aalborg universitet designing mobile interactions: the continual

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Aalborg Universitet Designing Mobile Interactions: The continual convergence of form and context Kjeldskov, Jesper Publication date: 2013 Document Version Accepted author manuscript, peer reviewed version Link to publication from Aalborg University Citation for published version (APA): Kjeldskov, J. (2013). Designing Mobile Interactions: The continual convergence of form and context: Volume 1. General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. ? Users may download and print one copy of any publication from the public portal for the purpose of private study or research. ? You may not further distribute the material or use it for any profit-making activity or commercial gain ? You may freely distribute the URL identifying the publication in the public portal ? Take down policy If you believe that this document breaches copyright please contact us at [email protected] providing details, and we will remove access to the work immediately and investigate your claim. Downloaded from vbn.aau.dk on: april 11, 2018

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  • Aalborg Universitet

    Designing Mobile Interactions: The continual convergence of form and context

    Kjeldskov, Jesper

    Publication date:2013

    Document VersionAccepted author manuscript, peer reviewed version

    Link to publication from Aalborg University

    Citation for published version (APA):Kjeldskov, J. (2013). Designing Mobile Interactions: The continual convergence of form and context: Volume 1.

    General rightsCopyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright ownersand it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights.

    ? Users may download and print one copy of any publication from the public portal for the purpose of private study or research. ? You may not further distribute the material or use it for any profit-making activity or commercial gain ? You may freely distribute the URL identifying the publication in the public portal ?

    Take down policyIf you believe that this document breaches copyright please contact us at [email protected] providing details, and we will remove access tothe work immediately and investigate your claim.

    Downloaded from vbn.aau.dk on: april 11, 2018

    http://vbn.aau.dk/en/publications/designing-mobile-interactions-the-continual-convergence-of-form-and-context(75e50e1d-6c95-4236-a5f0-989dd5a9c067).html

  • Designing mobile interactionsthe continual convergence of form and context

    Jesper Kjeldskov

    Volume I

    Kjeld

    skovD

    esignin

    g mob

    ile interaction

    s

    I

  • Designing mobile interactionsthe continual convergence of form and context

    Jesper Kjeldskov

    Volume I

  • Table of contents

    Preface i

    Part I. Studying and analysing 129

    Part II. Designing and building 209

    Part III. Improving evaluation 313

    Part IV. Artefacts 403

    Part V. Understanding 505

    List of contributions 605

    List of co-authors 607

    Sammenfatning p dansk 609

  • Preface

  • March 2012 J KDepartment of Computer ScienceAalborg UniversityDenmark

  • Position summary

    Chapter 1. Designing mobile interactions

  • Table of contents

    1. Introduction 2

    2. Background 6

    3. Opportunities for mobile interaction design research 34

    4. Towards a designerly way 43

  • 5. The continual convergence of form and context 61

    6. Contributions 69

  • 7. Conclusions 84

    8. Epilogue 88

    Acknowledgements 90

    References 91

  • Chapter 1

    Designing mobile interactions- the continual convergence of form and context

    Imagination is more important than knowledge. For knowledge is limited, whereas imagination embraces the entire world

    Abstract.

  • 1. INTRODUCTION

    engineering design

  • mobile interaction design1

  • shape, look, function content

    ensemble

    context

  • a designerly way

  • 2. BACKGROUND

    2.1. Mobile Computing

    interaction design

    Portability

  • MiniaturizationConnectivity

    Convergence

    Divergence

    apps

    digital ecosystems

    Portability

  • Miniaturization

  • Connectivity

  • spring-loaded

  • Convergence

    hybrid

  • Divergencedivergence

    inversely

  • Apps

  • preferred

    digital ecosystems

    applications

  • positive in itself

    applications and content

    mobile devices,

  • Digital ecosystems

    digital ecosystems

  • form-context ensembles

    2.2. Interaction design

    totality

  • practice research

  • should be,

    Mobile interaction design

  • software applications

    Research impact on practice

  • mobile

    practice

    do

    too

    these

  • Multi- and interdisciplinarity

    multidisciplinary

    multidisciplinary

    interaction

    c

  • interdisciplinarity

    connects integrates

    coordinated distinctintegrated combined

  • Modifying the unit of analysis

  • existing concepts and theories.

    form-context convergence

    The role of context

  • is

    c

    c

    c

    context-aware

  • c

    c

    mobilesecond wave

    paradigm

    third

    elemental de ineunderstand

    2.3. Design approaches

    people systems

  • User-centred design

    Designing for People .

  • Technology-driven designtechnology

    can

    because they can. needs,

    c

  • not

    as well as

    At the intersection between users and technology

    withoutWhat

    is it that those companies do that is missing from the established literature on the topic?

    current practicefuture practices

  • but

    merging new technological possibilities with visions of future practice

  • 3. OPPORTUNITIES FOR MOBILE INTERACTION DESIGN RESEARCH

  • Me

    tho

    dCase studies

    Field studies

    Action research

    Lab experiments

    Survey research

    Applied research

    Basic research

    Normative writings

    Pu

    rp

    os

    e

    Understanding

    Engineering

    Re-engineering

    Evaluating

    Describing

    3.1. Trends and assumptions

  • c

    people systems,

    We already know what to build

    Context is not important

  • Methodology matters very little

    Opportunities

    emerging applied

    multi-

  • ield studies

    survey case study

    basic research

    action research

  • ield studiesield ethnographies, ield experiments, ield surveys

    people systems

    should

    usersobjects

    subjects

    3.2. Impact on my research

    interplay

  • Studying and analysing use contexts

    Using context to inform interaction design

    Developing new methods for evaluation in context

  • Exploring context-awarenesscontext-aware

    Understanding user experiences in context

  • 3.3. Emerging challenges

    designerly ways

    transcend beyond the dichotomy of people- or technology- oriented research and design.

    widen the scopebeyond the individual mobile device and an individual userXs interaction with it

    not

  • 4. TOWARDS A DESIGNERLY WAY

    a designerly way

    contextualism

    4.1. From technical rationality to continual convergence

    design

    mobile

  • solving,

    setting

    re lection-in on action, designerly wayfunctional analysis,

    problem-solving,

    problem-setting,

    Design as dealing with emergent goals

    emergent evolutionary learning,

  • context and goals

    bothgoals

    wholeness-extending transformations

  • Design as continual convergence

    scientized designerly

  • 4.2. World views, root metaphors, and modes of inference

    formism, mechanism, organicism, contextualism.

    is like

    how things work.

    how it develops.

    how this is happening.

  • formist mechanistorganicism contextualism

    embrace

    rejectspragmatism

    Design as abductive thinking

    abductive

  • cause

    wondering

    in a designerly way

    is

    is not

    problem setting wholeness extending.

    thinking creation re lective practice continual convergence.

    Design

    viewed as

    Associated

    with

    Interaction Design

    approach

    Epistemological

    position

    Way of thinking

    and acting

    Philosophical

    world view

    Mode of

    Inference

    Functional

    analysis

    Problem

    solving

    Problem

    setting

    Wholeness

    extending

  • 4.3. Contextualism in research and design

    content, context processchange

    contentcontext

    process

    content form

    .

    processes

  • Contextual architeture

    outcomesprocess

    on the building site

    genius loci

  • .

