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Direct manipulation video navigation on touch screens 触摸屏上的直接操作视频导航
Cuong Nguyen, Yuzhen Niu, Feng Liu
Direct Manipulation Video Navigation (DMVN) systems allow a user to directly drag an object of interest along its motion trajectory and have been shown effective for space-centric video browsing tasks. This paper designs touch-based interface techniques to support DMVN on touchscreen devices. While touch screens can suit DMVN systems naturally and enhance the directness during video navigation, the fat finger problems, such as precise selection and occlusion handling, must be properly addressed. In this paper, we discuss the effect of the fat finger problems on DMVN and develop three touch-based object dragging techniques for DMVN on touch screens, namely Offset Drag, Window Drag, and Drag Anywhere. We conduct user studies to evaluate our techniques as well as two baseline solutions on a smartphone and a desktop touch screen. Our studies show that two of our techniques can support DMVN on touch screen devices well and perform better than the baseline solutions.
直接操作视频导航(DMVN)系统允许用户沿着其运动轨迹直接拖动感兴趣的对象,并已被证明对以空间为中心的视频浏览任务有效。本文设计了基于触摸的界面技术,以支持触摸屏设备上的DMVN。虽然触摸屏可以自然地适应DMVN系统,并增强视频导航时的直观性,但必须妥善解决胖手指问题,如精确选择和遮挡处理。在本文中,我们讨论了胖手指问题对DMVN的影响,并开发了三种基于触控的DMVN对象拖动技术,即偏移拖动、窗口拖动和任意位置拖动。我们进行用户研究,以评估我们的技术以及智能手机和桌面触摸屏上的两个基线解决方案。我们的研究表明,我们的两种技术可以很好地支持触摸屏设备上的DMVN,并且比基线解决方案表现更好。
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引用次数: 7
Spaces of innovation in complex UX design 复杂用户体验设计中的创新空间
Mark Vanderbeeken
Leading practice in mobile user experience design presents complex opportunities and challenges not always fully revealed in academic exploration and research. Addressing users with cultural and behavioural differences; understanding economic imbalances and wide demographic ranges amongst individuals and networks; including ethical considerations such as right to privacy and confidentiality, authorship, and transparency; perception and cognition; larger sustainability concerns; and understanding often ignored biases within the client group - these many factors define the contemporary user experience design landscape. How can we create a space for innovation that takes these constraints and people's context and aspirations into account? Mark Vanderbeeken will illustrate these challenges with examples from Experientia's practice, particularly through a project they recently conducted with Intel.
移动用户体验设计的领先实践呈现出复杂的机遇和挑战,在学术探索和研究中往往得不到充分体现。处理有文化和行为差异的用户;了解经济失衡和个人和网络之间广泛的人口分布;包括道德方面的考虑,如隐私权和保密性、作者身份和透明度;感知与认知;更大的可持续性问题;理解往往忽略了客户群体中的偏见——这些因素定义了当代用户体验设计的格局。我们如何创造一个创新的空间,同时考虑到这些限制和人们的背景和愿望?Mark Vanderbeeken将以Experientia的实践为例说明这些挑战,特别是通过他们最近与英特尔合作的一个项目。
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引用次数: 0
Shake 'n' Tap: a gesture enhanced keyboard for older adults Shake 'n' Tap:为老年人设计的手势增强键盘
Mark D. Dunlop, Andreas Komninos, E. Nicol, Iain Hamilton
The need for text entry on smartphones and other touch-screen devices is key for many tasks and also a key factor in the usability of these devices. Physical and cognitive issues associated with age can aggravate the task of text entry for older adults. Technological exclusion due to low usability can present a significant problem both for social and ongoing business-related tasks with older adults. This paper investigates a new touch-screen keyboard design for older adults that combines the familiar QWERTY keyboard layout with physical gesture. User studies with older adults showed our keyboard reduced miss-taps, but was slower to use, and raised issues for further research.
