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International Journal of Mobile Human Computer Interaction最新文献

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BezelCursor: Bezel-Initiated Cursor for One-Handed Target Acquisition on Mobile Touch Screens BezelCursor:用于移动触摸屏单手目标获取的边框启动光标
IF 1.6 Q3 Computer Science Pub Date : 2016-01-01 DOI: 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.
作者提出了BezelCursor,一种新颖的单手拇指交互技术,用于各种尺寸的移动触摸屏上的目标获取。他们的技术结合了边框启动交互和指向手势,以解决拇指提供的有限屏幕访问问题。使用移动触摸设备的固定、舒适的握把,用户可以使用该工具轻松、快速地访问位于屏幕上任何位置的目标,使用单一的流体动作。与现有的技术不同,作者的技术不需要显式的模式切换来调用,并且可以与通常采用的交互风格(如直接触摸和拖动)一起顺利使用。他们的用户研究表明,BezelCursor需要更少的握把调整,并且在使用固定的安全握把时比最先进的技术更准确或更快。
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引用次数: 0
A Usability Score for Mobile Phone Applications Based on Heuristics 基于启发式的手机应用程序可用性评分
IF 1.6 Q3 Computer Science Pub Date : 2016-01-01 DOI: 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.
移动电话正在成为最普遍的个人消费设备。然而,随时随地为任何人提供移动访问对可用性提出了新的挑战。到目前为止,关于如何根据手机应用的具体特点定制可用性启发式的研究还很少。因此,本文在系统回顾文献的基础上,提出了一套量身定制的可用性启发式方法。为了方便这些启发式的使用,作者设计并验证了测量仪器清单和量表。运用项目反应理论对247个启发式评价结果进行了统计分析,并通过实证研究对清单进行了验证。在此基础上,对测量项目进行了标定,并构建了标准化的测量量表。这些结果可以用于在设计过程的早期测量移动电话应用程序的可用性,并且,因此,以具有成本效益的方式促进评估。
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引用次数: 19
From Mundane to Smart: Exploring Interactions with 'Smart' Design Objects 从平凡到智能:探索与“智能”设计对象的交互
IF 1.6 Q3 Computer Science Pub Date : 2016-01-01 DOI: 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.
除了功能和技术特性之外,增强对象的作用还应该从它们如何有效地融入用户的日常实践以及它们如何增强用户体验的角度来看待。在这篇文章中,作者介绍了一种低技术的物联网技术,称为CAM合作人工记忆,它被用作设计工作室环境中的协作工具。CAM作为一种对象存储技术,允许工业和产品设计师以消息、注释和外部web链接的形式协作将相关信息存储到他们的物理设计对象上,例如草图、拼贴画、故事板和物理模型。在本研究的背景下,CAM作为一种重要的探索手段来理解设计师在自然环境中与增强设计对象的交互和体验。作者在一个学术设计工作室对三个学生设计项目进行了小规模的实地试验。在本文中,他们讨论了现场试验的结果,并展示了参与者如何使用CAM,如何将其集成到设计过程中,以及如何将其用于不同的目的。作者还发现,CAM支持设计团队内部的协调和意识,但其偶然性和异步性促进了团队成员之间的创造性和有趣的互动。总的来说,结果显示CAM如何将平凡的设计对象转化为“智能”对象,使合作设计的创造性和有趣的一面可见。
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引用次数: 8
The Effect of Flow Experience and Social Norms on the Adoption of Mobile Games in China 心流体验和社会规范对中国手机游戏使用的影响
IF 1.6 Q3 Computer Science Pub Date : 2016-01-01 DOI: 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.
