Aalborg Universitet Designing Mobile Interactions: The continual ...
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Aalborg Universitet
Designing Mobile Interactions: The continual convergence of form and context
Kjeldskov, Jesper
Publication date:2013
Document VersionAccepted author manuscript, peer reviewed version
Link to publication from Aalborg University
Citation for published version (APA):Kjeldskov, J. (2013). Designing Mobile Interactions: The continual convergence of form and context: Volume 1.
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Designing mobile interactionsthe continual convergence of form and context
Jesper Kjeldskov
Volume I
Kjeld
skovD
esignin
g mob
ile interaction
s
I
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Designing mobile interactionsthe continual convergence of form and context
Jesper Kjeldskov
Volume I
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Table of contents
Preface i
Part I. Studying and analysing 129
Part II. Designing and building 209
Part III. Improving evaluation 313
Part IV. Artefacts 403
Part V. Understanding 505
List of contributions 605
List of co-authors 607
Sammenfatning p dansk 609
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Preface
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March 2012 J KDepartment of Computer ScienceAalborg UniversityDenmark
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Position summary
Chapter 1. Designing mobile interactions
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Table of contents
1. Introduction 2
2. Background 6
3. Opportunities for mobile interaction design research 34
4. Towards a designerly way 43
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5. The continual convergence of form and context 61
6. Contributions 69
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7. Conclusions 84
8. Epilogue 88
Acknowledgements 90
References 91
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Chapter 1
Designing mobile interactions- the continual convergence of form and context
Imagination is more important than knowledge. For knowledge is limited, whereas imagination embraces the entire world
Abstract.
-
1. INTRODUCTION
engineering design
-
mobile interaction design1
-
shape, look, function content
ensemble
context
-
a designerly way
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2. BACKGROUND
2.1. Mobile Computing
interaction design
Portability
-
MiniaturizationConnectivity
Convergence
Divergence
apps
digital ecosystems
Portability
-
Miniaturization
-
Connectivity
-
spring-loaded
-
Convergence
hybrid
-
Divergencedivergence
inversely
-
Apps
-
preferred
digital ecosystems
applications
-
positive in itself
applications and content
mobile devices,
-
Digital ecosystems
digital ecosystems
-
form-context ensembles
2.2. Interaction design
totality
-
practice research
-
should be,
Mobile interaction design
-
software applications
Research impact on practice
-
mobile
practice
do
too
these
-
Multi- and interdisciplinarity
multidisciplinary
multidisciplinary
interaction
c
-
interdisciplinarity
connects integrates
coordinated distinctintegrated combined
-
Modifying the unit of analysis
-
existing concepts and theories.
form-context convergence
The role of context
-
is
c
c
c
context-aware
-
c
c
mobilesecond wave
paradigm
third
elemental de ineunderstand
2.3. Design approaches
people systems
-
User-centred design
Designing for People .
-
Technology-driven designtechnology
can
because they can. needs,
c
-
not
as well as
At the intersection between users and technology
withoutWhat
is it that those companies do that is missing from the established literature on the topic?
current practicefuture practices
-
but
merging new technological possibilities with visions of future practice
-
3. OPPORTUNITIES FOR MOBILE INTERACTION DESIGN RESEARCH
-
Me
tho
dCase studies
Field studies
Action research
Lab experiments
Survey research
Applied research
Basic research
Normative writings
Pu
rp
os
e
Understanding
Engineering
Re-engineering
Evaluating
Describing
3.1. Trends and assumptions
-
c
people systems,
We already know what to build
Context is not important
-
Methodology matters very little
Opportunities
emerging applied
multi-
-
ield studies
survey case study
basic research
action research
-
ield studiesield ethnographies, ield experiments, ield surveys
people systems
should
usersobjects
subjects
3.2. Impact on my research
interplay
-
Studying and analysing use contexts
Using context to inform interaction design
Developing new methods for evaluation in context
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Exploring context-awarenesscontext-aware
Understanding user experiences in context
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3.3. Emerging challenges
designerly ways
transcend beyond the dichotomy of people- or technology- oriented research and design.
widen the scopebeyond the individual mobile device and an individual userXs interaction with it
not
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4. TOWARDS A DESIGNERLY WAY
a designerly way
contextualism
4.1. From technical rationality to continual convergence
design
mobile
-
solving,
setting
re lection-in on action, designerly wayfunctional analysis,
problem-solving,
problem-setting,
Design as dealing with emergent goals
emergent evolutionary learning,
-
context and goals
bothgoals
wholeness-extending transformations
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Design as continual convergence
scientized designerly
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4.2. World views, root metaphors, and modes of inference
formism, mechanism, organicism, contextualism.
is like
how things work.
how it develops.
how this is happening.
-
formist mechanistorganicism contextualism
embrace
rejectspragmatism
Design as abductive thinking
abductive
-
cause
wondering
in a designerly way
is
is not
problem setting wholeness extending.
thinking creation re lective practice continual convergence.
Design
viewed as
Associated
with
Interaction Design
approach
Epistemological
position
Way of thinking
and acting
Philosophical
world view
Mode of
Inference
Functional
analysis
Problem
solving
Problem
setting
Wholeness
extending
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4.3. Contextualism in research and design
content, context processchange
contentcontext
process
content form
.
processes
-
Contextual architeture
outcomesprocess
on the building site
genius loci
-
.
The nature of order
in natural systems
its whole
made
-
exhibits centeredness
process
evolves
futurelatently present
-
Ywhich can support the continuous creation of an emerging living structure in the worldZ
create coherent form in the world
YThe process must go gradually, in a way that allows assessments, corrections, and improvements to be made about the degree of life which occurs throughout the structure, at all scales and at all levels. This process must occur continually throughout the conception, design and constructionZ
as needed
4.4. Elaborating on user-centred design
-
activities outcome purpose
howstudy and analyse.
what how
Separating and rede ining activities and outcomes
-
understanding artefacts.
type
analysing
analysisleads to
Shifting the gravity point
users,
Activity-
mobile
-
contextual user experiences
full context not just the people.
context
the ensemble, symbiosis, or convergence ofform and context. .
form-context users
inter-
against
-
beyond Form-context convergence
fusion
Making the process lexible and unpredictable
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5. THE CONTINUAL CONVERGENCE OF FORM AND CONTEXT
contextually grounded, wholeness sensitive, and continually unfolding process of design
continual convergence of form and context
empirical, creative, technical theoreticalstudying, analysing, designing
building
5.1. Emergence and unpredictability
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5.2. Form and context unity
shape, look, function content
5.3. Form and context convergence
studying, analysing, designing and building
assessment, abstraction, exploration and synthesis
understanding artefacts concrete abstract.
