Mobile technologies have made family photo collections extremely portable. People can now carry all their pictures with them wherever they go and show them to others in any setting with smartphones or tablets. However, current options for portable photo viewing are not intended for in-person sharing and reminiscence. Frame of Mind presents a new way to interact with digital pictures on a touch screen that encourages storytelling through its free-flowing interaction using the metaphor of looking at pictures on a table top. This allows family reminiscence to be lightweight, portable, and more accessible by supporting photo viewing on tablets that can have access to complete picture collections. So Frame of Mind moves towards digital tools that support our current photo viewing and sharing activities.
移动技术使得家庭照片集非常便携。人们现在可以随身携带他们所有的照片,并在任何情况下通过智能手机或平板电脑向他人展示。然而,目前的便携式照片浏览选项并不是为个人分享和回忆而设计的。Frame of Mind提供了一种与触摸屏上的数字图片互动的新方式,通过在桌面上看图片的比喻,通过自由流动的互动鼓励讲故事。这使得家庭回忆变得轻巧,便携,并且通过支持在可以访问完整图片集的平板电脑上查看照片更容易访问。因此,Frame of Mind转向了支持我们当前照片浏览和分享活动的数字工具。
{"title":"Using frame of mind: documenting reminiscence through unstructured digital picture interaction","authors":"Benett Axtell, Cosmin Munteanu","doi":"10.1145/3098279.3125438","DOIUrl":"https://doi.org/10.1145/3098279.3125438","url":null,"abstract":"Mobile technologies have made family photo collections extremely portable. People can now carry all their pictures with them wherever they go and show them to others in any setting with smartphones or tablets. However, current options for portable photo viewing are not intended for in-person sharing and reminiscence. Frame of Mind presents a new way to interact with digital pictures on a touch screen that encourages storytelling through its free-flowing interaction using the metaphor of looking at pictures on a table top. This allows family reminiscence to be lightweight, portable, and more accessible by supporting photo viewing on tablets that can have access to complete picture collections. So Frame of Mind moves towards digital tools that support our current photo viewing and sharing activities.","PeriodicalId":120153,"journal":{"name":"Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128912012","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
G. Schiavo, C. Leonardi, Mattia Pasolli, S. Sarti, M. Zancanaro
Crowdsourcing for addressing environmental challenges is a promising area in HCI research. This work investigates participation in a crowdsourcing initiative that combined a social-purpose activity with the interest of a company to crowdsource a labour-intensive task. The initiative was based on the deployment of a mobile application for pro-environmental data collection, namely collecting data about weight and type of product packaging. We report the results of a 9-month study conducted within a living lab that involved 96 customers of a large retail store. The analysis of usage logs and patterns of behaviour show different user categories: constant, sprinter and casual users. A survey was conducted to compare those categories as far as demographics, personality traits and usability metrics are concerned. Ten follow-up interviews further investigated motivations behind different usage patterns. The results provide insights on different types of contributors, reporting evidence on what motivated committed and less committed participants.
{"title":"Weigh it and share it!: crowdsourcing for pro-environmental data collection","authors":"G. Schiavo, C. Leonardi, Mattia Pasolli, S. Sarti, M. Zancanaro","doi":"10.1145/3098279.3098551","DOIUrl":"https://doi.org/10.1145/3098279.3098551","url":null,"abstract":"Crowdsourcing for addressing environmental challenges is a promising area in HCI research. This work investigates participation in a crowdsourcing initiative that combined a social-purpose activity with the interest of a company to crowdsource a labour-intensive task. The initiative was based on the deployment of a mobile application for pro-environmental data collection, namely collecting data about weight and type of product packaging. We report the results of a 9-month study conducted within a living lab that involved 96 customers of a large retail store. The analysis of usage logs and patterns of behaviour show different user categories: constant, sprinter and casual users. A survey was conducted to compare those categories as far as demographics, personality traits and usability metrics are concerned. Ten follow-up interviews further investigated motivations behind different usage patterns. The results provide insights on different types of contributors, reporting evidence on what motivated committed and less committed participants.","PeriodicalId":120153,"journal":{"name":"Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"178 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131571006","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Takashi Kikuchi, Yuta Sugiura, Katsutoshi Masai, M. Sugimoto, B. Thomas
In this paper, we propose EarTouch, a new sensing technology for ear-based input for controlling applications by slightly pulling the ear and detecting the deformation by an enhanced earphone device. It is envisioned that EarTouch will enable control of applications such as music players, navigation systems, and calendars as an "eyes-free" interface. As for the operation of EarTouch, the shape deformation of the ear is measured by optical sensors. Deformation of the skin caused by touching the ear with the fingers is recognized by attaching optical sensors to the earphone and measuring the distance from the earphone to the skin inside the ear. EarTouch supports recognition of multiple gestures by applying a support vector machine (SVM). EarTouch was validated through a set of user studies.
