11 research outputs found
Mobile Life: A Research Foundation for Mobile Services
The telecom and IT industry is now facing the challenge of a second IT-revolution, where the
spread of mobile and ubiquitous services will have an even more profound effect on commercial
and social life than the recent Internet revolution. Users will expect services that are unique and
fully adapted for the mobile setting, which means that the roles of the operators will change, new
business models will be required, and new methods for developing and marketing services have
to be found. Most of all, we need technology and services that put people at core. The industry
must prepare to design services for a sustainable web of work, leisure and ubiquitous technology
we can call the mobile life. In this paper, we describe the main components of a research agenda
for mobile services, which is carried out at the Mobile Life Center at Stockholm University. This
research program takes a sustainable approach to research and development of mobile and
ubiquitous services, by combining a strong theoretical foundation (embodied interaction), a welldefined
methodology (user-centered design) and an important domain with large societal
importance and commercial potential (mobile life). Eventually the center will create an
experimental mobile services ecosystem, which will serve as an open arena where partners from
academia and industry can develop our vision an abundant future marketplace for future mobile servĂces
Facilitating Mobile Music Sharing and Social Interaction with Push!Music
Push!Music is a novel mobile music listening and
sharing system, where users automatically receive
songs that have autonomously recommended
themselves from nearby players depending on similar
listening behaviour and music history. Push!Music
also enables users to wirelessly send songs between
each other as personal recommendations. We
conducted a two-week preliminary user study of
Push!Music, where a group of five friends used the
application in their everyday life. We learned for
example that the shared music in Push!Music became
a start for social interaction and that received songs in
general were highly appreciated and could be looked
upon as âtreatsâ
Educational mobile game design for children learning mathematics
Children can learn while playing computer educational games. Therefore, it is important that educational games for children are well designed and usable. This study proposes an educational mobile game design for children to learn mathematics. Based on the design, a low fidelity and high fidelity prototypes called PreMath Operations were designed and developed. A usability evaluation was conducted on the prototypes by observing children playing with the games. The result of the evaluation suggested that PreMath Operations prototypes is usable and can help children to learn math while playing. This study provides a design strategy of mathematic educational game for children to learn in a fun and interestin
âWhy Is Everyone Inside Me?!â Using Shared Displays in Mobile Computer Games
We have investigated the use of shared mobile displays to create a new type of computer games for mobile devices â Collaborative Games, which require players to physically coordinate their activities to succeed. Collaborative Games are played on mobile devices connected in wireless networks where users can start, join and leave games ad hoc. In a user study, one of these mobile games was made available in a cafĂ© frequented by high school students for a period of two weeks. During the test period we noted several new forms of interaction emerging, such as players running away with their displays to avoid other players from accessing them. We also found interesting verbal exchanges, such as the use of âmeâ to refer to both the userâs handheld display and her on-screen representation. We believe that these new ways of interaction is a result of using the shared display in a new domain
Mobile Game-Based Learning (mGBL) Engineering Model
Mobile game-based learning (mGBL) is a game played on any handheld devices such as mobile phones. It is among the most recent growing research areas whereby its main aim is to use game play to enhance motivation in learning, engage in knowledge acquisition, and improve the effectiveness of learning activities through mobile environment. To fully utilize the potential of mGBL, researchers suggest looking at the most important part, which is the development methodology of mGBL. In relation to this, various game development methodologies have been introduced for different types of game genres and platforms. These methodologies propose different numbers of steps and activities; some focusing only on the learning design; some concentrating
on the mobile technologies; and others on the complete life cycle. Although many game methodologies have been introduced, studies show that customized phases and steps
to develop games for learning in mobile environment are substantially required. Therefore, the study discussed in this thesis addresses this gap by proposing an mGBL
Engineering Model based on a number of games and learning theoretical and developmental foundations. In particular, the study identified the key steps of development methodology to be considered in developing mGBL applications which consist of phases, components, steps, and deliverables. In accomplishing this aim, a design science research methodology was adopted, comprising of five phases; (i) awareness of problem, (ii) suggestion, (iii) development, (iv) evaluation, and (v) conclusion. Subsequently, eight mGBL evaluation dimensions were put forward: visibility, complexity, compatibility, flexibility, clarity, effectiveness, manageability, and
