Pub Date : 2016-01-01DOI: 10.4018/IJMHCI.2016010101
Wing Ho Andy Li, Hongbo Fu, Kening Zhu
The authors present BezelCursor, a novel one-handed thumb interaction technique for target acquisition on mobile touch screens of various sizes. Their technique combines bezel-initiated interaction and pointing gesture to solve the problem of limited screen accessibility afforded by the thumb. With a fixed, comfortable grip of a mobile touch device, a user may employ the tool to easily and quickly access a target located anywhere on the screen, using a single fluid action. Unlike the existing technologies, the authors' technique requires no explicit mode switching to invoke and can be smoothly used together with commonly adopted interaction styles such as direct touch and dragging. Their user study shows that BezelCursor requires less grip adjustment, and is more accurate or faster than the state-of-the-art techniques when using a fixed secure grip.
{"title":"BezelCursor: Bezel-Initiated Cursor for One-Handed Target Acquisition on Mobile Touch Screens","authors":"Wing Ho Andy Li, Hongbo Fu, Kening Zhu","doi":"10.4018/IJMHCI.2016010101","DOIUrl":"https://doi.org/10.4018/IJMHCI.2016010101","url":null,"abstract":"The authors present BezelCursor, a novel one-handed thumb interaction technique for target acquisition on mobile touch screens of various sizes. Their technique combines bezel-initiated interaction and pointing gesture to solve the problem of limited screen accessibility afforded by the thumb. With a fixed, comfortable grip of a mobile touch device, a user may employ the tool to easily and quickly access a target located anywhere on the screen, using a single fluid action. Unlike the existing technologies, the authors' technique requires no explicit mode switching to invoke and can be smoothly used together with commonly adopted interaction styles such as direct touch and dragging. Their user study shows that BezelCursor requires less grip adjustment, and is more accurate or faster than the state-of-the-art techniques when using a fixed secure grip.","PeriodicalId":43100,"journal":{"name":"International Journal of Mobile Human Computer Interaction","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2016-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83048077","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}
Pub Date : 2016-01-01DOI: 10.4018/IJMHCI.2016010102
C. V. Wangenheim, Talita A. Witt, A. Borgatto, Juliane Vargas Nunes, T. Lacerda, Caroline Krone, Laís de Oliveira Souza
Mobile phones are becoming the most widespread personal consumer device. Yet, offering mobile access anywhere, anytime for anybody poses new challenges to usability. So far there is little research on how to customize usability heuristics to the specific characteristics of mobile phone applications. Therefore, this article presents a set of tailored usability heuristics based on a systematic literature review. In order to facilitate the usage of these heuristics, the authors design and validate a measurement instrument checklist and scale. The checklist has been validated through an empirical study in which the results of 247 heuristic evaluations have been statistically analyzed using Item Response Theory. Based on the results, the measurement items have been calibrated and a standardized measurement scale has been constructed. The results can be used to measure usability of mobile phone applications from early on in the design process, and, thus, facilitate evaluations in a cost-effective way.
