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Exploring Privacy Notification and Control Mechanisms for Proximity-Aware Tablets 探索接近感知平板电脑的隐私通知和控制机制
IF 1.6 Q3 Computer Science Pub Date : 2015-07-01 DOI: 10.4018/ijmhci.2015070101
Huiyuan Zhou, Vinicius Ferreira, Thamara Alves, Bonnie MacKay, K. Hawkey, Derek F. Reilly
In hospitals, offices and other settings, professionals face the challenge of accessing and sharing sensitive content in public areas. As tablets become increasingly adopted in work environments, it is important to explore ways to support privacy that are appropriate for tablet use in dynamic, mobile workflows. In this research we consider how spatial information can be utilized to support both individual and collaborative work in a natural way while respecting data privacy. We present a proof-of-concept implementation of a proximity-aware tablet, and a range of privacy notification and control mechanisms designed for such a tablet. Results from a user study support the idea that interpersonal distance and orientation can be used to mediate privacy management for tablet interfaces. Selecting a specific design for privacy threat notification and response is highly context-dependent—for example, in health care the first priority is to not impede the fluid exchange of information.
在医院、办公室和其他环境中,专业人员面临着在公共场所访问和分享敏感内容的挑战。随着平板电脑越来越多地应用于工作环境,探索适合平板电脑在动态移动工作流程中使用的隐私保护方法非常重要。在本研究中,我们考虑如何利用空间信息以自然的方式支持个人和协作工作,同时尊重数据隐私。我们提出了一种距离感知平板电脑的概念验证实现,以及为这种平板电脑设计的一系列隐私通知和控制机制。一项用户研究的结果支持了人际距离和取向可以用来调解平板电脑界面隐私管理的观点。为隐私威胁通知和响应选择特定的设计是高度依赖于上下文的——例如,在医疗保健领域,首要任务是不妨碍信息的流畅交换。
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引用次数: 4
Face-to-Face Matters: Inspirations from the Human Library 面对面的问题:来自人类图书馆的启示
IF 1.6 Q3 Computer Science Pub Date : 2015-07-01 DOI: 10.4018/ijmhci.2015070103
C. Jackson, Yun Huang, Abby S. Kasowitz-Scheer
This study describes new features for a mobile application designed to initiate face-to-face communication. While many mobile applications are designed to facilitate digitally mediated relationships e.g., Facebook, Twitter between previously known parties, systems focused on initiating face-to-face communication are less popular. The authors' mobile application takes inspiration from a Human Library event where participants come together to share stories with previously unknown persons. Through survey and interviews the authors describe new features of a mobile application to mediate face-to-face meetups. In the next phase of research the authors plan to implement those features and conduct additional user studies on our mobile application with the goal of increasing adoption.
这项研究描述了一个旨在发起面对面交流的移动应用程序的新功能。虽然许多移动应用程序旨在促进数字媒介关系,例如Facebook, Twitter,但专注于发起面对面交流的系统不太受欢迎。作者的移动应用程序从人类图书馆活动中获得灵感,参与者聚集在一起与以前不认识的人分享故事。通过调查和访谈,作者描述了移动应用程序的新功能,以调解面对面的会面。在下一阶段的研究中,作者计划实现这些功能,并在我们的移动应用程序上进行额外的用户研究,以提高采用率。
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引用次数: 12
Out of Work, Out of Mind?: Smartphone Use and Work-Life Boundaries 没工作就没心情?:智能手机的使用和工作与生活的界限
IF 1.6 Q3 Computer Science Pub Date : 2015-07-01 DOI: 10.4018/ijmhci.2015070105
Emily Collins, A. Cox, Ruby Wootton
Smartphones are now ubiquitous and valuable in many professions and yet have also been blamed for creating an 'always on' culture, blurring boundaries between work and home. Research has shown that checking e-mails out-of-hours via computer makes workers feel more overloaded with work but also increases their sense of coping. A total of 94 participants completed a survey exploring whether the same pattern would emerge for accessing e-mail on smartphones, showing that those who use smartphones for work e-mail experienced lower levels of overload, but not coping, and push notifications were associated with greater use of smartphones for e-mail. However, there were no significant correlations between coping or overload and e-mail use or quantity, suggesting that lower overload is not due to the ability to processes or read more e-mails outside of work.