本研究探讨了影响用户玩手机游戏意愿的潜在因素。利用结构方程建模技术,提出了一种基于流程经验和社会规范的技术接受模型TAM的扩展研究模型。利用对中国中部最大城市565名用户的调查数据对该研究模型进行了实证评估。并提出了11个研究假设。8个假设在显著水平上得到积极支持,3个假设在本研究中被拒绝。结果表明,态度和心流体验解释了66%的用户玩手机游戏的意愿。研究发现,社交规范对玩手机游戏的意愿没有直接影响。然而,它直接影响了态度。此外,流体验、感知易用性和感知有用性都直接影响着用户对手机游戏的态度。研究结果表明,心流体验在手机游戏的普及过程中发挥着重要作用。
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引用次数: 12
AudioAuth: Exploring the Design and Usability of a Sound-Based Authentication System AudioAuth:探索基于声音的认证系统的设计和可用性
IF 1.6 Q3 Computer Science Pub Date : 2015-10-01 DOI: 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.
在本文中,作者描述了一种新颖的设计替代传统的基于pin的用户认证过程,通过选择一系列抽象声音。作为研究的一部分,作者进行了两项研究。第一项研究考察了用户基于对各种声音特征的操纵来区分声音的能力。结果强调了音色和空间定位作为区分因素的好处。他们还发现,对音高、节奏和空间位置的操纵进一步增强了辨别声音的能力。利用第一项研究的结果,他们进行了第二项研究,研究了基于声音的身份验证界面AudioAuth的可用性。最后,作者对研究参与者进行了回顾性访谈,以调查AudioAuth设计概念在移动环境中的潜在适用性。作者从研究中获得的见解,包括方法论的教训,为有兴趣利用抽象声音的潜力来支持用户身份验证工作流程的界面设计师提供了指导。
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引用次数: 4
A Prototype Audio-Tactile Map System with an Advanced Auditory Display 具有先进听觉显示的听觉触觉地图系统原型
IF 1.6 Q3 Computer Science Pub Date : 2015-10-01 DOI: 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.
触觉表面可以在各种应用中为所有用户显示信息,但对盲人和视障人士尤其有益。一个例子是使用纸质触觉地图作为室内外空间的导航辅助工具;视障人士可以在旅行前使用这些工具来练习和学习路线。交互式听觉显示器的添加可以通过提供附加信息来增强这种接口。本文介绍了一个原型系统,它可以跟踪用户的手在触觉表面上的动作,并以声音反馈做出反应。最初的应用是一个听觉触觉地图ATM;听觉显示提供语言信息以及对导航有用的环境声音。给出了两个版本的接口;一种是桌面版,用作大格式的信息点,另一种是移动版,使用平板电脑覆盖触觉纸。提供了这些实现的细节,包括从一个有部分视力的人参与设计过程中得出的观察结果。对五名视障人士进行的可用性测试也对移动版本给出了有利的评估。
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引用次数: 16
Using Mobile Touch Devices to Provide Flexible Classroom Assessment Techniques 使用移动触摸设备提供灵活的课堂评估技术
IF 1.6 Q3 Computer Science Pub Date : 2015-10-01 DOI: 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.
课堂评估技术cat是在课堂环境中进行的不分级的活动,它向教师和学生自己提供关于学生学习和理解的当前状态的反馈,随后可以在必要时推动纠正措施。学生响应系统srs为cat提供了一种技术解决方案,学生可以匿名响应,教师可以提供即时反馈。然而,现有的系统往往受制于有限的输入,限制了学生回答的质量。特别是,现有的rss通常只使用众所周知的基于表单的输入隐喻,例如多项选择和文本框输入。这些输入类型不太适合需要重要图形或符号元素(如方程式、电路图和其他绘图)的响应。这些SRSs在设备的可携带性和所有权方面也有后勤问题。在本文中,作者提出了一个从头开始设计的SRS,以支持具有自由格式输入的cat,以满足科学,技术,工程和数学STEM课堂的需求,尽管该解决方案适用于任何自由格式输入有价值的学习环境。为了缓解后勤问题,该解决方案采用了基于触摸的Android平板电脑和学生普遍拥有的智能手机,以及一个免费下载的学生应用程序。本文详细介绍了师生互动的设计,包括教师在上课前的准备。作者还研究了围绕各种设备形式因素的自由图形和符号输入的一些问题,以及他们发现有效的特定解决方案。内还概述了它们对这一制度正在进行的评价的摘要。
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引用次数: 7
Exploring Boundaries to the Benefits of Lifelogging for Identity Maintenance for People with Dementia 探索生活记录对痴呆症患者身份维护的益处的界限
IF 1.6 Q3 Computer Science Pub Date : 2015-10-01 DOI: 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.