{"title":"A Usability Score for Mobile Phone Applications Based on Heuristics","authors":"C. V. Wangenheim, Talita A. Witt, A. Borgatto, Juliane Vargas Nunes, T. Lacerda, Caroline Krone, Laís de Oliveira Souza","doi":"10.4018/IJMHCI.2016010102","DOIUrl":"https://doi.org/10.4018/IJMHCI.2016010102","url":null,"abstract":"Mobile phones are becoming the most widespread personal consumer device. Yet, offering mobile access anywhere, anytime for anybody poses new challenges to usability. So far there is little research on how to customize usability heuristics to the specific characteristics of mobile phone applications. Therefore, this article presents a set of tailored usability heuristics based on a systematic literature review. In order to facilitate the usage of these heuristics, the authors design and validate a measurement instrument checklist and scale. The checklist has been validated through an empirical study in which the results of 247 heuristic evaluations have been statistically analyzed using Item Response Theory. Based on the results, the measurement items have been calibrated and a standardized measurement scale has been constructed. The results can be used to measure usability of mobile phone applications from early on in the design process, and, thus, facilitate evaluations in a cost-effective way.","PeriodicalId":43100,"journal":{"name":"International Journal of Mobile Human Computer Interaction","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2016-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88775814","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}
Pub Date : 2016-01-01DOI: 10.4018/IJMHCI.2016010103
Dhaval Vyas, Alexander Kröner, A. Nijholt
In addition to functional and technological features, the role of augmented objects should also be seen in terms of how effectively they fit into the everyday practices of users and how they enhance users' experiences. In this article, the authors introduce a low-tech, internet-of-things technology called CAM Cooperative Artefact Memory that is used as a collaborative tool in design studio environments. CAM works as an object memory technology and allows industrial and product designers to collaboratively store relevant information onto their physical design objects, such as sketches, collages, storyboards, and physical mock-ups in the form of messages, annotations and external web links. In the context of this study, CAM serves as an important probing device to understand designers' interaction and experiences with augmented design objects, in their natural environment. The authors carried out a small-scale field trial of CAM in an academic design studio, over three student design projects. In this article, they discuss the findings of their field trial and show how CAM was used by the participants, how it was integrated into the design process and how it was appropriated for different purposes. The authors also found that CAM supported coordination and awareness within the design teams, yet its serendipitous and asynchronous nature facilitated creative and playful interactions between team members. In general, the results show how CAM transformed mundane design objects into "smart" objects that made the creative and playful side of cooperative design visible.
{"title":"From Mundane to Smart: Exploring Interactions with 'Smart' Design Objects","authors":"Dhaval Vyas, Alexander Kröner, A. Nijholt","doi":"10.4018/IJMHCI.2016010103","DOIUrl":"https://doi.org/10.4018/IJMHCI.2016010103","url":null,"abstract":"In addition to functional and technological features, the role of augmented objects should also be seen in terms of how effectively they fit into the everyday practices of users and how they enhance users' experiences. In this article, the authors introduce a low-tech, internet-of-things technology called CAM Cooperative Artefact Memory that is used as a collaborative tool in design studio environments. CAM works as an object memory technology and allows industrial and product designers to collaboratively store relevant information onto their physical design objects, such as sketches, collages, storyboards, and physical mock-ups in the form of messages, annotations and external web links. In the context of this study, CAM serves as an important probing device to understand designers' interaction and experiences with augmented design objects, in their natural environment. The authors carried out a small-scale field trial of CAM in an academic design studio, over three student design projects. In this article, they discuss the findings of their field trial and show how CAM was used by the participants, how it was integrated into the design process and how it was appropriated for different purposes. The authors also found that CAM supported coordination and awareness within the design teams, yet its serendipitous and asynchronous nature facilitated creative and playful interactions between team members. In general, the results show how CAM transformed mundane design objects into \"smart\" objects that made the creative and playful side of cooperative design visible.","PeriodicalId":43100,"journal":{"name":"International Journal of Mobile Human Computer Interaction","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2016-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80597916","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}
Pub Date : 2016-01-01DOI: 10.4018/IJMHCI.2016010104
Shang Gao, J. Krogstie, Zhe Zang
This research examines the potential factors which influence users' intention to play mobile games. Through the employment of structural equation modeling technology, a research model extending the technology acceptance model TAM with flow experience and social norms is proposed. This research model was empirically evaluated using survey data collected from 565 users in the largest city in central China. And eleven research hypotheses were proposed. Eight hypotheses were positively supported on a significant level, while three hypotheses were rejected in this study. The result indicated that attitude and flow experience explained about 66% of users' intention to play mobile games. It was found that social norms did not have a direct effect on the intention to play a mobile game. However, it affected the attitude directly. In addition, flow experience, perceived ease of use and perceived usefulness all had direct effects on users' attitudes toward playing a mobile game. The research findings demonstrated that flow experience play an important role in the adoption of mobile games.
