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IJMHCI Tables of Contents: 010203040506

International Journal of Mobile Human Computer Interaction 5

Editors:Joanna Lumsden
Publisher:IGI Global
Standard No:ISSN: 1942-390X EISSN: 1942-3918 DOI: 10.4018/IJMHCI
Links:www.igi-global.com | Table of Contents
  1. IJMHCI 2013 Volume 5 Issue 1
  2. IJMHCI 2013 Volume 5 Issue 2
  3. IJMHCI 2013 Volume 5 Issue 3
  4. IJMHCI 2013 Volume 5 Issue 4

IJMHCI 2013 Volume 5 Issue 1

Using Gamification and Metaphor to Design a Mobility Platform for Commuters BIBAFull-Text 1-15
  Rod McCall; Vincent Koenig; Martin Kracheel
In this paper the authors explain the use of gamification as a way to optimize mobility patterns within a heavily congested European City. They explore this from two perspectives, first by outlining a gaming concept and secondly by explaining how the use of a mobility game that took place in two locations can be used to explore incentives and design issues.
Happy Measure: Augmented Reality for Mobile Virtual Furnishing BIBAFull-Text 16-44
  Rahul Swaminathan; Robert Schleicher; Simon Burkard; Renato Agurto; Steven Koleczko
The authors present a vision based augmented reality system called Happy Measure to facilitate the measurement, 3D modeling, and visualization of furniture and other objects using a smartphone or mobile device equipped with a camera. They also study the concomitant interaction metaphors that enable interactive 3D model capture and manipulation in augmented environments. The proposed system allows for interactive measurement of an object's size and the creation of primitive based 3D models from a single photograph. The appearance of the furniture (color textured model) is captured by the system using the underlying (or multiple) images taken by the user. This allows the user to capture textured 3D models of furniture or other objects and manipulate them virtually for visualization purposes. The authors compare two interaction metaphors used to capture 3D textured models of object to ensure easy interaction while still obtaining accurate measurements in a user test. Results suggest that one is superior in terms of measurement accuracy and also subjective user experience as it allows for continuous touch interaction on the whole screen. Virtually placing a modeled object in another location is another aspect of the presented system and the authors explore a novel interaction paradigm to perform this task along with initial user tests.
Research in the Large: Challenges for Large-Scale Mobile Application Research -- A Case Study about NFC Adoption using Gamification via an App Store BIBAFull-Text 45-61
  Matthias Kranz; Lukas Murmann; Florian Michahelles
The adoption of NFC technology has taken longer than expected after its inception in 2004. Several projects on ticketing and payment are gaining momentum. However, the actual state of adoption of NFC is still unclear. As an alternative to consultants' prediction (which mostly prove wrong), this paper describes a gamification-based approach to motivate users themselves to report on NFC tags they spotted in their environment. As part of a trading card context, users get rewarded with gadgets and points for documenting the existence of NFC technology in their environment. This paper describes the development of this game and the experiences of two release cycles. The paper concludes with lessons learned and provides an outlook on next steps.
SpeakRite: Monitoring Speaking Rate in Real Time on a Mobile Phone BIBAFull-Text 62-69
  Ahmed Imran; Meghna Pandharipande; Sunil Kumar Kopparapu
There has been an increase in spoken interaction between people from different geographies or different cultural background prominently in the call center scenario. Noticeably, ineffectiveness of conversations is prominent when two people, from different cultures, converse in a language common to them. One of the main reason for conversation ineffectiveness is driven by the way conversation is spoken and not so much by what is being spoken. Speaking rate is a critical factor affecting intelligibility and comprehension of speech. In this paper, we present SpeakRite -- a real-time mobile application that assists and guides a person to converse at the right speed by analyzing his spoken speech. As its main function, SpeakRite analyzes the speaking rate during a telephone conversation and provides a real time feedback to assist the speaker modify his speaking rate. Additionally, it also provides an offline analysis of the speaking rate variations in a recorded call. The authors discuss a real time implementation for monitoring speaking rate on a mobile phone device.

