34,092 research outputs found

    Direct combination: a new user interaction principle for mobile and ubiquitous HCI

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    Direct Combination (DC) is a recently introduced user interaction principle. The principle (previously applied to desktop computing) can greatly reduce the degree of search, time, and attention required to operate user interfaces. We argue that Direct Combination applies particularly aptly to mobile computing devices, given appropriate interaction techniques, examples of which are presented here. The reduction in search afforded to users can be applied to address several issues in mobile and ubiquitous user interaction including: limited feedback bandwidth; minimal attention situations; and the need for ad-hoc spontaneous interoperation and dynamic reconfiguration of multiple devices. When Direct Combination is extended and adapted to fit the demands of mobile and ubiquitous HCI, we refer to it as Ambient Combination (AC) . Direct Combination allows the user to exploit objects in the environment to narrow down the range of interactions that need be considered (by system and user). When the DC technique of pairwise or n-fold combination is applicable, it can greatly lessen the demands on users for memorisation and interface navigation. Direct Combination also appears to offers a new way of applying context-aware information. In this paper, we present Direct Combination as applied ambiently through a series of interaction scenarios, using an implemented prototype system

    A first empirical study of direct combination in a ubiquitous environment

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    In dynamic ubiquitous environments, end users may need to create services by causing two or more devices or resources to interoperate together in ad-hoc circumstances. In general, users can find this kind of process hard to manage. At the same time, existing UI architectures are not well suited to supporting such activities. It is proposed that a good basis for addressing these and related problems in a principled, scaleable way is the principle of Direct Combination (DC). The principle is summarized, and analytical arguments are presented that predict that DC can reduce the amount of search required by the user. Other things being equal, such a reduction in search would be expected to offer interactions which are faster, less frustrating, and impose less mental load on the user. We present a proof-of-concept implementation, and a small-scale evaluation of a DC interface. Within the limitations of a preliminary evaluation, consistent support is offered across several measures for the analytical predictions

    Privacy Versus Protection: Exploring the Boundaries of Electronic Surveillance in the Internet Age

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    From Popular Culture to Popular Custom, and Back Again : A love-lock's tale

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    Walk over a major bridge in a Western city and chances are you will come across at least one or two love-locks. These are padlocks inscribed with names or initials and attached to a public structure, typically by a couple in declaration of romantic commitment, who then proceed to throw the key into the river below. Some assemblages of these love tokens are modest; others number the thousands. This has become a truly global phenomenon, with over 400 love-lock assemblages catalogued across 62 countries in all continents bar Antarctica: popular custom in the true sense of the term. Although this custom was practised prior to the 21st century, with evidence of it in Serbia and Hungary in the 1900s,i it did not gain widespread popularity until the mid-2000s — sparked, this paper contends, by an Italian teenage romance novel. This paper explores the transition from popular culture, defined here as mass-produced cultural products — including but not limited to television, film, literature and music — accessible to and consumed by the majority of a given society, to popular (or folk) custom. It also explores the reverse. As the love-lock custom gained popularity and familiarity, it became an established folk motif in films, television, and novels — from popular custom to popular culture — and this paper considers what these transitions demonstrate about the relationship, or interrelationship, between popular custom and popular culture.Peer reviewe

    Limits of Kansei – Kansei unlimited

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    This article discusses momentary limitations of the Kansei Engineering methods. There are for example the focus on the evaluation of colour and form factors, as well as the highly time consuming creation of the questionnaires. To overcome these limits we firstly suggest the integration of word lists from related research fields, like sociology and cognitive psychology on product emotions in the Kansei questionnaires. Thereafter we present a study on the wide range of Kansei attributes treated in an industrial setting. Concept words used by designers are being collected through word maps and categorized into attributes. In a third step we introduce a user-product interaction schema in which the Kansei attributes from the study are positioned. This schema unfolds potential expansion points for future applications of Kansei engineering beyond its current limits

    Paper Gaming: Creating IoT Paper Interactions with Conductive Inks and Web-connectivity through EKKO

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    Paper is ubiquitous. It forms a substantial part of our everyday activities and interactions; ranging from our take-away coffee cups -- to wallpaper -- to rail tickets -- to board and card games. Imagine if you could connect paper to the Internet, interact and update it with additional data but without recourse to reprinting or using e-ink alternatives. This paper explores work examining conductive inks and web-connectivity of printed objects, which form part of an emergent sub-field within the Internet of Things (IoT) and paper. Our research is starting to explore a range of media uses, such as interactive newspapers, books, beer mats and now gaming environments through prototype IoT device named EKKO; a clip that allows conductive ink frameworks to detect human touch interaction revealing rich media content through a mobile application as the 'second screen'
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