the experts are identified and prepared well ahead of the event, while others may be added late or even brought up during the panel, even by the audience. Some experts are pre-invited, while others may be added late, in order to provide the most relevant coverage of the issues discussed. Not all opinions expressed by the experts during the panel debate will necessarily reflect corporate positions but may be consisting of individual viewpoints based on experience, best practices or any other empirical evidence or gut feeling. The following pages may provide some further insight. Keywords: ICT, accessibility, mobile, usability, user experience, user interfaces | |||
| Tool-support for mobile and pervasive application development -- issues and challenges | | BIBAK | Full-Text | 499-502 | |
| Ilhan Aslan; Karin Leichtenstern; Paul Holleis; Rainer Wasinger; Christoph Stahl | |||
| We are interested in all sorts of tool-support, which help the designer of a
pervasive application in different stages of the development process, such as
task and requirements analysis, conceptual design, prototyping and evaluation.
We are looking for contributions that will help to address the following
questions: What are the past experiences and future expectations of designers
and developers that use tools for support?; What exactly are the benefits and
the shortcomings of available tools?; What are the open issues and challenges
for the next few years?
The workshop will feature presentations of research results, experiences of past and ongoing work, and a forum for participants to address a predefined set of focus questions. Keywords: design process, mobile application, pervasive application, tool-support | |||
| Ensembles of on-body devices | | BIBAK | Full-Text | 503-504 | |
| Daninel Ashbrook; Kent Lyons | |||
| With the continuing miniaturization of powerful computation into mobile
devices, there exists an opportunity for re-envisioning how we interact with
our personal technology.
In addition to a core computational/interaction component such as a mobile phone, there could be substantial benefit to a user by offering an ensemble of multiple mobile devices that can be used together. Such devices could provide novel input or output capabilities, or distribute user interactions in a more effective way. Our goal with this proposed workshop is to foster discussion about what possibilities such collections of devices might offer. Keywords: ecologies, ensembles, mobile, systems, wearables | |||
| Please enjoy!: workshop on playful experiences in mobile HCI | | BIBAK | Full-Text | 505-508 | |
| Ylva Fernaeus; Henriette Cramer; Hannu Korhonen; Jofish Kaye | |||
| This workshop aims to explore different approaches and challenges in
studying playfulness as a mode of interacting with mobile technology.
Researchers, designers and developers with interest in this theme are welcome
to participate in a full day activity of demos, presentations and discussions.
In particular, our emphasis is on how to introduce, explore and understand
playful interaction in mobile applications used in the wild. Keywords: mobile interaction, playful interaction | |||
| MobileHCI'10 workshop summary: social mobile web | | BIBAK | Full-Text | 509-512 | |
| Karen Church; Josep M. Pujol; Barry Smyth; Noshir Contractor | |||
| The mobile space is evolving at an astonishing rate with over 4.1 billion
subscribers in existence. The world is also witnessing an explosion in social
web services with more users seeking novel ways of interacting with friends and
family. We are interested in the combination of these two exciting research
spaces: the social web and the mobile web. We believe that the social mobile
web is going to be a highly influential research area in the near future and
given the huge growth that both these fields have experienced in recent times
we feel that now is an excellent time to discuss this nascent research space.
This workshop continues the successful social mobile web workshop held as part
of SocialCom in 2009. The workshop explores the current state of the social
mobile web and combines technical presentations, demos and position papers to
drive interaction and discussion among participants. Keywords: HCI, collaboration, interfaces, mobile content distribution, mobile content
sharing, mobile context, mobile web, social browsing, social networks, social
search, social web | |||
| Mobile social signal processing: vision and research issues | | BIBAK | Full-Text | 513-516 | |
| Alessandro Vinciarelli; Roderick Murray-Smith; Hervé Bourlard | |||
| This paper introduces the First International Workshop on Mobile Social
Signal Processing (SSP). The Workshop aims at bringing together the Mobile HCI
and Social Signal Processing research communities. The former investigates
approaches for effective interaction with mobile and wearable devices, while
the latter focuses on modeling, analysis and synthesis of nonverbal behavior in
human{human and human-machine interactions. While dealing with similar
problems, the two domains have different goals and methodologies. However,
mutual exchange of expertise is likely to raise new research questions as well
as to improve approaches in both domains. After providing a brief survey of
Mobile HCI and SSP, the paper introduces general aspects of the workshop
(including topics, keynote speakers and dissemination means). Keywords: mobile HCI, social signal processing | |||
| Mobile HCI and technical ICTD: a methodological perspective | | BIBAK | Full-Text | 517-520 | |
| Jörg Dörflinger; Tom Gross | |||
| Technical Information and Communication Technologies for Development (ICTD)
research lacks appropriate research methods along the entire development
lifecycle spanning design, development, deployment, evaluation and monitoring.
