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.
{"title":"User challenges and successes with mobile payment services in North America","authors":"Serena Hillman, Carman Neustaedter, Erick Oduor, Carolyn Pang","doi":"10.1145/2628363.2628389","DOIUrl":"https://doi.org/10.1145/2628363.2628389","url":null,"abstract":"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.","PeriodicalId":74207,"journal":{"name":"MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)","volume":"68 1","pages":"253-262"},"PeriodicalIF":0.0,"publicationDate":"2014-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89367856","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}
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.
{"title":"Understanding localness of knowledge sharing: a study of Naver KiN 'here'","authors":"Sangkeun Park, Yongsung Kim, Uichin Lee, M. Ackerman","doi":"10.1145/2628363.2628407","DOIUrl":"https://doi.org/10.1145/2628363.2628407","url":null,"abstract":"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.","PeriodicalId":74207,"journal":{"name":"MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)","volume":"44 1","pages":"13-22"},"PeriodicalIF":0.0,"publicationDate":"2014-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85486351","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}
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.
{"title":"Polly: \"being there\" through the parrot and a guide","authors":"Sven G. Kratz, Don Kimber, Weiqing Su, Gwen Gordon, D. Severns","doi":"10.1145/2628363.2628430","DOIUrl":"https://doi.org/10.1145/2628363.2628430","url":null,"abstract":"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.","PeriodicalId":74207,"journal":{"name":"MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)","volume":"26 1","pages":"625-630"},"PeriodicalIF":0.0,"publicationDate":"2014-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85957803","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}
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.
{"title":"ambiPad: enriching mobile digital media with ambient feedback","authors":"Markus Löchtefeld, Nadine Lautemann, Sven Gehring, A. Krüger","doi":"10.1145/2628363.2628395","DOIUrl":"https://doi.org/10.1145/2628363.2628395","url":null,"abstract":"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.","PeriodicalId":74207,"journal":{"name":"MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)","volume":"59 1","pages":"295-298"},"PeriodicalIF":0.0,"publicationDate":"2014-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80512169","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}
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.
{"title":"The inviscid text entry rate and its application as a grand goal for mobile text entry","authors":"P. Kristensson, K. Vertanen","doi":"10.1145/2628363.2628405","DOIUrl":"https://doi.org/10.1145/2628363.2628405","url":null,"abstract":"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.","PeriodicalId":74207,"journal":{"name":"MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)","volume":"6 1","pages":"335-338"},"PeriodicalIF":0.0,"publicationDate":"2014-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79663219","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}
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.
{"title":"UX suite: a touch sensor evaluation platform","authors":"Justin Mockler","doi":"10.1145/2628363.2628431","DOIUrl":"https://doi.org/10.1145/2628363.2628431","url":null,"abstract":"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.","PeriodicalId":74207,"journal":{"name":"MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)","volume":"11 1","pages":"631-636"},"PeriodicalIF":0.0,"publicationDate":"2014-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78552148","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}
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.
{"title":"Was it worth the hassle?: ten years of mobile HCI research discussions on lab and field evaluations","authors":"J. Kjeldskov, M. Skov","doi":"10.1145/2628363.2628398","DOIUrl":"https://doi.org/10.1145/2628363.2628398","url":null,"abstract":"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.","PeriodicalId":74207,"journal":{"name":"MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)","volume":"23 1","pages":"43-52"},"PeriodicalIF":0.0,"publicationDate":"2014-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74922086","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}
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.
{"title":"The switchboard: a virtual proprioceptive training and rehabilitation device","authors":"Edgar Rodriguez, Kah Chan, Sarah Hadfield","doi":"10.1145/2628363.2645696","DOIUrl":"https://doi.org/10.1145/2628363.2645696","url":null,"abstract":"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.","PeriodicalId":74207,"journal":{"name":"MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)","volume":"49 1","pages":"597-599"},"PeriodicalIF":0.0,"publicationDate":"2014-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80224135","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}
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.
{"title":"Augmenting bend gestures with pressure zones on flexible displays","authors":"R. R. Ansara, A. Girouard","doi":"10.1145/2628363.2634228","DOIUrl":"https://doi.org/10.1145/2628363.2634228","url":null,"abstract":"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.","PeriodicalId":74207,"journal":{"name":"MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)","volume":"182 1","pages":"531-536"},"PeriodicalIF":0.0,"publicationDate":"2014-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76938758","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}
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.
{"title":"Mobile designs to support user experiences of energy conservation in hotels","authors":"Xiying Wang, Susan R. Fussell","doi":"10.1145/2628363.2634232","DOIUrl":"https://doi.org/10.1145/2628363.2634232","url":null,"abstract":"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.","PeriodicalId":74207,"journal":{"name":"MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)","volume":"30 1","pages":"555-560"},"PeriodicalIF":0.0,"publicationDate":"2014-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74065528","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}