Naturalistic eye movement behavior has been measured in a variety of scenarios [15] and eye movement patterns appear indicative of task demands [16]. However, systematic task classification of eye movement data is a relatively recent development [1,3,7]. Additionally, prior work has focused on classification of eye movements while viewing 2D screen based imagery. In the current study, eye movements from eight participants were recorded with a mobile eye tracker. Participants performed five everyday tasks: Making a sandwich, transcribing a document, walking in an office and a city street, and playing catch with a flying disc [14]. Using only saccadic direction and amplitude time series data, we trained a hidden Markov model for each task and classified unlabeled data by calculating the probability that each model could generate the observed sequence. We present accuracy and time to recognize results, demonstrating better than chance performance.
{"title":"Classifying mobile eye tracking data with hidden Markov models","authors":"Dmitry Kit, B. Sullivan","doi":"10.1145/2957265.2965014","DOIUrl":"https://doi.org/10.1145/2957265.2965014","url":null,"abstract":"Naturalistic eye movement behavior has been measured in a variety of scenarios [15] and eye movement patterns appear indicative of task demands [16]. However, systematic task classification of eye movement data is a relatively recent development [1,3,7]. Additionally, prior work has focused on classification of eye movements while viewing 2D screen based imagery. In the current study, eye movements from eight participants were recorded with a mobile eye tracker. Participants performed five everyday tasks: Making a sandwich, transcribing a document, walking in an office and a city street, and playing catch with a flying disc [14]. Using only saccadic direction and amplitude time series data, we trained a hidden Markov model for each task and classified unlabeled data by calculating the probability that each model could generate the observed sequence. We present accuracy and time to recognize results, demonstrating better than chance performance.","PeriodicalId":131157,"journal":{"name":"Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct","volume":"174 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115623550","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}
This study explores the user interface design requirements for developing a mobile planning application for students with autism spectrum disorder (ASD). We developed a mobile agenda application to support students in planning their activities. To test students' preference for a particular style, we designed three versions of the app, based on three different design styles (flat design, material design, and skeuomorphic design). Results show that the app was perceived as useful, likeable and user-friendly. Although, no significant difference was found between three designs, the material design was largely preferred over other two designs.
{"title":"Skeuomorphic, flat or material design: requirements for designing mobile planning applications for students with autism spectrum disorder","authors":"S. Shahid, Jip ter Voort, M. Somers, I. Mansour","doi":"10.1145/2957265.2961866","DOIUrl":"https://doi.org/10.1145/2957265.2961866","url":null,"abstract":"This study explores the user interface design requirements for developing a mobile planning application for students with autism spectrum disorder (ASD). We developed a mobile agenda application to support students in planning their activities. To test students' preference for a particular style, we designed three versions of the app, based on three different design styles (flat design, material design, and skeuomorphic design). Results show that the app was perceived as useful, likeable and user-friendly. Although, no significant difference was found between three designs, the material design was largely preferred over other two designs.","PeriodicalId":131157,"journal":{"name":"Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127095923","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}
Social buttons are now widespread in social media apps. They are used to assign weight to user content and trigger user engagement. They come in different shapes (e.g., thumb in Facebook, arrows in Reddit or StackOverflow, plus one in Google+) but very little is known about the influence of the shape on user behaviour. This paper, addresses this issue by presenting results of a controlled randomized experiment with 173 users. The results suggest that thumbs up / thumbs down icons are significantly more engaging than the plus one / minus one icons. At the same time the result shows that type of the icon used has no significant influence on the direction of the vote.
{"title":"Rule of thumb: effect of social button icons on interaction","authors":"A. Holzer, S. Bendahan, A. Vozniuk, D. Gillet","doi":"10.1145/2957265.2961842","DOIUrl":"https://doi.org/10.1145/2957265.2961842","url":null,"abstract":"Social buttons are now widespread in social media apps. They are used to assign weight to user content and trigger user engagement. They come in different shapes (e.g., thumb in Facebook, arrows in Reddit or StackOverflow, plus one in Google+) but very little is known about the influence of the shape on user behaviour. This paper, addresses this issue by presenting results of a controlled randomized experiment with 173 users. The results suggest that thumbs up / thumbs down icons are significantly more engaging than the plus one / minus one icons. At the same time the result shows that type of the icon used has no significant influence on the direction of the vote.","PeriodicalId":131157,"journal":{"name":"Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128600612","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}
R. Eardley, S. Gill, A. Roudaut, Stephen J. Thompson, Joanna Hare
In this paper we investigate the physical interaction between the hand and three types of mobile device interaction: touchscreen, physical keyboard and stylus. Through a controlled study using video observational analysis, we observed firstly, how the participants gripped the three devices and how these grips were device dependent. Secondly we looked closely at these grips to uncover how participants performed what we call micro-movements to facilitate a greater range of interaction, e.g. reaching across the keyboard. The results extend current knowledge by comparing three handheld device input methods and observing the movements, which the hand makes in five grips. The paper concludes by describing the development of a conceptual design, proposed as a provocation for the opening of dialogue on how we conceive hand usage and how it might be optimized when designed for mobile devices.
