From Smartphones to Wearables
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Workshop Summary CHI 2015, Crossings, Seoul, Korea Mobile Collocated Interactions: From Smartphones to Wearables Andrés Lucero Joel E. Fischer Abstract Mads Clausen Institute The Mixed Reality Lab Mobile devices such as smartphones and tablets were University of Southern Denmark School of Computer Science originally conceived and have traditionally been utilized DK-6000 Kolding, Denmark University of Nottingham, UK for individual use. Research on mobile collocated [email protected] [email protected] interactions has been looking at situations in which collocated users engage in collaborative activities using James Clawson Daniel Ashbrook their mobile devices, thus going from Georgia Institute of Technology Golisano College of Computing and personal/individual toward shared/multiuser School of Interactive Computing Information Sciences experiences and interactions. However, computers are Atlanta, GA, USA Rochester Institute of Technology getting smaller, more powerful, and closer to our [email protected] [email protected] bodies. Therefore, mobile collocated interactions research, which originally looked at smartphones and Kent Lyons Simon Robinson tablets, will inevitably include ever-smaller computers, Yahoo Labs Future Interaction Technology Lab ones that can be worn on our wrists or other parts of 701 First Ave. Swansea University the body. The focus of this workshop is to bring Sunnyvale CA 94089, USA Swansea, UK. together a community of researchers, designers and [email protected] [email protected] practitioners to explore the potential of extending mobile collocated interactions to the use of wearable Permission to make digital or hard copies of part or all of this work for devices. personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that Author Keywords copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other Collaboration; handheld devices; multi-device; multi- uses, contact the Owner/Author. user; device binding; wristwatch; finger ring; jewelry Copyright is held by the owner/author(s). ACM Classification Keywords CHI'15 Extended Abstracts, Apr 18-23 2015, Seoul, Republic of Korea H.5.m. Information interfaces and presentation (e.g., ACM 978-1-4503-3146-3/15/04. HCI): Miscellaneous. http://dx.doi.org/10.1145/2702613.2702649 2437 Workshop Summary CHI 2015, Crossings, Seoul, Korea Introduction towards ever-smaller computers, ones that can be worn Mobile Collocated Interactions on our wrists (e.g., Apple Watch3) or other parts of the Mobile devices such as smartphones and tablets were body (e.g., Google Glass4). originally conceived and have traditionally been utilized for individual use. Research on mobile collocated Researchers have actively looked into novel input interactions [6][11][16] has been looking at situations wearable devices. For example, Nenya [1] (Figure 7) in which collocated users engage in collaborative consists of a magnetic finger ring that provides an activities using their mobile devices, thus going from always-available input mechanism. It allows for simple personal/individual toward shared/multiuser input actions such as twist to select and slide along the Figure 1. Kapteeni, a distributed experiences and interactions (Figure 1). finger to click. A wrist-worn sensor tracks this small memory game on mobile phones and socially acceptable ring. Facet [14] (Figure 8) is a based on 1978’s Simon game. Several researchers have explored mobile collocated multi-display bracelet consisting of multiple interactions, encouraging people to share their devices independent touch-sensitive segments. It supports to create a collective experience or reach a common multi-segment touch, yielding a rich set of touch input goal. Various physical and social contexts of use have techniques. BitWear [15] (Figure 9) is a prototyping been taken into account, such as teamwork at the platform for small, wireless, interactive devices. office [7] (Figure 2), sharing media content at home BitWear incorporates hardware, wireless connectivity, [8] (Figure 3) and outdoors [3] (Figure 4), public and a cloud component to enable collections of expression in a theme park [4] (Figure 5) and in a pub connected devices. NotifEye [12] uses a rub pad placed [9] (Figure 6), and for sharing educational stories in on people’s index finger to provide input to interactive rural, developing-world contexts [17]. More recently, glasses by means of small, subtle finger movements. A researchers have been looking into simple ways to bind natural first step for this line of research has been to Figure 2. MindMap allows a workgroup to create, edit, and view such devices together [10]. Most