    The nature of order

    in natural systems

    its whole

    made

  • exhibits centeredness

    process

    evolves

    futurelatently present

  • Ywhich can support the continuous creation of an emerging living structure in the worldZ

    create coherent form in the world

    YThe process must go gradually, in a way that allows assessments, corrections, and improvements to be made about the degree of life which occurs throughout the structure, at all scales and at all levels. This process must occur continually throughout the conception, design and constructionZ

    as needed

    4.4. Elaborating on user-centred design

  • activities outcome purpose

    howstudy and analyse.

    what how

    Separating and rede ining activities and outcomes

  • understanding artefacts.

    type

    analysing

    analysisleads to

    Shifting the gravity point

    users,

    Activity-

    mobile

  • contextual user experiences

    full context not just the people.

    context

    the ensemble, symbiosis, or convergence ofform and context. .

    form-context users

    inter-

    against

  • beyond Form-context convergence

    fusion

    Making the process lexible and unpredictable

  • 5. THE CONTINUAL CONVERGENCE OF FORM AND CONTEXT

    contextually grounded, wholeness sensitive, and continually unfolding process of design

    continual convergence of form and context

    empirical, creative, technical theoreticalstudying, analysing, designing

    building

    5.1. Emergence and unpredictability

  • 5.2. Form and context unity

    shape, look, function content

    5.3. Form and context convergence

    studying, analysing, designing and building

    assessment, abstraction, exploration and synthesis

    understanding artefacts concrete abstract.

  • 5.4. Between understanding and artefacts

  • 5.5. Between concrete and abstract

    design unselfconscious

    abstraction synthesis

  • 5.6. Four types of design activity

    Concrete Abstract

    Understanding

    Empirical Theoretical

    Artefacts Technical Creative

    empirical

    theoretical

    creative

    technical

  • 5.7. Four types of design ripples

    ripples

    abstraction, exploration, synthesis, and assessment,

    Abstraction

    Exploration

  • Synthesis

    Assessment

    5.8. The contextual approach and my own research

    studying, analysing, designing building

    artefactsunderstanding

  • 6. CONTRIBUTIONS

    Theme Research question Contributions

    Challenges and

    opportunities

    Part I

    Studying and analysing

    Part II

    Designing and building

    Part II

    Improving evaluation

    Part IV

    Artefacts

    Part V

    Understanding

  • 6.1. Part I \ Studying and analysing

    how can we study, analyse and understand aspects of context relevant for mobile interaction design?

  • Physical context

    Social context

  • Personal context

    Work context

    6.2. Part II \ Designing and building

    how can we design and build interactive mobile systems grounded in context?

    as well as

    inspirationalistic creativity structuralistic creativity

  • form and context ensembles

  • User- and technology-centeredness

    Socio-physical design

    Sketches and mock-ups

  • Ethnography and object-orientation

    6.3. Part III \ Improving evaluation

    how can we improve our techniques for studying the user experience of mobile interaction design in context?

    mobile

    ecological validity

    control

  • if looking for usability problems

  • Simulating mobility

    Simulating the domain

    Bringing the system into the ield

  • Taking the lab with you

    6.4. Part IV \ Artefacts

    how can we make use of context in the implementation of concrete interactive mobile systems?

    active passive

    adaptive mediated

  • MobileWARD

  • Just-for-Us

    GeoHealth

    ArchiLens

    .

  • Power Advisor

    6.5. Part V \ Understanding

    how can we abstractly describe and understand the relationships between interactive mobile systems, users and context?

  • Principles of perceptual organisation

    proximity, closure, symmetry, continuity, similarity

    Indexical interaction design

    indexicality.

  • Proxemics and interactional spaces

    Orchestrating mobile devices

  • 7. CONCLUSIONS

    Lesson 1:

    Lesson 2:

    Lesson 3:

    Lesson 4:

    Lesson 5:

    Lesson 6:

    Lesson 7:

    Lesson 8:

  • Lesson 1: transcending technology- and user-centeredness

    Lesson 2: form-context unity

    Lesson 3: a designerly way

  • Lesson 4: studying and analysing

    Lesson 5: designing and building

    Lesson 6: improving evaluation

  • Lesson 7: artefacts

    Lesson 8: understanding

  • 8. EPILOGUE

    Challenges for a contextual approach

    context form-context ensembles,users

    technology

    Downsides of holism in interaction design

    pragmatic holism.experiential non-linear

  • useful

    Towards digital ecology

    digital ecology.

  • ACKNOWLEDGEMENTS

  • REFERENCES

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    Chapter 2. A review of mobile interaction design research

  • Chapter 2

    A review of mobile interaction design research

    Abstract.1

    1. INTRODUCTION

    solutions

    Proceedings of Mobile HCI 2003,

  • 2. RESEARCH METHODS

    natural, arti icial environment independent

  • Method Strengths Weaknesses Use

    2.1. Case Studies

    2.2. Field Studies

    ethnographic

    experiments

  • 2.3. Action Research

  • 2.4. Laboratory Experiments

    2.5. Survey research

  • 2.6. Applied Research

    intuition, experience, deduction induction.

    2.7. Basic Research

    2.8. Normative Writings

    normative writings,

  • 3. RESEARCH PURPOSEpurpose

    Understanding

    Engineering

    Re-engineering

    Evaluating

    Describing

    4. CLASSIFICATION OF MOBILE HCI RESEARCH

  • Research Method

    Res

    earc

    h p

    urp

    ose

    Case studies

    Field studies

    Action research

    Lab experiment

    Surveyresearch

    Applied research

    Basic research

    Normative writings

    Understand

    Engineer

    Re-engineer

    Evaluate

    Describe

    also

    re-engineering

  • not re-building

    5. DISCUSSION

    are

  • 6. LIMITATIONS

    7. CONCLUSIONS

  • REFERENCES

    APPENDIX: REVIEWED MOBILE HCI RESEARCH PAPERS, 2000 2002

  • Part IStudying and analysing

    Chapter 3. Physical context

    Chapter 4. Social context

    Chapter 5. Personal context

    Chapter 6. Work context

  • STUDYING AND ANALYSINGhow can we study, analyse and understand aspects of context

    relevant for mobile interaction design?

    Physical context

    Social context

    Personal context

  • Work context

  • Chapter 3

    Physical context*

    Abstract.1

    1. INTRODUCTION

    Behaviour and Information Technology,

  • 1.1. Indexicality: relating interfaces to their context

  • 2. ANALYZING THE BUILT ENVIRONMENT

  • 3. FIELD STUDY: FEDERATION SQUARE

  • 3.1. Inspecting Federation Square

  • 3.2. Coding the data

  • 3.3. Analyzing the data

  • 3.4. Synthesizing the data: MIRANDA

  • 4. MOBILE GUIDE DESIGN

    4.1. Location by district

  • 4.2. Augmented interactive photorealistic depictions

  • 4.3. Rich descriptions for navigation

  • 5. CONCLUSIONS

  • ACKNOWLEDGEMENTS

  • REFERENCES

  • Chapter 4

    Social context

    Abstract.1

    1. INTRODUCTION

    Computer-Supported Cooperative Work,

  • place

    share places, indexing to places, augmenting places.

    2. BACKGROUND

    2.1. People in place

  • 2.2. Technology in place

    2.3. Interactions in place

  • 3. FIELD STUDY: PEOPLE SOCIALISING IN A PUBLIC PLACE

  • 3.1. Participants, procedure and data collection

    3.2. Transcriptions and data analysis

    knowledge, situation, motivationsharing place, indexing to place,

    augmenting place

    4. SITUATED SOCIAL INTERACTIONS IN PUBLIC PLACES

  • 4.1. Knowledge

    4.2. Situation

  • 4.3. Motivation

  • 5. DESIGNING FOR SITUATED SOCIAL INTERACTIONS

  • 5.1. Sharing Place: Recommendations Based on History and Context

    .

