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Aalborg Universitet
Designing Mobile Interactions: The continual convergence of form and context
Volume 1
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.
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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 på 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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March 2009 Metrics Report.
Human-Computer Interaction 16
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Communications of the ACM, 48
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A survey of context-aware mobile computing research
Personal and Ubiquitous Computing, 5
Proceedings of CHI 2000
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Design Thinking.
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Design Studies, 3
Computers in context: the philosophy and practice of systems design.
Proceedings of the 1st conference on Designing interactive systems: processes, practices, methods, techniques
Information Systems Action Research: An Applied View of Emerging Concepts and Methods
Foundations and Trends in Human Computer Interaction, 4
Proceedings of MobileHCI 2009
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Personal and Ubiquitous Computing, 5
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ACM Transactions on Computer-Human Interaction 7
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Personal and Ubiquitous Computing, 8
Where the Action Is: The Foundations of Embodied Interaction
Human-Computer Interaction, 16
Designing for People
Interactions, 18
Interactions, 15
Foundations of Science, 4
ACM Transactions On Computer-Human Interaction, 12
Design at Work
Computers and democracy: A Scandinavian challenge
Theories and Practice in Interaction Design
Cosmic Religion: with other Opinions and Aphorisms.
Mobile Design and Development: Practical Concepts and Techniques for Creating Mobile Sites and Web Apps.
Personal and Ubiquitous Computing, 5
Beginning Smartphone Web Development: Building Javascript, CSS, HTML and Ajax-Based Applications for iPhone, Android, Palm Pre, Blackberry, Windows Mobile and Nokia S60.
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Proceedings of the Second Workshop on Human Computer Interaction with Mobile Devices (Mobile HCI 1999
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-
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-
Challenges and opportunities
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
Contextual Design - De ining Customer Centred Systems
-
Proceedings of HCI International 2003, Crete, Greece, June 22 to 27, 2003
Cognition Technology and Work,
Inhabiting the Virtual City: The design of social environments for electronic communities
Human-Computer Interaction
Personal and Ubiquitous Computing,
Proceedings of Conference on Spatial Information Theory, COSIT’93, Elba Island, Italy, September 19 to 22, 1993
Ecological Psychology
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Urban Design International
Computer Supported Cooperative Work,
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Digital Ground - Architecture, Pervasive Computing, and Environmental Knowing.
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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,
all“The 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 comelet’s 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