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Understanding and Comparing Smartphone and Tablet Use: Insights from a Large-Scale Diary Study 理解和比较智能手机和平板电脑的使用:来自大规模日记研究的见解
Hendrik Müller, J. Gove, J. S. Webb, Aaron Cheang
In recent years, smartphone and tablet ownership has shown continued growth; however, there is a lack of research thoroughly investigating the use of these devices within the general public. This paper describes a large-scale diary study with U. S. mobile device owners, examining details of smartphone and tablet use. Results provide a comprehensive breakdown of frequent activities and contexts of use, highlighting key differences in smartphone and tablet use. Activities on smartphones were found to be dominated by communication needs, while tablets were frequently used for consumption and entertainment. Both devices were most often used at home, with tablets rarely leaving the home. Within the home, smartphones were used mostly in the bedroom, and tablets in the living room. Both devices were used frequently while doing something else, such as using tablets primarily while watching TV. Conclusions discuss implications for enriching the experience of mobile devices and opportunities for future research.
近年来,智能手机和平板电脑的拥有量持续增长;然而,缺乏深入调查这些设备在公众中的使用情况的研究。本文描述了一项针对美国移动设备用户的大规模日记研究,研究了智能手机和平板电脑使用的细节。结果提供了频繁活动和使用环境的全面细分,突出了智能手机和平板电脑使用的关键差异。智能手机上的活动被通信需求所主导,而平板电脑则经常用于消费和娱乐。这两种设备最常在家里使用,平板电脑很少离开家。在家中,智能手机主要在卧室使用,平板电脑主要在客厅使用。这两款设备都经常在做其他事情时使用,比如主要是在看电视时使用平板电脑。结论讨论了丰富移动设备体验的意义和未来研究的机会。
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引用次数: 48
It feels different from real life: Users' Opinions of Mobile Applications for Mental Health 与现实生活不一样:用户对心理健康手机应用的看法
Fernando Estrada Martinez de Alva, G. Wadley, Reeva M. Lederman
Mobile applications for mental health are being used by people suffering from mental health disorders. However, there is a paucity of knowledge in relation to their opinions about such applications. The aim of this study is to understand users' needs and expectations to self-manage their mental health through the use of mobile apps for mental health and to highlight possible design opportunities. We collected and analysed comments and reviews of users on a community forum, Reddit, and Apple's iTunes and Google's Google Play stores. We identified four requirements of technology related to: emotional use, real life context, users' interpretation about themselves and social aspects. Based upon our findings we proposed further exploration of two design sensitivities: Self-reflection and Co-experience.
患有精神健康障碍的人正在使用心理健康移动应用程序。然而,他们对这些应用的看法却缺乏知识。本研究的目的是了解用户通过使用手机心理健康应用程序来自我管理心理健康的需求和期望,并突出可能的设计机会。我们收集并分析了社区论坛、Reddit、苹果iTunes和谷歌Google Play商店用户的评论和评论。我们确定了与技术相关的四个需求:情感使用、现实生活环境、用户对自己和社会方面的解释。基于我们的发现,我们建议进一步探索两个设计敏感性:自我反思和共同体验。
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引用次数: 33
INSERT: Efficient Sorting of Images on Mobile Devices 插入:移动设备上的图像的有效排序
Roman Ganhör, Florian Güldenpfennig
We amass increasing amounts of photos on our mobile devices, primarily captured by built-in cameras. These cameras provide precious opportunities to preserve memories or serve for creative engagement. However, creating order over these vast photo collections gets more difficult as we create more and more photos and this puts these valuable resources at risk. People fail to sort their photo collections manually and automated algorithms are not yet able to identify and group images based on the features that are most relevant to the human beholder. For these reasons we present INSERT, a novel mobile phone application for supporting manual sorting of photo collections in an efficient fashion. A user study featuring 21 participants showed that the proposed interaction mechanisms were well perceived and that there is yet much research to be conducted aiming at the management of image collections on mobile device, in particular with small screens.
