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User challenges and successes with mobile payment services in North America 北美移动支付服务的用户挑战和成功
Serena Hillman, Carman Neustaedter, Erick Oduor, Carolyn Pang
Mobile payment services have recently emerged in North America where users pay for items using their smartphones. Yet we have little understanding of how people are making use of them and what successes and challenges they have experienced. As a result, we conducted a diary and interview study of user behaviors, motivations, and first impressions of mobile payment services in North America in order to understand how to best design for mobile payment experiences. Participants used a variety of services, including Google Wallet, Amazon Payments, LevelUp, Square and company apps geared towards payments (e.g., Starbucks). Our findings show that users experience challenges related to mental model development, pre-purchase anxiety and trust issues, despite enjoying the gamification, ease-of-use, and support for routine purchases with mobile payments. This suggests designing a better mobile payment experience through the incorporation of users' routines and behaviors, gamification and trust mechanism development.
移动支付服务最近在北美出现,用户使用智能手机支付商品。然而,我们对人们如何利用它们以及他们经历了哪些成功和挑战知之甚少。因此,我们对北美移动支付服务的用户行为、动机和第一印象进行了日记和访谈研究,以了解如何最佳地设计移动支付体验。参与者使用了各种各样的服务,包括谷歌钱包、亚马逊支付、LevelUp、Square和面向支付的公司应用程序(例如星巴克)。我们的研究结果表明,尽管用户喜欢游戏化、易用性和对移动支付日常购买的支持,但他们仍面临着与心理模型开发、购买前焦虑和信任问题相关的挑战。这建议通过结合用户的日常行为、游戏化和信任机制来设计更好的移动支付体验。
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引用次数: 18
Understanding localness of knowledge sharing: a study of Naver KiN 'here' 理解知识共享的局部性:Naver KiN 'here的研究
Sangkeun Park, Yongsung Kim, Uichin Lee, M. Ackerman
In location-based social Q&A, the questions related to a local community (e.g. local services and places) are typically answered by local residents (i.e. who have the local knowledge). In this work, we wanted to deepen our understanding of the localness of knowledge sharing through investigating the topical and typological patterns related to the geographic characteristics, geographic locality of user activities, and motivations of local knowledge sharing. To this end, we analyzed a 12-month period Q&A dataset from Naver KiN "Here" and a supplementary survey dataset from 285 mobile users. Our results revealed several unique characteristics of location-based social Q&A. When compared with conventional social Q&A sites, Naver KiN "Here" had very different topical/typological patterns. Naver KiN "Here" exhibited a strong spatial locality where the answerers mostly had 1-3 spatial clusters of contributions, the topical distributions varied widely across different districts, and a typical cluster spanned a few neighboring districts. In addition, we uncovered unique motivators, e.g. ownership of local knowledge and sense of local community. The findings reported in the paper have significant implications for the design of Q&A systems, especially location-based social Q&A systems.
在基于位置的社交问答中,与当地社区相关的问题(例如当地服务和地点)通常由当地居民(即拥有当地知识的人)回答。在这项工作中,我们希望通过调查与地理特征、用户活动的地理局部性和本地知识共享动机相关的主题和类型模式,加深我们对知识共享局部性的理解。为此,我们分析了Naver KiN“Here”的12个月问答数据集和285个移动用户的补充调查数据集。我们的研究结果揭示了基于位置的社交问答的几个独特特征。与传统的社交问答网站相比,Naver KiN“Here”有非常不同的主题/类型模式。Naver KiN“Here”表现出较强的空间局部性,回答者大多有1-3个空间贡献簇,不同地区的主题分布差异较大,典型的集群跨越几个相邻地区。此外,我们还发现了独特的激励因素,例如对当地知识的所有权和当地社区意识。本文的研究结果对问答系统的设计,特别是基于位置的社交问答系统的设计具有重要意义。
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引用次数: 12
Polly: "being there" through the parrot and a guide 波莉:“在那里”是通过鹦鹉和导游说的
Sven G. Kratz, Don Kimber, Weiqing Su, Gwen Gordon, D. Severns
Telepresence systems usually lack mobility. Polly, a wearable telepresence device, allows users to explore remote locations or experience events remotely by means of a person that serves as a mobile "guide". We built a series of hardware prototypes and our current, most promising embodiment consists of a smartphone mounted on a stabilized gimbal that is wearable. The gimbal enables remote control of the viewing angle as well as providing active image stabilization while the guide is walking. We present qualitative findings from a series of 8 field tests using either Polly or only a mobile phone. We found that guides felt more physical comfort when using Polly vs. a phone and that Polly was accepted by other persons at the remote location. Remote participants appreciated the stabilized video and ability to control camera view. Connection and bandwidth issues appear to be the most challenging issues for Polly-like systems.