{"title":"EarTouch: turning the ear into an input surface","authors":"Takashi Kikuchi, Yuta Sugiura, Katsutoshi Masai, M. Sugimoto, B. Thomas","doi":"10.1145/3098279.3098538","DOIUrl":"https://doi.org/10.1145/3098279.3098538","url":null,"abstract":"In this paper, we propose EarTouch, a new sensing technology for ear-based input for controlling applications by slightly pulling the ear and detecting the deformation by an enhanced earphone device. It is envisioned that EarTouch will enable control of applications such as music players, navigation systems, and calendars as an \"eyes-free\" interface. As for the operation of EarTouch, the shape deformation of the ear is measured by optical sensors. Deformation of the skin caused by touching the ear with the fingers is recognized by attaching optical sensors to the earphone and measuring the distance from the earphone to the skin inside the ear. EarTouch supports recognition of multiple gestures by applying a support vector machine (SVM). EarTouch was validated through a set of user studies.","PeriodicalId":120153,"journal":{"name":"Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132456577","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Delightful user experiences (UX) create memorable products and generate brand love. Mobile technology allows for UX theatric affordances such as animations, transitions and gestures that can craft macro and micro feature delight. Mobile experiences crafted by companies such as Google, Facebook, KakaoTalk and Uber integrate fun and surprises into their products in an attempt to develop an emotional connection with their users. This talk unpacks what constitutes UX delight, the psychology behind emotional design, how to create a culture that supports building not just usable and simple products but magical ones, and methods to measure the impact of delight on user success and brand perception.
{"title":"Designing for delight","authors":"Iram Mirza, J. Tabak","doi":"10.1145/3098279.3119911","DOIUrl":"https://doi.org/10.1145/3098279.3119911","url":null,"abstract":"Delightful user experiences (UX) create memorable products and generate brand love. Mobile technology allows for UX theatric affordances such as animations, transitions and gestures that can craft macro and micro feature delight. Mobile experiences crafted by companies such as Google, Facebook, KakaoTalk and Uber integrate fun and surprises into their products in an attempt to develop an emotional connection with their users. This talk unpacks what constitutes UX delight, the psychology behind emotional design, how to create a culture that supports building not just usable and simple products but magical ones, and methods to measure the impact of delight on user success and brand perception.","PeriodicalId":120153,"journal":{"name":"Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115792857","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Notifications are a core feature of current smart devices and are used to proactively communicate with users. However, notifications are known to cause disruptive effects. With the increasing number of smart devices, these negative effects are multiplying. With mobile devices, like smartphones and smartwatches, being always connected and always with the users, it is necessary to find a balance between notifying users while respecting their attention. In this work, we provide an overview of our research on smart notification management in multi-device environments. We present our research questions, research conducted so far, and planned efforts. The expected outcomes are guidelines and models to manage notifications in multi-device environments.