IJMHCI 2013 Volume 5 Issue 2

From Touchpad to Smart Lens: A Comparative Study on Smartphone Interaction with Public Displays BIBAFull-Text 1-20
  Matthias Baldauf; Peter Fröhlich; Jasmin Buchta; Theresa Stürmer
Today's smartphones provide the technical means to serve as interfaces for public displays in various ways. Even though recent research has identified several new approaches for mobile-display interaction, inter-technique comparisons of respective methods are scarce. The authors conducted an experimental user study on four currently relevant mobile-display interaction techniques ('Touchpad', 'Pointer', 'Mini Video', and 'Smart Lens') and learned that their suitability strongly depends on the task and use case at hand. The study results indicate that mobile-display interactions based on a traditional touchpad metaphor are time-consuming but highly accurate in standard target acquisition tasks. The direct interaction techniques Mini Video and Smart Lens had comparably good completion times, and especially Mini Video appeared to be best suited for complex visual manipulation tasks like drawing. Smartphone-based pointing turned out to be generally inferior to the other alternatives. Examples for the application of these differentiated results to real-world use cases are provided.
Off the Paved Paths: Exploring Nature with a Mobile Augmented Reality Learning Tool BIBAFull-Text 21-49
  Kimiko Ryokai; Alice Agogino
Mobile augmented reality (MAR) is an increasingly popular technology for enhancing how people interact with and learn about the environment and objects in the physical world. However, little is known about what aspects of a MAR interface can enhance student learning and engagement. Building on field observations and interviews with experts, and formative studies on how mobile learners navigate spaces using different interfaces, the authors have designed, built, and evaluated the GreenHat MAR application to help students learn about biodiversity and sustainability issues in their natural environment. The authors' evaluation of the GreenHat MAR prototypes suggests that in comparison to a digital map on the same smartphone, MAR encouraged students to more carefully scrutinize physical field sites, and led them to make more personal discoveries to the subject matter being learned. They present the iterative design process, results from the authors' studies, and discuss the implications for the design of mobile learning tools.
A Systematic Literature Review on Usability Heuristics for Mobile Phones BIBAFull-Text 50-61
  Luiz Henrique A. Salazar; Thaísa Lacerda; Juliane Vargas Nunes; Christiane Gresse von Wangenheim
For the last decade, mobile phones have been the fastest growing segment of the technology market increasing the importance of interface design for this type of device. Yet, many of the assumptions about user interactions that the authors know from "traditional" computer usage do not hold true for mobile devices and more specifically for touch-screen phones. A key question is, if usability heuristics tailored to this type of device exist. To answer this question, they conducted a systematic literature review. The authors analyzed the encountered sets of heuristics by mapping them to Nielsen's ten heuristics and identified additional ones specifically proposed for this kind of device. Their review indicates that research findings with respect to usability heuristics for mobile phones are still extreme sparse. Most of these heuristics are strongly based on "traditional" ones, not considering comprehensively mobile phone characteristics concerning physical limitations, technology, usage goals, features as well as user characteristics and usage environment. Nevertheless, this article provides a general overview on the state of the art of usability heuristics for mobile phones. This can guide the design and evaluation interfaces for mobile phones as well as provide a starting point for the evolution of such heuristics taking into consideration more extensively the specific features of mobile phones.
Participant Experiences of Mobile Device-Based Diary Studies BIBAFull-Text 62-83
  Xu Sun; David Golightly; Jo Cranwell; Benjamin Bedwell; Sarah Sharples
Mobile device-based diary studies have potential as contextual data capture methods that address the limitations of the traditional paper-based diary method. While there have been a number of studies that demonstrate the power of the mobile device-based diary approach, there is less known about participants' experience of such studies. This paper presents three cases of mobile data capture to bring together user experiences of participating in diary studies and discuss how this can be fed into the design of methodology.

