14 research outputs found

    Context-awareness in mobile tourist information systems: challenges for user interaction

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    Context in mobile tourist information systems is typically captured as the current location of the user. Few systems consider the user's interests or wider context of the sights. This paper explores ideas of how to model, observe, evaluate, and exploit a richer notion of context in this application area. We discuss the influence of such a richer context model on the user interaction for both the capturing of context and the context-aware user/device interactions

    From Sit-Forward to Lean-Back: Using a Mobile Device to Vary Interactive Pace

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    Although online, handheld, mobile computers offer new possibilities in searching and retrieving information on the go, the fast-paced, “sit -forward” style of interaction may not be appropriate for all user search needs. In this paper, we explore how a handheld computer can be used to enable interactive search experiences that vary in pace from fast and immediate through to reflective and delayed. We describe a system that asynchronously combines an offline handheld computer and an online desktop Personal Computer, and discuss some results of an initial user evaluation

    Making results fit into 40 characters: a study in document rewriting

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    With the increasing popularity of mobile and hand-held devices, automatic approaches for adapting results to the limited screen size of mobile devices are becoming more important. Traditional approaches for reducing the length of textual results include summarisation and snippet extraction. In this study, we investigate document rewriting techniques which retain the meaning and readability of the original text. Evaluations on different document sets show that i) rewriting documents considerably reduces document length and thus, scrolling effort on devices with limited screen size, and ii) the rewritten documents have a higher readability

    Multi-Device Design in Contexts of Interchange and Task Migration

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    Com a miniaturização dos componentes digitais e o vasto desenvolvimento tecnológico dos últimos anos, a sociedade tem presenciado a redefinição dos "computadores pessoais" pelo advento dos dispositivos móveis. Além da inovação, eles introduziram o desafio do design multi-dispositivo para as aplicações desktop. Enquanto algumas abordagens criaram interfaces móveis sem aproveitar qualquer modelo, outras buscaram adaptações automáticas visando reduzir a sobrecarga de designo Em ambas, o foco do design deixou de ser o usuário, tornando as interfaces tão diferentes ao ponto de comprometerem a usabilidade na realização de uma mesma tarefa em vários dispositivos. Esta tese afirma que não existe uma abordagem de design multi-dispositivo capaz de garantir boa usabilidade em todos os contextos porque o usuário pode escolher apenas uma forma de acesso à aplicação ou alternar seu uso por meio de vários dispositivos. No primeiro caso, o usuário aprende a usar a interface para realizar suas tarefas, sendo relevante uma abordagem que aproveite os recursos do dispositivo e trate suas limitações. No segundo, o usuário já conhece uma das interfaces, o que gera uma expectativa no uso das demais. Logo, é necessário combinar abordagens com objetivos diferentes para atender ao usuário de acordo com o seu contexto de uso. Neste sentido, propõe-se o design multi-dispositivo por meio da preservação de uma hierarquia de prioridades de consistência definida em três níveis. Enquanto os dois primeiros dão suporte à expectativa do usuário em contextos de uso alternado (propensos à execução de tarefas em dispositivos diferentes) e migração de tarefas (iniciando tarefas com um dispositivo e concluindo com outro), o terceiro nível garante a personalização das tarefas de maior interesse visando eficiência e satisfação de uso em um dispositivo específico. A avaliação desta metodologia foi feita por meio de um experimento com três interfaces de pocket PC construídas a partir de uma aplicação desktop do domínio de Educação a Distância: a primeira delas era uma réplica da original (Migração Direta), a segunda não mantinha consistência de layout e era baseada em um processo de design personalizado adequado ao dispositivo (Linear) e a terceira aplicava apenas os dois primeiros níveis da hierarquia de prioridades (Overview). Os resultados da avaliação subjetiva mostraram que a abordagem Overview foi capaz de manter o modelo mental do usuário com maior precisão por preservar os atributos de facilidade, eficiência e segurança de uso na interação inter-dispositivo. Além disso, os resultados medidos para a eficácia (exatidão das respostas) e eficiênciá (tempo médio de execução das tarefas) foram iguais ou melhores com essa abordagem. Por outro lado, os usuários revelaram uma preferência pela personalização de tarefas presente na abordagem Linear. Este resultado dá suporte à proposta desta tese, mostrando que a eficácia gerada pelos dois primeiros níveis da hierarquia de prioridades (percepção e execução das tarefas) deve ser combinada com o terceiro nível de personalização. Para isso, sugere-se a disponibilização de padrões de interface criados pelo designer para escolha do usuário durante a interação. Essa combinação deve garantir usabilidade no acesso a uma aplicação feito sempre por um mesmo dispositivo ou em contextos de uso alternado e migração de tarefasWith the miniaturization of digital components and the vast technological development of the past years, society has remarked the redefinition of "personal computers" by the advent of modern mobile devices. Besides the innovation, these handhelds also introduced the challenge to develop multi-device interfaces for today's desktop applications. While some created mobile interfaces from scratch to get the best from the devices, others looked for automatic adaptations to reduce the load imposed to the designeI. In both cases, the user wasn't the focus anymore, which resulted interfaces so different from each other to the point of compromising usability when peHorming one task on many devices. This thesis claims that there is no multi-device approach capable to provi de full usability in every context because the user may choose only one interface to access the application or interchange its use via many devices. In the first case, the user learns to perform tasks with the given device, which makes relevant an approach that takes advantage of its resources and solves its limitations. In the second, the user already knows one of the available interfaces, which generates an expectation for the others. Therefore, it is necessary to combine approaches with different goals and suit the user according to the appropriate context. In this sense, we propose multi-device design via maintenance of a consistency priorities hierarchy defined in three levels. The first two levels give support to the user's expectation in contexts of interchange (prone to task execution with different devices) and task migration (starting tasks with one device and finishing with other). On the other side, the third level provides task personalization according to the user's interest towards higher efficiency and satisfaction of use with a specific device. The evaluation of this methodology was conducted by an experiment with three pocket PC interfaces designed from an e-learning desktop application: the first interface was an exact replica of the original desktop version (Direct Migration), the second didn't maintain layout consistency and was based in a personalized design process adequate to the device (Linear) while the third applied only the first two levels of the consistency priorities hierarchy (Overview). The subjective evaluation results pointed the Overview approach as the best to maintain the user's mental model by preserving easiness, efficiency and safety of use on inter-device interaction. Additionally, both measured efficacy (task result accuracy) and efficiency (task execution mean time) were the same or even better with this approach. On the other hand, users revealed their preference for the task personalization present in the Linear approach. This result gives support to our proposal, corroborating that the efficacy generated by the first two levels of the consistency priorities hierarchy (task perception and execution) should be combined with the third level of personalization. This could be done by letting designers create interface patterns and make them available to users during interaction. Such combination should guarantee usability while constantly accessing one application through the same device or in contexts of alternated use and task migratio