{"title":"Investigating how the hand interacts with different mobile phones","authors":"R. Eardley, S. Gill, A. Roudaut, Stephen J. Thompson, Joanna Hare","doi":"10.1145/2957265.2961840","DOIUrl":"https://doi.org/10.1145/2957265.2961840","url":null,"abstract":"In this paper we investigate the physical interaction between the hand and three types of mobile device interaction: touchscreen, physical keyboard and stylus. Through a controlled study using video observational analysis, we observed firstly, how the participants gripped the three devices and how these grips were device dependent. Secondly we looked closely at these grips to uncover how participants performed what we call micro-movements to facilitate a greater range of interaction, e.g. reaching across the keyboard. The results extend current knowledge by comparing three handheld device input methods and observing the movements, which the hand makes in five grips. The paper concludes by describing the development of a conceptual design, proposed as a provocation for the opening of dialogue on how we conceive hand usage and how it might be optimized when designed for mobile devices.","PeriodicalId":131157,"journal":{"name":"Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130329489","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}
Hoarding disorder is a complex condition that has attracted little research attention, despite adversely affecting 2-5% of the population. We review the options and difficulties in the treatment of hoarding disorder using technology. We present a novel intervention design, delivered on tablets, that combines a Cognitive Bias Modification game with goal tracking functionality. We outline two experiments in progress: a lab study to measure the impact of our game on a non-hoarding population, and a probe study to determine the suitability of the intervention for participants with hoarding disorder.
{"title":"Zephyr: exploring digital behaviour change interventions to treat hoarding","authors":"C. Pinder, R. Beale, R. Hendley","doi":"10.1145/2957265.2961838","DOIUrl":"https://doi.org/10.1145/2957265.2961838","url":null,"abstract":"Hoarding disorder is a complex condition that has attracted little research attention, despite adversely affecting 2-5% of the population. We review the options and difficulties in the treatment of hoarding disorder using technology. We present a novel intervention design, delivered on tablets, that combines a Cognitive Bias Modification game with goal tracking functionality. We outline two experiments in progress: a lab study to measure the impact of our game on a non-hoarding population, and a probe study to determine the suitability of the intervention for participants with hoarding disorder.","PeriodicalId":131157,"journal":{"name":"Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123927249","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}
In this paper, we present the IoT Owl, which is the result of exploration of the use of textile materials as part of a visualization system. After hectic workshop days, our development team had several ideas to be prototyped. The IoT Owl is a prototype of a system that, via lighting and movement, displays the presence information from a sensor at a remote location, based on scan of available Bluetooth devices. It can be completely operated via Internet. The purpose of the IoT Owl is to help the user to avoid a rush hour in a chosen public space and meet the right people at the right time for example during lunch hours. The IoT Owl can calculate the crowd amount but it can also recognize familiar devices. We present a concept design for the device and create an initial prototype with features and technology in it.
{"title":"IoT owl: soft tangible user interface for detecting the presence of people","authors":"Petri Hannula, Emmi Harjuniemi, Emma Napari","doi":"10.1145/2957265.2965018","DOIUrl":"https://doi.org/10.1145/2957265.2965018","url":null,"abstract":"In this paper, we present the IoT Owl, which is the result of exploration of the use of textile materials as part of a visualization system. After hectic workshop days, our development team had several ideas to be prototyped. The IoT Owl is a prototype of a system that, via lighting and movement, displays the presence information from a sensor at a remote location, based on scan of available Bluetooth devices. It can be completely operated via Internet. The purpose of the IoT Owl is to help the user to avoid a rush hour in a chosen public space and meet the right people at the right time for example during lunch hours. The IoT Owl can calculate the crowd amount but it can also recognize familiar devices. We present a concept design for the device and create an initial prototype with features and technology in it.","PeriodicalId":131157,"journal":{"name":"Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121504753","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}
Interaction in mobile computing mainly relies on selecting targets by touch. A large body of work showed the effect of target size and target distance on selection time. Recent work on hand-held devices suggests that size and distance are not the only factors that affect selection time. In this paper, we investigate target selection performance of the thumb when interacting with grasping hands (see Figure 1). In the first study, we show that the relative direction of the target has a significant effect on selection time. In the second study we show that the direction of movement also has a significant effect. The results extend our knowledge about pointing on hand-held devices and can be used to improve transfer functions of mobile GUIs.