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5.4. Between understanding and artefacts
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5.5. Between concrete and abstract
design unselfconscious
abstraction synthesis
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5.6. Four types of design activity
Concrete Abstract
Understanding
Empirical Theoretical
Artefacts Technical Creative
empirical
theoretical
creative
technical
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5.7. Four types of design ripples
ripples
abstraction, exploration, synthesis, and assessment,
Abstraction
Exploration
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Synthesis
Assessment
5.8. The contextual approach and my own research
studying, analysing, designing building
artefactsunderstanding
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6. CONTRIBUTIONS
Theme Research question Contributions
Challenges and
opportunities
Part I
Studying and analysing
Part II
Designing and building
Part II
Improving evaluation
Part IV
Artefacts
Part V
Understanding
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6.1. Part I \ Studying and analysing
how can we study, analyse and understand aspects of context relevant for mobile interaction design?
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Physical context
Social context
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Personal context
Work context
6.2. Part II \ Designing and building
how can we design and build interactive mobile systems grounded in context?
as well as
inspirationalistic creativity structuralistic creativity
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form and context ensembles
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User- and technology-centeredness
Socio-physical design
Sketches and mock-ups
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Ethnography and object-orientation
6.3. Part III \ Improving evaluation
how can we improve our techniques for studying the user experience of mobile interaction design in context?
mobile
ecological validity
control
-
if looking for usability problems
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Simulating mobility
Simulating the domain
Bringing the system into the ield
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Taking the lab with you
6.4. Part IV \ Artefacts
how can we make use of context in the implementation of concrete interactive mobile systems?
active passive
adaptive mediated
-
MobileWARD
-
Just-for-Us
GeoHealth
ArchiLens
.
-
Power Advisor
6.5. Part V \ Understanding
how can we abstractly describe and understand the relationships between interactive mobile systems, users and context?
-
Principles of perceptual organisation
proximity, closure, symmetry, continuity, similarity
Indexical interaction design
indexicality.
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Proxemics and interactional spaces
Orchestrating mobile devices
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7. CONCLUSIONS
Lesson 1:
Lesson 2:
Lesson 3:
Lesson 4:
Lesson 5:
Lesson 6:
Lesson 7:
Lesson 8:
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Lesson 1: transcending technology- and user-centeredness
Lesson 2: form-context unity
Lesson 3: a designerly way
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Lesson 4: studying and analysing
Lesson 5: designing and building
Lesson 6: improving evaluation
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Lesson 7: artefacts
Lesson 8: understanding
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8. EPILOGUE
Challenges for a contextual approach
context form-context ensembles,users
technology
Downsides of holism in interaction design
pragmatic holism.experiential non-linear
-
useful
Towards digital ecology
digital ecology.
-
ACKNOWLEDGEMENTS
-
REFERENCES
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Where the Action Is: The Foundations of Embodied Interaction
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Foundations of Science, 4
ACM Transactions On Computer-Human Interaction, 12
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Computers and democracy: A Scandinavian challenge
Theories and Practice in Interaction Design
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Mobile Design and Development: Practical Concepts and Techniques for Creating Mobile Sites and Web Apps.
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Chapter 2. A review of mobile interaction design research
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Chapter 2
A review of mobile interaction design research
Abstract.1
1. INTRODUCTION
solutions
Proceedings of Mobile HCI 2003,
-
2. RESEARCH METHODS
natural, arti icial environment independent
-
Method Strengths Weaknesses Use
2.1. Case Studies
2.2. Field Studies
ethnographic
experiments
-
2.3. Action Research
-
2.4. Laboratory Experiments
2.5. Survey research
-
2.6. Applied Research
intuition, experience, deduction induction.
2.7. Basic Research
2.8. Normative Writings
normative writings,
-
3. RESEARCH PURPOSEpurpose
Understanding
Engineering
Re-engineering
Evaluating
Describing
4. CLASSIFICATION OF MOBILE HCI RESEARCH
-
Research Method
Res
earc
h p
urp
ose
Case studies
Field studies
Action research
Lab experiment
Surveyresearch
Applied research
Basic research
Normative writings
Understand
Engineer
Re-engineer
Evaluate
Describe
also
re-engineering
-
not re-building
5. DISCUSSION
are
-
6. LIMITATIONS
7. CONCLUSIONS
-
REFERENCES
APPENDIX: REVIEWED MOBILE HCI RESEARCH PAPERS, 2000 2002
-
Part IStudying and analysing
Chapter 3. Physical context
Chapter 4. Social context
Chapter 5. Personal context
Chapter 6. Work context
-
STUDYING AND ANALYSINGhow can we study, analyse and understand aspects of context
relevant for mobile interaction design?
Physical context
Social context
Personal context
-
Work context
-
Chapter 3
Physical context*
Abstract.1
1. INTRODUCTION
Behaviour and Information Technology,
-
1.1. Indexicality: relating interfaces to their context
-
2. ANALYZING THE BUILT ENVIRONMENT
-
3. FIELD STUDY: FEDERATION SQUARE
-
3.1. Inspecting Federation Square
-
3.2. Coding the data
-
3.3. Analyzing the data
-
3.4. Synthesizing the data: MIRANDA
-
4. MOBILE GUIDE DESIGN
4.1. Location by district
-
4.2. Augmented interactive photorealistic depictions
-
4.3. Rich descriptions for navigation
-
5. CONCLUSIONS
-
ACKNOWLEDGEMENTS
-
REFERENCES
-
Chapter 4
Social context
Abstract.1
1. INTRODUCTION
Computer-Supported Cooperative Work,
-
place
share places, indexing to places, augmenting places.
2. BACKGROUND
2.1. People in place
-
2.2. Technology in place
2.3. Interactions in place
-
3. FIELD STUDY: PEOPLE SOCIALISING IN A PUBLIC PLACE
-
3.1. Participants, procedure and data collection
3.2. Transcriptions and data analysis
knowledge, situation, motivationsharing place, indexing to place,
augmenting place
4. SITUATED SOCIAL INTERACTIONS IN PUBLIC PLACES
-
4.1. Knowledge
4.2. Situation
-
4.3. Motivation
-
5. DESIGNING FOR SITUATED SOCIAL INTERACTIONS
-
5.1. Sharing Place: Recommendations Based on History and Context
.