我们在移动设备上积累了越来越多的照片,这些照片主要是由内置摄像头拍摄的。这些相机提供了宝贵的机会来保存记忆或为创造性的参与服务。然而,随着我们创建越来越多的照片,在这些庞大的照片集上创建秩序变得越来越困难,这使得这些宝贵的资源处于危险之中。人们无法手动对照片进行分类,自动算法也无法根据与人类观察者最相关的特征对图像进行识别和分组。由于这些原因,我们提出了INSERT,一个新颖的手机应用程序,支持手动排序的照片集合在一个有效的方式。一项针对21名参与者的用户研究表明,所提出的交互机制被很好地理解,并且针对移动设备(特别是小屏幕设备)上的图像集管理还有很多研究要进行。
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引用次数: 0
Better Health Explorer: Designing for Health Information Seekers 更好的健康探索者:为健康信息寻求者设计
P. Pang, Karin M. Verspoor, Jon M. Pearce, Shanton Chang
A vast amount of health information has been published online, yet users often report difficulties in locating information in this particular domain. Based on our prior research, we consider four categories of online health information seekers who demonstrate mixed information needs. Although their searching needs are often well satisfied by entering keywords into search engines, their need to explore information is not so well supported, thus affecting their user experience and satisfaction. In this paper, we propose design principles for supporting the exploration of online health information. We present the rationale and the design process of a web app -- Better Health Explorer -- which is a proof-of-concept app tailored to health information exploration. This work contributes to the design of online health information systems as well as exploratory systems in general.
大量的健康信息已经在网上发布,但用户经常报告难以在这个特定领域找到信息。基于我们之前的研究,我们考虑了四类在线健康信息寻求者,他们表现出混合的信息需求。虽然他们的搜索需求往往通过在搜索引擎中输入关键词得到很好的满足,但他们对信息的探索需求并没有得到很好的支持,从而影响了他们的用户体验和满意度。在本文中,我们提出了支持在线健康信息探索的设计原则。我们介绍了一个网络应用程序的基本原理和设计过程——更好的健康浏览器——这是一个为健康信息探索量身定制的概念验证应用程序。这项工作有助于设计在线卫生信息系统以及一般的探索性系统。
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引用次数: 33
Page Navigation on Paper Books and Electronic Media in Reading to Answer Questions 纸质书籍和电子媒体在阅读答疑中的页面导航
Hirohito Shibata, Kentaro Takano, Kengo Omura, S. Tano
This paper describes experiments comparing reading performance such as reading speed and the accuracy of tasks in reading to answer questions using different media: paper books, a desktop PC, and a tablet PC. As typical examples of reading of this kind, we considered two scenarios: searching answers from text manuals and searching given photographs from photo books. In two experiments conducted according to the two scenarios, participants performed tasks most quickly using a paper book or a PC. They had trouble flipping through pages with a tablet PC. Although the paper book was inferior to the PC in terms of turning over pages continuously with rapidity, participants performed flexible navigation with the paper book such as starting the navigation from various positions of the book and jumping to the target position straight away without hesitating skipping over the target. Based on these results, we provide suggestions to improve a page navigation feature in electronic media.
本文描述了使用不同媒介:纸质书、台式电脑和平板电脑,比较阅读性能,如阅读速度和阅读任务的准确性。作为这类阅读的典型例子,我们考虑了两种场景:从文本手册中搜索答案和从图片集中搜索给定的照片。在根据两种场景进行的两项实验中,参与者使用纸质书或个人电脑完成任务的速度最快。他们在用平板电脑翻页时遇到了麻烦。虽然纸书在连续快速翻页方面不如PC,但参与者使用纸书进行灵活的导航,例如从书的不同位置开始导航,直接跳到目标位置,而不会犹豫跳过目标位置。基于这些结果,我们提出了改进电子媒体页面导航功能的建议。
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引用次数: 14
Where is the "I" in iPad?: The Role of Interest in Older Adults' Learning of Mobile Touch Screen Technologies iPad里的“我”在哪里?兴趣在老年人学习移动触摸屏技术中的作用
Jeanie Beh, S. Pedell, W. Doubé
This research explores the role of individual interest in the adoption of mobile touch screen technologies by older adults (above 60 years of age), based on the Four-Phase Model of Interest Development by Hidi and Renninger (2006) and Self-Determination Theory (SDT) by Deci and Ryan (1985). A twelve-week study consisting of observations and interviews with teachers and participants in short course classes was conducted, during which we investigated the specific interests of older adults. Specifically, we explored the influence of individuals' level of interest on their learning and use of technologies. The engagement of 35 participants across four short course classes was compared both with and without the use of mobile touch screen technologies. Results show that there is a close relationship between individual interest and uptake of mobile touch screen technologies. This research aims to investigate how individual interest in a domain can engender and maintain engagement with technology learning and use by older adults.