of this research has look into individual use of these wearable devices. virtual notes on any table. been looking at the use of smartphones (and tablets) to study mobile collocated interactions. Towards Mobile Collocated Interactions with Wearables Mobile collocated interactions research, which originally Wearable technologies looked at smartphones and tablets, will inevitably Computers are getting smaller, more powerful, and include ever-smaller computers in different form closer to our bodies. Computers have transitioned from factors. The focus of this workshop is to bring together being in a large room (e.g., ENIAC), to our desks (e.g., a community of researchers, designers and PCs), to a bag (e.g., laptops), and to our pockets (e.g., practitioners to explore the potential of extending mobile phones). Wearable computers (e.g., the WIMM mobile collocated interactions to the use of wearable watch 1 or iPod Nano2) have continued the trend devices. Figure 3. Pass-them-around allows 1 WIMM One. www.wimm.com/ 3 Apple Watch. https://www.apple.com/watch/ people to share photos using the 2 iPod Nano. https://www.apple.com/ipod-nano/ 4 Google Glass. https://www.google.com/glass/start/ metaphor of passing printed photos. 2438 Workshop Summary CHI 2015, Crossings, Seoul, Korea Workshop Goals § Explore interaction paradigms that can be (re-) In previous workshops on the subject of mobile appropriated for such interactions. collocated interactions at MobileHCI ’11 [16] and at ITS § Examine adequate ways of prototyping and ’13 [2], several design and evaluation challenges were evaluating such systems. identified as being the core of this research area: group size, physical distance, device-binding, operating Workshop Plan systems, privacy, extending to public displays and The aim is to bring together a mix of researchers and tabletops, and conducting in-the-wild evaluations. One practitioners from disciplines such as interaction design, question that was introduced in our first workshop and human factors, computer science, art, and HCI who are that still remains unanswered is how can we move Figure 4. Mobiphos allows a group interested in exploring mobile collocated interactions of collocated people to capture and beyond just designing for smartphones? with wearable technologies. simultaneously share photos. We are currently witnessing how computers are getting The first half of the workshop (the morning) will be smaller, more powerful, and closer to our bodies. As dedicated to introducing emerging forms of mobile Google Glass, Pebble, Android Wear and Apple Watch collocated interactions with wearable technologies and gain popularity, we will soon be considering situations the presentations of the individual attendees. Time will where people want to use a rich ecosystem of small be spent preparing a list of topics for the afternoon. wearable devices and engage in mobile collocated interactions. Such interactions may include clothing, The second half of the workshop (the afternoon) will eyewear, wristwatches, rings, pendants, and jewelry. consist of a ‘hands on’ session, where we will split into three teams and try to create three working prototypes In this workshop we want to continue exploration of Figure 5. Automics allows people to using wearable technologies. We will scaffold this mobile collocated interactions and promote research capture, share and annotate photos activity by introducing participants to Lundgren et al.’s into this domain. In particular, the focus will be on amongst theme park visitors. design framework for mobile collocated interaction creating a deeper understanding of designing and [13]. Each team will take a particular aspect of evaluating collocated interactions with wearable transitioning from mobile collocated interactions with devices. The goals of this workshop are: smartphones to wearable technologies (presented or identified during the morning session). We will bring § Identify key opportunities for mobile collocated Bluetooth Low Energy devices, WIMM, and Arduino to interactions with wearable devices. sketch mobile collocated interactions. We will then work § Investigate how devices will be bound together. out a concept for collocated interactions based on § Consider more intimate or personal ways for wearables and create a simple working prototype. This interaction, as these devices get closer to our bodies. activity will stimulate discussion on how to prototype Figure 6. MobiComics allows and evaluate such concepts. groups of collocated people to create and edit comic strip panels. 2439 Workshop Summary CHI 2015, Crossings, Seoul, Korea The results of the workshop will be summarized and [8] Lucero, A., Holopainen, J. and Jokela, T. Pass-