{"title":"Towards smart notification management in multi-device environments","authors":"Dominik Weber","doi":"10.1145/3098279.3119921","DOIUrl":"https://doi.org/10.1145/3098279.3119921","url":null,"abstract":"Notifications are a core feature of current smart devices and are used to proactively communicate with users. However, notifications are known to cause disruptive effects. With the increasing number of smart devices, these negative effects are multiplying. With mobile devices, like smartphones and smartwatches, being always connected and always with the users, it is necessary to find a balance between notifying users while respecting their attention. In this work, we provide an overview of our research on smart notification management in multi-device environments. We present our research questions, research conducted so far, and planned efforts. The expected outcomes are guidelines and models to manage notifications in multi-device environments.","PeriodicalId":120153,"journal":{"name":"Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128557630","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Simon Robinson, Jennifer Pearson, Matt Jones, Anirudha N. Joshi, Shashank Ahire
Mainstream mobile interactions are focused around individual devices, with any collaboration happening via `the cloud'. We carried out design workshops with emergent users, revealing opportunities for novel collocated collaborative interactions. In this paper we present Better Together - a framework for disaggregating services, splitting interaction elements over separate mobiles. This distribution supports both sharing of resources (such as screen real-estate, or mobile data); and, scaffolding of inclusive interaction in mixed groups (e.g., in terms of literacy or prior technology exposure). We developed two prototypes to explore the concept, trialling the first---collocated group-based shopping list making---with emergent users in South Africa and India. We deployed the second probe, which splits YouTube into its constituent parts across separate mobiles, in a longitudinal study with users in Kenya, South Africa and India. We describe the concept and design process, and report on the design's suitability for emergent users based on our results.
{"title":"Better together: disaggregating mobile services for emergent users","authors":"Simon Robinson, Jennifer Pearson, Matt Jones, Anirudha N. Joshi, Shashank Ahire","doi":"10.1145/3098279.3098534","DOIUrl":"https://doi.org/10.1145/3098279.3098534","url":null,"abstract":"Mainstream mobile interactions are focused around individual devices, with any collaboration happening via `the cloud'. We carried out design workshops with emergent users, revealing opportunities for novel collocated collaborative interactions. In this paper we present Better Together - a framework for disaggregating services, splitting interaction elements over separate mobiles. This distribution supports both sharing of resources (such as screen real-estate, or mobile data); and, scaffolding of inclusive interaction in mixed groups (e.g., in terms of literacy or prior technology exposure). We developed two prototypes to explore the concept, trialling the first---collocated group-based shopping list making---with emergent users in South Africa and India. We deployed the second probe, which splits YouTube into its constituent parts across separate mobiles, in a longitudinal study with users in Kenya, South Africa and India. We describe the concept and design process, and report on the design's suitability for emergent users based on our results.","PeriodicalId":120153,"journal":{"name":"Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123119669","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Aiman M. Ayyal Awwad, Christian Schindler, K. K. Luhana, Zulfiqar Ali, B. Spieler
This paper discusses the implementation of Google's Material Design guidelines, internationalization, and localization for mobile applications in the case of Pocket Paint, an Android painting application. The intended goal of this redesign is to broaden the user base by improving overall usability and supporting right-to-left written languages such as Arabic. The main challenges of the redesign are the intricacies to thoroughly support both right-to-left and left-to-right scripts, e.g., the positioning, translation, mirroring of text and graphical elements, the 'when' and 'when not' to mirror. Related to the Material Design guideline compliance we carried out a user experience test with six users (age 13) of our target group. All participants rated the redesigned application being simpler, more appealing and concise in comparison to the previous version.
{"title":"Improving pocket paint usability via material design compliance and internationalization & localization support on application level","authors":"Aiman M. Ayyal Awwad, Christian Schindler, K. K. Luhana, Zulfiqar Ali, B. Spieler","doi":"10.1145/3098279.3122142","DOIUrl":"https://doi.org/10.1145/3098279.3122142","url":null,"abstract":"This paper discusses the implementation of Google's Material Design guidelines, internationalization, and localization for mobile applications in the case of Pocket Paint, an Android painting application. The intended goal of this redesign is to broaden the user base by improving overall usability and supporting right-to-left written languages such as Arabic. The main challenges of the redesign are the intricacies to thoroughly support both right-to-left and left-to-right scripts, e.g., the positioning, translation, mirroring of text and graphical elements, the 'when' and 'when not' to mirror. Related to the Material Design guideline compliance we carried out a user experience test with six users (age 13) of our target group. All participants rated the redesigned application being simpler, more appealing and concise in comparison to the previous version.","PeriodicalId":120153,"journal":{"name":"Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114222508","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The pursued project concerns the general topic of optimizing the packaging of pallets. To be more precise, it analyzes the execution of the work task of palletizing from the point of view of the user. Thus, the project seeks to provide a guidance for an ergonomic task execution for the worker as well as to ensure an economical pallet-packaging pattern concerning the work task of packing a pallet.