本研究基于Hidi和Renninger(2006)的兴趣发展四阶段模型和Deci和Ryan(1985)的自决理论(SDT),探讨了个人兴趣在老年人(60岁以上)采用移动触摸屏技术中的作用。我们进行了一项为期12周的研究,包括对教师和短期课程参与者的观察和访谈,在此期间,我们调查了老年人的特定兴趣。具体来说,我们探讨了个人的兴趣水平对他们学习和使用技术的影响。研究人员对35名参与者在4个短期课程中使用和不使用移动触摸屏技术的情况进行了比较。结果表明,个人兴趣与移动触摸屏技术的采用之间存在密切的关系。本研究旨在探讨个人对一个领域的兴趣如何能够产生并保持老年人对技术学习和使用的参与。
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引用次数: 11
Domain Exploration of ICT Use in Consumer-to-Producer Feedback Loops within the Fair Trade System 公平贸易系统中消费者对生产者反馈循环中ICT使用的领域探索
J. L. Taylor, D. Stevenson, Tom Gedeon
Information and communications technology (ICT) plays an important role in facilitating information flows through fair trade supply chains. While previous research has focused on the role of ICT in providing consumers with fair trade producer information, few studies have considered the operation of feedback loops from consumers to producers, particularly in an Australian context. This qualitative study provides a novel contribution in this area through a domain exploration of the consumer-to-producer feedback loops in the fair trade system and the role of ICT in facilitating these supply chain communications. We have used ethnographic techniques through semi-structured interviews with consumer, importer, and producer links in the supply chain, analysing and refining our data using a grounded-theory approach. The discussion engages with emerging themes addressing the actual information needs of producers, attributes of existing feedback loops, and the role of ICT in fair trade handicraft supply chains. We explore the function of intermediaries in the supply chains who aggregate, filter and interpret feedback that flows from the consumers and importers through to the producer organisations and the artisans who produce the goods. Finally, we consider potential future applications of ICT to fair trade feedback loops and associated design sensitivities to ensure that feedback offered by consumers and importers satisfies producer information needs, establishing new avenues of enquiry in the field of HCI for Development (HCI4D).
信息和通信技术(ICT)在促进公平贸易供应链中的信息流动方面发挥着重要作用。虽然以前的研究侧重于信息通信技术在向消费者提供公平贸易生产者信息方面的作用,但很少有研究考虑到从消费者到生产者的反馈循环的运作,特别是在澳大利亚的背景下。本定性研究通过对公平贸易系统中消费者对生产者反馈回路的领域探索,以及ICT在促进这些供应链通信中的作用,为这一领域提供了新颖的贡献。我们利用民族志技术,对供应链中的消费者、进口商和生产者环节进行了半结构化访谈,并使用基于理论的方法分析和完善了我们的数据。讨论涉及新兴主题,解决生产者的实际信息需求,现有反馈回路的属性,以及信息通信技术在公平贸易手工艺供应链中的作用。我们探讨了供应链中中介机构的功能,他们汇总、过滤和解释从消费者和进口商流向生产者组织和生产商品的工匠的反馈。最后,我们考虑了信息通信技术在公平贸易反馈回路和相关设计敏感性方面的潜在未来应用,以确保消费者和进口商提供的反馈满足生产者的信息需求,在HCI促进发展(HCI4D)领域建立新的查询途径。
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引用次数: 0
Exploring Boredom Proneness as a Predictor of Mobile Phone Use in the Car 探索无聊倾向作为汽车中使用手机的预测因子
R. Schroeter, Jim Oxtoby, Daniel M. Johnson, Fabius Steinberger
Driver distraction through mobile phone use in the car is a growing road safety concern. This paper presents findings of a survey (N = 528), which seeks to better understand the predictors of mobile phone use while driving in young (18-25) adult drivers. The survey investigated factors and motivations such as young adults' boredom proneness and their social connectedness, as well as their general mobile phone use and phone use in the car. We found, e.g., that boredom proneness plays a larger role (compared to social connectedness) in determining how much a young male uses their phone in the car (compared to young females). Despite the study's limitations, this initial understanding allows us to better design and develop innovative HCI interventions that prevent young adults, particularly males, from phone use while driving in a way that appeals to their needs.