智能手机现在在许多行业中无处不在,也很有价值,但它也被指责造成了一种“永远在线”的文化,模糊了工作和家庭之间的界限。研究表明,在非工作时间通过电脑查看电子邮件会让员工感到工作压力更大,但也会增强他们的应对意识。共有94名参与者完成了一项调查,以探索在智能手机上收发电子邮件是否也会出现同样的模式。调查显示,使用智能手机收发工作邮件的人超载程度较低,但无法应对,推送通知与使用智能手机收发电子邮件的人更多有关。然而,处理或过载与电子邮件使用或数量之间没有显著的相关性,这表明较低的过载并不是因为有能力在工作之外处理或阅读更多的电子邮件。
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引用次数: 18
Participatory Design: How to Engage Older Adults in Participatory Design Activities 参与式设计:如何让老年人参与参与式设计活动
IF 1.6 Q3 Computer Science Pub Date : 2015-07-01 DOI: 10.4018/IJMHCI.2015070106
Lilit Hakobyan, J. Lumsden, D. O’Sullivan
Ongoing advances in mobile technologies have the potential to improve independence and quality of life of older adults by supporting the delivery of personalised and ubiquitous healthcare solutions. The authors are actively engaged in participatory, user-focused research to create a mobile assistive healthcare-related intervention for persons with age-related macular degeneration AMD: the authors report here on our participatory research in which participatory design PD has been positively adopted and adapted for the design of our mobile assistive technology. The authors discuss their work as a case study in order to outline the practicalities and highlight the benefits of participatory research for the design of technology for and importantly with older adults. The authors argue it is largely impossible to achieve informed and effective design and development of healthcare-related technologies without employing participatory approaches, and outline recommendations for engaging in participatory design with older adults with impairments based on practical experience.
移动技术的不断进步有可能通过支持提供个性化和无处不在的医疗保健解决方案来提高老年人的独立性和生活质量。作者积极参与以用户为中心的参与性研究,为年龄相关性黄斑变性AMD患者创建一种移动辅助医疗保健相关干预措施:作者在这里报告了我们的参与性研究,其中参与性设计PD已被积极采用并适应于我们的移动辅助技术的设计。作者讨论了他们的工作作为一个案例研究,以概述实用性,并强调参与性研究对老年人技术设计的好处。这组作者认为,如果不采用参与性方法,基本上不可能实现医疗保健相关技术的知情和有效的设计和开发,并根据实际经验概述了对有残疾的老年人进行参与性设计的建议。
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引用次数: 27
BioCrystal: An Ambient Tool for Emotion and Communication 生物晶体:情感和交流的环境工具
IF 1.6 Q3 Computer Science Pub Date : 2015-07-01 DOI: 10.4018/ijmhci.2015070102
A. Roseway, Yuliya Lutchyn, Paul Johns, Elizabeth D. Mynatt, M. Czerwinski
In this paper the authors present the BioCrystal-a biofeedback device that uses physiological data to evaluate user's affective states in real-time and signals the states via an ambient display. The authors evaluated the BioCrystal during a 2-week, in situ multi-method study during which ten users collected over 115 hours of usable data. Users' comments suggested high utility of such a biofeedback device for self-awareness, stress-management and interpersonal communication. Quantitative data confirmed that the BioCrystal met the criteria of an ambient display, and significantly improved users' ability to control their stress. The authors discuss practical applications and suggest directions for future development.