  • 5.2. Indexing to Place: Way Finding Referring to the Familiar

  • 5.3. Augmenting Place: indicating People and Activities in Proximity

  • 6. CONCLUSIONS

    ACKNOWLEDGEMENTS

    REFERENCESHuman-Computer

    Interaction

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    Ecological Psychology

    Proceedings of the Seventh European Conference on Computer-Supported Cooperative Work ECSCW01, Bonn, Germany, September 16 to 20, 2001

    Proceedings of Computer Supported Cooperative Work 96, Boston, Massachusetts, USA, November 16 to 20, 1996.

    Urban Design International

    Computer Supported Cooperative Work,

    Proceedings of Mobile HCI 2005, Salzburg, Austria, September 19 to 22, 2005

    Digital Ground - Architecture, Pervasive Computing, and Environmental Knowing.

    Proceedings of DIS 2000, New York, USA, August 17 to 19, 2000.

    ME++ The Cyborg Self and the Networked City

    City of Bits: Space, Place and the Infobahn

    The Design of Everyday Things.

    Smart Mobs. The Next Social Revolution

    Paper Prototyping. The Fast and Easy Way to Design and Re ine User Interfaces

  • Chapter 5

    Personal context

    Abstract.1

    1. INTRODUCTION

    Australasian Journal of Information Systems,

  • 2. WHAT IS INTIMACY?

    physical intimacy, non-verbal communication, self-disclosure, presence, cognitive intimacy, affective intimacy, commitment mutuality

    Physical intimacy

    Non-verbal communication

  • Self-disclosure

    Presence

    present in absence

    oneself being present to another

    Cognitive intimacy

    Affective intimacy

  • Commitment

    Mutuality

    actions

    feelings

    3. PROBING INTIMACY

  • 3.1. Cultural Probes

  • 3.2. Contextual Interviews

    3.3. Participants

    3.4. Procedure

  • 4. RESULTS

    presence in absence.

    presence

  • emotional rather than factual.

    ambiguous and incomplete

    shared world view

    privateself-

    disclosure

  • private meaning

    shared past

    shared history

    common journey

    commitment

  • alone together

    physical closeness

    reciprocity

    commitment

    5. DESIGN IDEAS

    Memorabilia Manager:

  • Constant Touch:

    Family Digital Assistant:

    6. CONCLUSIONS

    ACKNOWLEDGMENTS

  • REFERENCES

  • Chapter 6

    Work context

    Abstract.1

    1. INTRODUCTION

    Interacting with Computers,

  • 2. FIELD STUDY OF WORK ACTIVITIES

  • letting go the mooring lines

    2.1. The operation of letting go the lines

  • common ground

    grounding,

    allThe contributor and the partners mutually believe that the partners have

    understood what the contributor meant to a criterion suf icient for the current purpose .

  • 2.2. Findings from ield studies of letting go the lines

  • 3. ANALYSIS OF COMMUNICATION

  • 3.1. Aspect and tense of conversations

    3.2. Objects of conversations

    1 you can let go the bow line2 let go bow line3 and you can take the stern spring4 letting go stern spring5 bow line let go6 bow line let go7 and stern spring let go8 stern spring let go9 you just let go the stern line also10 let go line aft11 and we have the bow line home12 ok13 and all let go aft14 all let go aft

    1 you can let go the bow line

    2 let go bow line5 bow line let go6 bow line let go

  • 11 and we have the bow line home12 ok

    3 and you can take the stern spring4 letting go stern spring7 and stern spring let go8 stern spring let go

    9 you just let go the line aft also10 let go line aft13 and all let go aft14 all let go aft

    3.3. Structure of conversations

  • 4. CANNED COMMUNICATION PROTOTYPE

    4.1. System architecture

  • 4.2. Interface design

  • 5. EVALUATION STUDIES

  • 5.1. Heuristic inspection

    Results

    5.2. Evaluation with captains and of icers in ship simulator

  • Results

    doing

  • 6. DISCUSSION

    6.1. Limitations of canned communication

  • 6.2. Improving canned communication

    Modifying and withdrawing commands

  • by mistake

    Flexibility

    actionsobjects locations

    complete

  • Minimizing task interference

    6.3. Canned communication in industrial domains revisited

  • 7. CONCLUSIONS

    ACKNOWLEDGEMENTS

  • REFERENCES

  • Part IIDesigning and building

    Chapter 7. User- and technology centeredness

    Chapter 8. Socio-physical design

    Chapter 9. Sketches and mock-ups

    Chapter 10. Ethnography and object-orientation

  • DESIGNING AND BUILDINGhow can we design and build interactive mobile systems

    grounded in context?

    form and context ensembles

    User- and technology-centeredness

    Socio-physical design

    Sketches and mock-ups

  • Ethnography and object-orientation

  • Chapter 7

    User- and technology-centredness

    Abstract.1

    lacking in detail on usability and feasibility, and being largely reactive to current problem situations

    post-evaluation, the design discussion was largely reactive to the current prototype

    1. INTRODUCTION

    Proceedings of APCHI 2004,

  • 2. SUPPORTING THE USE OF PUBLIC TRANSPORT

  • 3. THE USER CENTERED APPROACH

    3.1. Interviews

  • 3.2. Contextual Interviews and Observation of Current Practice

    3.3. Acting-Out in Context

  • 3.4. Design Workshop

  • 3.4. TramMate

  • 4. THE TECHNOLOGY CENTERED APPROACH

    4.1. Usability Evaluations

  • the relation between information in the system and in the world.

    graphical design of maps.

    5. DISCUSSION AND CONCLUSIONS

  • EPILOGUE OCTOBER 2010

    inspirationaliststructuralist

    and

  • in sequence

    both

    also

    ACKNOWLEDGEMENTS

    REFERENCES

  • Chapter 8

    Socio-physical design

    Abstract.1

    1. INTRODUCTION

    1.1. The Emergence of Hybrid Environments

    Transactions on Computer-Human Interaction,

  • 1.2. The notion of layered space

  • 1.3. Context Awareness

  • 1.4. A Multidisciplinary Approach

    design ideas

  • 2. CASE STUDY: UNDERSTANDING PHYSICAL AND SOCIAL CONTEXT

  • 2.1. Investigating Physical Context

  • 2.2. Investigating Social Context

  • social affordances

  • 3. REPRESENTING PHYSICAL AND SOCIAL CONTEXT

    3.1. Representing Physical Context

  • PIA Layered Map

  • 3.2. Representing Social Context

  • SOPHIA Conceptual Framework

    Prior Experience and Expectations

    usually comelets eat where we ate

    last time

    usually meet

    Situations, places and spaces

    socializing by proximity

    the railway station that big white umbrella

  • next to the place we went where we sat under those heat lampswhere we saw the

    world cup

    Sensing-making

  • 4. INFORMING INTERACTION DESIGN

  • Location by District1.

    Augmented Photorealistic Depictions2.

    Rich Descriptions for Navigation3.

    Use of History4.

  • Way inding5.

    Representation of People and Activities6.

    Meeting and Waiting7.