网真系统通常缺乏移动性。Polly是一款可穿戴的远程呈现设备,用户可以通过一个移动“向导”来探索偏远地区或远程体验事件。我们制作了一系列硬件原型,目前最有希望的体现是将智能手机安装在可穿戴的稳定云台上。云台可以远程控制视角,并在向导行走时提供主动图像稳定。我们从使用Polly或仅使用移动电话进行的一系列8次现场测试中提出定性结果。我们发现,与使用电话相比,导游在使用Polly时感觉更舒服,并且Polly被偏远地区的其他人所接受。远程参与者对稳定的视频和控制摄像机视图的能力表示赞赏。连接和带宽问题似乎是类poly系统最具挑战性的问题。
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引用次数: 28
ambiPad: enriching mobile digital media with ambient feedback ambiPad:通过环境反馈丰富移动数字媒体
Markus Löchtefeld, Nadine Lautemann, Sven Gehring, A. Krüger
With the recent increase in sales figures of tablet computers, a corresponding boost of mobile media consumption on such devices can be observed. Even though tablets provide a comparably larger screen in contrast to smartphones - which are taking the main share of mobile media consumption - the experience of consuming media content on tablets is still limited. For movie theatres the notion of 4 dimensional (4D) films exist, describing a 3D movie that is enhanced with ambient feedback such as environmental light, air streams or moist. In this paper we present ambiPad, a tablet prototype that enriches mobile digital media with ambient feedback around the tablet's display. Besides a light emitting frame, ambiPad allows for thermal stimuli as well. We report on the results of a qualitative user study, in which the feedback channels of ambiPad were rated as highly attractive and desirable by the participants.
随着最近平板电脑销量的增长,可以观察到在这些设备上的移动媒体消费的相应增长。尽管与智能手机相比,平板电脑的屏幕更大——智能手机占据了移动媒体消费的主要份额——但在平板电脑上消费媒体内容的体验仍然有限。对于电影院来说,4D电影的概念是存在的,它描述了通过环境反馈(如环境光、气流或湿度)增强的3D电影。在本文中,我们提出了ambiPad,这是一种平板电脑原型,它通过平板电脑显示器周围的环境反馈来丰富移动数字媒体。除了发光框架,ambiPad还允许热刺激。我们报告了一项定性用户研究的结果,其中ambiPad的反馈渠道被参与者评为极具吸引力和可取性。
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引用次数: 20
The inviscid text entry rate and its application as a grand goal for mobile text entry 不粘文本输入率及其应用是移动文本输入的一个宏伟目标
P. Kristensson, K. Vertanen
We introduce the concept of the inviscid text entry rate: the point when the user's creativity is the bottleneck rather than the text entry method. We then apply the inviscid text entry rate to define a grand goal for mobile text entry. Via a proxy measure we estimate the population mean of the sufficiently inviscid entry rate to be 67 wpm. We then compare existing mobile text entry methods against this estimate and find that the vast majority of text entry methods in the literature are substantially slower. This analysis suggests the mobile text entry field needs to focus on methods that can viably approach the inviscid entry rate.
我们引入了不粘文本输入率的概念:当用户的创造力而不是文本输入方法成为瓶颈时的点。然后,我们应用不粘文本输入率来定义移动文本输入的宏伟目标。通过代理测量,我们估计充分不粘入率的总体平均值为67 wpm。然后,我们将现有的移动文本输入方法与这一估计进行比较,发现文献中的绝大多数文本输入方法都要慢得多。这一分析表明,移动文本输入领域需要专注于能够切实接近无粘性输入率的方法。
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引用次数: 31
UX suite: a touch sensor evaluation platform UX套件:触摸传感器评估平台
Justin Mockler
We present UX Suite, which is a set of free testing tools that can be downloaded and used to evaluate the touch sensor performance of Android devices. The tools in the application focus on evaluating touchscreen sensor quality and human performance on mobile devices. Current tests include the Fitts' test, which is one of the most widely accepted predictive models for testing the accuracy of target selection, and an accidental activation test. Additional tests will be included in the future that will measure other characteristics of the touch sensor. This paper discusses the application and a user study that was conducted to assess the application's usability. The results of this study show that users are able and willing to complete the tests in the application without a moderator. Due to the remote testing features, this will allow large, distributed user studies to be run with little oversight from researchers.
