Right Where I Am: UX in Complex Environments

Case Study & Paper

May 10, 2012 @ 09:30, Room: 18AB

Chair: Kari-Jouko Räihä, University of Tampere, Finland
Trajectory-Aware Mobile Search - Note
Contribution & Benefit: Describes a novel application of destination prediction to generate a trajectory-aware local search experience. The approach shows how predicting mobile users' destinations can help enhance user experience.
Abstract » Most location-aware mobile applications only make use of the user's current location, but there is an opportunity for them to infer the user's future locations. We present Trajectory-Aware Search (TAS), a mobile local search application that predicts the user's destination in real-time based on location data from the current trip and shows search results near the predicted location. TAS demonstrates the feasibility of destination prediction in an interactive mobile application. Our user study of TAS shows using predicted destinations to help select search results positively augments the local search experience.
ACM
360° Panoramic Overviews for Location-Based Services - Note
Community: design
Contribution & Benefit: Investigates how visualizing 360° panoramas of the environment surrounding the user can help her locating objects in the environment. Helps designers understanding how to integrate panoramic overviews into location-based services.
Abstract » We investigate 360° panoramas as overviews to support users in the task of locating objects in the surrounding environment. Panoramas are typically visualized as rectangular photographs, but this does not provide clear cues for physical directions in the environment. In this paper, we conduct a series of studies with three different shapes: Frontal, Top-Down and Bird's Eye; the last two shapes are chosen be-cause they provide a clearer representation of the spatial mapping between panorama and environment. Our results show that good readability of the panorama is most important and that a clear representation of the spatial mapping plays a secondary role. This paper is the first to provide understanding on how users exploit 360° panoramic over-views to locate objects in the surrounding environment and how different design factors can affect user performance.
ACM
On the Use of Virtual Environments for the Evaluation of Location-Based Applications - Paper
Community: user experience
Contribution & Benefit: Case study describing two experiments which evaluate the intrusiveness (UX) of a location based advertising application using a novel CAVE-smartphone interface. Can help the evaluation and improvement of pervasive applications.
Abstract » User experience (UX) research on pervasive technologies faces considerable challenges regarding today's mobile context-sensitive applications: evaluative field studies lack control, whereas lab studies miss the interaction with a dynamic context. This dilemma has inspired researchers to use virtual environments (VEs) to acquire control while offering the user a rich contextual experience. Although promising, these studies are mainly concerned with usability and the technical realization of their setup. Furthermore, previous setups leave room for improvement regarding the user's immersive experience. This paper contributes to this line of research by presenting a UX case study on mobile advertising with a novel CAVE-smartphone interface. We conducted two experiments in which we evaluated the intrusiveness of a mobile location-based advertising app in a virtual supermarket. The results confirm our hypothesis that context-congruent ads lessen the experienced intrusiveness thereby demonstrating that our setup is capable of generating preliminary meaningful results with regards to UX. Furthermore, we share insights in conducting these studies.
ACM
Case Study: Longitudinal Comparative Analysis for Analyzing User Behavior - Long Case Study
Community: user experience
Contribution & Benefit: Describes a four-step process for eliciting and analyzing user behavior with products over an extended period of time
Abstract » In this case study we describe a four-step process for eliciting and analyzing user behavior with products over an extended period of time. We used this methodology for conducting a comparative study of two mobile applications over a period of seven months with 17 participants. To focus the discussion, we are concentrating on the methodology rather than the results of the study.
The Impact of Three Interfaces for 360-Degree Video on Spatial Cognition - Paper
Community: engineering
Contribution & Benefit: Experiment compares three 2D displays of 360-degree video in terms of egocentric and exocentric spatial cognition. Results may assist designers of surveillance, teleoperation, or 3D gaming systems.
Abstract » In this paper, we describe an experiment designed to evaluate the effectiveness of three interfaces for surveillance or remote control using live 360-degree video feeds from a person or vehicle in the field. Video feeds are simulated using a game engine. While locating targets within a 3D terrain using a 2D 360-degree interface, participants indicated perceived egocentric directions to targets and later placed targets on an overhead view of the terrain. Interfaces were compared based on target finding and map placement performance. Results suggest 1) non-seamless interfaces with visual boundaries facilitate spatial understanding, 2) correct perception of self-to-object relationships is not correlated with understanding object-to-object relationships within the environment, and 3) increased video game experience corresponds with better spatial understanding of an environment observed in 360-degrees. This work can assist researchers of panoramic video systems in evaluating the optimal interface for observation and teleoperation of remote systems.
ACM