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Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services最新文献

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Designing for delight 为愉悦而设计
Iram Mirza, J. Tabak
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.
愉快的用户体验(UX)创造令人难忘的产品,并产生品牌喜爱。移动技术允许用户体验戏剧性的支持,如动画,过渡和手势,可以制作宏观和微观功能的乐趣。谷歌(Google)、Facebook、KakaoTalk和优步(Uber)等公司精心打造的移动体验将乐趣和惊喜融入其产品中,试图与用户建立情感联系。本次演讲将揭示什么构成了用户体验乐趣,情感设计背后的心理学,如何创造一种文化,不仅支持构建可用和简单的产品,而且支持构建神奇的产品,以及衡量乐趣对用户成功和品牌感知的影响的方法。
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引用次数: 3
Too tense for candy crush: affect influences user engagement with proactively suggested content 对《糖果粉碎传奇》来说过于紧张:affect会通过主动建议的内容影响用户粘性
Kostadin Kushlev, Bruno Cardoso, M. Pielot
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.
推送通知越来越多地被用于吸引用户使用应用内容。在目前的研究中,我们建议用户的当前影响(即他们的感受)应该是影响用户粘性的关键因素。参与者(N = 337)下载了一个定制的应用程序来发送通知。在参加通知(N = 32,704)后,参与者报告他们的感受并选择是否参与进一步的内容;他们可以在脑力要求高的任务和简单/转移注意力的任务之间做出选择。当感觉良好时,人们不太可能参与需要脑力的任务。当感觉平静时,人们更有可能从事转移注意力的任务。当感觉精力充沛时,人们不太可能对分心的事情做出反应。这些发现让我们对影响如何预测用户选择参与的内容类型有了初步的了解,为在通知系统的设计中使用影响铺平了道路。
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引用次数: 7
Weigh it and share it!: crowdsourcing for pro-environmental data collection 掂量掂量,分享一下!:收集环保数据的众包
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.
解决环境挑战的众包是人工智能研究的一个有前途的领域。这项工作调查了众包计划的参与情况,该计划将社会目的活动与公司的利益结合起来,众包一项劳动密集型任务。该倡议是基于部署一个有利于环境数据收集的移动应用程序,即收集有关产品包装重量和类型的数据。我们报告了一项为期9个月的研究结果,该研究在一个生活实验室进行,涉及一家大型零售商店的96名顾客。对使用日志和行为模式的分析显示了不同的用户类别:固定用户、快速用户和临时用户。我们进行了一项调查,以比较这些类别的人口统计、个性特征和可用性指标。10个后续访谈进一步调查了不同使用模式背后的动机。结果提供了对不同类型贡献者的见解,报告了激励忠诚和不忠诚参与者的证据。
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引用次数: 5
EarTouch: turning the ear into an input surface EarTouch:把耳朵变成一个输入面
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.
在本文中,我们提出了EarTouch,一种新的基于耳朵输入的传感技术,通过轻微拉动耳朵并通过增强的耳机设备检测变形来控制应用程序。据设想,EarTouch将使音乐播放器、导航系统和日历等应用程序的控制成为“无眼”界面。对于EarTouch的操作,耳朵的形状变形是通过光学传感器来测量的。通过在耳机上安装光学传感器,测量耳机到耳朵内皮肤的距离,可以识别手指触摸耳朵引起的皮肤变形。EarTouch通过应用支持向量机(SVM)支持多种手势的识别。EarTouch是通过一系列用户研究验证的。
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引用次数: 42
Improving pocket paint usability via material design compliance and internationalization & localization support on application level 通过材料设计的一致性和应用层面的国际化和本地化支持,提高口袋涂料的可用性
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.