IJMHCI 2013 Volume 5 Issue 3

Design Games for In-Situ Design BIBAFull-Text 1-22
  Erik Kristiansen
The mobile culture has spawned a host of context-based products, like location-based and tag-based applications. This presents a new challenge for the designer. There is a need of design methods that acknowledge the context and allows it to influence the design ideas. This article focuses on a design problem where an in-situ design practice may further the early design process: the case of designing a pervasive game. Pervasive games are computer games, played using the city as a game board and often using mobile phones with GPS. Some contextual design methods exist, but the author proposes an approach that calls for the designer to conceptualise and perform ideas in-situ, that is on the site, where the game is supposed to be played. The problem was to design a creativity method that incorporated in-situ design work and which generated game concepts for pervasive games. The proposed design method, called sitestorming, is based on a game using Situationistic individual exploration of the site and different types of game cards, followed by a joint evaluation of the generated ideas. A series of evaluations showed that the designers found the method enjoyable to use, that the method motivated idea generation, and that using in-situ design influenced their design ideas.
MagiThings: Gestural Interaction with Mobile Devices Based on Using Embedded Compass (Magnetic Field) Sensor BIBAFull-Text 23-41
  Hamed Ketabdar; Amin Haji-Abolhassani; Mehran Roshandel
The theory of around device interaction (ADI) has recently gained a lot of attention in the field of human computer interaction (HCI). As an alternative to the classic data entry methods, such as keypads and touch screens interaction, ADI proposes a touchless user interface that extends beyond the peripheral area of a device. In this paper, the authors propose a new approach for around mobile device interaction based on magnetic field. Our new approach, which we call it "MagiThings", takes the advantage of digital compass (a magnetometer) embedded in new generation of mobile devices such as Apple's iPhone 3GS/4G, and Google's Nexus. The user movements of a properly shaped magnet around the device deform the original magnetic field. The magnet is taken or worn around the fingers. The changes made in the magnetic field pattern around the device constitute a new way of interacting with the device. Thus, the magnetic field encompassing the device plays the role of a communication channel and encodes the hand/finger movement patterns into temporal changes sensed by the compass sensor. The mobile device samples momentary status of the field. The field changes, caused by hand (finger) gesture, is used as a basis for sending interaction commands to the device. The pattern of change is matched against pre-recorded templates or trained models to recognize a gesture. The proposed methodology has been successfully tested for a variety of applications such as interaction with user interface of a mobile device, character (digit) entry, user authentication, gaming, and touchless mobile music synthesis. The experimental results show high accuracy in recognizing simple or complex gestures in a wide range of applications. The proposed method provides a practical and simple framework for touchless interaction with mobile devices relying only on an internally embedded sensor and a magnet.
Escape-Keyboard: A Sight-Free One-Handed Text Entry Method for Mobile Touch-screen Devices BIBAFull-Text 42-61
  Nikola Banovic; Koji Yatani; Khai N. Truong
Mobile text entry methods traditionally have been designed with the assumption that users can devote full visual and mental attention on the device, though this is not always possible. The authors present their iterative design and evaluation of Escape-Keyboard, a sight-free text entry method for mobile touch-screen devices. Escape-Keyboard allows the user to type letters with one hand by pressing the thumb on different areas of the screen and performing a flick gesture. The authors then examine the performance of Escape-Keyboard in a study that included 16 sessions in which participants typed in sighted and sight-free conditions. Qualitative results from this study highlight the importance of reducing the mental load with using Escape-Keyboard to improve user performance over time. The authors thus also explore features to mitigate this learnability issue. Finally, the authors investigate the upper bound on the sight-free performance with Escape-Keyboard by performing theoretical analysis of the expert peak performance.
An Evaluation of Older Adults Use of iPads in Eleven UK Care-Homes BIBAFull-Text 62-76
  Tim Jones; Daniel Kay; Penney Upton; Dominic Upton
The introduction of the iPad and similar form-factor devices (e.g. Samsung Galaxy Tab, Asus Eee Pad and Motorola Xoom) has provided a unique opportunity for older adults to engage with mobile computing devices and platforms. Engagement with 'traditional' computing devices amongst older adults, including arguably mobile devices, such as laptop computers is low due to dexterity issues amongst this population (Hertzum & Hornbaek, 2010). Whilst the iPad removes some of the traditional barriers to computer engagement, new barriers including weight and screen reflection are evident to an older user group. This paper provides an exploratory evaluation of how older adults in 11 UK care-home settings and the staff engaged in their care are using iPads to help improve communication, build physical social networks amongst residents, staff and family members, and map the most frequently used applications by an older population during a six-month pilot period. Results suggest that applications involving information searching for personally related and historical information were most valued by older adults. Further, older adults and care staff alike report mainly positive experiences of iPad use in care settings including the increased opportunities for social interaction and the enhancement of intergenerational communication. Additionally, the barriers to use (e.g. device weight) are often overcome by low-tech adaptations and adjustment when using the device. This paper argues that the portability and adaptive nature of the iPad combined with the increased social interaction afforded by device could increase quality of life in care settings.