智能手机和其他触屏设备上的文本输入需求是许多任务的关键,也是这些设备可用性的关键因素。与年龄相关的身体和认知问题会加重老年人的文本输入任务。由于低可用性而导致的技术排斥可能会给老年人的社交和正在进行的业务相关任务带来重大问题。本文研究了一种新的老年人触摸屏键盘设计,它结合了熟悉的QWERTY键盘布局和物理手势。对老年人的用户研究表明,我们的键盘减少了误击,但使用速度较慢,这为进一步的研究提出了问题。
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引用次数: 7
People, places and things: a mobile locative mapping workshop 人、地点和事物:一个移动的定位地图工作室
Martha Ladly, Bryn A. Ludlow, Guillermina Buzio
Personal digital technologies have become the tools of reproduction for personal narration and broad cultural critique. Mobile social media enables individuals to function as storytellers and public commentators, with practices that offer an explicit engagement between people, places, and things. Mobile technologies and mapping tools enable direct connection to place, involving local communities and public dissemination. Mobile narratives and their creators can also make a larger contribution to collective memories of place, speaking back to aspects of culture at large.
个人数字技术已经成为个人叙事和广泛文化批判的再生产工具。移动社交媒体使个人能够充当故事讲述者和公共评论员,其实践提供了人与人,地点和事物之间的明确参与。移动技术和绘图工具使人们能够直接与当地社区和公共传播联系起来。移动叙事及其创作者也可以对地方的集体记忆做出更大的贡献,从整体上反映文化的各个方面。
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引用次数: 0
Enhanced situational awareness and communication for emergency response 加强对紧急情况反应的态势认识和沟通
M. Joorabchi
It is important to recognize emergency responders? needs during emergency response to workplace incidents in order to propose solutions to facilitate responders? tasks and resolve incidents in a timely manner. To understand emergency response procedures involved in workplace incidents, we interviewed McGill Safety personnel. We identify potential areas of improvement in their procedures, which help us to shape research objectives. We then propose methods to address these objectives. We focus our investigation on a spill scenario and briefly describe our mobile solution to assist in this use context.
识别紧急救援人员很重要。工作场所事故应急响应期间的需求,以便提出解决方案以促进响应人员?及时完成任务并解决突发事件。为了了解工作场所事故的应急响应程序,我们采访了麦吉尔安全人员。我们在他们的程序中确定了潜在的改进领域,这有助于我们制定研究目标。然后,我们提出解决这些目标的方法。我们的调查重点是泄漏场景,并简要描述我们的移动解决方案,以帮助在此使用环境。
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引用次数: 1
Design and field testing of a system for remote monitoring of sea turtle nests 海龟巢远程监测系统的设计与现场测试
T. Zimmerman, B. Muiznieks, E. Kaplan, Samuel Wantman, L. Browning, E. Frey
Protective barriers are often deployed to safely guide sea turtle hatchlings to the ocean but the barriers are contentious for they impede foot and vehicle traffic of beach users. Our goal is to develop a wireless system that can detect sea turtle hatching to enable "just in time deployment" of barriers, and notify tourists so they can watch sea turtles emerge from nests, generating awareness and compassion for these endangered species. We report on the development of a sensor and data acquisition system capable of detecting nest hatching activity in the harsh environment of a beach, including sensor selection, wireless networking, low-power design, data processing and environmental packaging. Field tests confirm the suitability of a low-cost low-power three-axis accelerometer and mobile networks for detecting and remotely communicating sea turtle hatching activity.
保护屏障通常用于安全引导海龟幼仔进入海洋,但这些屏障阻碍了海滩使用者的步行和车辆交通,因此备受争议。我们的目标是开发一种可以检测海龟孵化的无线系统,以便“及时部署”屏障,并通知游客,以便他们可以看到海龟从巢穴中出来,从而提高对这些濒危物种的认识和同情。我们报告了一种传感器和数据采集系统的开发,该系统能够在恶劣的海滩环境中检测巢孵化活动,包括传感器选择,无线网络,低功耗设计,数据处理和环境包装。现场测试证实了低成本低功耗三轴加速度计和移动网络用于检测和远程通信海龟孵化活动的适用性。
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引用次数: 3
Toward a non-intrusive, physio- behavioral biometric for smartphones 朝着智能手机非侵入式、生理-行为生物识别的方向发展
Esther Vasiete, Yan Chen, I. Char, Tom Yeh, Vishal M. Patel, L. Davis, R. Chellappa
Biometric authentication relies on an individual's inner characteristics and traits. We propose an active authentication system on a mobile device that relies on two biometric modalities: 3D gestures and face recognition. The novelty of our approach is to combine 3D gesture and face recognition in a nonintrusive and unconstrained environment; the active authentication system is running in the background while the user is performing his/her main task.
