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Dealing with Mobility: Understanding access anytime, anywhere
"... The rapid and accelerating move towards the adoption and use of mobile technologies has increasingly provided people and organisations with the ability to work away from the office and on the move. The new ways of working afforded by these technologies are often characterised in terms of the access ..."
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Cited by 179 (7 self)
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The rapid and accelerating move towards the adoption and use of mobile technologies has increasingly provided people and organisations with the ability to work away from the office and on the move. The new ways of working afforded by these technologies are often characterised in terms of the access to information and people 'anytime, anywhere'. This paper problemarises the rhetoric of 'access anytime, and anywhere' and presents a study of mobile workers that highlights different facets of access to remote people and information, and different facets of anytime, anywhere. Four key factors in mobile work are identified from the study: the role of planning, working in 'dead time', accessing remote technological and informational resources, and monitoring the activities of remote colleagues. By reflecting on these issues, we can better understand the role of technology and artefact use in mobile work and identify the opportunities for the development of appropriate technological solutions to support mobile workers.
Interaction in 4-second bursts: The fragmented nature of attentional resources in mobile HCI
- Proceedings of CHI’05
, 2005
"... When on the move, cognitive resources are reserved partly for passively monitoring and reacting to contexts and events, and partly for actively constructing them. The Resource Competition Framework (RCF), building on the Multiple Resources Theory, explains how psychosocial tasks typical of mobile si ..."
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Cited by 139 (20 self)
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When on the move, cognitive resources are reserved partly for passively monitoring and reacting to contexts and events, and partly for actively constructing them. The Resource Competition Framework (RCF), building on the Multiple Resources Theory, explains how psychosocial tasks typical of mobile situations compete for cognitive resources and then suggests that this leads to the depletion of resources for task interaction and eventually results in the breakdown of fluent interaction. RCF predictions were tested in a semi-naturalistic field study measuring attention during the performance of assigned Web search tasks on mobile phone while moving through nine varied but typical urban situations. Notably, we discovered up to eight-fold differentials between micro-level measurements of attentional resource fragmentation, for example from spans of over 16 seconds in a laboratory condition dropping to bursts of just a few seconds in difficult mobile situations. By calibrating perceptual sampling, reducing resource usage for tasks of secondary importance, and resisting the impulse to switch tasks before finalization, participants compensated for the resource depletion. The findings are compared to previous studies in office contexts. The work is valuable in many areas of HCI dealing with mobility. ACM Classification Keywords: H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous
Tactile interfaces for small touch screens
- In proceedings of ACM UIST 2003, ACM
, 2003
"... We present the design, implementation, and informal evaluation of tactile interfaces for small touch screens used in mobile devices. We embedded a tactile apparatus in a Sony PDA touch screen and enhanced its basic GUI elements with tactile feedback. Instead of observing the response of interface co ..."
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Cited by 84 (10 self)
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We present the design, implementation, and informal evaluation of tactile interfaces for small touch screens used in mobile devices. We embedded a tactile apparatus in a Sony PDA touch screen and enhanced its basic GUI elements with tactile feedback. Instead of observing the response of interface controls, users can feel it with their fingers as they press the screen. In informal evaluations, tactile feedback was greeted with enthusiasm. We believe that tactile feedback will become the next step in touch screen interface design and a standard feature of future mobile devices.
GPSTunes Controlling Navigation via Audio Feedback
- Proc Mobile HCI
, 2005
"... We combine the functionality of a mobile Global Positioning System (GPS) with that of an MP3 player, implemented on a PocketPC, to produce a handheld system capable of guid-ing a user to their desired target location via continuously adapted music feedback. We illustrate how the approach to presenta ..."
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Cited by 42 (6 self)
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We combine the functionality of a mobile Global Positioning System (GPS) with that of an MP3 player, implemented on a PocketPC, to produce a handheld system capable of guid-ing a user to their desired target location via continuously adapted music feedback. We illustrate how the approach to presentation of the audio display can benefit from in-sights from control theory, such as predictive ‘browsing ’ el-ements to the display, and the appropriate representation of uncertainty or ambiguity in the display. The probabilis-tic interpretation of the navigation task can be generalised to other context-dependent mobile applications. This is the first example of a completely handheld location- aware mu-sic player. We discuss scenarios for use of such systems. 1.
A diary study of rendezvousing: implications for position-aware communication for mobile groups
- In: Proceedings of GROUP’01
, 2001
"... This paper presents a diary study of rendezvousing as performed by university students. The study suggests that rendezvousing frequently does not occur exactly as planned, but this is not necessarily problematic. It also reveals that ‘problem ’ rendezvous were attributed more frequently to modes of ..."