由于对痴呆症造成的某些形式的记忆丧失缺乏医学治疗,专门用于普及图像记录的新技术正在被纳入实际干预措施。生活记录是对生活经历的数字捕捉,通常使用SenseCam等移动设备。这种轻便的可穿戴数码相机每天可以被动地拍摄多达3000张照片。生活日志的结果是个人的,最近的视觉提示,潜在地鼓励分享个人记忆。作者的研究调查了将生活记录技术纳入一种治疗方法,通过使用案例研究方法,一种探索性和描述性的方法来支持痴呆症患者。SenseCam疗法旨在刺激痴呆症患者的认知能力,以维持他们的个人身份为主要目标。关于如何使用生活记录设备及其对痴呆症患者的影响的实用建议的文献有限。作者的研究结果表明,在对痴呆症患者使用生活记录技术时,应该考虑一些因素。本文探讨了在痴呆症中使用生活记录技术进行身份维护的好处的界限。不在这些界限内开展工作的后果表明,很明显有可能损害痴呆症患者的人权和福祉。
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引用次数: 3
Use of Scripted Role-Play in Evaluation of Multiple-User Multiple-Service Mobile Social and Pervasive Systems 脚本角色扮演在多用户多服务移动社交和普及系统评估中的应用
IF 1.6 Q3 Computer Science Pub Date : 2015-10-01 DOI: 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.
由于智能连接对象的激增,移动和社交计算正迅速向与物理世界更深层次的融合发展。人们普遍承认,让最终用户参与设计、开发和评价在由此产生的复杂社会技术系统内发挥作用的应用程序是至关重要的。然而,管理中等保真度原型评估的可靠方法尚未出现,其效用通常依赖于丰富的数据集和/或同时参与多种活动的多个用户的存在。作者报告了将脚本角色扮演作为一种实验方法的使用,该方法应用于针对会议出席场景的一套专业网络应用程序的早期原型的混合方法评估中。他们的评估受到一小部分终端用户在相对较短的时间内有限的可用性的极大限制,这对定义确保这些用户能够体验和理解新应用程序特性的交互构成了挑战。作者观察到,参与式角色扮演比传统的可用性方法更能促进用户对移动社交应用的深入参与、探索和讨论,因为传统的可用性方法的用户群体较小,且时间有限。
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引用次数: 3
Enhancing Self-Reflection with Wearable Sensors Workshop: A Commentary on the ACM MobileHCI 2014 Workshop 增强可穿戴传感器的自我反思研讨会:对2014年ACM MobileHCI研讨会的评论
IF 1.6 Q3 Computer Science Pub Date : 2015-07-01 DOI: 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.
2014年9月23日,作者组织了一个关于自我反思工具和可穿戴传感器的研讨会,作为在加拿大多伦多举行的ACM MobileHCI 2014会议的一部分。讲习班的目的是汇集来自不同背景的专业人员,讨论这些方法工具的目前采用情况、面临的挑战和未来趋势。介绍了采用这种方法的个人工作实例。实践活动使我们能够微调我们对这些方法的理解,并揭示其优点和局限性的新潜力。研讨会认为,这些收集数据的方法的潜在综合将有助于形成一种新的“移动大数据”形式,同时引入道德、控制和管理方面的挑战。讲习班揭示了传感器和反射工具在广泛应用中的协同作用所带来的有趣机会。最后,研讨会提供了现场试验传感器和反射工具的机会。
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引用次数: 1
期刊
International Journal of Mobile Human Computer Interaction
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