evolutionary. Model evaluation was conducted in three phases, namely; expert review, prototype development with heuristics evaluation, and experimental study. Generally,
the proposed mGBL Engineering Model was well accepted by the experts contacted in this study. The model was also employed by a game company while developing an mGBL prototype. Here, the findings have implied that the model is useful to follow and it provides an easy guideline for fellow developers. In the experimental study phase, four learning or game methodologies; Analysis-Design-Development-Implementation- Evaluation, Input-Process-Output, Game Life Cycle, and mGBL Engineering Model; were studied and compared by 70 respondents. The findings have indicated that the proposed mGBL Engineering Model scored mean above 7.0 (out of 10) of all dimensions compared to the other three models (scored less than 7.0). The ANOVA results show that there are significant differences between all groups in six dimensions except complexity and compatibility. Although complexity and compatibility dimensions are not significantly different, the scores for the mGBL Engineering Model are higher than the other three models. All these results have demonstrated that the proposed mGBL
Engineering Model exhibits useful development indicators for mGBL applications and is indeed a theoretical and practical contribution of the study. In addition, the other significant contributions are the eight evaluation dimensions together with the validated instrument. Furthermore, the artefact produced, which is the mGBL prototype is also a functional contribution
Designing Mobile Games for Learning: The mGBL Approach
This paper describes the technological environment and pedagogical frameworks underpinning the development of mobile game-based learning (mGBL) mobile games. A detailed description is given of the pedagogical and technical basis of the three game templates developed within the project, plus design and trialling details of each associated game. Finally, we discuss the development of our game authoring tool, which allows users to customise mGBL games, and locate and develop new games
Design and Evaluation of a Playful Mobile Application to Facilitate Group Interaction
People are often involved in situations where they are required to interact with a group of strangers. The social interaction in these situations can be hindered by several factors, such as a personâs shyness or inhibition, and the lack of common ground. In order to overcome these obstacles, various group activities known as ice-breaking or team-building activities, have been developed and put to use.
Electronic mobile devices with networking capabilities like tablets and smartphones are nowadays used extensively in everyday life. One of their many use cases is to help people socialize, either by meeting new people or communicating with friends. Additionally, video games have been proven efficient in motivating people to socialize, either by inspiring players to form groups and communities over distance, or by facilitating interaction between collocated people.
The main objective of this thesis is to design, implement and evaluate an ice-breaking activity for a group of strangers, utilizing the benefits of mobile technology and video games mentioned above. The result was a quiz-based, multi-player, mobile game called Whoâs Next, built for mobile devices that run the Android operating system. The Wi-Fi Direct framework was used to establish connection and data exchange between the devices.
The thesis was written within the borders of the Human-Technology Interaction research field, using the User-Centered Design methodology. Thus, the thesis begins with a theoretical study on video games and their social impact, and the different social relationships and groups between people. Next, a description of traditional ice-breaking activities and their characteristics is presented. Moreover, previous attempts to utilize technology -and mobile devices in particular- in such activities are explored.
To evaluate the effects of the game as an ice-breaker, a user study with six group sessions of 4 to 5 participants were conducted. The participantsâ behaviour during the sessions, as well as their feedback given in an interview afterwards, were examined and analyzed to form conclusions about the appropriateness of the game and the playersâ overall user experience. According to the results, Whoâs Next was found to be an engaging application that encourages social interaction in a group, and which helps strangers get to know each other. Most participants found it preferable to other ice-breaking activities, since it provided more a comfortable way to share their personal information with a group
Design and Evaluation of a Playful Mobile Application to Facilitate Group Interaction
People are often involved in situations where they are required to interact with a group of strangers. The social interaction in these situations can be hindered by several factors, such as a personâs shyness or inhibition, and the lack of common ground. In order to overcome these obstacles, various group activities known as ice-breaking or team-building activities, have been developed and put to use.
