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":null,"pages":null},"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}
Push notifications are increasingly being used to engage users with app content. In the present research, we propose that users' current affect (i.e., how they are feeling) should be a critical---yet underexplored---factor in user engagement. Participants (N = 337) downloaded a custom-developed app that delivered notifications. After attending to a notification (N = 32,704), participants reported how they felt and chose whether to engage with further content; they could choose between mentally demanding or simple/diverting tasks. When feeling good, people were less likely to engage with mentally demanding tasks. When feeling calm, people were more likely to engage with diverting tasks. When feeling energetic, people were less likely to respond to distractions altogether. These findings provide a tantalizing first glimpse into how affect predicts the kind of content users choose to engage with, paving the way for the use of affect in the design of notification systems.
{"title":"Too tense for candy crush: affect influences user engagement with proactively suggested content","authors":"Kostadin Kushlev, Bruno Cardoso, M. Pielot","doi":"10.1145/3098279.3098569","DOIUrl":"https://doi.org/10.1145/3098279.3098569","url":null,"abstract":"Push notifications are increasingly being used to engage users with app content. In the present research, we propose that users' current affect (i.e., how they are feeling) should be a critical---yet underexplored---factor in user engagement. Participants (N = 337) downloaded a custom-developed app that delivered notifications. After attending to a notification (N = 32,704), participants reported how they felt and chose whether to engage with further content; they could choose between mentally demanding or simple/diverting tasks. When feeling good, people were less likely to engage with mentally demanding tasks. When feeling calm, people were more likely to engage with diverting tasks. When feeling energetic, people were less likely to respond to distractions altogether. These findings provide a tantalizing first glimpse into how affect predicts the kind of content users choose to engage with, paving the way for the use of affect in the design of notification systems.","PeriodicalId":120153,"journal":{"name":"Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2017-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133557069","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":null,"pages":null},"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":null,"pages":null},"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}
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":null,"pages":null},"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}
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":null,"pages":null},"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":null,"pages":null},"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}
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":null,"pages":null},"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 designed, implemented, and evaluated an iOS mobile application called EnergyHome to investigate how social interaction among housemates is related to their engagement in energy-saving practices. EnergyHome enables housemates to track personal energy-saving activities and to collaborate on saving energy together. Fourteen pairs of housemates used EnergyHome for a week. Afterwards, we interviewed each participant about their use of the app. All interviews were transcribed and analyzed using an iterative comparative approach. We identified two types of social dynamics in the way housemates used the app. In complementary dynamics, one housemate took the initiative to set energy-saving challenges and the other(s) followed. In symmetrical dynamics, housemates collectively set energy-saving challenges but no one tried to exert control. Based on these findings, we discuss design strategies to motivate energy conservation that take into account different social dynamics among housemates.
{"title":"EnergyHome: leveraging housemate dynamics to motivate energy conservation","authors":"Xiying Wang, Susan R. Fussell","doi":"10.1145/3098279.3098557","DOIUrl":"https://doi.org/10.1145/3098279.3098557","url":null,"abstract":"We designed, implemented, and evaluated an iOS mobile application called EnergyHome to investigate how social interaction among housemates is related to their engagement in energy-saving practices. EnergyHome enables housemates to track personal energy-saving activities and to collaborate on saving energy together. Fourteen pairs of housemates used EnergyHome for a week. Afterwards, we interviewed each participant about their use of the app. All interviews were transcribed and analyzed using an iterative comparative approach. We identified two types of social dynamics in the way housemates used the app. In complementary dynamics, one housemate took the initiative to set energy-saving challenges and the other(s) followed. In symmetrical dynamics, housemates collectively set energy-saving challenges but no one tried to exert control. Based on these findings, we discuss design strategies to motivate energy conservation that take into account different social dynamics among housemates.","PeriodicalId":120153,"journal":{"name":"Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2017-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130349492","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":null,"pages":null},"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}