-
5.2. Indexing to Place: Way Finding Referring to the Familiar
-
5.3. Augmenting Place: indicating People and Activities in Proximity
-
6. CONCLUSIONS
ACKNOWLEDGEMENTS
REFERENCESHuman-Computer
Interaction
Contextual Design - De ining Customer Centred Systems
-
Proceedings of HCI International 2003, Crete, Greece, June 22 to 27, 2003
Cognition Technology and Work,
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Paper Prototyping. The Fast and Easy Way to Design and Re ine User Interfaces
-
Chapter 5
Personal context
Abstract.1
1. INTRODUCTION
Australasian Journal of Information Systems,
-
2. WHAT IS INTIMACY?
physical intimacy, non-verbal communication, self-disclosure, presence, cognitive intimacy, affective intimacy, commitment mutuality
Physical intimacy
Non-verbal communication
-
Self-disclosure
Presence
present in absence
oneself being present to another
Cognitive intimacy
Affective intimacy
-
Commitment
Mutuality
actions
feelings
3. PROBING INTIMACY
-
3.1. Cultural Probes
-
3.2. Contextual Interviews
3.3. Participants
3.4. Procedure
-
4. RESULTS
presence in absence.
presence
-
emotional rather than factual.
ambiguous and incomplete
shared world view
privateself-
disclosure
-
private meaning
shared past
shared history
common journey
commitment
-
alone together
physical closeness
reciprocity
commitment
5. DESIGN IDEAS
Memorabilia Manager:
-
Constant Touch:
Family Digital Assistant:
6. CONCLUSIONS
ACKNOWLEDGMENTS
-
REFERENCES
-
Chapter 6
Work context
Abstract.1
1. INTRODUCTION
Interacting with Computers,
-
2. FIELD STUDY OF WORK ACTIVITIES
-
letting go the mooring lines
2.1. The operation of letting go the lines
-
common ground
grounding,
allThe contributor and the partners mutually believe that the partners have
understood what the contributor meant to a criterion suf icient for the current purpose .
-
2.2. Findings from ield studies of letting go the lines
-
3. ANALYSIS OF COMMUNICATION
-
3.1. Aspect and tense of conversations
3.2. Objects of conversations
1 you can let go the bow line2 let go bow line3 and you can take the stern spring4 letting go stern spring5 bow line let go6 bow line let go7 and stern spring let go8 stern spring let go9 you just let go the stern line also10 let go line aft11 and we have the bow line home12 ok13 and all let go aft14 all let go aft
1 you can let go the bow line
2 let go bow line5 bow line let go6 bow line let go
-
11 and we have the bow line home12 ok
3 and you can take the stern spring4 letting go stern spring7 and stern spring let go8 stern spring let go
9 you just let go the line aft also10 let go line aft13 and all let go aft14 all let go aft
3.3. Structure of conversations
-
4. CANNED COMMUNICATION PROTOTYPE
4.1. System architecture
-
4.2. Interface design
-
5. EVALUATION STUDIES
-
5.1. Heuristic inspection
Results
5.2. Evaluation with captains and of icers in ship simulator
-
Results
doing
-
6. DISCUSSION
6.1. Limitations of canned communication
-
6.2. Improving canned communication
Modifying and withdrawing commands
-
by mistake
Flexibility
actionsobjects locations
complete
-
Minimizing task interference
6.3. Canned communication in industrial domains revisited
-
7. CONCLUSIONS
ACKNOWLEDGEMENTS
-
REFERENCES
-
Part IIDesigning and building
Chapter 7. User- and technology centeredness
Chapter 8. Socio-physical design
Chapter 9. Sketches and mock-ups
Chapter 10. Ethnography and object-orientation
-
DESIGNING AND BUILDINGhow can we design and build interactive mobile systems
grounded in context?
form and context ensembles
User- and technology-centeredness
Socio-physical design
Sketches and mock-ups
-
Ethnography and object-orientation
-
Chapter 7
User- and technology-centredness
Abstract.1
lacking in detail on usability and feasibility, and being largely reactive to current problem situations
post-evaluation, the design discussion was largely reactive to the current prototype
1. INTRODUCTION
Proceedings of APCHI 2004,
-
2. SUPPORTING THE USE OF PUBLIC TRANSPORT
-
3. THE USER CENTERED APPROACH
3.1. Interviews
-
3.2. Contextual Interviews and Observation of Current Practice
3.3. Acting-Out in Context
-
3.4. Design Workshop
-
3.4. TramMate
-
4. THE TECHNOLOGY CENTERED APPROACH
4.1. Usability Evaluations
-
the relation between information in the system and in the world.
graphical design of maps.
5. DISCUSSION AND CONCLUSIONS
-
EPILOGUE OCTOBER 2010
inspirationaliststructuralist
and
-
in sequence
both
also
ACKNOWLEDGEMENTS
REFERENCES
-
Chapter 8
Socio-physical design
Abstract.1
1. INTRODUCTION
1.1. The Emergence of Hybrid Environments
Transactions on Computer-Human Interaction,
-
1.2. The notion of layered space
-
1.3. Context Awareness
-
1.4. A Multidisciplinary Approach
design ideas
-
2. CASE STUDY: UNDERSTANDING PHYSICAL AND SOCIAL CONTEXT
-
2.1. Investigating Physical Context
-
2.2. Investigating Social Context
-
social affordances
-
3. REPRESENTING PHYSICAL AND SOCIAL CONTEXT
3.1. Representing Physical Context
-
PIA Layered Map
-
3.2. Representing Social Context
-
SOPHIA Conceptual Framework
Prior Experience and Expectations
usually comelets eat where we ate
last time
usually meet
Situations, places and spaces
socializing by proximity
the railway station that big white umbrella
-
next to the place we went where we sat under those heat lampswhere we saw the
world cup
Sensing-making
-
4. INFORMING INTERACTION DESIGN
-
Location by District1.
Augmented Photorealistic Depictions2.
Rich Descriptions for Navigation3.
Use of History4.
-
Way inding5.
Representation of People and Activities6.
Meeting and Waiting7.
-
NOW Representation of People and Activities,
-
5. EVALUATING JUST FOR US
-
6. FINDINGS
-
landmarks
nodes
edges
-
paths
prior experience
situation
,
sense-making
-
7. DISCUSSION: THE VALUE OF A MULTI DISCIPLINARY APPROACH
7.1. Understanding the socio-physical context of urban environments
-
7.2. Informing interaction design for a socio-physical context
Location by district (1) augmented photorealistic depictions (2)
as well as
-
rich descriptions for navigation (3).