Mobile HCI has a great set of research methods that have proven their
suitability in mobile research. However, applying Mobile HCI research methods
unchanged in technical ICTD will fail due to the specific cultural,
infrastructural and governmental context of developing countries. In this
workshop we want to bring together people who are active in Mobile HCI and ICTD
research to elaborate on Mobile HCI methods and discuss their application for
technical ICTD. Keywords: mobile human computer interaction, research methodologies, technical ICTD | |||
| SiMPE: 5th workshop on speech in mobile and pervasive environments | | BIBAK | Full-Text | 521-524 | |
| Amit Anil Nanavati; Nitendra Rajput; Alexandar I. Rudnicky; Markku Turunen; Andrew L. Kun; Tim Paek; Ivan Tashev | |||
| With the proliferation of pervasive devices and the increase in their
processing capabilities, client-side speech processing has been emerging as a
viable alternative. The SiMPE workshop series started in 2006 [5] with the goal
of enabling speech processing on mobile and embedded devices to meet the
challenges of pervasive environments (such as noise) and leveraging the context
they offer (such as location).
SiMPE 2010, the 5th in the series, will continue to explore issues, possibilities, and approaches for enabling speech processing as well as convenient and effective speech and multimodal user interfaces. Over the years, SiMPE has been evolving too, and since last year, one of our major goals has been to increase the participation of speech/multimodal HCI designers, and increase their interactions with speech processing experts. Multimodality got more attention in SiMPE 2008 than it has received in the previous years. In SiMPE 2007 [4], the focus was on developing regions. Given the importance of speech in developing regions, SiMPE 2008 had "SiMPE for developing regions" as a topic of interest. Speech User interaction in cars was a focus area in 2009 [2]. Given the multi-disciplinary nature of our goal, we hope that SiMPE will become the prime meeting ground for experts in these varied fields to bring to fruition, novel, useful and usable mobile speech applications. Keywords: mobile computing, pervasive computing, speech processing | |||
| Using audio and haptics for delivering spatial information via mobile devices | | BIBAK | Full-Text | 525-526 | |
| Margarita Anastassova; Charlotte Magnusson; Martin Pielot; Gary Randall; Ginger B. Claassen | |||
| The goal of this full-day workshop is to initiate a discussion on the design
and presentation of audio and haptic spatial information on mobile devices. We
would like to invite researchers working in the fields of human-computer
interaction, computer science, cognitive sciences, psychology, psychophysics,
and mechatronics to submit a position paper and/or a demo presentation dealing
with topics such as methodologies for representing multisensory spatial
information on mobile devices, new interaction techniques, specific evaluation
methods. Keywords: audio, design, evaluation, geospatial information, haptics, metaphors | |||
| Nudge & influence through mobile devices | | BIBAK | Full-Text | 527-530 | |
| Parisa Eslambolchilar; Max L. Wilson; Andreas Komninos | |||
| The aim of this workshop is to provide a focal point for research and
technology dedicated to persuasion and influence on mobile platforms. We aspire
to establish a scientific network and community dedicated to emerging
technologies for persuasion using mobile devices. This workshop would be a
unique opportunity for interaction designers and researchers in this area to
share their latest research and technologies on 'nudge' methods with the
scientific communities. Patterns of consumption such as drinking and smoking
are shaped by the taken-for-granted practices of everyday life. However, these
practices are not fixed and 'immensely malleable'. Consequently, it is
important to understand how the habits of everyday life change and evolve. Our
decisions are inevitably influenced by how the choices are presented.
Therefore, it is legitimate to deliberately 'nudge' people's behaviour in order
to improve their lives. Mobile devices can play a significant role in shaping
normal practices in three distinct ways: (1) they facilitate the capture of
information at the right time and place; (2) they provide non-invasive and cost
effective methods for communicating personalised data that compare individual
performance with relevant social group performance; and (3) social network
sites running on the device facilitate communication of personalised data that
relate to the participant's self-defined community. Among the issues the
workshop will take on are: (a) What opportunities do mobile interventions
provide? (b) How far the intervention should go? (c) Is persuasion ethical? and
(d) How can we extend the scale of intervention in a society using mobile
devices? Participants will contribute to the workshop with examples of nudge
and persuasive technologies, and we will work together to create novel ideas,
interactive applications on the phone, and discuss future opportunities. Keywords: behavioral wedge, influence, mobile devices, mobile phones, nudge, social
norms | |||