{"title":"The Effect of Flow Experience and Social Norms on the Adoption of Mobile Games in China","authors":"Shang Gao, J. Krogstie, Zhe Zang","doi":"10.4018/IJMHCI.2016010104","DOIUrl":"https://doi.org/10.4018/IJMHCI.2016010104","url":null,"abstract":"This research examines the potential factors which influence users' intention to play mobile games. Through the employment of structural equation modeling technology, a research model extending the technology acceptance model TAM with flow experience and social norms is proposed. This research model was empirically evaluated using survey data collected from 565 users in the largest city in central China. And eleven research hypotheses were proposed. Eight hypotheses were positively supported on a significant level, while three hypotheses were rejected in this study. The result indicated that attitude and flow experience explained about 66% of users' intention to play mobile games. It was found that social norms did not have a direct effect on the intention to play a mobile game. However, it affected the attitude directly. In addition, flow experience, perceived ease of use and perceived usefulness all had direct effects on users' attitudes toward playing a mobile game. The research findings demonstrated that flow experience play an important role in the adoption of mobile games.","PeriodicalId":43100,"journal":{"name":"International Journal of Mobile Human Computer Interaction","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2016-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72550812","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}
Pub Date : 2015-10-01DOI: 10.4018/IJMHCI.2015100102
Karim Said, Ravi Kuber, Emma Murphy
In this paper, the authors describe a novel design alternative to the traditional PIN-based user authentication process, through the selection of a sequence of abstract sounds. The authors conducted two studies as part of the research. The first study examines a user's ability to discriminate between sounds based on the manipulation of various sound characteristics. Results highlighted the benefits of timbre and spatial positioning as differentiators. They also found manipulations of pitch, rhythm, and spatial position further compliment a capacity for discerning between sounds. Using findings from the first study, they conducted a second study, which examined the usability of a sound-based authentication interface, AudioAuth. Finally, the authors conducted retrospective interviews with study participants to investigate the potential applicability of AudioAuth design concepts in a mobile context. The authors' insights gained from the research, including methodological lessons, offer guidance to interface designers interested in exploiting the potential of abstract sounds to support the user authentication workflows.
{"title":"AudioAuth: Exploring the Design and Usability of a Sound-Based Authentication System","authors":"Karim Said, Ravi Kuber, Emma Murphy","doi":"10.4018/IJMHCI.2015100102","DOIUrl":"https://doi.org/10.4018/IJMHCI.2015100102","url":null,"abstract":"In this paper, the authors describe a novel design alternative to the traditional PIN-based user authentication process, through the selection of a sequence of abstract sounds. The authors conducted two studies as part of the research. The first study examines a user's ability to discriminate between sounds based on the manipulation of various sound characteristics. Results highlighted the benefits of timbre and spatial positioning as differentiators. They also found manipulations of pitch, rhythm, and spatial position further compliment a capacity for discerning between sounds. Using findings from the first study, they conducted a second study, which examined the usability of a sound-based authentication interface, AudioAuth. Finally, the authors conducted retrospective interviews with study participants to investigate the potential applicability of AudioAuth design concepts in a mobile context. The authors' insights gained from the research, including methodological lessons, offer guidance to interface designers interested in exploiting the potential of abstract sounds to support the user authentication workflows.","PeriodicalId":43100,"journal":{"name":"International Journal of Mobile Human Computer Interaction","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80811975","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}
Pub Date : 2015-10-01DOI: 10.4018/IJMHCI.2015100104
Liam O'Sullivan, L. Picinali, Andrea Gerino, D. Cawthorne
Tactile surfaces can display information in a variety of applications for all users, but can be of particular benefit to blind and visually impaired individuals. One example is the use of paper-based tactile maps as navigational aids for interior and exterior spaces; visually impaired individuals may use these to practice and learn a route prior to journeying. The addition of an interactive auditory display can enhance such interfaces by providing additional information. This article presents a prototype system which tracks the actions of a user's hands over a tactile surface and responds with sonic feedback. The initial application is an Audio-Tactile Map ATM; the auditory display provides verbalised information as well as environmental sounds useful for navigation. Two versions of the interface are presented; a desktop version intended as a large-format information point and a mobile version which uses a tablet computer overlain with tactile paper. Details of these implementations are provided, including observations drawn from the participation of a partially-sighted individual in the design process. A usability test with five visually impaired subjects also gives a favourable assessment of the mobile version.