representation of people and activities (6)
use of history (4), meeting and waiting (7),
over time other people
-
7.3. A socio-physically informed development process
-
7.4. The open-endedness of PIA, SOPHIA and the seven design ideas
-
8. CONCLUSIONS
ACKNOWLEDGMENTS
REFERENCESHuman-Computer Interaction
16
Notes on the Synthesis of Form
A Pattern Language: Towns, Buildings, Construction
Proceedings of Workshop on Ubiquitous Computing in the Urban Frontier, UbiComp, 2004
Contextual design: De ining customer-centred systems
Proceedings of Mobile HCI 2003
Proceedings of Mobile HCI 2002
Social Navigation of Information Space
Sketching User Experiences: getting the design right and the right design
Systems thinking, systems practice
Personal and Ubiquitous Computing 6
-
Personal and Ubiquitous Computing 5
Proceedings of CHI 2000
SIGGRAPH Bulletin 3
OZCHI 2005
Cognition Technology and Work 6(1)
Proceedings of HCI International 2003,
Computer Supported Cooperative Work 13,
Interactions November + December
Interaccion 2004
ACM Transactions on Computer-Human Interaction 7(3)
Inhabiting the Virtual City: The design of social environments for electronic communities
Human-Computer Interaction 16
Personal and Ubiquitous Computing 8(1)
Proceedings of Conference on Spatial Information Theory
Communications of the ACM 45(2)
ACM Transactions on Computer-Human Interaction 7(1)
Behaviour in Public Places - Notes on The Social Organization of Gatherings
Proceedings of Workshop on HCI in Mobile Guides at Mobile HCI 2003
-
Telecommunications and the City: Electronic spaces, urban places
Proceedings of Computer Supported Cooperative Work 96
Space is the Machine
Personal and Ubiquitous Computing 8(2)
Proceedings of VRST 96,
Proceedings of CADE2004
Proceedings of Mobile HCI 2005
Proceedings of Mobile HCI 2004
Proceedings of Mobile Tourism Support Workshop at Mobile HCI 2002
Context and Consciousness: Activity Theory and Human-Computer Interaction
Proceedings of Workshop on HCI in Mobile Guides at Mobile HCI 2003
The Image of the City
Human-Computer Interaction 16
Digital Ground - Architecture, Pervasive Computing, and Environmental Knowing
Proceedings of DIS 00
City of Bits: Space, Place and the Infobahn
e-topia: urban life, jim - but not as we know it
Social Research Methods: Qualitative and Quantitative Approaches
Computer Supported Cooperative Work
In Proceedings of Australasian Computer Human Interaction Conference, OZCHI 2005,
-
Proceedings of CHI 2004
Designing Information Spaces: The Social Navigation Approach
Personal and Ubiquitous Computing 4
Smart Mobs - The Next Social Revolution
Computers and Graphics Journal 23(6)
Interaction Design: beyond human-computer interaction, 2nd Edition
Paper Prototyping
Basics of Qualitative Research
Proceedings of Mobile HCI 2003
Proceedings of Mobile HCI 2002
The social life of small urban spaces
Architectural Drawing: A Visual Compendium of Types and Methods
-
Chapter 9
Sketches and mock-ups
Abstract.
1. INTRODUCTION
Proceedings of CHI 2005,
-
2. ATTEMPTS TO MEDIATE INTIMACY
-
3. CHALLENGES FOR STUDYING MEDIATED INTIMACY
-
4. RESEARCH DESIGN
-
4.1. Method
-
4.2. Participants
4.3. Data Collection
Week 0: Probe pack distribution and initial interview
Week 1: Interview and process checking/steering
Week 4: Interview and addition of new probe element
-
Week 7: Interview and probe collections
Week 9: Focus groups
Week 12-15: Design Activities
4.4. Data Analysis
-
5. FINDINGS
-
5.1. Before Intimacy: Antecedents
Self disclosure
Trust
Commitment
-
5.2. During Intimacy: Constituent Themes
Emotional
Reciprocity
Expressive
-
Physical, involving stroking and patting
Public & Private
5.3. Consequences of Intimacy: Yield
Presence-in-absence
-
Strong yet vulnerable
6. IMPLICATIONS FOR AN INTIMATE TECHNOLOGY
-
6.1. Preliminary Design Sketches
6.2. Design Sketches from Workshops
-
6.3. SynchroMate
6.4. Hug Over a Distance
-
7. DISCUSSION
-
8. LIMITATIONS
9. CONCLUSION
-
ACKNOWLEDGMENTS
REFERENCES
-
Chapter 10
Ethnography and object-orientation
Abstract.1
mobile
1. INTRODUCTION
International Journal of Human-Computer Studies,
-
mobile
object-oriented analysis and design
application domainproblem domain
contextual richness.
abstract models.
-
2. RELATED WORK
domain of operationhuman interaction
-
3. AN EMPIRICAL STUDY OF BRIDGING THE GAP
-
4. ETHNOGRAPHIC FIELD STUDIES
4.1. Case study 1: the container ship
-
4.2. Case study 2: the power plant
-
5. APPLICATION DOMAIN ANALYSIS
problem application
5.1. Case study 1: the container ship
-
Observed communication problems
Communication structures
-
5.2. Case study 2: the power plant
Communication to support coordination
-
Observed communication problems
5.3. What did we learn from the two application domain analyses?
-
6. PROBLEM DOMAIN ANALYSIS
6.1. Case study 1: the container ship
Let go
Class diagram
Commanding of icer Of icerShip Team
-
LocationShip Task
State chart diagramLet go
-
6.2. Case study 2: the power plant
controller ield worker.
acted-out
-
6.3. What did we learn from the two problem domain analyses?
7. DESIGN AND IMPLEMENTATION
-
7.1. Case study 1: the container ship
Sketches on paper
Design in eMbedded Visual Basic
very
Mock-up in Shockwave
-
Functional prototype
7.2. Case study 2: the power plant
User interface modellingbridges
interaction model,presentation model, dialogue model.
-
User interface design
-
Paper Prototype
Functional Prototype
7.3. What did we learn from the two design and implementation processes?
-
8. FUNCTIONAL PROTOTYPES
8.1. The Maritime Communicator
Overall Design
-
Implementation
-
8.2. Case study 2: the power plant
Overall Design
The communication screen
-
The alarm screen
The status screen
Implementation
-
9. EVALUATIONS AND USER FEEDBACK
9.1. Case study 1: the container ship
-
Highlights from evaluation
9.2. Case study 2: the power plant
-
Highlights from evaluation
10. SUMMARY AND DISCUSSION
-
10.1. Value of application domain analysis
10.2. Value of problem domain analysis
10.3. Informing the design process
-
10.4. Supporting the implementation process
10.5. Value of ethnography in mobile HCI
-
how
11. CONCLUSIONS AND FURTHER WORK
-
ACKNOWLEDGEMENTS
REFERENCES
-
Designing mobile interactionsthe continual convergence of form and context
Jesper Kjeldskov
Volume II
Kjeld
skovD
esignin
g mob
ile interaction
s
II
-
Designing mobile interactionsthe continual convergence of form and context
Jesper Kjeldskov
Volume II
-
1
1
-
Table of contents
Preface i
Part I. Studying and analysing 129
Part II. Designing and building 209
Part III. Improving evaluation 313
Part IV. Artefacts 403
Part V. Understanding 505
List of contributions 605
List of co-authors 607
Sammenfatning p dansk 609
-
Part IIIImproving evaluation
Chapter 11. Simulating mobility
Chapter 12. Simulating the domain
Chapter 13. Bringing the system into the eld
Chapter 14. Taking the lab with you
-
IMPROVING EVALUATIONhow can we improve our techniques for studying the
user experience of mobile interaction design in context?