生物识别认证依赖于个人的内在特征和特征。我们提出了一种基于两种生物识别模式的移动设备主动认证系统:3D手势和面部识别。我们方法的新颖之处在于将3D手势和人脸识别结合在非侵入性和不受约束的环境中;当用户执行他/她的主要任务时,主动认证系统在后台运行。
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引用次数: 13
Wearable remote control of a mobile device: comparing one- and two-handed interaction 移动设备的可穿戴远程控制:单手和双手交互的比较
J. Speir, R. R. Ansara, Colin Killby, Emily Walpole, A. Girouard
While wearable technologies are suitable for remotely controlling mobile devices, few studies have examined user preferences for one- or two-handed touch interaction with these wearables, especially when worn on the wrist and hand area. As these locations are recognized as socially acceptable and preferred by users, we ran a study of touch interaction to remotely control mobile devices. Our results suggest users prefer swipe gestures over touch gestures when interacting with wearables on the wrist or hand, and that users find both one- and two-handed interactions suitable for wearable remote controls.
虽然可穿戴技术适用于远程控制移动设备,但很少有研究调查用户对这些可穿戴设备的单手或双手触摸交互的偏好,特别是当佩戴在手腕和手上时。由于这些位置被认为是社会可接受的,并且是用户的首选,我们进行了一项触摸交互的研究,以远程控制移动设备。我们的研究结果表明,在与手腕或手上的可穿戴设备交互时,用户更喜欢滑动手势而不是触摸手势,用户发现单手和双手交互都适合可穿戴遥控器。
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引用次数: 8
A design framework of branded mobile applications 品牌移动应用程序的设计框架
Zhenzhen Zhao, C. Balagué
Mobile phone applications have received intensive attention by marketers due to the high engagement of users and its positive persuasive impact on brand. However, how can companies get on the right track of designing branded apps? Little research has been done on the identification of the elements which can be used to design branded apps strategy. Our research aims to offer a design framework of branded apps by identifying constructs from the perspective of company, user and technology respectively. By evaluating 84 mobile apps from top 11 FMCG (Fast Moving Consumer Goods) brands, we examine the usage of mobile interaction, social interaction and brand interaction in current branded apps design.
手机应用由于用户的高参与度和对品牌的积极说服作用,受到了营销人员的高度关注。然而,公司如何才能走上设计品牌应用的正确轨道呢?关于识别可用于设计品牌应用策略的元素的研究很少。我们的研究旨在通过分别从公司、用户和技术的角度识别结构,提供一个品牌应用程序的设计框架。通过评估来自11大快速消费品品牌的84款移动应用,我们考察了当前品牌应用设计中移动交互、社交交互和品牌交互的使用情况。
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引用次数: 5
Adaption of usability evaluation methods for native smartphone applications 适用于原生智能手机应用的可用性评估方法
Ger Joyce
Research has shown that traditional usability evaluation methods cannot be readily applied to the evaluation of native smartphone applications. This research investigates this issue by adapting two usability evaluation methods, applying each at different stages of the design life cycle. Both adapted methods, when combined as a framework, may help in the design of more usable native smartphone applications.
研究表明,传统的可用性评估方法不能很好地应用于智能手机原生应用的评估。本研究采用两种可用性评估方法,分别应用于设计生命周期的不同阶段,探讨了这一问题。当这两种方法结合成一个框架时,可能有助于设计出更可用的本地智能手机应用程序。
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引用次数: 2
期刊
MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)
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