{"title":"A Prototype Audio-Tactile Map System with an Advanced Auditory Display","authors":"Liam O'Sullivan, L. Picinali, Andrea Gerino, D. Cawthorne","doi":"10.4018/IJMHCI.2015100104","DOIUrl":"https://doi.org/10.4018/IJMHCI.2015100104","url":null,"abstract":"Tactile surfaces can display information in a variety of applications for all users, but can be of particular benefit to blind and visually impaired individuals. One example is the use of paper-based tactile maps as navigational aids for interior and exterior spaces; visually impaired individuals may use these to practice and learn a route prior to journeying. The addition of an interactive auditory display can enhance such interfaces by providing additional information. This article presents a prototype system which tracks the actions of a user's hands over a tactile surface and responds with sonic feedback. The initial application is an Audio-Tactile Map ATM; the auditory display provides verbalised information as well as environmental sounds useful for navigation. Two versions of the interface are presented; a desktop version intended as a large-format information point and a mobile version which uses a tablet computer overlain with tactile paper. Details of these implementations are provided, including observations drawn from the participation of a partially-sighted individual in the design process. A usability test with five visually impaired subjects also gives a favourable assessment of the mobile version.","PeriodicalId":43100,"journal":{"name":"International Journal of Mobile Human Computer Interaction","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84794523","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}
Pub Date : 2015-10-01DOI: 10.4018/IJMHCI.2015100101
S. McLoone, Rudi C. Villing, Simon O'Keeffe
Classroom assessment techniques CATs are ungraded activities in a classroom setting that provide feedback to the teacher and to the students themselves, on the current state of student learning and understanding, which can subsequently drive corrective actions where necessary. Student response systems SRSs provide a technological solution for CATs whereby students can respond anonymously and instructors can provide instant feedback. However, existing systems have tended to suffer from constrained input, limiting the quality of the student responses. In particular, existing SRSs typically only employ well known form based input metaphors such as the multiple-choice selection and text-box input. These input types are not well suited to responses that require significant graphic or symbolic elements such as equations, circuit diagrams, and other drawings. These SRSs also have logistical issues in relation to portability and ownership of the equipment. In this paper, the authors present an SRS designed from the ground up to support CATs with freeform input to fulfil the needs of the science, technology, engineering and mathematics STEM classroom, though the solution is applicable to any learning environment in which freeform input is valuable. To mitigate logistical issues, the solution employs touch based Android tablets and smart phones commonly owned by students and a freely downloadable student app. This paper details the design of teacher and student interaction, including instructor preparation prior to class. The authors also examine some of the issues surrounding freeform graphic and symbolic input on a range of device form factors and the particular solutions that they found effective. A summary of their ongoing evaluation of this system is also outlined within.