在本文中,作者介绍了bicrystal——一种生物反馈设备,它使用生理数据来实时评估用户的情感状态,并通过环境显示器发出状态信号。作者在为期两周的现场多方法研究中对bicrystal进行了评估,在此期间,10名用户收集了超过115小时的可用数据。用户的评论表明,这种生物反馈装置在自我意识、压力管理和人际沟通方面具有很高的实用性。定量数据证实,BioCrystal符合环境显示器的标准,并显著提高了用户控制压力的能力。作者讨论了实际应用,并提出了未来的发展方向。
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引用次数: 29
Which Way is Up?: How Locative Media May Enhance Sense of Place 哪条路是上?:定位媒体如何增强地方感
IF 1.6 Q3 Computer Science Pub Date : 2015-07-01 DOI: 10.4018/ijmhci.2015070104
Glen Farrelly
Despite the growing prominence of locative media, its potential influence on our relationships to our places has not been well understood. Based on previous studies, this paper argues that locative media can affect our spatial relationships in various ways and thereby improve our sense of place. To understand how this can be accomplished it is important to examine the features and affordances of the medium along with user practices and outcomes in relation to place. A brief history of locative media is offered to demonstrate a progression from an early focus on wayfinding to current applications that offer a variety of place-related experiences. Subsequent sections outline four qualities about locative media that combine to differentiate it from other media in regards to place, which are its interactivity, reach, mobility, and vocality. The possible user outcomes of social navigation, autobiographical insideness, defamiliarization and refamiliarlization, and spatial interaction are examined as ways in which locative media can enhance sense of place.
尽管位置媒体日益突出,但它对我们与地点关系的潜在影响还没有得到很好的理解。基于以往的研究,本文认为位置媒体可以通过多种方式影响我们的空间关系,从而提高我们的地方感。要理解如何实现这一点,重要的是要检查媒体的特性和功能,以及与位置相关的用户实践和结果。本文简要介绍了定位媒体的发展历程,从早期专注于寻路到现在提供各种与地点相关体验的应用。接下来的部分概述了关于位置媒体的四个品质,这些品质结合在一起,使其与其他媒体在地点方面有所区别,即交互性、覆盖面、移动性和声音性。社会导航、自传式内部性、陌生化和再陌生化以及空间互动等可能的用户结果作为定位媒体增强地方感的方式进行了研究。
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引用次数: 5
Biomechanics of Front and Back-of-Tablet Pointing with Grasping Hands 抓握手前后指片的生物力学
IF 1.6 Q3 Computer Science Pub Date : 2015-04-01 DOI: 10.4018/ijmhci.2015040103
Katrin Wolf, Markus Schneider, John Mercouris, Christopher-Eyk Hrabia
Considering the kinematic model of the hand allows for deeper understanding of target selection on the front and on the back of tablets. The authors found that the position where the thumb and fingers are naturally hovering when the device is held results in shortest target selection times. The authors broaden our understanding of that ergonomic optimum by analyzing the touch data as well as 3D data. That allows us to model the entire hand pose including finger angles, thumb angles, and orientation. The authors show how target acquisition with grasping hands is realized through bending the joints of the digits. For targets located very close to the palm of the grasping hand, the digit joints have to be bent till their limit, which is a less ergonomic motion that therefore requires longer selection times than pointing at targets with relaxed digits that are further away.
考虑到手的运动学模型,可以更深入地了解平板电脑正面和背面的目标选择。作者发现,当手持设备时,拇指和其他手指自然悬停的位置可以使目标选择时间最短。作者通过分析触摸数据和3D数据,拓宽了我们对人体工程学优化的理解。这使我们能够模拟整个手的姿势,包括手指的角度,拇指的角度和方向。作者展示了如何通过弯曲手指关节来实现抓握手的目标获取。对于距离手掌很近的目标,手指关节必须弯曲到极限,这是一个不太符合人体工程学的运动,因此需要更长的选择时间,而不是用放松的手指指向更远的目标。
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引用次数: 11
The Intention to Use Mobile Digital Library Technology: A Focus Group Study in the United Arab Emirates 使用移动数字图书馆技术的意图:阿拉伯联合酋长国的焦点小组研究
IF 1.6 Q3 Computer Science Pub Date : 2015-04-01 DOI: 10.4018/ijmhci.2015040102
S. Alfaresi, K. Hone
This paper presents a qualitative study on student adoption of mobile library technology in a developing world context. The findings support the applicability of a number of existing constructs from the technology acceptance literature, such as perceived ease of use, social influence and trust. However, they also suggest the need to modify some adoption factors previously found in the literature to fit the specific context of mobile library adoption. Perceived value was found to be a more relevant overarching adoption factor than perceived usefulness for this context. Facilitating conditions were identified as important but these differed somewhat from those covered in earlier literature. The research also uncovered the importance of trialability for this type of application. The findings provide a basis for improving theory in the area of mobile library adoption and suggest a number of practical design recommendations to help designers of mobile library technology to create applications that meet user needs.
