39,823 research outputs found
Mobitrack - Holistic Measurement of Mobile User Behavior
Amidst the rapid transformation of the wireless industry, the factors driving user behavior and satisfaction are changing. This paper presents MobiTrack, a framework to measure user experience at the point of convergence – devices. The paper compares the MobiTrack framework to alternative methods to measure user experience, and shows the unique advantages of on-device measurements in building a comprehensive view on user experience. Along with data collection, the paper addresses the approaches for analytics, in showing how the presented framework provides value to device vendors and carriers through holistic user research, utilizing adoption models, and stickiness analysis, to complement the data collected from the introduced mobile audience measurement platform
How to effectively design and create a concept mobile application to aid in the management of type 1 diabetes in adolescents
Diabetes is one of the eight most prevalent chronic health conditions in the World; therefore there is a wide range of diabetes-related mobile applications available to the public to aid in glycaemic control and self-management. Statistically, adherence to medication is extremely low in adolescents with Type 1 Diabetes Mellitus (T1DM), therefore it is crucial that adolescents adhere to their medication from a young age and adopt good medication regimes. This paper focuses on the research and design of an interactive and educational concept mobile application aimed at adolescents, aged 11 to 16 years old, to aid in their understanding of T1DM. As visual elements are an essential part to the design of a mobile application, this research outlines how the visual components of the application were designed specifically for the target audience of adolescents with T1DM
Online kiosks: the alternative to mobile technologies for mobile users
Online kiosks have the potential to be a significant alternative to mobile technologies in retailing, information provision and service delivery. This article describes the development and use of different types of online kiosk in contexts where users are on the move and away from fixed technologies. A case study of a major UK airport terminal is used to illustrate different types of kiosk applications. Comparisons are made with mobile phone technologies. Online kiosks have a niche in allowing access to information, services and e-commerce technologies for all potential consumers. However, they also have a much wider role in self-managed, self-service delivery of information, services, goods and relationships to consumers on the move.</p
Understanding Public Evaluation: Quantifying Experimenter Intervention
Public evaluations are popular because some research
questions can only be answered by turning “to the wild.”
Different approaches place experimenters in different roles
during deployment, which has implications for the kinds of
data that can be collected and the potential bias introduced
by the experimenter. This paper expands our understanding
of how experimenter roles impact public evaluations and
provides an empirical basis to consider different evaluation
approaches. We completed an evaluation of a playful
gesture-controlled display – not to understand interaction at
the display but to compare different evaluation approaches.
The conditions placed the experimenter in three roles,
steward observer, overt observer, and covert observer, to
measure the effect of experimenter presence and analyse the
strengths and weaknesses of each approach
Designing citizen science tools for learning: lessons learnt from the iterative development of nQuire
This paper reports on a 4-year research and development case study about the design of citizen science tools for inquiry learning. It details the process of iterative pedagogy-led design and evaluation of the nQuire toolkit, a set of web-based and mobile tools scaffolding the creation of online citizen science investigations. The design involved an expert review of inquiry learning and citizen science, combined with user experience studies involving more than 200 users. These have informed a concept that we have termed ‘citizen inquiry’, which engages members of the public alongside scientists in setting up, running, managing or contributing to citizen science projects with a main aim of learning about the scientific method through doing science by interaction with others. A design-based research (DBR) methodology was adopted for the iterative design and evaluation of citizen science tools. DBR was focused on the refinement of a central concept, ‘citizen inquiry’, by exploring how it can be instantiated in educational technologies and interventions. The empirical evaluation and iteration of technologies involved three design experiments with end users, user interviews, and insights from pedagogy and user experience experts. Evidence from the iterative development of nQuire led to the production of a set of interaction design principles that aim to guide the development of online, learning-centred, citizen science projects. Eight design guidelines are proposed: users as producers of knowledge, topics before tools, mobile affordances, scaffolds to the process of scientific inquiry, learning by doing as key message, being part of a community as key message, every visit brings a reward, and value users and their time
Unconventional TV Detection using Mobile Devices
Recent studies show that the TV viewing experience is changing giving the
rise of trends like "multi-screen viewing" and "connected viewers". These
trends describe TV viewers that use mobile devices (e.g. tablets and smart
phones) while watching TV. In this paper, we exploit the context information
available from the ubiquitous mobile devices to detect the presence of TVs and
track the media being viewed. Our approach leverages the array of sensors
available in modern mobile devices, e.g. cameras and microphones, to detect the
location of TV sets, their state (ON or OFF), and the channels they are
currently tuned to. We present the feasibility of the proposed sensing
technique using our implementation on Android phones with different realistic
scenarios. Our results show that in a controlled environment a detection
accuracy of 0.978 F-measure could be achieved.Comment: 4 pages, 14 figure
Delivering elder-care environments utilizing TV-channel based mechanisms
In this paper, we present a smart environment for elderly. What makes the development of such system challenging is that the concept of smartness for elderly brings to the extreme the idea of invisibility of the technology. In our experience, elders are well-disposed to new technologies, provided that those will not require significant changes - namely, they are invisible - to their habits. Starting from this consideration, 200 caregivers responses were collected by questionnaire, so as to better understand elders' needs and habits. A system was subsequently developed allowing elders to access a number of "modern web services" as standard TV channels: at channel 43 there is the health status, at channel 45 the photos of the family, at 46 the agenda of the week, just to mention few of the available services. The content of such services is automatically generated by the smart devices in the environment and is managed by the caregivers (e.g., family members) by simple web apps. Fourteen families were asked to install the system in their house. The results of these experiments confirm that the proposed system is considered effective and user-friendly by elders
SmartEx: a case study on user profiling and adaptation in exhibition booths
An investigation into user profiling and adaptation with exhibition booth as a case study is reported. First a review of the field of exhibitions and trade fairs and a summary introduction to adaptation and profiling are given. We then introduce three criteria for the evaluation of exhibition booth: effectiveness, efficiency and affect. Effectiveness is related the amount of information collected, efficiency is a measurement of the time taken to collect the information, and affect is the perception of the experience and the mood booth visitors have during and after their visit. We have selected these criteria to assess adaptive and profiled exhibition booths, we call smart exhibition (SmartEx). The assessment is performed with an experiment with three test conditions (non-profiled/non adaptive, profiled/non-adaptive and profiled adaptive presentations). Results of the experiment are presented along discussion. While there is significant improvements of effectiveness and efficiency between the two-first test conditions, the improvement is not significant for the last test condition, for reasons explained. As for the affect, the results show that it has an under-estimated importance in people minds and that it should be addressed more carefully
In search of the audience
We all are members of media audiences. On many occasions, we are self-consciously so – such as when we sit in darkness in a cinema, transfixed by a larger-than-life screen, sharing the experience with a group of relative strangers. More frequently, we are part of an audience through habit or circumstance. Much of our media use is habitual. We are often barely aware of it. We scan the morning newspaper, half-listen to the car radio or iPod on the journey to work or university, glance at billboards, check online daily news updates, glance at the evening news bulletin – all this happens amidst the clutter of domestic life and regular patterns of work and leisure
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