IJMHCI 2013 Volume 5 Issue 4

Evaluating Mobile Applications in Virtual Environments: A Survey BIBAFull-Text 1-19
  Ioannis Delikostidis; Thore Fechner; Holger Fritze; Ahmed Mahmoud AbdelMouty; Christian Kray
Context plays a central role in mobile applications but is very difficult to control, and therefore, the evaluation of context-aware applications can be challenging. Traditionally, researchers had to choose either field-based or lab-based studies but recently, virtual environments have been proposed as a middle-ground between those two methods. In this paper, the authors review previous work on using virtual environments to evaluate mobile applications. the authors identify and classify different approaches to simulate specific aspects of the real world, and analyse their relative properties with respect to evaluating different facets of context-aware mobile applications. Based on this analysis, the authors derive criteria and selection strategies that can help researchers in picking specific evaluation approaches. The authors also point out a number of research challenges in this area as well as a number of promising areas for future research.
Advise, Acknowledge, Grow and Engage: Design Principles for a Mobile Wellness Application to Support Physical Activity BIBAFull-Text 20-55
  Aino Ahtinen; Minna Isomursu; Shruti Ramiah; Jan Blom
This paper reports the findings of a constructive design research study exploring mobile wellness applications in two different contexts: Finland and India. The study arrived at four design principles for motivating users to engage in physical exercise: 1) Be my advisor, 2) Acknowledge my efforts, 3) Grow with me and 4) Keep me engaged. These design principles were built upon the results of exploratory and participatory field studies. The validation of the design principles was done by adopting them in the design process of a mobile application concept called the "Living Application", which was evaluated in focus groups. The research process involved the total of 47 participants and 10 design professionals. The results indicate that the four design principles are relevant in the design of wellness applications, but need to be adapted to the local context and individual needs.
Magnet-Based Around Device Interaction for Playful Music Composition and Gaming BIBAFull-Text 56-80
  Abdallah El Ali; Hamed Ketabdar
Around Device Interaction (ADI) has expanded the interaction space on mobile devices to allow 3D gesture interaction around the device. In this paper, the authors look specifically at magnet-based ADI and its applied use in a playful, music-related context. Using three musical applications developed under the magnet-based ADI paradigm (Air Disc-Jockey, Air Guitar, Air GuitaRhythm), the authors investigate whether the magnet-based ADI paradigm can be effectively used to support playful music composition and gaming on mobile devices. Based on results from a controlled user study (usability and user experience questionnaire responses, users' direct feedback, and video observations), the authors 1) showed how magnet-based ADI can be effectively used to create natural, playful and creative mobile music interactions amongst both musically-trained and non-musically trained users and 2) distilled magnet-based ADI design considerations to optimize playful and creative music interactions in today's smartphones.