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Cited by 40 (8 self)
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This paper presents a diary study of rendezvousing as performed by university students. The study suggests that rendezvousing frequently does not occur exactly as planned, but this is not necessarily problematic. It also reveals that ‘problem ’ rendezvous were attributed more frequently to modes of travel, over-running of previous activities and lack of information about other rendezvousers, than to lack of information about travel, or local geography. These, and other, findings have implications for the design of position-aware computing and communications for the general public. Categories and Subject Descriptors H.1.2 [Models and Principles]: User/Machine Systems – human factors.
Like Bees Around the Hive: A Comparative Study of a Mobile Augmented Reality Map
"... We present findings from field trials of MapLens, a mobile augmented reality (AR) map using a magic lens over a paper map. Twenty-six participants used MapLens to play a location-based game in a city centre. Comparisons to a group of 11 users with a standard 2D mobile map uncover phenomena that aris ..."
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Cited by 33 (1 self)
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We present findings from field trials of MapLens, a mobile augmented reality (AR) map using a magic lens over a paper map. Twenty-six participants used MapLens to play a location-based game in a city centre. Comparisons to a group of 11 users with a standard 2D mobile map uncover phenomena that arise uniquely when interacting with AR features in the wild. The main finding is that AR features facilitate place-making by creating a constant need for referencing to the physical, and in that it allows for ease of bodily configurations for the group, encourages establishment of common ground, and thereby invites discussion, negotiation and public problem-solving. The main potential of AR maps lies in their use as a collaborative tool. Author Keywords Augmented reality, mobile maps, mobile use, field studies.
Guidelines for handheld mobile device interface design
- In Proceedings of the 2004 DSI Annual Meeting
, 2004
"... While there has been much successful work in developing rules to guide the design and implementation of interfaces for desktop machines and their applications, the design of mobile device interfaces is still relatively unexplored and unproven. This paper discusses the characteristics and limitations ..."
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Cited by 30 (1 self)
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While there has been much successful work in developing rules to guide the design and implementation of interfaces for desktop machines and their applications, the design of mobile device interfaces is still relatively unexplored and unproven. This paper discusses the characteristics and limitations of current mobile device interfaces, especially compared to the desktop environment. Using existing interface guidelines as a starting point, a set of practical design guidelines for mobile device interfaces is proposed.
Audio GPS: Spatial Audio in a Minimal Attention Interface
- in 3rd International Workshop on HCI with Mobile Devices
, 2001
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Pentop feedback for paper-based interfaces
- ACM UIST Symposium on User Interface Software and Technology
, 2006
"... Current paper-based interfaces such as PapierCraft, provide very little feedback and this limits the scope of possible interactions. So far, there has been little systematic exploration of the structure, constraints, and contingencies of feedback-mechanisms in paper-based interaction systems for pap ..."
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Cited by 27 (5 self)
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Current paper-based interfaces such as PapierCraft, provide very little feedback and this limits the scope of possible interactions. So far, there has been little systematic exploration of the structure, constraints, and contingencies of feedback-mechanisms in paper-based interaction systems for paper-only environments. We identify three levels of feedback: discovery feedback (e.g., to aid with menu learning), status-indication feedback (e.g., for error detection), and task feedback (e.g., to aid in a search task). Using three modalities (visual, tactile, and auditory) which can be easily implemented on a pen-sized computer, we introduce a conceptual matrix to guide systematic research on pen-top feedback for paper-based interfaces. Using this matrix, we implemented a multimodal pen prototype demonstrating the potential of our approach. We conducted an experiment that confirmed the efficacy of our design in helping users discover a new interface and identify and correct their errors. ACM Classification: H5.2 [Information interfaces and
You Can Touch, but You Can't Look: Interacting with In-Vehicle Systems
- In Proceedings of the 26th annual SIGCHI Conference on Human Factors in Computing Systems (CHI’08), ACM
, 2008
"... Car drivers are nowadays offered a wide array of in-vehicle systems i.e. route guidance systems, climate controls, music players. Such in-vehicle systems often require the driver’s visual attention, but visual workload has shown significant less eyes-on-the-road time and affects driving performance. ..."
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Cited by 27 (4 self)
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Car drivers are nowadays offered a wide array of in-vehicle systems i.e. route guidance systems, climate controls, music players. Such in-vehicle systems often require the driver’s visual attention, but visual workload has shown significant less eyes-on-the-road time and affects driving performance. In this paper, we illustrate and compare three different interaction techniques for in-vehicle systems. We refer to them as tactile, touch, and gesture interaction. The focus of the techniques is the effects on drivers while driving cars. We evaluated the interaction techniques with 16 subjects in two settings. Our results showed that gesture interaction has a significant effect on the number of driver eye glances especially eye fixations of more seconds. However, gesture interaction still required rapid eye glances for hand/eye coordination. On the other hand, touch interaction leads to fast and efficient task completion while tactile interaction seemed inferior to the two other interaction techniques. Author Keywords In-vehicle systems, visual attention, gesture interaction,