  • NOW Representation of People and Activities,

  • 5. EVALUATING JUST FOR US

  • 6. FINDINGS

  • landmarks

    nodes

    edges

  • paths

    prior experience

    situation

    ,

    sense-making

  • 7. DISCUSSION: THE VALUE OF A MULTI DISCIPLINARY APPROACH

    7.1. Understanding the socio-physical context of urban environments

  • 7.2. Informing interaction design for a socio-physical context

    Location by district (1) augmented photorealistic depictions (2)

    as well as

  • rich descriptions for navigation (3).

    representation of people and activities (6)

    use of history (4), meeting and waiting (7),

    over time other people

  • 7.3. A socio-physically informed development process

  • 7.4. The open-endedness of PIA, SOPHIA and the seven design ideas

  • 8. CONCLUSIONS

    ACKNOWLEDGMENTS

    REFERENCESHuman-Computer Interaction

    16

    Notes on the Synthesis of Form

    A Pattern Language: Towns, Buildings, Construction

    Proceedings of Workshop on Ubiquitous Computing in the Urban Frontier, UbiComp, 2004

    Contextual design: De ining customer-centred systems

    Proceedings of Mobile HCI 2003

    Proceedings of Mobile HCI 2002

    Social Navigation of Information Space

    Sketching User Experiences: getting the design right and the right design

    Systems thinking, systems practice

    Personal and Ubiquitous Computing 6

  • Personal and Ubiquitous Computing 5

    Proceedings of CHI 2000

    SIGGRAPH Bulletin 3

    OZCHI 2005

    Cognition Technology and Work 6(1)

    Proceedings of HCI International 2003,

    Computer Supported Cooperative Work 13,

    Interactions November + December

    Interaccion 2004

    ACM Transactions on Computer-Human Interaction 7(3)

    Inhabiting the Virtual City: The design of social environments for electronic communities

    Human-Computer Interaction 16

    Personal and Ubiquitous Computing 8(1)

    Proceedings of Conference on Spatial Information Theory

    Communications of the ACM 45(2)

    ACM Transactions on Computer-Human Interaction 7(1)

    Behaviour in Public Places - Notes on The Social Organization of Gatherings

    Proceedings of Workshop on HCI in Mobile Guides at Mobile HCI 2003

  • Telecommunications and the City: Electronic spaces, urban places

    Proceedings of Computer Supported Cooperative Work 96

    Space is the Machine

    Personal and Ubiquitous Computing 8(2)

    Proceedings of VRST 96,

    Proceedings of CADE2004

    Proceedings of Mobile HCI 2005

    Proceedings of Mobile HCI 2004

    Proceedings of Mobile Tourism Support Workshop at Mobile HCI 2002

    Context and Consciousness: Activity Theory and Human-Computer Interaction

    Proceedings of Workshop on HCI in Mobile Guides at Mobile HCI 2003

    The Image of the City

    Human-Computer Interaction 16

    Digital Ground - Architecture, Pervasive Computing, and Environmental Knowing

    Proceedings of DIS 00

    City of Bits: Space, Place and the Infobahn

    e-topia: urban life, jim - but not as we know it

    Social Research Methods: Qualitative and Quantitative Approaches

    Computer Supported Cooperative Work

    In Proceedings of Australasian Computer Human Interaction Conference, OZCHI 2005,

  • Proceedings of CHI 2004

    Designing Information Spaces: The Social Navigation Approach

    Personal and Ubiquitous Computing 4

    Smart Mobs - The Next Social Revolution

    Computers and Graphics Journal 23(6)

    Interaction Design: beyond human-computer interaction, 2nd Edition

    Paper Prototyping

    Basics of Qualitative Research

    Proceedings of Mobile HCI 2003

    Proceedings of Mobile HCI 2002

    The social life of small urban spaces

    Architectural Drawing: A Visual Compendium of Types and Methods

  • Chapter 9

    Sketches and mock-ups

    Abstract.

    1. INTRODUCTION

    Proceedings of CHI 2005,

  • 2. ATTEMPTS TO MEDIATE INTIMACY

  • 3. CHALLENGES FOR STUDYING MEDIATED INTIMACY

  • 4. RESEARCH DESIGN

  • 4.1. Method

  • 4.2. Participants

    4.3. Data Collection

    Week 0: Probe pack distribution and initial interview

    Week 1: Interview and process checking/steering

    Week 4: Interview and addition of new probe element

  • Week 7: Interview and probe collections

    Week 9: Focus groups

    Week 12-15: Design Activities

    4.4. Data Analysis

  • 5. FINDINGS

  • 5.1. Before Intimacy: Antecedents

    Self disclosure

    Trust

    Commitment

  • 5.2. During Intimacy: Constituent Themes

    Emotional

    Reciprocity

    Expressive

  • Physical, involving stroking and patting

    Public & Private

    5.3. Consequences of Intimacy: Yield

    Presence-in-absence

  • Strong yet vulnerable

    6. IMPLICATIONS FOR AN INTIMATE TECHNOLOGY

  • 6.1. Preliminary Design Sketches

    6.2. Design Sketches from Workshops

  • 6.3. SynchroMate

    6.4. Hug Over a Distance

  • 7. DISCUSSION

  • 8. LIMITATIONS

    9. CONCLUSION

  • ACKNOWLEDGMENTS

    REFERENCES

  • Chapter 10

    Ethnography and object-orientation

    Abstract.1

    mobile

    1. INTRODUCTION

    International Journal of Human-Computer Studies,

  • mobile

    object-oriented analysis and design

    application domainproblem domain

    contextual richness.

    abstract models.

  • 2. RELATED WORK

    domain of operationhuman interaction

  • 3. AN EMPIRICAL STUDY OF BRIDGING THE GAP

  • 4. ETHNOGRAPHIC FIELD STUDIES

    4.1. Case study 1: the container ship

  • 4.2. Case study 2: the power plant

  • 5. APPLICATION DOMAIN ANALYSIS

    problem application

    5.1. Case study 1: the container ship

  • Observed communication problems

    Communication structures

  • 5.2. Case study 2: the power plant

    Communication to support coordination

  • Observed communication problems

    5.3. What did we learn from the two application domain analyses?

  • 6. PROBLEM DOMAIN ANALYSIS

    6.1. Case study 1: the container ship

    Let go

    Class diagram

    Commanding of icer Of icerShip Team

  • LocationShip Task

    State chart diagramLet go

  • 6.2. Case study 2: the power plant

    controller ield worker.

    acted-out

  • 6.3. What did we learn from the two problem domain analyses?

    7. DESIGN AND IMPLEMENTATION

  • 7.1. Case study 1: the container ship

    Sketches on paper

    Design in eMbedded Visual Basic

    very

    Mock-up in Shockwave

  • Functional prototype

    7.2. Case study 2: the power plant

    User interface modellingbridges

    interaction model,presentation model, dialogue model.