司机在车内使用手机分散注意力是一个日益严重的道路安全问题。本文介绍了一项调查(N = 528)的结果,该调查旨在更好地了解年轻(18-25岁)成年司机开车时使用手机的预测因素。这项调查调查了一些因素和动机,比如年轻人的无聊倾向和他们的社会联系,以及他们一般的手机使用情况和在车里使用手机的情况。例如,我们发现无聊倾向(与社会联系相比)在决定年轻男性(与年轻女性相比)在车内使用手机的时间上起着更大的作用。尽管该研究存在局限性,但这一初步认识使我们能够更好地设计和开发创新的人机交互干预措施,以满足年轻人(尤其是男性)的需求,防止他们在开车时使用手机。
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引用次数: 15
Ad hoc Communities on the Road: Serendipitous Social Encounters to Enhance Tourist Experiences 临时社区在路上:偶然的社会相遇,以提高旅游体验
Sarah-Kristin Thiel, M. Foth, R. Schroeter
Driving can be a lonely activity. While there has been a lot of research and technical inventions concerning car-to-car communication and passenger entertainment, there is still little work concerning connecting drivers. Whereas tourism is very much a social activity, drive tourists and road trippers have few options to communicate with fellow travelers. Our study is placed at the intersection of tourism and driving. It aims to enhance the trip experience during driving through social interaction. This paper explores how a mobile application that allows instant messaging between travelers sharing similar context can establish a temporary, ad hoc community and enhance the road trip experience. A prototype was developed and evaluated in various user and field studies. The study's outcomes are relevant for the design of future mobile tourist guides that benefit from community design, social encounters and recommendations.
开车可能是一项孤独的活动。虽然在车对车通信和乘客娱乐方面已经有了大量的研究和技术发明,但在连接驾驶员方面的工作仍然很少。鉴于旅游在很大程度上是一种社交活动,自驾游和自驾游的游客很少有机会与同行的游客交流。我们的研究是在旅游和驾驶的交叉点。它旨在通过社交互动来提升驾驶过程中的旅行体验。本文探讨了一款允许旅行者之间即时通讯的移动应用程序如何建立一个临时的、特别的社区,并增强公路旅行体验。开发了一个原型,并在各种用户和实地研究中进行了评估。该研究的结果与未来移动导游的设计相关,这些设计将受益于社区设计、社会接触和推荐。
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引用次数: 10
TrainYarn: Probing Perceptions of Social Space in Urban Commuter Trains 列车纱线:探索城市通勤列车的社会空间感知
T. Camacho, M. Foth, Markus Rittenbruch, A. Rakotonirainy
We studied the ways that urban commuter train passengers experience their journeys. We present the design process and in-situ evaluation of TrainYarn, a mobile app prototype designed to facilitate social interaction between co-located urban train passengers. Through the deployment of the prototype, we sought to probe perceptions of social space with a view to positively impact the assessment of public transport. Our results support that our target users saw value in the use of TrainYarn, perceiving it as emancipatory, in alignment with their communicative needs, and having the ability to transform their perceptions of social space. To further inform future research and practice, we put forward a series of design recommendations.
我们研究了城市通勤列车乘客体验旅程的方式。我们介绍了TrainYarn的设计过程和现场评估,这是一个移动应用程序原型,旨在促进同地城市火车乘客之间的社交互动。通过原型的部署,我们试图探索社会空间的感知,以期对公共交通的评估产生积极影响。我们的研究结果表明,我们的目标用户看到了使用TrainYarn的价值,认为它是一种解放,符合他们的交流需求,并有能力改变他们对社交空间的看法。为了进一步为未来的研究和实践提供信息,我们提出了一系列的设计建议。
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引用次数: 9
期刊
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction
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