Electronic mobile devices with networking capabilities like tablets and smartphones are nowadays used extensively in everyday life. One of their many use cases is to help people socialize, either by meeting new people or communicating with friends. Additionally, video games have been proven efficient in motivating people to socialize, either by inspiring players to form groups and communities over distance, or by facilitating interaction between collocated people.
The main objective of this thesis is to design, implement and evaluate an ice-breaking activity for a group of strangers, utilizing the benefits of mobile technology and video games mentioned above. The result was a quiz-based, multi-player, mobile game called Whoâs Next, built for mobile devices that run the Android operating system. The Wi-Fi Direct framework was used to establish connection and data exchange between the devices.
The thesis was written within the borders of the Human-Technology Interaction research field, using the User-Centered Design methodology. Thus, the thesis begins with a theoretical study on video games and their social impact, and the different social relationships and groups between people. Next, a description of traditional ice-breaking activities and their characteristics is presented. Moreover, previous attempts to utilize technology -and mobile devices in particular- in such activities are explored.
To evaluate the effects of the game as an ice-breaker, a user study with six group sessions of 4 to 5 participants were conducted. The participantsâ behaviour during the sessions, as well as their feedback given in an interview afterwards, were examined and analyzed to form conclusions about the appropriateness of the game and the playersâ overall user experience. According to the results, Whoâs Next was found to be an engaging application that encourages social interaction in a group, and which helps strangers get to know each other. Most participants found it preferable to other ice-breaking activities, since it provided more a comfortable way to share their personal information with a group
Understanding Roles and User Experience of Mobile Technology in Co-located Interaction
Over the last few decades, mobile phones have evolved into ubiquitous devices that support remote communication and various kinds of personal activities. Due to their personal nature, device users are engaged in interactions on mobile devices and pay less attention to other people around them. Furthermore, as the user interface is optimized for a single person use, it reduces sharing and interaction capabilities with co-located people, which negatively influences the opportunities for shared experiences and social activities. This thesis attempts to understand how mobile technology can be designed for co-located interaction.Previous literature on the topic indicates that mobile technology is designed and employed in co-located interaction to fulfill one of these objectives - inviting interaction, facilitating interaction, encouraging interaction or enforcing interaction. While mobile technology facilitating interaction is investigated the most, this research further explores the remaining three objectives.This thesis belongs to the research field of Human-Computer Interaction (HCI) and Computer-Supported Cooperative Work (CSCW). This research follows research through design approach, producing the contribution of knowledge through design interventions. This compound thesis includes six studies, introducing seven concepts for mobile application, a novel design for a mobile device, and two functional prototypes. Four studies explore mobile technology âinviting interactionâ; one study explores the technology aiming to âencourage interactionâ and the other study explores the mobile technology âenforcing interactionâ. The intended contexts of use are for leisure and non-work-related activities, with an emphasis on enhancing the co-located social interaction in the activities.The empirical findings of this thesis include both subjective user experiences and objective observations of usersâ interactions engendered by mobile technology as well as reflections on the findings in light of existing literature. Based on these findings, this thesis provides insights about 1) The user experience in respect to mobile technology in different co-located interactions; and 2) The roles that mobile technology can play in co-located social interactions, and the design implications describing properties that influence interaction and collaboration between co-located users. These insights provide understandings about mobile technology for researchers and designers dealing with the colocated interaction domain. In addition, this thesis introduces a model of designing mobile technology for co-located interaction. The model intends to help researchers and designers in their early research and design process of mobile technology for co-located interaction. The model is built upon the relation between design objectives, design perspectives, dealing with limitations of mobile technology and the roles of technology in co-located interaction