  • User interface design

  • Paper Prototype

    Functional Prototype

    7.3. What did we learn from the two design and implementation processes?

  • 8. FUNCTIONAL PROTOTYPES

    8.1. The Maritime Communicator

    Overall Design

  • Implementation

  • 8.2. Case study 2: the power plant

    Overall Design

    The communication screen

  • The alarm screen

    The status screen

    Implementation

  • 9. EVALUATIONS AND USER FEEDBACK

    9.1. Case study 1: the container ship

  • Highlights from evaluation

    9.2. Case study 2: the power plant

  • Highlights from evaluation

    10. SUMMARY AND DISCUSSION

  • 10.1. Value of application domain analysis

    10.2. Value of problem domain analysis

    10.3. Informing the design process

  • 10.4. Supporting the implementation process

    10.5. Value of ethnography in mobile HCI

  • how

    11. CONCLUSIONS AND FURTHER WORK

  • ACKNOWLEDGEMENTS

    REFERENCES

  • Designing mobile interactionsthe continual convergence of form and context

    Jesper Kjeldskov

    Volume II

    Kjeld

    skovD

    esignin

    g mob

    ile interaction

    s

    II

  • Designing mobile interactionsthe continual convergence of form and context

    Jesper Kjeldskov

    Volume II

  • 1

    1

  • Table of contents

    Preface i

    Part I. Studying and analysing 129

    Part II. Designing and building 209

    Part III. Improving evaluation 313

    Part IV. Artefacts 403

    Part V. Understanding 505

    List of contributions 605

    List of co-authors 607

    Sammenfatning p dansk 609

  • Part IIIImproving evaluation

    Chapter 11. Simulating mobility

    Chapter 12. Simulating the domain

    Chapter 13. Bringing the system into the eld

    Chapter 14. Taking the lab with you

  • IMPROVING EVALUATIONhow can we improve our techniques for studying the

    user experience of mobile interaction design in context?

    Simulating mobility

    Simulating the domain

    Bringing the system into the ield

  • Taking the lab with you

  • Chapter 11

    Simulating mobility

    Abstract.1

    1. INTRODUCTION

    International Journal of Human-Computer Studies,

  • mobile

  • 2. RELATED WORK

    2.1. Literature Survey

    CHI TOCHI Mobile HCI Total

  • 2.2. Proposed Techniques

  • 3. IDEAS FOR NEW TECHNIQUES

    3.1. Framework A

    Attention needed to navigate

    Bod

    y m

    otio

    n

  • 3.2. Framework B

    4. EXPERIMENTAL DESIGN

    4.1. Experiment A

  • Usability problems:

    Performance:

    Workload:

  • 4.2. Experiment B

  • Usability problems:

    Performance:

    5. RESULTS

    5.1. Experiment A

  • Usability Problems

    Technique

    Mean

    Std. deviation

    Technique

    Combined

    Critical

    Serious

    Cosmetic

    Sum

  • Performance

    Workload

  • Technique

    Mental demands

    Physical demands

    Physical demands

    Overall workload

  • 5.2. Experiment B

    Dance mat Pedestrian street

    Nokia 3310

    Nokia 5510

    Dance mat Pedestrian street

    Nokia 3310

    Nokia 5510

  • 6. DISCUSSION

    6.1. The Sitting Technique

    6.2. Usability Problems and Mobility

  • 6.3. A Changing Track

    6.4. Data Collection in the Field

  • 6.5. Involving social context

    7. CONCLUSION

  • ACKNOWLEDGMENTS

    REFERENCES

  • Chapter 12

    Simulating the domain

    Abstract. 1

    in sitro

    1. INTRODUCTION

    International Journal of Human-Computer Interaction,

  • should

  • 2. EVALUATING THE USABILITY OF MOBILE SYSTEMS

    2.1. In Situ or In Vitro: The Trade-Offs between Realism and Control

    In situ:

    In vitro:

  • 2.2. Simulation: An Attempt to Bridge Realism and Control

  • computational simulation

    in silicoin vivo in vitro

    simulators

  • 2.3. In Sitro: Striving for Mobile Usability Realism and Control

    in sitroin situ in vitro

    In sitro:

  • 2.4. In Sitro: Empirical Investigation

    3. INCREASING LABORATORY REALISM

  • 3.1. Case A: The Maritime Communicator

    Distributed work activities in the maritime domain

    21

    3

  • The prototype system

  • 3.2. Study A1: Laboratory Evaluation (in vitro)

    in vitro:

    non-situation

  • 3.3. Study A2: Simulating the Ship (in sitro)

    in sitro

  • 3.4. Analysis

    compilation comparison

  • 3.5. Findings

  • 4. GOING INTO THE FIELD

    purely in situ; no

    4.1. Case B: MobileWARD

  • Using electronic patient records in healthcare

    Mobility.

    Complexity.

    Work Relation.

    The prototype system

  • active

  • 4.2. Study B1: Simulating the Hospital Ward (in sitro)

  • 4.3. Study B2: Studying Use at the Hospital (in situ)

    real work real nurses real patients, real patient data

  • WARD 273

    WARD 274

    WARD 271 WARD 275

    WARD 276WARD 272WARD 270OFFICE

    RECEPTION

    RINSEROOM

    UNCLEAN

    RINSEROOMCLEAN

    NURSINGROOM

    LIVINGAREA

    A

    B

    C

    D

    E

    F

  • 4.4. Analysis

    compilation comparison

    4.5. Findings

  • 5. DISCUSSION

  • REFERENCES

  • Chapter 13

    Bringing the system in to the eld

    Abstract.1

    1. INTRODUCTION

    Behaviour and Information Technology,

  • 2. CHOOSING APPROPRIATE EVALUATION TECHNIQUES

    2.1. In-situ or in-vitro?

  • 2.2. Users, surrogates or experts?

    context immunity

    2.3. Exhaustive or discount data analysis?

    3. THE TRAMMATE PROJECT

  • 3.1. The prototype system

  • 4. COMPARING THE FOUR APPROACHES

    4.1. Study 1: Field Evaluation

  • Critical problem

    Serious problem

    Cosmetic problem

    4.2. Study 2: laboratory evaluation

  • 4.3. Study 3: heuristic walkthrough

  • 4.4. Study 4: rapid re lection

  • 4.5. Analysis

    compilation comparison

  • 5. FINDINGS

  • Critical problems

    Serious problems

    Cosmetic problems

    Field evaluation

    Lab evaluation

    Heuristic walkthrough

    Rapid re lection

    Total

    Critical

    Serious

    Cosmetic

    Cosmetic

  • 5.1. Critical problems

  • 5.2. Serious problems

    5.3. Cosmetic problems

  • 6. DISCUSSION

  • 6.1. In-situ or in-vitro?

    6.2. Users, surrogates or experts?

  • 6.3. Exhaustive or discount?

    7. CONCLUDING COMMENTS

  • ACKNOWLEDGEMENTS

    REFERENCES

  • Chapter 14

    Taking the lab with you

    Abstract.1

    1. INTRODUCTION

    Handbook of Research on User Interface Design and Evaluation for Mobile Technology

  • 2. BACKGROUND

  • Nyyssnen et al., 2002)

  • 3. CLOSE UP VIDEO AND IMPROVED SOUND

  • 3.1. Using The First Field Laboratory in Practice

    3.2. Lessons Learned From Using Field Lab #1

  • 4. SMALL CAMERAS AND MULTIPLE VIDEO SOURCES

  • 4.1. Using The Second Field Laboratory in Practice

    4.2. Lessons Learned From Using Field Lab #2

  • other peoples

  • 5. MINIMIZING EQUIPMENT AND INCREASING BATTERY LIFETIME

  • 5.1. Using The Third Field Laboratory in Practice

    5.2. Lessons Learned From Using Field Lab #3

  • 6. FUTURE TRENDS

  • 7. CONCLUSIONS

    REFERENCES

    Proceedings of Interact 2005

    Personal and Ubiquitous Computing, 6

    Proceedings of Mobile HCI 2003

    Proceedings of the First Workshop on Human-Computer Interaction with Mobile Devices

  • Journal of Usability Studies, 1

    Proceedings of Annual Conference on Information Technology in the Hospital Industry

    Proceedings of DUX 2005

    Behaviour and Information Technology, 24

    Proceedings of Mobile HCI 2004

    International Journal of Human-Computer Studies 60

    Proceedings of Mobile HCI 2003

    Nyyssnen, T., Roto, V., & Kaikkonen, A. (2002). Mini-camera for usability tests and demonstrations

    Transactions on Computer-Human Interaction, 7

    Examining Mobile Phone Use in the Wild with Quasi-Experimentation

    Proceedings of CHI 1994

    Proceedings of CHI 2002

    Proceedings of RESNA 27th Annual Conference.

