26,344 research outputs found

    Understanding user experience of mobile video: Framework, measurement, and optimization

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    Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study

    Mobile Usability in Educational Contexts: What have we learnt?

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    The successful development of mobile learning is dependent on human factors in the use of new mobile and wireless technologies. The majority of mobile learning activity continues to take place on devices that were not designed with educational applications in mind, and usability issues are often reported. The paper reflects on progress in approaches to usability and on recent developments, with particular reference to usability findings reported in studies of mobile learning. The requirements of education are considered as well as the needs of students participating in distance education; discipline-specific perspectives and accessibility issues are also addressed. Usability findings from empirical studies of mobile learning published in the literature are drawn together in the paper, along with an account of issues that emerged in two mobile learning projects based at The Open University, UK, in 2001 and 2005. The main conclusions are: that usability issues are often reported in cases where PDAs have been used; that the future is in scenario-based design which should also take into account the evolution of uses over time and the unpredictability of how devices might be used; and that usability issues should be tracked over a longer period, from initial use through to a state of relative experience with the technology

    Pervasive and standalone computing: The perceptual effects of variable multimedia quality.

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    The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues, however, limited work has been done examining the 3-way interaction between use of equipment, quality of perception and quality of service. Our work measures levels of informational transfer (objective) and user satisfaction (subjective)when users are presented with multimedia video clips at three different frame rates, using four different display devices, simulating variation in participant mobility. Our results will show that variation in frame-rate does not impact a user’s level of information assimilation, however, does impact a users’ perception of multimedia video ‘quality’. Additionally, increased visual immersion can be used to increase transfer of video information, but can negatively affect the users’ perception of ‘quality’. Finally, we illustrate the significant affect of clip-content on the transfer of video, audio and textual information, placing into doubt the use of purely objective quality definitions when considering multimedia presentations

    A framework for accessible m-government implementation

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    The great popularity and rapid diffusion of mobile technologies at worldwide level has also been recognised by the public sector, leading to the creation of m-government. A major challenge for m-government is accessibility – the provision of an equal service to all citizens irrespective of their psychical, mental or technical capabilities. This paper sketches the profiles of six citizen groups: Visually Impaired, Hearing Impaired, Motor Impaired, Speech Impaired, Cognitive Impaired and Elderly. M-government examples that target the aforementioned groups are discussed and a framework for accessible m-government implementation with reference to the W3C Mobile Web Best Practices is proposed

    Information and communication technology solutions for outdoor navigation in dementia

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    INTRODUCTION: Information and communication technology (ICT) is potentially mature enough to empower outdoor and social activities in dementia. However, actual ICT-based devices have limited functionality and impact, mainly limited to safety. What is an ideal operational framework to enhance this field to support outdoor and social activities? METHODS: Review of literature and cross-disciplinary expert discussion. RESULTS: A situation-aware ICT requires a flexible fine-tuning by stakeholders of system usability and complexity of function, and of user safety and autonomy. It should operate by artificial intelligence/machine learning and should reflect harmonized stakeholder values, social context, and user residual cognitive functions. ICT services should be proposed at the prodromal stage of dementia and should be carefully validated within the life space of users in terms of quality of life, social activities, and costs. DISCUSSION: The operational framework has the potential to produce ICT and services with high clinical impact but requires substantial investment

    Mobile Agents for Mobile Tourists: A User Evaluation of Gulliver's Genie

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    How mobile computing applications and services may be best designed, implemented and deployed remains the subject of much research. One alternative approach to developing software for mobile users that is receiving increasing attention from the research community is that of one based on intelligent agents. Recent advances in mobile computing technology have made such an approach feasible. We present an overview of the design and implementation of an archetypical mobile computing application, namely that of an electronic tourist guide. This guide is unique in that it comprises a suite of intelligent agents that conform to the strong intentional stance. However, the focus of this paper is primarily concerned with the results of detailed user evaluations conducted on this system. Within the literature, comprehensive evaluations of mobile context-sensitive systems are sparse and therefore, this paper seeks, in part, to address this deficiency

    Linking an integrated framework with appropriate methods for measuring QoE

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    Quality of Experience (QoE) has recently gained recognition for being an important determinant of the success of new technologies. Despite the growing interest in QoE, research into this area is still fragmented. Similar - but separate - efforts are being carried out in technical as well as user oriented research domains, which are rarely communicating with each other. In this paper, we take a multidisciplinary approach and review both user oriented and technical definitions on Quality of Experience (including the related concept of User Experience). We propose a detailed and comprehensive framework that integrates both perspectives. Finally, we take a first step at linking methods for measuring QoE with this framework
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