Simulating mobility
Simulating the domain
Bringing the system into the ield
-
Taking the lab with you
-
Chapter 11
Simulating mobility
Abstract.1
1. INTRODUCTION
International Journal of Human-Computer Studies,
-
mobile
-
2. RELATED WORK
2.1. Literature Survey
CHI TOCHI Mobile HCI Total
-
2.2. Proposed Techniques
-
3. IDEAS FOR NEW TECHNIQUES
3.1. Framework A
Attention needed to navigate
Bod
y m
otio
n
-
3.2. Framework B
4. EXPERIMENTAL DESIGN
4.1. Experiment A
-
Usability problems:
Performance:
Workload:
-
4.2. Experiment B
-
Usability problems:
Performance:
5. RESULTS
5.1. Experiment A
-
Usability Problems
Technique
Mean
Std. deviation
Technique
Combined
Critical
Serious
Cosmetic
Sum
-
Performance
Workload
-
Technique
Mental demands
Physical demands
Physical demands
Overall workload
-
5.2. Experiment B
Dance mat Pedestrian street
Nokia 3310
Nokia 5510
Dance mat Pedestrian street
Nokia 3310
Nokia 5510
-
6. DISCUSSION
6.1. The Sitting Technique
6.2. Usability Problems and Mobility
-
6.3. A Changing Track
6.4. Data Collection in the Field
-
6.5. Involving social context
7. CONCLUSION
-
ACKNOWLEDGMENTS
REFERENCES
-
Chapter 12
Simulating the domain
Abstract. 1
in sitro
1. INTRODUCTION
International Journal of Human-Computer Interaction,
-
should
-
2. EVALUATING THE USABILITY OF MOBILE SYSTEMS
2.1. In Situ or In Vitro: The Trade-Offs between Realism and Control
In situ:
In vitro:
-
2.2. Simulation: An Attempt to Bridge Realism and Control
-
computational simulation
in silicoin vivo in vitro
simulators
-
2.3. In Sitro: Striving for Mobile Usability Realism and Control
in sitroin situ in vitro
In sitro:
-
2.4. In Sitro: Empirical Investigation
3. INCREASING LABORATORY REALISM
-
3.1. Case A: The Maritime Communicator
Distributed work activities in the maritime domain
21
3
-
The prototype system
-
3.2. Study A1: Laboratory Evaluation (in vitro)
in vitro:
non-situation
-
3.3. Study A2: Simulating the Ship (in sitro)
in sitro
-
3.4. Analysis
compilation comparison
-
3.5. Findings
-
4. GOING INTO THE FIELD
purely in situ; no
4.1. Case B: MobileWARD
-
Using electronic patient records in healthcare
Mobility.
Complexity.
Work Relation.
The prototype system
-
active
-
4.2. Study B1: Simulating the Hospital Ward (in sitro)
-
4.3. Study B2: Studying Use at the Hospital (in situ)
real work real nurses real patients, real patient data
-
WARD 273
WARD 274
WARD 271 WARD 275
WARD 276WARD 272WARD 270OFFICE
RECEPTION
RINSEROOM
UNCLEAN
RINSEROOMCLEAN
NURSINGROOM
LIVINGAREA
A
B
C
D
E
F
-
4.4. Analysis
compilation comparison
4.5. Findings
-
5. DISCUSSION
-
REFERENCES
-
Chapter 13
Bringing the system in to the eld
Abstract.1
1. INTRODUCTION
Behaviour and Information Technology,
-
2. CHOOSING APPROPRIATE EVALUATION TECHNIQUES
2.1. In-situ or in-vitro?
-
2.2. Users, surrogates or experts?
context immunity
2.3. Exhaustive or discount data analysis?
3. THE TRAMMATE PROJECT
-
3.1. The prototype system
-
4. COMPARING THE FOUR APPROACHES
4.1. Study 1: Field Evaluation
-
Critical problem
Serious problem
Cosmetic problem
4.2. Study 2: laboratory evaluation
-
4.3. Study 3: heuristic walkthrough
-
4.4. Study 4: rapid re lection
-
4.5. Analysis
compilation comparison
-
5. FINDINGS
-
Critical problems
Serious problems
Cosmetic problems
Field evaluation
Lab evaluation
Heuristic walkthrough
Rapid re lection
Total
Critical
Serious
Cosmetic
Cosmetic
-
5.1. Critical problems
-
5.2. Serious problems
5.3. Cosmetic problems
-
6. DISCUSSION
-
6.1. In-situ or in-vitro?
6.2. Users, surrogates or experts?
-
6.3. Exhaustive or discount?
7. CONCLUDING COMMENTS
-
ACKNOWLEDGEMENTS
REFERENCES
-
Chapter 14
Taking the lab with you
Abstract.1
1. INTRODUCTION
Handbook of Research on User Interface Design and Evaluation for Mobile Technology
-
2. BACKGROUND
-
Nyyssnen et al., 2002)
-
3. CLOSE UP VIDEO AND IMPROVED SOUND
-
3.1. Using The First Field Laboratory in Practice
3.2. Lessons Learned From Using Field Lab #1
-
4. SMALL CAMERAS AND MULTIPLE VIDEO SOURCES
-
4.1. Using The Second Field Laboratory in Practice
4.2. Lessons Learned From Using Field Lab #2
-
other peoples
-
5. MINIMIZING EQUIPMENT AND INCREASING BATTERY LIFETIME
-
5.1. Using The Third Field Laboratory in Practice
5.2. Lessons Learned From Using Field Lab #3
-
6. FUTURE TRENDS
-
7. CONCLUSIONS
REFERENCES
Proceedings of Interact 2005
Personal and Ubiquitous Computing, 6
Proceedings of Mobile HCI 2003
Proceedings of the First Workshop on Human-Computer Interaction with Mobile Devices
-
Journal of Usability Studies, 1
Proceedings of Annual Conference on Information Technology in the Hospital Industry
Proceedings of DUX 2005
Behaviour and Information Technology, 24
Proceedings of Mobile HCI 2004
International Journal of Human-Computer Studies 60
Proceedings of Mobile HCI 2003
Nyyssnen, T., Roto, V., & Kaikkonen, A. (2002). Mini-camera for usability tests and demonstrations
Transactions on Computer-Human Interaction, 7
Examining Mobile Phone Use in the Wild with Quasi-Experimentation
Proceedings of CHI 1994
Proceedings of CHI 2002
Proceedings of RESNA 27th Annual Conference.