    KEY TERMS AND THEIR DEFINITIONSField laboratory

    AV hard disk recorder

  • Picture-in-Picture unit

    Quad display unit

    Lapel microphone

    Camera-clamp

    Third person view

    Close-up view

  • Part IVArtefacts

    Chapter 15. MobileWARD

    Chapter 16. Just-for-Us

    Chapter 17. GeoHealth

    Chapter 18. ArchiLens

    Chapter 19. Power Advisor

  • ARTEFACTS how can we make use of context in the implementation of

    concrete interactive mobile systems?

    MobileWARD

    Just-for-Us

    GeoHealth

  • ArchiLens

    .

    Power Advisor

  • Chapter 15

    MobileWARD

    Abstract.1

    1. INTRODUCTION

    Personal and Ubiquitous Computing,

  • 2. RELATED WORK

    2.1. Ubiquitous computing environments and usability

  • emerging

    2.2. Ubiquitous computing in healthcare

  • 3. STUDY A: UBIQUITOUS EPR IN THE REAL WORLD

  • 3.1. Method

    Preparation

  • Test Subjects

    Tasks

    Procedure

    Setting

  • Data collection

    Data analysis

    3.2. Findings from the evaluation of IPJ 2.3

    Mobility

  • Complexity

    Relation to Work Activities

    4. STUDY B: AN EXPERIMENTAL MOBILE EPR SYSTEM

  • 4.1. Architecture

    4.2. Interface design

  • 4.3. Usability evaluation of M WARD

    Setting

  • WARD 273

    WARD 274

    WARD 271 WARD 275

    WARD 276WARD 272WARD 270OFFICE

    RECEPTION

    RINSEROOM

    UNCLEAN

    RINSEROOMCLEAN

    NURSINGROOM

    LIVINGAREA

    A

    B

    C

    D

    E

    F

    Data collection

  • Test subjects

    Tasks

    Procedure

  • Roles

    Data analysis

    5. FINDINGS AND DISCUSSION

  • why

    5.1. Mobility revisited

  • 5.2. Complexity revisited

    5.3. Relation to work activities revisited

    5.4. General implications for ubiquitous computing in the real world

    alternative

    supplement

  • 6. CONCLUSIONS

  • ACKNOWLEDGEMENTS

    REFERENCES

  • Chapter 16

    Just-for-Us

    Abstract.1

    1. INTRODUCTION

    Proceedings of Mobile HCI 2005,

    IEEE Computer,

  • 2. SOCIALITY, INDEXICALITY AND JUST FOR US INFORMATION

  • 3. EMPIRICAL STUDIES: PHYSICAL AND SOCIAL CONTEXT

  • 4. THE DESIGN AND IMPLEMENTATION OF JUST FOR US

    4.1. Technical Implementation

  • 4.2. Interaction Design

    Making the Invisible Visible: Augmenting the Users Physical Surroundings

  • Supporting Ad-Hoc Communication about Places, Activities and Time

  • Indexing Recommendations and Content to History and Context

  • Representing Activities within Proximity and Indexing to Familiar Places

  • 5. EVALUATION

  • 6. CONCLUSIONS AND FURTHER WORK

    ACKNOWLEDGMENTS

    REFERENCES

  • Chapter 17

    GeoHealth

    Abstract.1

    1. INTRODUCTION

    Journal of Location-Based Services,

  • location-based mobile healthcare system

  • 2. RELATED WORK

    2.1. Context awareness and location-based services

    representational

  • location

    location

    services

  • 2.2. Mobile healthcare applications and location-based services

    Woodward et al 2001,

  • 3. FIELD STUDY: HOME HEALTHCARE

    what when where

  • 3.1. Findings from ield study

  • 4. THE GEOHEALTH PROTOTYPE

  • active

  • passive

    discreet context-awareness.

    4.1. Location-based spatial view of the work domain

  • 4.2 Location-based information push

  • 4.3 Location-based ad-hoc exchange of work tasks

  • 4.4 Location-based alarms

    4.5 Implementation

  • Head west on Solvnget 9.514260,56.796510,0 9.514260 56.796510 100.000000 45.000000 350.060608

    ()

  • Route 9.514260,56.796510,0.000000 9.514260,56.796510,0.000000 9.513280,56.796500,0.000000 9.513280,56.796500,0.000000 9.513090,56.797420,0.000000 9.513110,56.797790,0.000000 9.513250,56.798380,0.000000 9.513250,56.798380,0.000000 9.515990,56.798170,0.000000 9.517050,56.798120,0.000000 9.518940,56.798180,0.000000 9.520890,56.798440,0.000000 9.520890,56.798440,0.000000 9.521490,56.797410,0.000000

    volatility

  • 5. EVALUATIONS

  • 6. FINDINGS AND DISCUSSION

  • 7. CONCLUSIONS AND FURTHER WORK

  • ACKNOWLEDGEMENTS

    REFERENCES

  • Chapter 18

    ArchiLens

    Abstract.1

    1. INTRODUCTIONone should always design

    a thing by considering it in its next larger context - a chair in a room, a room in a house, a house in an environment, an environment in a city plan.

    Journal of Pervasive and Mobile Computing.

  • 2. RELATED WORK

    on the building site

  • genius loci

  • accuracy of positioning perception of depth.

    3. ARCHILENS

  • Use Scenario:

    3.1. Two-Dimensional Placement

  • 3.2. Spatial Layout and Characteristics

    3.3. The Visual Appearance

    4. FIELD STUDIES

    Open lot

    Signed contract

    house extension

  • 4.1. Participants

    Open lot

    Signed contract

    House extension

    4.2. Procedure and Data Collection

  • 4.3. Data Analysis

    5. FINDINGS

    5.1. Visual Appearance

  • I simply dont like blueprints, I dont understand them while this is much easier to understand [A].

    I actually thought I had a good idea of how my house was going to look, but there were things that surprised me and helped me understand a few things. All because I could see the house from different angles

    This is so cool, that I can stand here in my living room and imagine what views I will have [C].

  • We have talked about how quick we would be able to drive into the carport from the road - we were afraid it would be too racing like. But now that I can see it from here, I actually dont think it is going to be a problem [D].

    5.2. Relationship to Context

  • I actually think I was con irmed in my choices, when I tried changing the bricks to some of the colours, we had talked about. I compared them to the surroundings and they simply did not work, so clearly our yellow bricks it better than black [B]

    Come take a look at this. Should we maybe have used some more money and removed that wall? The others [neighbouring houses] solutions look really smart [B].

    It makes you think about a lot of things, when you can walk around and see the house [D].