{"title":"Using Mobile Touch Devices to Provide Flexible Classroom Assessment Techniques","authors":"S. McLoone, Rudi C. Villing, Simon O'Keeffe","doi":"10.4018/IJMHCI.2015100101","DOIUrl":"https://doi.org/10.4018/IJMHCI.2015100101","url":null,"abstract":"Classroom assessment techniques CATs are ungraded activities in a classroom setting that provide feedback to the teacher and to the students themselves, on the current state of student learning and understanding, which can subsequently drive corrective actions where necessary. Student response systems SRSs provide a technological solution for CATs whereby students can respond anonymously and instructors can provide instant feedback. However, existing systems have tended to suffer from constrained input, limiting the quality of the student responses. In particular, existing SRSs typically only employ well known form based input metaphors such as the multiple-choice selection and text-box input. These input types are not well suited to responses that require significant graphic or symbolic elements such as equations, circuit diagrams, and other drawings. These SRSs also have logistical issues in relation to portability and ownership of the equipment. In this paper, the authors present an SRS designed from the ground up to support CATs with freeform input to fulfil the needs of the science, technology, engineering and mathematics STEM classroom, though the solution is applicable to any learning environment in which freeform input is valuable. To mitigate logistical issues, the solution employs touch based Android tablets and smart phones commonly owned by students and a freely downloadable student app. This paper details the design of teacher and student interaction, including instructor preparation prior to class. The authors also examine some of the issues surrounding freeform graphic and symbolic input on a range of device form factors and the particular solutions that they found effective. A summary of their ongoing evaluation of this system is also outlined within.","PeriodicalId":43100,"journal":{"name":"International Journal of Mobile Human Computer Interaction","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78272525","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}
Pub Date : 2015-10-01DOI: 10.4018/IJMHCI.2015100105
Paulina Piasek, K. Irving, A. Smeaton
In the absence of a medical cure for some forms of memory loss caused by dementia, new technologies specialised in pervasive image recording are being incorporated into practical interventions. Lifelogging is the digital capture of life experiences typically using mobile devices such as SenseCam. This lightweight wearable digital camera passively captures up to 3,000 images a day. Lifelogging results in personal, recent visual prompts, potentially encouraging the sharing of personal memories. The authors' research investigated the incorporation of lifelogging technology into a therapeutic approach to support people with dementia by using the case study method, an exploratory and descriptive approach. SenseCam therapy aimed to stimulate the cognition of a person with dementia, with maintenance of their personal identity as its primary goal. There is limited literature on practical recommendations on how to use lifelogging devices and their effect on people with dementia. The results from the authors' research indicate a number of factors that should be considered when using lifelogging technology with people with dementia. This paper explores the boundaries to the benefits of using lifelogging technology for identity maintenance in dementia. Implications of not working within these boundaries show clear potential for risk of undermining the human rights and potentially the wellbeing of people with dementia.
{"title":"Exploring Boundaries to the Benefits of Lifelogging for Identity Maintenance for People with Dementia","authors":"Paulina Piasek, K. Irving, A. Smeaton","doi":"10.4018/IJMHCI.2015100105","DOIUrl":"https://doi.org/10.4018/IJMHCI.2015100105","url":null,"abstract":"In the absence of a medical cure for some forms of memory loss caused by dementia, new technologies specialised in pervasive image recording are being incorporated into practical interventions. Lifelogging is the digital capture of life experiences typically using mobile devices such as SenseCam. This lightweight wearable digital camera passively captures up to 3,000 images a day. Lifelogging results in personal, recent visual prompts, potentially encouraging the sharing of personal memories. The authors' research investigated the incorporation of lifelogging technology into a therapeutic approach to support people with dementia by using the case study method, an exploratory and descriptive approach. SenseCam therapy aimed to stimulate the cognition of a person with dementia, with maintenance of their personal identity as its primary goal. There is limited literature on practical recommendations on how to use lifelogging devices and their effect on people with dementia. The results from the authors' research indicate a number of factors that should be considered when using lifelogging technology with people with dementia. This paper explores the boundaries to the benefits of using lifelogging technology for identity maintenance in dementia. Implications of not working within these boundaries show clear potential for risk of undermining the human rights and potentially the wellbeing of people with dementia.","PeriodicalId":43100,"journal":{"name":"International Journal of Mobile Human Computer Interaction","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83112280","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}
Pub Date : 2015-10-01DOI: 10.4018/IJMHCI.2015100103
E. Jennings, Mark Roddy, Alec Leckey, Guy Feigenblat
Mobile and social computing is rapidly evolving towards a deeper integration with the physical world due to the proliferation of smart connected objects. It is widely acknowledged that involving end users in the design, development and evaluation of applications that function within the resulting complex socio-technical systems is crucial. However, reliable methods for managing evaluation of medium fidelity prototypes, whose utility is often dependent on rich data sets and/or the presence of multiple users simultaneously engaging in multiple activities, have not yet emerged. The authors report on the use of scripted role-play as an experimental approach applied in a mixed-methods evaluation of early prototypes of a suite of professional networking applications targeting a conference attendance scenario. Their evaluation was significantly constrained by the limited availability of a small cohort of end users for a relatively short period of time, which pose a challenge to define interactions that would ensure these users could experience and understand the novel application features. The authors observed that participatory role-play facilitated deeper user engagement with, exploration of, and discussion about, the mobile social applications than would have been possible with traditional usability approaches given the small user cohort and the time-constrained conditions.
