312,786 research outputs found

    Mobile support in CSCW applications and groupware development frameworks

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    Computer Supported Cooperative Work (CSCW) is an established subset of the field of Human Computer Interaction that deals with the how people use computing technology to enhance group interaction and collaboration. Mobile CSCW has emerged as a result of the progression from personal desktop computing to the mobile device platforms that are ubiquitous today. CSCW aims to not only connect people and facilitate communication through using computers; it aims to provide conceptual models coupled with technology to manage, mediate, and assist collaborative processes. Mobile CSCW research looks to fulfil these aims through the adoption of mobile technology and consideration for the mobile user. Facilitating collaboration using mobile devices brings new challenges. Some of these challenges are inherent to the nature of the device hardware, while others focus on the understanding of how to engineer software to maximize effectiveness for the end-users. This paper reviews seminal and state-of-the-art cooperative software applications and development frameworks, and their support for mobile devices

    THE IMPACT OF USER EXPERIENCE ON HUMAN COMPUTER INTERACTION - RESULTS FROM A USABILITY STUDY

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    For a large number of applications, mobile devices offer a manifold variety of potentials to improve business processes. However, most projects still fail to be successful with regard to key performance indicators (KPI). There is a growing understanding that human computer interaction is a key factor for the successful use of mobile devices in practice. However, it is still unclear how interfaces can be designed according to the specific needs of a user applying mobile devices in a business context. In this study we show that user experience has a strong impact on efficient human computer interaction. We present the results of a usability study on a mobile tool for IT-Service technicians. The results show that (a) even low experienced users can achieve sufficient task performance with a usable tool and (b) that participants of all experience groups perform better in the field setting compared to the lab

    Accessing Data: Methods for understanding mobile technology use

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    Mobile devices, applications and services have become integrated into people’s dailylives on a personal and professional level. Although traditional research methods arebeing used to understand the use of mobile devices and applications, methodologicalchallenges still exist. Researchers have responded to these challenges in a variety ofways, with an emphasis on developing methods that enable new ways of accessing,making available and collecting data about mobile technology use. This paper identifies,defines, describes and presents, a preliminary framework for understanding themethodological responses emerging in current Mobile Human Computer Interaction(Mobile HCI) research

    Understanding receptivity to interruptions in mobile human-computer interaction

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    Interruptions have a profound impact on our attentional orientation in everyday life. Recent advances in mobile information technology increase the number of potentially disruptive notifications on mobile devices by an increasing availability of services. Understanding the contextual intricacies that make us receptive to these interruptions is paramount to devising technology that supports interruption management. This thesis makes a number of contributions to the methodology of studying mobile experiences in situ, understanding receptivity to interruptions, and designing context-sensitive systems. This thesis presents a series of real-world studies that investigate opportune moments for interruptions in mobile settings. In order to facilitate the study of the multi-faceted ways opportune moments surface from participants' involvement in the world this thesis develops: - a model of the contextual factors that interact to guide receptivity to interruptions, and - an adaptation of the Experience-Sampling Method (ESM) to capture behavioural response to interruptions in situ. In two naturalistic experiments, participants' experiences of being interrupted on a mobile phone are sampled as they go about their everyday lives. In a field study, participants' experiences are observed and recorded as they use a notification-driven mobile application to create photo-stories in a theme park. Experiment 1 explores the effects of content and time of delivery of the interruption. The results show that receptivity to text messages is significantly affected by message content, while scheduling one's own interruption times in advance does not improve receptivity over randomly timed interruptions. Experiment 2 investigates the hypothesis that opportune moments to deliver notifications are located at the endings of episodes of mobile interaction such as texting and calling. This notification strategy is supported by significant effects in behavioural measures of receptivity, while self-reports and interviews reveal complexities in the subjective experience of the interruption. By employing a mixed methods approach of interviews, observations and an analysis of system logs in the field study, it is shown that participants appreciated location-based notifications as prompts to foreground the application during relative 'downtimes' from other activities. However, an unexpected quantity of redundant notifications meant that visitors soon habituated to and eventually ignored them, which suggests careful, sparing use of notifications in interactive experiences. Overall, the studies showed that contextual mediation of the timing of interruptions (e.g. by phone activity in Experiment 2 and opportune places in the field study) is more likely to lead to interruptions at opportune moments than when participants schedule their own interruptions. However, momentary receptivity and responsiveness to an interruption is determined by the complex and situated interactions of local and relational contextual factors. These contextual factors are captured in a model of receptivity that underlies the interruption process. The studies highlight implications for the design of systems that seek to manage interruptions by adapting the timing of interruptions to the user's situation. In particular, applications to manage interruptions in personal communication and pervasive experiences are considered

    An Historical Epistemology of Perception in the Use of Mobile Computers

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    Recently, the interaction between humans and mobile computers, as a part of the broader problem of technology use in Human-Computer studies, has received some research attention. Researchers have explained mobile technology use in terms rhythms, negotiation, contextual influences and boundary control. However, these explanations do not exude sufficient cognitive accounts of mobile technology use. To supplement existing explanations, the use of mobile computers is explained in terms of the historical epistemology of perception. In this epistemology, perception is deemed as a mode of human action that is endowed with goal-orientation and teleological consciousness. A cognitive-based explanation of mobile technology use will enhance our understanding of the mediating role of technology representations and of how human mobility and mobile work filter these representations in mobile computing. The explanations provide guidelines for research, design and integration of mobile technologies in mobile activities

    The effects of human-game interaction, network externalities, and motivations on players’ use of mobile casual games.