{"title":"Study on manual palletization of inhomogeneous boxes with the help of different interfaces to assess specific factors of ergonomic impact","authors":"J. Jost, T. Kirks, Benedikt Maettig","doi":"10.1145/3098279.3125441","DOIUrl":"https://doi.org/10.1145/3098279.3125441","url":null,"abstract":"The pursued project concerns the general topic of optimizing the packaging of pallets. To be more precise, it analyzes the execution of the work task of palletizing from the point of view of the user. Thus, the project seeks to provide a guidance for an ergonomic task execution for the worker as well as to ensure an economical pallet-packaging pattern concerning the work task of packing a pallet.","PeriodicalId":120153,"journal":{"name":"Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115710847","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We study users' perception of simultaneous tactile textures in ultrasonic devices. We investigate how relevant is providing the user with different complementary and simultaneous textures with respect to the different fingers that can be used to touch the surface. We show through a controlled experiment that users are able to distinguish the number of different textures independently of using fingers from one or two hands. However, our findings indicate that users are not able to differentiate between two different textures, that is to correctly identify each of them, when using fingers from the same hand. Based on our findings, we are then able to outline three relevant guidelines to assist multi-finger tactile feedback ergonomic and devices design.
{"title":"Understanding users' perception of simultaneous tactile textures","authors":"Y. Rekik, E. Vezzoli, L. Grisoni","doi":"10.1145/3098279.3098528","DOIUrl":"https://doi.org/10.1145/3098279.3098528","url":null,"abstract":"We study users' perception of simultaneous tactile textures in ultrasonic devices. We investigate how relevant is providing the user with different complementary and simultaneous textures with respect to the different fingers that can be used to touch the surface. We show through a controlled experiment that users are able to distinguish the number of different textures independently of using fingers from one or two hands. However, our findings indicate that users are not able to differentiate between two different textures, that is to correctly identify each of them, when using fingers from the same hand. Based on our findings, we are then able to outline three relevant guidelines to assist multi-finger tactile feedback ergonomic and devices design.","PeriodicalId":120153,"journal":{"name":"Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125826260","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nina Wenig, Dirk Wenig, Steffen Ernst, R. Malaka, Brent J. Hecht, Johannes Schöning
Landmark-based navigation systems have proven benefits relative to traditional turn-by-turn systems that use street names and distances. However, one obstacle to the implementation of landmark-based navigation systems is the complex challenge of selecting salient local landmarks at each decision point for each user. In this paper, we present Pharos, a novel system that extends turn-by-turn navigation instructions using a single global landmark (e.g. the Eiffel Tower, the Burj Khalifa, municipal TV towers) rather than multiple, hard-to-select local landmarks. We first show that our approach is feasible in a large number of cities around the world through the use of computer vision to select global landmarks. We then present the results of a study demonstrating that by including global landmarks in navigation instructions, users navigate more confidently and build a more accurate mental map of the navigated area than using turn-by-turn instructions.
{"title":"Pharos: improving navigation instructions on smartwatches by including global landmarks","authors":"Nina Wenig, Dirk Wenig, Steffen Ernst, R. Malaka, Brent J. Hecht, Johannes Schöning","doi":"10.1145/3098279.3098529","DOIUrl":"https://doi.org/10.1145/3098279.3098529","url":null,"abstract":"Landmark-based navigation systems have proven benefits relative to traditional turn-by-turn systems that use street names and distances. However, one obstacle to the implementation of landmark-based navigation systems is the complex challenge of selecting salient local landmarks at each decision point for each user. In this paper, we present Pharos, a novel system that extends turn-by-turn navigation instructions using a single global landmark (e.g. the Eiffel Tower, the Burj Khalifa, municipal TV towers) rather than multiple, hard-to-select local landmarks. We first show that our approach is feasible in a large number of cities around the world through the use of computer vision to select global landmarks. We then present the results of a study demonstrating that by including global landmarks in navigation instructions, users navigate more confidently and build a more accurate mental map of the navigated area than using turn-by-turn instructions.","PeriodicalId":120153,"journal":{"name":"Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126946076","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}