我们提供UX Suite,这是一套免费的测试工具,可以下载并用于评估Android设备的触摸传感器性能。应用程序中的工具侧重于评估触摸屏传感器的质量和移动设备上的人类表现。目前的测试包括Fitts测试,这是测试目标选择准确性的最广泛接受的预测模型之一,以及意外激活测试。未来还将进行额外的测试,以测量触摸传感器的其他特性。本文讨论了该应用程序,并进行了用户研究,以评估应用程序的可用性。本研究的结果表明,用户能够并且愿意在没有主持人的情况下完成应用程序中的测试。由于远程测试功能,这将允许大型、分布式的用户研究在几乎没有研究人员监督的情况下运行。
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引用次数: 3
Was it worth the hassle?: ten years of mobile HCI research discussions on lab and field evaluations 这么麻烦值得吗?:关于实验室和实地评估的十年移动HCI研究讨论
J. Kjeldskov, M. Skov
Evaluation is considered one of the major cornerstones of human-computer interaction (HCI). During the last decade, several studies have discussed pros and cons of lab and field evaluations. Based on these discussions, we conduct a review to explore the past decade of mobile HCI research on field and lab evaluation, investigating responses in the literature to the "is it worth the hassle?" paper from 2004. We find that while our knowledge and experience with both lab and field studies have grown considerably, there is still no definite answer to the lab versus field question. In response we suggest that the real question is not if -- but when and how -- to go into the field. In response we suggest moving beyond usability evaluations, and to engage with field studies that are truly in-the-wild, and longitudinal.
评估被认为是人机交互(HCI)的主要基石之一。在过去十年中,有几项研究讨论了实验室和实地评估的利弊。基于这些讨论,我们回顾了过去十年移动HCI研究的现场和实验室评估,调查了对2004年“值得这么麻烦吗?”论文的回应。我们发现,虽然我们在实验室和实地研究方面的知识和经验都有了相当大的增长,但对于实验室和实地的问题仍然没有明确的答案。作为回应,我们建议,真正的问题不是是否——而是何时以及如何——进入这个领域。作为回应,我们建议超越可用性评估,并参与真正的野外和纵向的实地研究。
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引用次数: 95
The switchboard: a virtual proprioceptive training and rehabilitation device 交换机:虚拟本体感觉训练和康复设备
Edgar Rodriguez, Kah Chan, Sarah Hadfield
Swibo Limited is currently engaging in the product development of the Switchboard in order to increase motivation of patients requiring proprioceptive awareness and balance training. This paper summarises the findings made since project inception in November 2013.
Swibo有限公司目前正在从事Switchboard的产品开发,以增加需要本体感觉意识和平衡训练的患者的动力。本文总结了自2013年11月项目启动以来的调查结果。
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引用次数: 2
Augmenting bend gestures with pressure zones on flexible displays 在柔性显示器上增加弯曲手势的压力区
R. R. Ansara, A. Girouard
Flexible displays have paved the road for a new generation of interaction styles that allow users to bend and twist their devices. We hypothesize that bend gestures can be augmented with "hot-key" like pressure areas. This would allow single corner bends to have multiple functions. We created three pressure and bend interaction styles and compared them to bend-only gestures on two deformable prototypes. Users preferred the bend only prototype but still appreciated the pressure & bend prototype, particularly when it came to the lock/unlock application. We found that pressure interaction is a poor replacement for touch interaction, and present design suggestions to improve its performance.
柔性显示器为新一代的交互风格铺平了道路,用户可以弯曲和扭曲他们的设备。我们假设弯曲手势可以通过“热键”来增强,比如压力区域。这将使单个弯道具有多种功能。我们创造了三种压力和弯曲交互样式,并将它们与两个可变形原型上的弯曲手势进行比较。用户更喜欢弯曲的原型,但仍然喜欢压力和弯曲的原型,特别是当它涉及到锁定/解锁应用程序时。我们发现压力交互是一个很差的替代触摸交互,并提出了设计建议,以提高其性能。
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引用次数: 4
Mobile designs to support user experiences of energy conservation in hotels 手机设计,支持酒店节能的用户体验
Xiying Wang, Susan R. Fussell
In the U.S., hotels are a heavy energy-consuming sector. Yet they sometimes prioritize customer satisfaction over lower energy use. In this study, we discuss how mobile designs can help to motivate energy-saving behaviors while maintaining users' satisfaction. We conducted a diary study of 13 participants and an interview study of 20 participants to understand user experiences around energy consumption in hotel and motel rooms. We found that people unnecessarily consume energy because they are unfamiliar with the hotel room environment and they want to be catered to by the hotel. We suggest two mobile design ideas: location-based energy conservation, and blending lights, and discuss the opportunities of mobile designs to balance personal controls and automation to support user experience and satisfaction yet decrease energy use in hospitality settings.
在美国,酒店是耗能很大的行业。然而,他们有时会优先考虑客户满意度,而不是降低能源消耗。在本研究中,我们讨论了移动设计如何在保持用户满意度的同时帮助激发节能行为。我们对13名参与者进行了日记研究,并对20名参与者进行了访谈研究,以了解酒店和汽车旅馆房间能源消耗的用户体验。我们发现,人们不必要地消耗能源,因为他们不熟悉酒店房间环境,他们希望得到酒店的照顾。我们提出了两种移动设计理念:基于位置的节能和混合照明,并讨论了移动设计在平衡个人控制和自动化方面的机会,以支持用户体验和满意度,同时减少酒店环境中的能源使用。
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引用次数: 1
期刊
MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)
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