  • 5.3. Collective Understanding

    I could imagine it would make it easier to reach an agreement about details, because you discuss based on the same foundation the only thing I could have wanted, was to have had this system earlier in the process, as there at that point was many disputed points [E]

  • We have been out with friends to look at their building project. They proudly presented their blueprints at the lot, but its simply impossible to get more than a vague idea on how its going to look from that [D]

    5.4. Dimensional Insight

    A 3D house model on a computer screen appear smaller than in the real world [F].

    it was a lot easier to understand when you were in it [the physical surroundings] [E] or it is great to touch the house with my body [F]

  • 6. DISCUSSION

    6.1. Evoking Imagination

    contextual

  • 6.2. Enabling Participation in Contextual Architecture

    genius loci

    require

  • wholeness preserving transformations

    7. CONCLUSIONS

  • 8. FURTHER WORK

    ACKNOWLEDGMENTS

    REFERENCES

  • Chapter 19

    Power Advisor

    Abstract.1

    1. INTRODUCTION

    Proceedings of CHI 2012,

  • 2. RELATED WORK

  • 3. POWER ADVISOR DESIGN

  • 3.1. Consumption Views

  • 3.2. Consumption Messages

    3.3. Technical Implementation

    4. POWER ADVISOR DEPLOYMENT

  • 4.1. Apparatus

    4.2. Household Recruitment

    Household A:

    Household B:

  • Household C:

    Household D:

    Household E:

    Household F:

    Household G:

    Household H:

    Household I:

    Household J:

    4.3. Study Protocol

  • 4.4. Data Analysis

    5. FINDINGS

  • 5.1. Using Power Advisor

    I only used the application when I received a reminder

    It is easier to monitor the usage on the phone than going to the basement to check the power meter

    When you have an unread message, you will be noti ied immediately. This raises your awareness of the application, and it works pretty well

    I see some advantages on using the application on a mobile phone because I would still get an SMS on my mobile. Therefore it is easier to check the application on it than to pull my iPad up for that purpose. Furthermore, it is not always I have my iPad with me, but I always keep my phone with me

    5.2. Raising Awareness of Power Consumption

    I think the study has

  • been very good as I had no idea on how much I used before. It was also nice to get to know which group I belong to, so I can relate my consumption to others

    The fact that you can have different views on your consumption makes this application useful

    It is all linked to my personal consumption and provides with an opportunity to act and react

    With these messages, I have become more conscious of how much we consume and then you can maybe try to work with it, if you want to bring it down

    You have to know something about the unit kilowatt-hour to able to assess your consumption and to decide whether you are satis ied with your current consumption rate kilowatt/hour is an arbitrary unit for me as I dont know how much it means money-wise

  • This is interesting as it made me active in the process. It forced me to re lect upon my own consumption

    5.3. Power Consumption in the Community

    Absolutely, measuring up against other people gives me some feeling about my own consumption as I need to identify whether Im doing something wrong or right.

    We are gregarious animals in a way. We measure ourselves and consider ourselves in relation to each other all the time

    I really do not care how others are, it does not change anything for my consumption. So therefore it has no value to me to be compared with others.

    I dont really care about the other consumers, it does not affect my consumption. For me, there is no added value in being compared and measured against others

  • 5.4. Reinforcement and Injunctive Information

    I would here perhaps have a tendency to rest on its laurels

    Either you think that this performance was bad and you try to do something different to avoid receiving a red smiley next time, or then you are indifferent and are opposed to the message next time

    You are doing excellent, but you are 10% behind the best people in the group

    Then you become more motivated for improving your consumption and setup realistic goals

    If there are too many negative messages, I might be thinking, this does not interest me any more these stupid messages I perceive a negative comment as a raised inger on your behaviour and it is not likely that I would read messages in the future

    5.5. Motivating Behaviour Change and Barriers for Change

  • Before the study, I was already tracking my consumption through the Modstrm website, but every now and then I would forget to check usage for several weeks and furthermore, you really need to compare your usage with others

    I was surprised to observe a difference in power consumption even when we talked about the same weekday, same people at home, etc.

    You have to keep reminding people to change behaviour. I remember when I was a child; our parents kept telling us not to let the water running while brushing teeth. We dont tell this to our children today as it is not necessary

    Instead of using kilowatt-hour as energy unit, one could also apply environmental units, e.g. how much your consumption affects the environment with pollution

    6. DISCUSSION

  • 6.1. Comparative Electricity Consumption

    6.2. Social Power in Consumption Communities

  • 6.3. Motivation, Reward, and Charity

  • CONCLUSION

    ACKNOWLEDGMENTS

    REFERENCES

  • Part VUnderstanding

    Chapter 20. Principles of perceptual organisation

    Chapter 21. Indexical interaction design

    Chapter 22. Proxemics and interactional spaces

    Chapter 23. Orchestrating mobile devices

  • UNDERSTANDINGhow can we abstractly describe and understand the

    relationships between interactive mobile systems, users and context?

    Principles of perceptual organisation

    proximity, closure, symmetry, continuity, similarity

    Indexical interaction design

    indexicality.

  • Proxemics and interactional spaces

    Orchestrating mobile devices

  • Chapter 20

    Principles of perceptual organisation

    Abstract.1

    1. INTRODUCTION

    context-aware

    Journal of Location-Based Services,

  • proximity, closure, symmetry, continuity,similarity

    interaction design for LBS

  • 2. THE MOBILE INTERNET AND LOCATION BASED SERVICES

  • we must enable people to do relevant things that they couldnt do before.

    location

  • 3. GESTALT THEORY

  • 3.1. Gestalt theory in human-computer interaction

    Proximity Closure Symmetry Continuity Similarity

  • perceived

  • interaction situation.

    4. CASE STUDY: THE JUST FOR US LOCATION BASED SERVICE

    Just-for-Us,

  • 5. FIVE PRINCIPLES OF PERCEPTUAL ORGANISATION APPLIED

    5.1. Proximity

  • 5.2. Closure

  • 5.3. Symmetry

  • 5.4. Continuity

  • 5.5. Similarity

  • 6. INFORMING LOCATION BASED SERVICE DESIGN AND EVALUATION

    Gestalt principle Implications for LBS Key questions for design and evaluation

  • 7. CONCLUSIONS

    location salienceabstraction. alignment egocentric frames of reference.

    patterns of movement. matching

  • 8. ACKNOWEDGEMENTS

    REFERENCES

  • Chapter 21

    Indexical interaction design

    Abstract.1

    1. INTRODUCTION

    ACM Transactions on Computer-Human Interaction,

  • 2. CONTEXT

  • 3. INDEXICALITY

  • 3.1. Reducing information representations by increasing indexicality

  • 3.2 Indexical Interface Design

  • 4. THREE PROTOTYPE SYSTEMS

    4.1. TramMate II

  • 4.2. MobileWARD

  • 4.3. Just-for-Us

  • 5. THREE EVALUATIONS

    5.1. Evaluating on public transport: TramMate II

  • 5.2. Evaluating at the hospital: MobileWARD

  • 5.3. Evaluating in the city: Just-for-Us

  • 6. DISCUSSION OF FINDINGS FROM EVALUATIONS

    6.1. Indexing to physical context

  • Redundancy and the suf iciency of approximation

  • 6.2. Indexing to spatial context

  • Trust and control

  • 6.3. Indexing to social context

  • Subtle context and making the implicit explicit

  • 7. USING INDEXICALITY IN DESIGN

  • 8. SUMMARY AND CONCLUSIONS

  • 9. FURTHER WORK

  • ACKNOWLEDGEMENTS

    REFERENCES

  • Chapter 22

    Proxemics and interactional spaces

    Abstract.1

    ACM Transactions on Computer-Human Interaction,

  • 1. INTRODUCTION

  • embodied action

    proxemics F-formations

    2. EMBODIED ACTION AND MEDIA SPACES

    reversibility

  • 3. SPATIALITY AND HUMAN INTERACTION

  • proxemics

    intimate personal socialpublic

  • 4. PHYSICAL WORKPLACE DESIGN

  • 5. BLENDED SPACES: THE EXAMPLE OF HALO

    work communication

  • interaction3 service

  • social

    magni ication constancyeye heights foreground and table height

    distortion reduction; correct eye contact and gesture awareness spatial audio.