{"title":"Use of Scripted Role-Play in Evaluation of Multiple-User Multiple-Service Mobile Social and Pervasive Systems","authors":"E. Jennings, Mark Roddy, Alec Leckey, Guy Feigenblat","doi":"10.4018/IJMHCI.2015100103","DOIUrl":"https://doi.org/10.4018/IJMHCI.2015100103","url":null,"abstract":"Mobile and social computing is rapidly evolving towards a deeper integration with the physical world due to the proliferation of smart connected objects. It is widely acknowledged that involving end users in the design, development and evaluation of applications that function within the resulting complex socio-technical systems is crucial. However, reliable methods for managing evaluation of medium fidelity prototypes, whose utility is often dependent on rich data sets and/or the presence of multiple users simultaneously engaging in multiple activities, have not yet emerged. The authors report on the use of scripted role-play as an experimental approach applied in a mixed-methods evaluation of early prototypes of a suite of professional networking applications targeting a conference attendance scenario. Their evaluation was significantly constrained by the limited availability of a small cohort of end users for a relatively short period of time, which pose a challenge to define interactions that would ensure these users could experience and understand the novel application features. The authors observed that participatory role-play facilitated deeper user engagement with, exploration of, and discussion about, the mobile social applications than would have been possible with traditional usability approaches given the small user cohort and the time-constrained conditions.","PeriodicalId":43100,"journal":{"name":"International Journal of Mobile Human Computer Interaction","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80585767","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}
Pub Date : 2015-07-01DOI: 10.4018/ijmhci.2015070107
Genovefa Kefalidou, Victoria Shipp, J. Pinchin, A. Dix
On 23rd September 2014 the authors organised a workshop on self-reflection tools and wearable sensors as part of the ACM MobileHCI 2014 Conference in Toronto, Canada. The aim of the workshop was to bring together professionals from different backgrounds to discuss the current adoption of such methodological tools, their challenges and future trends. Examples of own individuals' work were presented where such methodologies had been employed. Hands-on activities enabled us to fine-tune our understanding of those methodologies and unpack new potentials regarding their advantages and limitations. The workshop argued that the potential synthesis of such methodologies in collecting data will contribute to a new form of 'Big Data on-the-go' while introducing ethical, control and management challenges. The workshop revealed interesting opportunities arising from the synergies of sensors and reflection tools with a wide range of applications. Finally, the workshop offered opportunities for experimenting with sensors and reflection tools on site.
{"title":"Enhancing Self-Reflection with Wearable Sensors Workshop: A Commentary on the ACM MobileHCI 2014 Workshop","authors":"Genovefa Kefalidou, Victoria Shipp, J. Pinchin, A. Dix","doi":"10.4018/ijmhci.2015070107","DOIUrl":"https://doi.org/10.4018/ijmhci.2015070107","url":null,"abstract":"On 23rd September 2014 the authors organised a workshop on self-reflection tools and wearable sensors as part of the ACM MobileHCI 2014 Conference in Toronto, Canada. The aim of the workshop was to bring together professionals from different backgrounds to discuss the current adoption of such methodological tools, their challenges and future trends. Examples of own individuals' work were presented where such methodologies had been employed. Hands-on activities enabled us to fine-tune our understanding of those methodologies and unpack new potentials regarding their advantages and limitations. The workshop argued that the potential synthesis of such methodologies in collecting data will contribute to a new form of 'Big Data on-the-go' while introducing ethical, control and management challenges. The workshop revealed interesting opportunities arising from the synergies of sensors and reflection tools with a wide range of applications. Finally, the workshop offered opportunities for experimenting with sensors and reflection tools on site.","PeriodicalId":43100,"journal":{"name":"International Journal of Mobile Human Computer Interaction","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2015-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77288490","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}