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    Purpose - This paper empirically examines the factors that influence the acceptance and use of mobile casual games. Methodology - A theoretical model is proposed based on the theory of reasonable action, the uses and gratifications theory, the network externalities paradigm and the human-computer interaction literature. An empirical study was conducted through an online survey of mobile casual gamers in Spain, using a convenience sample. The proposed model was tested by an analysis of the collected data through a structural equation model using the partial least squares (PLS) method. Findings - The results indicate that human-mobile game interaction and network externalities have a significant indirect impact on intention to play, through utilitarian, hedonic and relational motivations. In addition, the full mediation effect of attitude was found between these constructs and intention to play, which is a very important determinant of actual use. Originality/value - This study is among the few that focuses on users’ acceptance of mobile games apps, the features of which differ significantly from personal computer and console games. It highlights the effects of human-game interaction and network externalities on the adoption of mobile casual games. Hence, the study contributes to the theoretical and practical understanding of the factors that lead users to adopt an entertainment mobile application.This work was supported by the Andalusia Regional Government [Excellence Research Project P12-SEJ-1980]; and the Spanish Ministry of Economy and Competitiveness [Project ECO2012-39576]

    Understanding receptivity to interruptions in mobile human-computer interaction

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    Interruptions have a profound impact on our attentional orientation in everyday life. Recent advances in mobile information technology increase the number of potentially disruptive notifications on mobile devices by an increasing availability of services. Understanding the contextual intricacies that make us receptive to these interruptions is paramount to devising technology that supports interruption management. This thesis makes a number of contributions to the methodology of studying mobile experiences in situ, understanding receptivity to interruptions, and designing context-sensitive systems. This thesis presents a series of real-world studies that investigate opportune moments for interruptions in mobile settings. In order to facilitate the study of the multi-faceted ways opportune moments surface from participants' involvement in the world this thesis develops: - a model of the contextual factors that interact to guide receptivity to interruptions, and - an adaptation of the Experience-Sampling Method (ESM) to capture behavioural response to interruptions in situ. In two naturalistic experiments, participants' experiences of being interrupted on a mobile phone are sampled as they go about their everyday lives. In a field study, participants' experiences are observed and recorded as they use a notification-driven mobile application to create photo-stories in a theme park. Experiment 1 explores the effects of content and time of delivery of the interruption. The results show that receptivity to text messages is significantly affected by message content, while scheduling one's own interruption times in advance does not improve receptivity over randomly timed interruptions. Experiment 2 investigates the hypothesis that opportune moments to deliver notifications are located at the endings of episodes of mobile interaction such as texting and calling. This notification strategy is supported by significant effects in behavioural measures of receptivity, while self-reports and interviews reveal complexities in the subjective experience of the interruption. By employing a mixed methods approach of interviews, observations and an analysis of system logs in the field study, it is shown that participants appreciated location-based notifications as prompts to foreground the application during relative 'downtimes' from other activities. However, an unexpected quantity of redundant notifications meant that visitors soon habituated to and eventually ignored them, which suggests careful, sparing use of notifications in interactive experiences. Overall, the studies showed that contextual mediation of the timing of interruptions (e.g. by phone activity in Experiment 2 and opportune places in the field study) is more likely to lead to interruptions at opportune moments than when participants schedule their own interruptions. However, momentary receptivity and responsiveness to an interruption is determined by the complex and situated interactions of local and relational contextual factors. These contextual factors are captured in a model of receptivity that underlies the interruption process. The studies highlight implications for the design of systems that seek to manage interruptions by adapting the timing of interruptions to the user's situation. In particular, applications to manage interruptions in personal communication and pervasive experiences are considered

    Mobility is the Message: Experiments with Mobile Media Sharing

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    This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system – Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today. Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffman’s understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhan’s way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility. While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in people’s everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like

    A Cultural-Historical Activity Theory Approach to Users, Usability and Usefulness

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    This paper takes an historical overview of the field of Human-Computer Interaction. It describes how the cognitive psychology emphasis on user involvement in systems development of the 1980s reached its limit by the early 1990s. At this point the focus shifted onto support for the tasks of users using computer-based systems in real contexts, a focus that ideally suits the mobile, ubiquitous and social technologies of the new millennium. The Cultural-Historical Activity Theory provides an appropriate framework for understanding this phenomenon and is adopted in this paper to present the work, over a seven year period, of a usability laboratory grounded in Activity Theory principles

    Users’ Emotional Experiences during Interaction with Information Products: A Diary Study

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    Emotional experience is a very important aspect of users’ interaction with information products. Previous research has agreed that emotion is an important ingredient which could enhance the interaction between human and computer. In this paper, we explored users’ emotional experience in relationships with other factors such as product types, product features, interaction results, and user behaviors. We analyzed 162 dairy entries from 36 users in 2 weeks. Results show that: (1) users recorded more negative emotions than positive emotions; (2) mobile apps were related to more positive emotions while desktop software was related to more negative emotions; (3) there is no significant correlation between user behaviors and emotions. The results provide exploratory understanding of the relationships between emotional experience and other factors. We propose that users’ expectation might play a key role in this process
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