    An Evaluation Of Integrated Zooming and Scrolling On Small-Screens

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    Speed-dependent automatic zooming (SDAZ) has been proposed for standard desktop displays as a means of overcoming problems associated with the navigation of large information spaces. SDAZ combines zooming and panning facilities into a single operation, with the magnitude of both factors dependent on simple user interaction. Previous research indicated dramatic user performance improvements when using the technique for document and map tasks. In this paper we propose algorithmic extensions to the technique for application on small-screen devices and present a comparative experimental evaluation of user performance with the system and a normative scroll-zoom-pan interface. Users responded positively to the system, particularly in relation to reduced physical navigational workload. However, the reduced screen space reduced the impact of SDAZ in comparison to that reported in previous studies. In fact, for one-dimensional navigation (vertical document navigation) the normative interface out-performed SDAZ. For navigation in two dimensions (map browsing) SDAZ supports more accurate target location, but also produces longer task completion times. Some SDAZ users became lost within the information space and were unable to recover navigational context. We discuss the reasons for these observations and suggest ways in which limitations of SDAZ in the small-screen context may be overcome

    Integrating information seeking and information structuring: spatial hypertext as an interface to the digital library.

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    Information seeking is the task of finding documents that satisfy the information needs of a person or organisation. Digital Libraries are one means of providing documents to meet the information needs of their users - i.e. as a resource to support information seeking. Therefore, research into the activity of information seeking is key to the development and understanding of digital libraries. Information structuring is the activity of organising documents found in the process of information seeking. Information structuring can be seen as either part of information seeking, or as a sepárate, complementary activity. It is a task performed by the seeker themselves and targeted by them to support their understanding and the management of later seeking activity. Though information structuring is an important task, it receives sparse support in current digital library Systems. Spatial hypertexts are computer software Systems that have been specifically been developed to support information structuring. However, they seldom are connected to Systems that support information seeking. Thus to day, the two inter-related activities of information seeking and information structuring have been supported by disjoint computer Systems. However, a variety of research strongly indicates that in physical environments, information seeking and information structuring are closely inter-related activities. Given this connection, this thesis explores whether a similar relationship can be found in electronic information seeking environments. However, given the absence of a software system that supports both activities well, there is an immédiate practical problem. In this thesis, I introduce an integrated information seeking and structuring System, called Garnet, that provides a spatial hypertext interface that also supports information seeking in a digital library. The opportunity of supporting information seeking by the artefacts of information structuring is explored in the Garnet system, drawing on the benefits previously found in supporting one information seeking activity with the artefacts of another. Garnet and its use are studied in a qualitative user study that results in the comparison of user behaviour in a combined electronic environment with previous studies in physical environments. The response of participants to using Garnet is reported, particularly regarding their perceptions of the combined system and the quality of the interaction. Finally, the potential value of the artefacts of information structuring to support information seeking is also evaluated
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