本文以Android绘画应用Pocket Paint为例,讨论了Google的材质设计指南、国际化和本地化在移动应用中的实现。这次重新设计的预期目标是通过改进总体可用性和支持从右向左的书写语言(如阿拉伯语)来扩大用户基础。重新设计的主要挑战是彻底支持从右到左和从左到右脚本的复杂性,例如,定位,翻译,文本和图形元素的镜像,“何时”和“何时不”镜像。关于材料设计准则的遵从性,我们对目标群体的6名用户(13岁)进行了用户体验测试。与之前的版本相比,所有参与者都认为重新设计的应用程序更简单、更吸引人、更简洁。
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引用次数: 8
Understanding users' perception of simultaneous tactile textures 了解用户对同步触觉纹理的感知
Y. Rekik, E. Vezzoli, L. Grisoni
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.
我们研究了用户在超声设备中对同步触觉纹理的感知。我们研究了为用户提供不同的互补和同时的纹理对于不同的手指可以用来触摸表面的相关性。我们通过一个对照实验表明,用户能够独立地使用一只手或两只手的手指来区分不同纹理的数量。然而,我们的研究结果表明,当用户使用同一只手的手指时,他们无法区分两种不同的纹理,即正确识别它们中的每一种。基于我们的发现,我们能够概述三个相关的指导方针,以协助多指触觉反馈符合人体工程学和设备设计。
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引用次数: 8
Pharos: improving navigation instructions on smartwatches by including global landmarks Pharos:通过添加全球地标来改进智能手表的导航指示
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.
与使用街道名称和距离的传统逐向导航系统相比,基于地标的导航系统已被证明具有优势。然而,实现基于地标的导航系统的一个障碍是在每个用户的每个决策点选择显著的本地地标的复杂挑战。在本文中,我们介绍了Pharos,这是一个新颖的系统,它使用单个全球地标(例如埃菲尔铁塔,哈利法塔,市政电视塔)而不是多个难以选择的本地地标来扩展转弯导航指令。我们首先通过使用计算机视觉来选择全球地标,证明我们的方法在世界各地的大量城市中是可行的。然后,我们展示了一项研究的结果,表明通过在导航指令中包含全球地标,用户可以更自信地导航,并在导航区域建立更准确的心理地图,而不是使用逐向导航指令。
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引用次数: 16
Study on manual palletization of inhomogeneous boxes with the help of different interfaces to assess specific factors of ergonomic impact 研究不同界面下非均匀箱的人工码垛,评估影响工效学的具体因素
J. Jost, T. Kirks, Benedikt Maettig
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.
所追求的项目涉及优化托盘包装的一般主题。更准确地说,它从用户的角度分析码垛工作任务的执行情况。因此,该项目旨在为工人提供符合人体工程学的任务执行指导,并确保有关包装托盘的工作任务的经济托盘包装模式。
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引用次数: 2
EnergyHome: leveraging housemate dynamics to motivate energy conservation EnergyHome:利用室友的动态来激励节能
Xiying Wang, Susan R. Fussell
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.
我们设计、实现并评估了一款名为EnergyHome的iOS移动应用程序,以调查室友之间的社交互动与他们参与节能实践的关系。EnergyHome使室友能够跟踪个人节能活动,并共同合作节能。14对室友使用EnergyHome一周。之后,我们采访了每个参与者,了解他们对应用程序的使用情况。所有采访都被记录下来,并使用迭代比较方法进行分析。在室友使用应用程序的方式中,我们发现了两种类型的社会动态。在互补动态中,一个室友主动设定节能挑战,而另一个(s)紧随而行。在对称动力学中,室友们共同设定节能挑战,但没有人试图施加控制。基于这些发现,我们讨论了考虑到室友之间不同社会动态的激励节能的设计策略。
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引用次数: 0
Towards smart notification management in multi-device environments 迈向多设备环境下的智能通知管理
Dominik Weber
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.
通知是当前智能设备的核心功能,用于主动与用户沟通。然而,众所周知,通知会造成破坏性影响。随着智能设备数量的增加,这些负面影响正在成倍增加。由于智能手机和智能手表等移动设备始终与用户保持联系,因此有必要在通知用户和尊重他们的注意力之间找到平衡。在这项工作中,我们概述了我们在多设备环境中对智能通知管理的研究。我们提出了我们的研究问题,迄今为止进行的研究和计划的努力。预期的结果是在多设备环境中管理通知的指导方针和模型。
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引用次数: 6
期刊
Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services
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