5,927 research outputs found

    Designing an Adaptive Web Navigation Interface for Users with Variable Pointing Performance

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    Many online services and products require users to point and interact with user interface elements. For individuals who experience variable pointing ability due to physical impairments, environmental issues or age, using an input device (e.g., a computer mouse) to select elements on a website can be difficult. Adaptive user interfaces dynamically change their functionality in response to user behavior. They can support individuals with variable pointing abilities by 1) adapting dynamically to make element selection easier when a user is experiencing pointing difficulties, and 2) informing users about these pointing errors. While adaptive interfaces are increasingly prevalent on the Web, little is known about the preferences and expectations of users with variable pointing abilities and how to design systems that dynamically support them given these preferences. We conducted an investigation with 27 individuals who intermittently experience pointing problems to inform the design of an adaptive interface for web navigation. We used a functional high-fidelity prototype as a probe to gather information about user preferences and expectations. Our participants expected the system to recognize and integrate their preferences for how pointing tasks were carried out, preferred to receive information about system functionality and wanted to be in control of the interaction. We used findings from the study to inform the design of an adaptive Web navigation interface, PINATA that tracks user pointing performance over time and provides dynamic notifications and assistance tailored to their specifications. Our work contributes to a better understanding of users' preferences and expectations of the design of an adaptive pointing system

    Patterns of multi-device use with the smartphone a video-ethnographic study of young adults’ multi-device use with smartphones in naturally occurring contexts

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    Using multiple devices at the same time is becoming increasingly common in the daily lives of users, be it for work or for leisure. This paper presents in situ qualitative and quantitative evidence of multi-device use from a dataset of over 200h of first-person and interview recordings (n = 41). We discuss three different ‘patterns’ of multi device use (work, leisure, mixed use) and illustrate the user experience in detail with three participant journeys. We find that the smartphone was always ‘in the mix’; we did not observe multi-device use without the smartphone, or isolated use of other devices. Overall, we suggest that looking at transitions between activities users engage in rather than devices they use is more effective to understand multi-device use. Based on this analysis, we highlight issues around the patterns and experiences of multi-device use in everyday life and provide recommendations for design and further research

    Coping with Digital Wellbeing in a Multi-Device World

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    While Digital Self-Control Tools (DSCTs) mainly target smartphones, more effort should be put into evaluating multi-device ecosystems to enhance digital wellbeing as users typically use multiple devices at a time. In this paper, we first review more than 300 DSCTs by demonstrating that the majority of them implements a single-device conceptualization that poorly adapts to multi-device settings. Then, we report on the results from an interview and a sketching exercise (N=20) exploring how users make sense of their multi-device digital wellbeing. Findings show that digital wellbeing issues extend beyond smartphones, with the most problematic behaviors deriving from the simultaneous usage of different devices to perform uncorrelated tasks. While this suggests the need of DSCTs that can adapt to different and multiple devices, our work also highlights the importance of learning how to properly behave with technology, e.g., through educational courses, which may be more effective than any lock-out mechanism

    Requirements of the SALTY project

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    This document is the first external deliverable of the SALTY project (Self-Adaptive very Large disTributed sYstems), funded by the ANR under contract ANR-09-SEGI-012. It is the result of task 1.1 of the Work Package (WP) 1 : Requirements and Architecture. Its objective is to identify and collect requirements from use cases that are going to be developed in WP 4 (Use cases and Validation). Based on the study and classification of the use cases, requirements against the envisaged framework are then determined and organized in features. These features will aim at guide and control the advances in all work packages of the project. As a start, features are classified, briefly described and related scenarios in the defined use cases are pinpointed. In the following tasks and deliverables, these features will facilitate design by assigning priorities to them and defining success criteria at a finer grain as the project progresses. This report, as the first external document, has no dependency to any other external documents and serves as a reference to future external documents. As it has been built from the use cases studies that have been synthesized in two internal documents of the project, extracts from the two documents are made available as appendices (cf. appen- dices B and C)

    Evaluating the impact of physical activity apps and wearables: interdisciplinary review

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    Background: Although many smartphone apps and wearables have been designed to improve physical activity, their rapidly evolving nature and complexity present challenges for evaluating their impact. Traditional methodologies, such as randomized controlled trials (RCTs), can be slow. To keep pace with rapid technological development, evaluations of mobile health technologies must be efficient. Rapid alternative research designs have been proposed, and efficient in-app data collection methods, including in-device sensors and device-generated logs, are available. Along with effectiveness, it is important to measure engagement (ie, users’ interaction and usage behavior) and acceptability (ie, users’ subjective perceptions and experiences) to help explain how and why apps and wearables work. Objectives: This study aimed to (1) explore the extent to which evaluations of physical activity apps and wearables: employ rapid research designs; assess engagement, acceptability, as well as effectiveness; use efficient data collection methods; and (2) describe which dimensions of engagement and acceptability are assessed. Method: An interdisciplinary scoping review using 8 databases from health and computing sciences. Included studies measured physical activity, and evaluated physical activity apps or wearables that provided sensor-based feedback. Results were analyzed using descriptive numerical summaries, chi-square testing, and qualitative thematic analysis. Results: A total of 1829 abstracts were screened, and 858 articles read in full. Of 111 included studies, 61 (55.0%) were published between 2015 and 2017. Most (55.0%, 61/111) were RCTs, and only 2 studies (1.8%) used rapid research designs: 1 single-case design and 1 multiphase optimization strategy. Other research designs included 23 (22.5%) repeated measures designs, 11 (9.9%) nonrandomized group designs, 10 (9.0%) case studies, and 4 (3.6%) observational studies. Less than one-third of the studies (32.0%, 35/111) investigated effectiveness, engagement, and acceptability together. To measure physical activity, most studies (90.1%, 101/111) employed sensors (either in-device [67.6%, 75/111] or external [23.4%, 26/111]). RCTs were more likely to employ external sensors (accelerometers: P=.005). Studies that assessed engagement (52.3%, 58/111) mostly used device-generated logs (91%, 53/58) to measure the frequency, depth, and length of engagement. Studies that assessed acceptability (57.7%, 64/111) most often used questionnaires (64%, 42/64) and/or qualitative methods (53%, 34/64) to explore appreciation, perceived effectiveness and usefulness, satisfaction, intention to continue use, and social acceptability. Some studies (14.4%, 16/111) assessed dimensions more closely related to usability (ie, burden of sensor wear and use, interface complexity, and perceived technical performance). Conclusions: The rapid increase of research into the impact of physical activity apps and wearables means that evaluation guidelines are urgently needed to promote efficiency through the use of rapid research designs, in-device sensors and user-logs to assess effectiveness, engagement, and acceptability. Screening articles was time-consuming because reporting across health and computing sciences lacked standardization. Reporting guidelines are therefore needed to facilitate the synthesis of evidence across disciplines

    Analyzing and Evaluating the Amount of Power Consumption Used by Current Power-Saving-Applications on Android Smartphones

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