KEY TERMS AND THEIR DEFINITIONSField laboratory
AV hard disk recorder
-
Picture-in-Picture unit
Quad display unit
Lapel microphone
Camera-clamp
Third person view
Close-up view
-
Part IVArtefacts
Chapter 15. MobileWARD
Chapter 16. Just-for-Us
Chapter 17. GeoHealth
Chapter 18. ArchiLens
Chapter 19. Power Advisor
-
ARTEFACTS how can we make use of context in the implementation of
concrete interactive mobile systems?
MobileWARD
Just-for-Us
GeoHealth
-
ArchiLens
.
Power Advisor
-
Chapter 15
MobileWARD
Abstract.1
1. INTRODUCTION
Personal and Ubiquitous Computing,
-
2. RELATED WORK
2.1. Ubiquitous computing environments and usability
-
emerging
2.2. Ubiquitous computing in healthcare
-
3. STUDY A: UBIQUITOUS EPR IN THE REAL WORLD
-
3.1. Method
Preparation
-
Test Subjects
Tasks
Procedure
Setting
-
Data collection
Data analysis
3.2. Findings from the evaluation of IPJ 2.3
Mobility
-
Complexity
Relation to Work Activities
4. STUDY B: AN EXPERIMENTAL MOBILE EPR SYSTEM
-
4.1. Architecture
4.2. Interface design
-
4.3. Usability evaluation of M WARD
Setting
-
WARD 273
WARD 274
WARD 271 WARD 275
WARD 276WARD 272WARD 270OFFICE
RECEPTION
RINSEROOM
UNCLEAN
RINSEROOMCLEAN
NURSINGROOM
LIVINGAREA
A
B
C
D
E
F
Data collection
-
Test subjects
Tasks
Procedure
-
Roles
Data analysis
5. FINDINGS AND DISCUSSION
-
why
5.1. Mobility revisited
-
5.2. Complexity revisited
5.3. Relation to work activities revisited
5.4. General implications for ubiquitous computing in the real world
alternative
supplement
-
6. CONCLUSIONS
-
ACKNOWLEDGEMENTS
REFERENCES
-
Chapter 16
Just-for-Us
Abstract.1
1. INTRODUCTION
Proceedings of Mobile HCI 2005,
IEEE Computer,
-
2. SOCIALITY, INDEXICALITY AND JUST FOR US INFORMATION
-
3. EMPIRICAL STUDIES: PHYSICAL AND SOCIAL CONTEXT
-
4. THE DESIGN AND IMPLEMENTATION OF JUST FOR US
4.1. Technical Implementation
-
4.2. Interaction Design
Making the Invisible Visible: Augmenting the Users Physical Surroundings
-
Supporting Ad-Hoc Communication about Places, Activities and Time
-
Indexing Recommendations and Content to History and Context
-
Representing Activities within Proximity and Indexing to Familiar Places
-
5. EVALUATION
-
6. CONCLUSIONS AND FURTHER WORK
ACKNOWLEDGMENTS
REFERENCES
-
Chapter 17
GeoHealth
Abstract.1
1. INTRODUCTION
Journal of Location-Based Services,
-
location-based mobile healthcare system
-
2. RELATED WORK
2.1. Context awareness and location-based services
representational
-
location
location
services
-
2.2. Mobile healthcare applications and location-based services
Woodward et al 2001,
-
3. FIELD STUDY: HOME HEALTHCARE
what when where
-
3.1. Findings from ield study
-
4. THE GEOHEALTH PROTOTYPE
-
active
-
passive
discreet context-awareness.
4.1. Location-based spatial view of the work domain
-
4.2 Location-based information push
-
4.3 Location-based ad-hoc exchange of work tasks
-
4.4 Location-based alarms
4.5 Implementation
-
Head west on Solvnget 9.514260,56.796510,0 9.514260 56.796510 100.000000 45.000000 350.060608
()
-
Route 9.514260,56.796510,0.000000 9.514260,56.796510,0.000000 9.513280,56.796500,0.000000 9.513280,56.796500,0.000000 9.513090,56.797420,0.000000 9.513110,56.797790,0.000000 9.513250,56.798380,0.000000 9.513250,56.798380,0.000000 9.515990,56.798170,0.000000 9.517050,56.798120,0.000000 9.518940,56.798180,0.000000 9.520890,56.798440,0.000000 9.520890,56.798440,0.000000 9.521490,56.797410,0.000000
volatility
-
5. EVALUATIONS
-
6. FINDINGS AND DISCUSSION
-
7. CONCLUSIONS AND FURTHER WORK
-
ACKNOWLEDGEMENTS
REFERENCES
-
Chapter 18
ArchiLens
Abstract.1
1. INTRODUCTIONone should always design
a thing by considering it in its next larger context - a chair in a room, a room in a house, a house in an environment, an environment in a city plan.
Journal of Pervasive and Mobile Computing.
-
2. RELATED WORK
on the building site
-
genius loci
-
accuracy of positioning perception of depth.
3. ARCHILENS
-
Use Scenario:
3.1. Two-Dimensional Placement
-
3.2. Spatial Layout and Characteristics
3.3. The Visual Appearance
4. FIELD STUDIES
Open lot
Signed contract
house extension
-
4.1. Participants
Open lot
Signed contract
House extension
4.2. Procedure and Data Collection
-
4.3. Data Analysis
5. FINDINGS
5.1. Visual Appearance
-
I simply dont like blueprints, I dont understand them while this is much easier to understand [A].
I actually thought I had a good idea of how my house was going to look, but there were things that surprised me and helped me understand a few things. All because I could see the house from different angles
This is so cool, that I can stand here in my living room and imagine what views I will have [C].
-
We have talked about how quick we would be able to drive into the carport from the road - we were afraid it would be too racing like. But now that I can see it from here, I actually dont think it is going to be a problem [D].
5.2. Relationship to Context
-
I actually think I was con irmed in my choices, when I tried changing the bricks to some of the colours, we had talked about. I compared them to the surroundings and they simply did not work, so clearly our yellow bricks it better than black [B]
Come take a look at this. Should we maybe have used some more money and removed that wall? The others [neighbouring houses] solutions look really smart [B].
It makes you think about a lot of things, when you can walk around and see the house [D].