{"title":"Ergonomics of thumb-based pointing while holding tablets","authors":"Carlos A. F. Salazar, N. Henze, Katrin Wolf","doi":"10.1145/2957265.2961864","DOIUrl":"https://doi.org/10.1145/2957265.2961864","url":null,"abstract":"Interaction in mobile computing mainly relies on selecting targets by touch. A large body of work showed the effect of target size and target distance on selection time. Recent work on hand-held devices suggests that size and distance are not the only factors that affect selection time. In this paper, we investigate target selection performance of the thumb when interacting with grasping hands (see Figure 1). In the first study, we show that the relative direction of the target has a significant effect on selection time. In the second study we show that the direction of movement also has a significant effect. The results extend our knowledge about pointing on hand-held devices and can be used to improve transfer functions of mobile GUIs.","PeriodicalId":131157,"journal":{"name":"Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124374275","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}
Technology becomes part of our daily life. The new technological solutions turned more sophisticated to surpass communication barriers. The online therapeutic work presents new possibilities and challenges for the professionals. We found in literature several computerized psychological treatment applications and also text-based sentiment analysis studies. However, we did not find an application that makes text analysis based on emotional clues and conversely serves as a management tool for psychologists. This paper reflects the increasing role of technology in health care delivery and the potential benefits that this could bring either to psychologists or to patients. We present a technological tool, which was developed following the human work interaction design approach to support interactions between patients and clinicians in psychological treatment. We are convinced that we will find some significant problems with sentiments analysis and with identification of positive and negative language. However, the proposed solution seems to fit the interviewees demand in a primary phase.
{"title":"Technologies to support psychologists and patients interactions","authors":"A. Lopes","doi":"10.1145/2957265.2970371","DOIUrl":"https://doi.org/10.1145/2957265.2970371","url":null,"abstract":"Technology becomes part of our daily life. The new technological solutions turned more sophisticated to surpass communication barriers. The online therapeutic work presents new possibilities and challenges for the professionals. We found in literature several computerized psychological treatment applications and also text-based sentiment analysis studies. However, we did not find an application that makes text analysis based on emotional clues and conversely serves as a management tool for psychologists. This paper reflects the increasing role of technology in health care delivery and the potential benefits that this could bring either to psychologists or to patients. We present a technological tool, which was developed following the human work interaction design approach to support interactions between patients and clinicians in psychological treatment. We are convinced that we will find some significant problems with sentiments analysis and with identification of positive and negative language. However, the proposed solution seems to fit the interviewees demand in a primary phase.","PeriodicalId":131157,"journal":{"name":"Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124527074","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}
Screen sizes on devices are becoming smaller, to allow them to fit in more places (e.g., wrists, sports bands and small music players). At the same time, screen sizes can be seen to become larger to accommodate new experiences (e.g., phablets, tablets, eReaders). Each of these trends can make devices difficult to use with only one hand (e.g., fat-finger or reachability). However, there are many occasions when the user's other hand is occupied (encumbered) or not available. The aim of this research is to explore, create and study novel interaction techniques that support effective single-hand usage on mobile and wearable devices.
{"title":"Single-handed interaction for mobile and wearable computing","authors":"H. Yeo","doi":"10.1145/2957265.2963110","DOIUrl":"https://doi.org/10.1145/2957265.2963110","url":null,"abstract":"Screen sizes on devices are becoming smaller, to allow them to fit in more places (e.g., wrists, sports bands and small music players). At the same time, screen sizes can be seen to become larger to accommodate new experiences (e.g., phablets, tablets, eReaders). Each of these trends can make devices difficult to use with only one hand (e.g., fat-finger or reachability). However, there are many occasions when the user's other hand is occupied (encumbered) or not available. The aim of this research is to explore, create and study novel interaction techniques that support effective single-hand usage on mobile and wearable devices.","PeriodicalId":131157,"journal":{"name":"Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132220734","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}
Hirohito Shibata, Junko Ichino, T. Hashiyama, S. Tano
This paper proposes a new user interface technique to specify sending data across digital devices. In this approach, users specify what to send from what device to what device by tapping them rhythmically. This technique is easy to operate, low implementation cost, applicable to a wide range of devices, and scalable by adding numerous rhythmical tap sequences. We confirmed the feasibility of this approach through preliminary experiments.
{"title":"A rhythmical tap approach for sending data across devices","authors":"Hirohito Shibata, Junko Ichino, T. Hashiyama, S. Tano","doi":"10.1145/2957265.2961851","DOIUrl":"https://doi.org/10.1145/2957265.2961851","url":null,"abstract":"This paper proposes a new user interface technique to specify sending data across digital devices. In this approach, users specify what to send from what device to what device by tapping them rhythmically. This technique is easy to operate, low implementation cost, applicable to a wide range of devices, and scalable by adding numerous rhythmical tap sequences. We confirmed the feasibility of this approach through preliminary experiments.","PeriodicalId":131157,"journal":{"name":"Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134201198","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}