Chair: Lynne Baillie, Glasgow Caledonian University, UK
`Timid Encounters': A Case Study in The Use of Proximity-Based Mobile Technologies
Contribution & Benefit: User case study of proximity-sensitive mobile technologies (as exemplified by the mobile game Dragon Quest 9)in Japan and in France. It introduces the notion of "timid encounters".
Abstract » We report a comparative ethnographic study of a proximity-based mobile "video game" (Dragon Quest 9) in Japan: the Nintendo DS game terminals may "recognize" one another and allow players to exchange game resources when they are close to one another. Because different communication infrastructures are available, situations of encounter are shown to be potentially seamful and to support multi-layered participation frames. Our observations show a variety of encounter formats, among whom "timid" encounters are the most characteristic of the kind of sociality which may develop in urban public places turned into proximity-sensitive "hybrid ecologies" The normative order which governs such encounters is marked by a tension between the minimality expected of encounters with strangers in urban spaces, and the concern for identification and focused interaction that derives from being engaged in proximal digital communication. These empirical observations and framework of analysis offer insights for the design and the understanding of proximity-based mobile technologies.ACM
Characterizing Web Use on Smartphones
Contribution & Benefit: Establishes empirical patterns of behavior for web use on smartphones including visits to native applications, browser content and physical locations. Describes user differences and targeted design recommendations for smartphones.
Abstract » The current paper establishes empirical patterns associated with mobile internet use on smartphones and explores user differences in these behaviors. We apply a naturalistic and longitudinal logs-based approach to collect real usage data from 24 iPhone users in the wild. These data are used to describe smartphone usage and analyze revisitation patterns of web browsers, native applications, and physical locations where phones are used. Among our findings are that web page revisitation through browsers occurred very infrequently (approximately 25% of URLs are revisited by each user), bookmarks were used sparingly, physical traversing patterns mirrored virtual (internet) traversing patterns and users systematically differed in their web use. We characterize these differences and suggest ways to support users with enhanced design of smartphone technologies and content.ACM
Narratives of Satisfying and Unsatisfying Experiences of Current Mobile Augmented Reality Applications
Contribution & Benefit: We present an online survey about user experience of mobile augmented reality applications currently available in the market. We highlight the most satisfying and unsatisfying experiences and discuss design implications.
Abstract » Over the last few years, mobile applications demonstrating Augmented Reality (AR) – such as Layar, Junaio and Google Goggles – have been introduced to consumers. We conducted an online survey to explore the user experience (UX) of early stage mobile AR applications available in the market in spring 2011, covering both location-based AR browsers and image recognition AR applications for object-based interaction. We identify various types of experiences such applications have evoked by qualitatively analyzing 84 users’ narratives of their most satisfying and unsatisfying experiences. The results highlight, for example, experiences of awareness of surroundings, empowerment, positive surprise, amazement and fascination from the novelty value, as well as some examples of immersion and social connectivity. The analysis indicates that the applications have not yet reached their potential in evoking a multifaceted user experience that is characteristic especially to AR. This work helps in understanding the experiential design potential in mobile AR and points out UX issues to further focus on in design.ACM
Exploring User Motivations for Eyes-free Interaction on Mobile Devices
Contribution & Benefit: User-centered exploration of user motivations in choosing eyes-free technologies for mobile interaction. Increase understanding of eyes-free interaction by systematically examining motivations and establish high level design implications for satisfying user motivations.
Abstract » While there is increasing interest in creating eyes-free interaction technologies, a solid analysis of why users need or desire eyes-free interaction has yet to be presented. To gain a better understanding of such user motivations, we conducted an exploratory study with four focus groups, and suggest a classification of motivations for eyes-free interaction under four categories (environmental, social, device features, and personal). Exploring and analyzing these categories, we present early insights pointing to design implications for future eyes-free interactions.ACM
123D Sculpt: Designing a Mobile 3D Modeling Application for Novice Users
- Short Case Study
Contribution & Benefit: Case study describing design and development of a touch-driven, 3D modeling application for a mobile device. Can assist designers in tailoring the user experience to accomodate novice and expert users.
Abstract » In this case study, we describe the design approach taken in creating 123D Sculpt, a digital sculpting and painting application for the Apple iPad. This paper will focus on tailoring the user experience toward casual users, introducing 3D (three-dimensional) manipulation tools and concepts through the use of metaphors.