-
5.3. Collective Understanding
I could imagine it would make it easier to reach an agreement about details, because you discuss based on the same foundation the only thing I could have wanted, was to have had this system earlier in the process, as there at that point was many disputed points [E]
-
We have been out with friends to look at their building project. They proudly presented their blueprints at the lot, but its simply impossible to get more than a vague idea on how its going to look from that [D]
5.4. Dimensional Insight
A 3D house model on a computer screen appear smaller than in the real world [F].
it was a lot easier to understand when you were in it [the physical surroundings] [E] or it is great to touch the house with my body [F]
-
6. DISCUSSION
6.1. Evoking Imagination
contextual
-
6.2. Enabling Participation in Contextual Architecture
genius loci
require
-
wholeness preserving transformations
7. CONCLUSIONS
-
8. FURTHER WORK
ACKNOWLEDGMENTS
REFERENCES
-
Chapter 19
Power Advisor
Abstract.1
1. INTRODUCTION
Proceedings of CHI 2012,
-
2. RELATED WORK
-
3. POWER ADVISOR DESIGN
-
3.1. Consumption Views
-
3.2. Consumption Messages
3.3. Technical Implementation
4. POWER ADVISOR DEPLOYMENT
-
4.1. Apparatus
4.2. Household Recruitment
Household A:
Household B:
-
Household C:
Household D:
Household E:
Household F:
Household G:
Household H:
Household I:
Household J:
4.3. Study Protocol
-
4.4. Data Analysis
5. FINDINGS
-
5.1. Using Power Advisor
I only used the application when I received a reminder
It is easier to monitor the usage on the phone than going to the basement to check the power meter
When you have an unread message, you will be noti ied immediately. This raises your awareness of the application, and it works pretty well
I see some advantages on using the application on a mobile phone because I would still get an SMS on my mobile. Therefore it is easier to check the application on it than to pull my iPad up for that purpose. Furthermore, it is not always I have my iPad with me, but I always keep my phone with me
5.2. Raising Awareness of Power Consumption
I think the study has
-
been very good as I had no idea on how much I used before. It was also nice to get to know which group I belong to, so I can relate my consumption to others
The fact that you can have different views on your consumption makes this application useful
It is all linked to my personal consumption and provides with an opportunity to act and react
With these messages, I have become more conscious of how much we consume and then you can maybe try to work with it, if you want to bring it down
You have to know something about the unit kilowatt-hour to able to assess your consumption and to decide whether you are satis ied with your current consumption rate kilowatt/hour is an arbitrary unit for me as I dont know how much it means money-wise
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This is interesting as it made me active in the process. It forced me to re lect upon my own consumption
5.3. Power Consumption in the Community
Absolutely, measuring up against other people gives me some feeling about my own consumption as I need to identify whether Im doing something wrong or right.
We are gregarious animals in a way. We measure ourselves and consider ourselves in relation to each other all the time
I really do not care how others are, it does not change anything for my consumption. So therefore it has no value to me to be compared with others.
I dont really care about the other consumers, it does not affect my consumption. For me, there is no added value in being compared and measured against others
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5.4. Reinforcement and Injunctive Information
I would here perhaps have a tendency to rest on its laurels
Either you think that this performance was bad and you try to do something different to avoid receiving a red smiley next time, or then you are indifferent and are opposed to the message next time
You are doing excellent, but you are 10% behind the best people in the group
Then you become more motivated for improving your consumption and setup realistic goals
If there are too many negative messages, I might be thinking, this does not interest me any more these stupid messages I perceive a negative comment as a raised inger on your behaviour and it is not likely that I would read messages in the future
5.5. Motivating Behaviour Change and Barriers for Change
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Before the study, I was already tracking my consumption through the Modstrm website, but every now and then I would forget to check usage for several weeks and furthermore, you really need to compare your usage with others
I was surprised to observe a difference in power consumption even when we talked about the same weekday, same people at home, etc.
You have to keep reminding people to change behaviour. I remember when I was a child; our parents kept telling us not to let the water running while brushing teeth. We dont tell this to our children today as it is not necessary
Instead of using kilowatt-hour as energy unit, one could also apply environmental units, e.g. how much your consumption affects the environment with pollution
6. DISCUSSION
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6.1. Comparative Electricity Consumption
6.2. Social Power in Consumption Communities
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6.3. Motivation, Reward, and Charity
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CONCLUSION
ACKNOWLEDGMENTS
REFERENCES
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Part VUnderstanding
Chapter 20. Principles of perceptual organisation
Chapter 21. Indexical interaction design
Chapter 22. Proxemics and interactional spaces
Chapter 23. Orchestrating mobile devices
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UNDERSTANDINGhow can we abstractly describe and understand the
relationships between interactive mobile systems, users and context?
Principles of perceptual organisation
proximity, closure, symmetry, continuity, similarity
Indexical interaction design
indexicality.
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Proxemics and interactional spaces
Orchestrating mobile devices
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Chapter 20
Principles of perceptual organisation
Abstract.1
1. INTRODUCTION
context-aware
Journal of Location-Based Services,
-
proximity, closure, symmetry, continuity,similarity
interaction design for LBS
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2. THE MOBILE INTERNET AND LOCATION BASED SERVICES
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we must enable people to do relevant things that they couldnt do before.
location
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3. GESTALT THEORY
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3.1. Gestalt theory in human-computer interaction
Proximity Closure Symmetry Continuity Similarity
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perceived
-
interaction situation.
4. CASE STUDY: THE JUST FOR US LOCATION BASED SERVICE
Just-for-Us,
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5. FIVE PRINCIPLES OF PERCEPTUAL ORGANISATION APPLIED
5.1. Proximity
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5.2. Closure
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5.3. Symmetry
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5.4. Continuity
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5.5. Similarity
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6. INFORMING LOCATION BASED SERVICE DESIGN AND EVALUATION
Gestalt principle Implications for LBS Key questions for design and evaluation
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7. CONCLUSIONS
location salienceabstraction. alignment egocentric frames of reference.
patterns of movement. matching
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8. ACKNOWEDGEMENTS
REFERENCES
-
Chapter 21
Indexical interaction design
Abstract.1
1. INTRODUCTION
ACM Transactions on Computer-Human Interaction,
-
2. CONTEXT
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3. INDEXICALITY
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3.1. Reducing information representations by increasing indexicality
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3.2 Indexical Interface Design
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4. THREE PROTOTYPE SYSTEMS
4.1. TramMate II
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4.2. MobileWARD
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4.3. Just-for-Us
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5. THREE EVALUATIONS
5.1. Evaluating on public transport: TramMate II
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5.2. Evaluating at the hospital: MobileWARD
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5.3. Evaluating in the city: Just-for-Us
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6. DISCUSSION OF FINDINGS FROM EVALUATIONS
6.1. Indexing to physical context
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Redundancy and the suf iciency of approximation
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6.2. Indexing to spatial context
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Trust and control
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6.3. Indexing to social context
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Subtle context and making the implicit explicit
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7. USING INDEXICALITY IN DESIGN
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8. SUMMARY AND CONCLUSIONS
-
9. FURTHER WORK
-
ACKNOWLEDGEMENTS
REFERENCES
-
Chapter 22
Proxemics and interactional spaces
Abstract.1
ACM Transactions on Computer-Human Interaction,
-
1. INTRODUCTION
-
embodied action
proxemics F-formations
2. EMBODIED ACTION AND MEDIA SPACES
reversibility
-
3. SPATIALITY AND HUMAN INTERACTION
-
proxemics
intimate personal socialpublic
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4. PHYSICAL WORKPLACE DESIGN
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5. BLENDED SPACES: THE EXAMPLE OF HALO
work communication
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interaction3 service
-
social
magni ication constancyeye heights foreground and table height
distortion reduction; correct eye contact and gesture awareness spatial audio.