  • 6. BLENDED INTERACTION SPACES

  • o-space

  • entry points

    entry point

  • interaction proxemics

    interaction proxemics

  • interaction proxemics

    7. A BLENDED INTERACTION SPACE FOR SMALL GROUPS

    7.1. TAPESTRY

  • 7.2. BISi set-up

  • social distance

    intimateo-space

  • informed

  • spatial reference domain

  • access points

  • 8. DISCUSSION

    Blended Interaction Spaces.

  • Interaction

    interaction proxemics

  • necessitysuf iciency

    9. CONCLUSION

    outcomeprocess

  • ACKNOWLEDGEMENTS

  • REFERENCESWorkplace by Design: Mapping the High Performance Workscape

    Proceedings of CSCW 88 Conference on Computer Supported Cooperative Work

    Proceedings of the 5th Conference on Of ice Information Systems

    Proceedings of OzCHI 2009

    Video Mediated Communication,

    Media Space: 20+ Years of Mediated Life,

    Cooperative Buildings

    Where the Action Is: The Foundations of Embodied Interaction

    Proceedings of ACM Conf. Computer-Supported Cooperative Work CSCW 2006

    Computer-Supported Cooperative Work

    The New Of ice

    Video-mediated Communication

    The Locales Framework: Understanding and Designing for Wicked Problems

    Proceedings of INTERCHI 93

    Journal of Experimental Psychology: Human Perception and

    Performance,

    Media Space 20+ Years of Mediated Life

    The Hidden Dimension,

    Inside the IMF: An ethnography of documents, technology and organizational action

  • Media Space: 20+ Years of Mediated Life

    Proceedings of the ACM Conference on Computer-Supported Cooperative Work CSCW96

    Proceedings of the Thirty-First Annual Conference of the Cognitive Science Society

    Proceedings of CHI 91

    Human-Computer Interaction

    Technology in Action

    Why HP People Do and Dont Use Videoconferencing Systems

    Proceedings of CHI 2006

    Proceedings of CSCW 08

    Proceedings of Pervasive 2006

    Cognition in the Wild

    Proceedings of CHI92

    Proceedings of Tabletop 2008

    Fourth CSIRO ICT Centre Conference 2007

    Proceedings of IEEE Pervasive Computing

    Conducting Interaction: Patterns of Behavior in Focused Encounters

    Arti icial Intelligence

    Proceedings of GROUP 2003

    New Environments for Working: The Re-Design of Of ices and Environmental Systems for New Ways of Working

    Complex Information Processing: The impact of Herbert A. Simon

  • Proceedings of CHI 91, ACM Conference on Human Factors in SoftwareGroupware: software for computer-

    supported collaborative work

    Phenomenology of Perception.

    The Visible and the Invisible

    Proceedings of the 12th annual ACM symposium on User interface software and technology

    Human-Computer Interaction

    Proceedings of GI 2007

    Proceedings of CHI 05

    Proceedings of CHI 09

    Telecommunications Policy

    The Invisible Computer: Why Good Products Can Fail, the Personal Computer Is So Complex, and Information Appliances Are the Solution

    Human-Computer Interaction

    Human-Computer Interaction

    Video Mediated Communication

    Proceedings of CSCW 94

    Language and gesture

    . Journal of Memory and Language

    Livespaces technical overview

    Proceedings of ECSCW 97

    Proceedings of CHI 97

  • Interacting With Computers

    Human-Computer Interaction,

    Public and Situated Displays: Social and Interactional aspects of Shared Display Technologies

    Proceedings of ECSCW

    Proceedings of CHI92

    Human-Computer Interaction

    Proceedings of CHI 92

    Video-mediated Communication

    The myth of the paperless of ice

    The social psychology of telecommunications

    Personal Space

    International Journal of Social Psychology

    Socially Distributed Cognition: Computational Space and Collaborative Artefacts For The Workspace

    Observing High Performance Team Work: How Space and Information Artefacts Structure Team Problem Solving, Communication and Fluid Movement From Individual to Collaborative Work

    Cognition Technology and Work

    Steelcase360

    Journal of Abnormal and Social Psychology

    Proceedings of CHI 99

    Proceedings of ECSCW 97 European Conference on Computer-Supported Cooperative Work

  • Computer-Supported Cooperative Work

    Public and Situated Displays: Social and Interactional aspects of Shared Display Technologies

    Human-Computer Interaction

    Proceedings of CHI95

    HP Halo Performance Assessment: Analysis and opinions on capabilities, features, usability, performance, and business model,

    Proceedings of CSCW 08

    Cognitive Science

  • Chapter 23

    Orchestrating mobile devices

    Abstract.1

    1. INTRODUCTION

    Proceedings of OzCHI 2005,

  • 2. THREE PERSPECTIVES ON CONVERGENCE

    2.1. Utopian

  • 2.2. Dystopian

  • 2.3. Hybrid

    3. CONVERGENCE AND DIVERGENCE BY DESIGN AND IN USE

  • -in-use

    Convergence-in-use

  • Divergence-in-use

    4. EMPIRICAL STUDY

    real

  • 5. FINDINGS

  • 5.1. Increasing usability by means of convergence

    5.2. Beyond the tipping point

  • 5.3. Increasing usability by means of divergence

    6. DISCUSSION AND CONCLUSIONS

    -by-design -in-use

  • ACKNOWLEDGEMENTS

    REFERENCES

  • List of contributions

    Proceedings of Mobile HCI 2003

    Behaviour and Information Technology, 24

    Computer-Supported Cooperative Work, 17

    Australasian Journal of Information Systems, 11

    Interacting with Computers, 2006

    Proceedings of APCHI 2004

    Transactions on Computer-Human Interaction, 16

    Proceedings of CHI 2005

    International Journal of Human-Computer Studies, 70

    International Journal of Human-Computer Studies, 60

    International Journal of Human-Computer Interaction, 22

    Behaviour and Information Technology, 24

    Handbook of Research on User Interface Design and Evaluation for Mobile Technology

    Personal and Ubiquitous Computing, 11

  • Proceedings of Mobile HCI 2005

    IEEE Computer, 39

    Journal of Location-Based Services, 4

    Journal of Pervasive and Mobile Computing.

    Proceedings of CHI 2012

    Journal of Location-Based Services, 2

    ACM Transactions on Computer-Human Interaction, 17

    ACM Transactions on Computer-Human Interaction, 18

    Proceedings of OzCHI 2005

  • List of co-authors

  • Design af mobile interaktioner- den kontinuerlige konvergens mellem form og kontekst

  • Kapitel 1: Design af mobile interaktioner

  • Kapitel 2: Udfordringer og muligheder

    Del I: Undersgelse og analyse

    Del II: Design og konstruktion

  • Del III: Forbedring af evaluering

    Del IV: Artefakter

  • Del V: Forstelse

    Opsummering af sammenfatningen