本文对发展中国家的学生采用移动图书馆技术进行了定性研究。研究结果支持了技术接受文献中一些现有结构的适用性,如感知易用性、社会影响力和信任。然而,他们也建议需要修改先前在文献中发现的一些采用因素,以适应移动图书馆采用的具体背景。在这种情况下,感知价值被发现是比感知有用性更相关的首要采用因素。便利条件被认为是重要的,但这些条件与早期文献中所涵盖的条件有所不同。该研究还揭示了这类应用程序的可试验性的重要性。研究结果为改进移动图书馆采用领域的理论提供了基础,并提出了一些实用的设计建议,以帮助移动图书馆技术的设计者创建满足用户需求的应用程序。
{"title":"The Intention to Use Mobile Digital Library Technology: A Focus Group Study in the United Arab Emirates","authors":"S. Alfaresi, K. Hone","doi":"10.4018/ijmhci.2015040102","DOIUrl":"https://doi.org/10.4018/ijmhci.2015040102","url":null,"abstract":"This paper presents a qualitative study on student adoption of mobile library technology in a developing world context. The findings support the applicability of a number of existing constructs from the technology acceptance literature, such as perceived ease of use, social influence and trust. However, they also suggest the need to modify some adoption factors previously found in the literature to fit the specific context of mobile library adoption. Perceived value was found to be a more relevant overarching adoption factor than perceived usefulness for this context. Facilitating conditions were identified as important but these differed somewhat from those covered in earlier literature. The research also uncovered the importance of trialability for this type of application. The findings provide a basis for improving theory in the area of mobile library adoption and suggest a number of practical design recommendations to help designers of mobile library technology to create applications that meet user needs.","PeriodicalId":43100,"journal":{"name":"International Journal of Mobile Human Computer Interaction","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2015-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88070452","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}
引用次数: 13
It's Time There Was an App for That Too: A Usability Study of Mobile Timebanking 手机时间银行的可用性研究:是时候有这样的应用了
IF 1.6 Q3 Computer Science Pub Date : 2015-04-01 DOI: 10.4018/ijmhci.2015040101
Kyungsik Han, Patrick C. Shih, V. Bellotti, John Millar Carroll
Timebanking refers to community-based volunteering in which participants provide and receive services in exchange for time credits. Although timebanking takes advantage of web technologies, the lack of flexibility in managing web-based timebanking transactions and the difficulty of attracting younger adults whose contributions would be highly valuable to the community still remain as major challenges. The authors' design research attempts to address these issues by leveraging the unique affordances of smartphones and their attractiveness to young adults. In this paper, the authors introduce a timebanking smartphone application and present a 5-week user study with 32 young adults. The results highlight the potential of timebanking for young population with an application that facilitates access to communications and transaction-management activities, and strengthens social connection and the sense of community attachment. The authors in particular present new affordances of smartphone technology on timebanking, including (1) transaction time reduction, (2) location and time-sensitive timebanking activity support, and (3) real-time coordination. The authors discuss design challenges and opportunities of smartphone-based timebanking.