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6. BLENDED INTERACTION SPACES
-
o-space
-
entry points
entry point
-
interaction proxemics
interaction proxemics
-
interaction proxemics
7. A BLENDED INTERACTION SPACE FOR SMALL GROUPS
7.1. TAPESTRY
-
7.2. BISi set-up
-
social distance
intimateo-space
-
informed
-
spatial reference domain
-
access points
-
8. DISCUSSION
Blended Interaction Spaces.
-
Interaction
interaction proxemics
-
necessitysuf iciency
9. CONCLUSION
outcomeprocess
-
ACKNOWLEDGEMENTS
-
REFERENCESWorkplace by Design: Mapping the High Performance Workscape
Proceedings of CSCW 88 Conference on Computer Supported Cooperative Work
Proceedings of the 5th Conference on Of ice Information Systems
Proceedings of OzCHI 2009
Video Mediated Communication,
Media Space: 20+ Years of Mediated Life,
Cooperative Buildings
Where the Action Is: The Foundations of Embodied Interaction
Proceedings of ACM Conf. Computer-Supported Cooperative Work CSCW 2006
Computer-Supported Cooperative Work
The New Of ice
Video-mediated Communication
The Locales Framework: Understanding and Designing for Wicked Problems
Proceedings of INTERCHI 93
Journal of Experimental Psychology: Human Perception and
Performance,
Media Space 20+ Years of Mediated Life
The Hidden Dimension,
Inside the IMF: An ethnography of documents, technology and organizational action
-
Media Space: 20+ Years of Mediated Life
Proceedings of the ACM Conference on Computer-Supported Cooperative Work CSCW96
Proceedings of the Thirty-First Annual Conference of the Cognitive Science Society
Proceedings of CHI 91
Human-Computer Interaction
Technology in Action
Why HP People Do and Dont Use Videoconferencing Systems
Proceedings of CHI 2006
Proceedings of CSCW 08
Proceedings of Pervasive 2006
Cognition in the Wild
Proceedings of CHI92
Proceedings of Tabletop 2008
Fourth CSIRO ICT Centre Conference 2007
Proceedings of IEEE Pervasive Computing
Conducting Interaction: Patterns of Behavior in Focused Encounters
Arti icial Intelligence
Proceedings of GROUP 2003
New Environments for Working: The Re-Design of Of ices and Environmental Systems for New Ways of Working
Complex Information Processing: The impact of Herbert A. Simon
-
Proceedings of CHI 91, ACM Conference on Human Factors in SoftwareGroupware: software for computer-
supported collaborative work
Phenomenology of Perception.
The Visible and the Invisible
Proceedings of the 12th annual ACM symposium on User interface software and technology
Human-Computer Interaction
Proceedings of GI 2007
Proceedings of CHI 05
Proceedings of CHI 09
Telecommunications Policy
The Invisible Computer: Why Good Products Can Fail, the Personal Computer Is So Complex, and Information Appliances Are the Solution
Human-Computer Interaction
Human-Computer Interaction
Video Mediated Communication
Proceedings of CSCW 94
Language and gesture
. Journal of Memory and Language
Livespaces technical overview
Proceedings of ECSCW 97
Proceedings of CHI 97
-
Interacting With Computers
Human-Computer Interaction,
Public and Situated Displays: Social and Interactional aspects of Shared Display Technologies
Proceedings of ECSCW
Proceedings of CHI92
Human-Computer Interaction
Proceedings of CHI 92
Video-mediated Communication
The myth of the paperless of ice
The social psychology of telecommunications
Personal Space
International Journal of Social Psychology
Socially Distributed Cognition: Computational Space and Collaborative Artefacts For The Workspace
Observing High Performance Team Work: How Space and Information Artefacts Structure Team Problem Solving, Communication and Fluid Movement From Individual to Collaborative Work
Cognition Technology and Work
Steelcase360
Journal of Abnormal and Social Psychology
Proceedings of CHI 99
Proceedings of ECSCW 97 European Conference on Computer-Supported Cooperative Work
-
Computer-Supported Cooperative Work
Public and Situated Displays: Social and Interactional aspects of Shared Display Technologies
Human-Computer Interaction
Proceedings of CHI95
HP Halo Performance Assessment: Analysis and opinions on capabilities, features, usability, performance, and business model,
Proceedings of CSCW 08
Cognitive Science
-
Chapter 23
Orchestrating mobile devices
Abstract.1
1. INTRODUCTION
Proceedings of OzCHI 2005,
-
2. THREE PERSPECTIVES ON CONVERGENCE
2.1. Utopian
-
2.2. Dystopian
-
2.3. Hybrid
3. CONVERGENCE AND DIVERGENCE BY DESIGN AND IN USE
-
-in-use
Convergence-in-use
-
Divergence-in-use
4. EMPIRICAL STUDY
real
-
5. FINDINGS
-
5.1. Increasing usability by means of convergence
5.2. Beyond the tipping point
-
5.3. Increasing usability by means of divergence
6. DISCUSSION AND CONCLUSIONS
-by-design -in-use
-
ACKNOWLEDGEMENTS
REFERENCES
-
List of contributions
Proceedings of Mobile HCI 2003
Behaviour and Information Technology, 24
Computer-Supported Cooperative Work, 17
Australasian Journal of Information Systems, 11
Interacting with Computers, 2006
Proceedings of APCHI 2004
Transactions on Computer-Human Interaction, 16
Proceedings of CHI 2005
International Journal of Human-Computer Studies, 70
International Journal of Human-Computer Studies, 60
International Journal of Human-Computer Interaction, 22
Behaviour and Information Technology, 24
Handbook of Research on User Interface Design and Evaluation for Mobile Technology
Personal and Ubiquitous Computing, 11
-
Proceedings of Mobile HCI 2005
IEEE Computer, 39
Journal of Location-Based Services, 4
Journal of Pervasive and Mobile Computing.
Proceedings of CHI 2012
Journal of Location-Based Services, 2
ACM Transactions on Computer-Human Interaction, 17
ACM Transactions on Computer-Human Interaction, 18
Proceedings of OzCHI 2005
-
List of co-authors
-
Design af mobile interaktioner- den kontinuerlige konvergens mellem form og kontekst
-
Kapitel 1: Design af mobile interaktioner
-
Kapitel 2: Udfordringer og muligheder
Del I: Undersgelse og analyse
Del II: Design og konstruktion
-
Del III: Forbedring af evaluering
Del IV: Artefakter
-
Del V: Forstelse
Opsummering af sammenfatningen