时间银行是指以社区为基础的志愿活动,参与者提供和接受服务以换取时间信用。虽然时间银行利用了网络技术,但是管理基于网络的时间银行交易缺乏灵活性,以及难以吸引对社区有高度价值贡献的年轻人,仍然是主要的挑战。作者的设计研究试图通过利用智能手机的独特功能及其对年轻人的吸引力来解决这些问题。在本文中,作者介绍了一款时间银行智能手机应用程序,并对32名年轻人进行了为期5周的用户研究。研究结果突出了时间银行对年轻人的潜力,这一应用程序有助于获得通信和交易管理活动,并加强社会联系和社区归属感。作者特别介绍了智能手机技术在时间银行方面的新功能,包括(1)减少交易时间,(2)支持位置和时间敏感的时间银行活动,以及(3)实时协调。作者讨论了基于智能手机的时间银行的设计挑战和机遇。
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引用次数: 41
Revolutionary and Evolutionary Technology Design Processes in Location-Based Interactions 基于位置交互的革命性和进化技术设计过程
IF 1.6 Q3 Computer Science Pub Date : 2015-01-01 DOI: 10.4018/ijmhci.2015010104
E. FitzGerald, A. Adams
Development and deployment of location-based systems is a key consideration in the design of new mobile technologies. Critical to the design process is to understand and manage the expectations of stakeholders including funders, research partners and end users for these systems. In particular, the way in which expectations impact upon technology development choices between small-scale, 'high tech' innovations or larger scalable solutions. This paper describes the differences in a revolutionary design process for 'high tech' prototypes or catwalk technologies versus an evolutionary design process for scalable or pret-a-porter systems, as exemplified in two location-based mobile interaction case studies. One case study exemplifies a revolutionary design process and resultant system, and the other an evolutionary design process and system. The use of these case studies is a clear natural progression from the paper that first described the concept of 'catwalk technologies' Adams et al, 2013, which itself drew upon research that used mobile devices for outdoor 'in the wild' locations. This paper presents a set list of fifteen heuristic guidelines based upon an analysis of these case studies. These heuristics present characteristics and key differences between the two types of design process. This paper provides a key reference point for researchers, developers and the academic community as a whole, when defining a project rationale for designing and developing technical systems. In addition, we refer to the role of the researcher/research team in terms of guiding and managing stakeholder and research team expectations and how this relates to the planning and deployment of catwalk or pret-i-porter technologies. Lastly, we state how this research has vital implications for planning and enacting interventions and sequences of interactions with stakeholders and, crucially, in the planning of future research projects.
基于位置的系统的开发和部署是设计新的移动技术的关键考虑因素。设计过程的关键是理解和管理利益相关者(包括资助者、研究合作伙伴和最终用户)对这些系统的期望。特别是,在小规模的“高科技”创新或更大的可扩展解决方案之间,期望对技术开发选择的影响方式。本文描述了“高科技”原型或t台技术的革命性设计过程与可扩展或预制搬运系统的进化设计过程的区别,如两个基于位置的移动交互案例研究所示。一个案例研究举例说明了一个革命性的设计过程和由此产生的系统,另一个案例研究举例说明了一个进化的设计过程和系统。这些案例研究的使用是Adams等人2013年首次描述“t台技术”概念的论文的一个明显的自然进展,该论文本身借鉴了在户外“野外”地点使用移动设备的研究。本文在分析这些案例研究的基础上,提出了一套15条启发式准则。这些启发式展示了两种设计过程的特点和关键区别。本文为研究人员、开发人员和整个学术界在定义设计和开发技术系统的项目原理时提供了一个关键的参考点。此外,我们还提到了研究人员/研究团队在指导和管理利益相关者和研究团队期望方面的作用,以及这与t台或预制搬运工技术的规划和部署之间的关系。最后,我们陈述了这项研究如何对规划和制定干预措施以及与利益相关者的互动顺序,以及至关重要的是,对未来研究项目的规划具有重要意义。
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引用次数: 2
期刊
International Journal of Mobile Human Computer Interaction
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