Master Thesis 60 Credits
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UNIVERSITY OF OSLO Department of Informatics Understanding Interaction Facilitated by Near Field Communication: A Case Study Master thesis 60 credits Therese Drivenes 13.05.2013 Copyright Therese Drivenes 2013 Understanding Interaction Facilitated by Near Field Communication: A Case Study Therese Drivenes http://www.duo.uio.no Trykk: Reprosentralen, Universitetet i Oslo II Summary Many of us are used to interact with desktop computers through windows, icons, menus and pointers. But, computing is becoming increasingly more intertwined with the things in our everyday life. As new technologies emerge, new interaction techniques appear and affect how we interact with them. Near Field Communication (NFC) is a low-power wireless technology that contributes to bridging the gap between the physical and virtual world. NFC is a subset of RFID-technology, but more suited for use on mobile phones. Since NFC is a new technology with a new interaction paradigm, it is interesting to look at how people understand the interaction with them. This thesis seeks to investigate how users understand the interaction with NFC and its possible challenges. The thesis approaches the research question by looking at three topics: users’ perception of the technology, feedback, and mental models. These topics are explored through a qualitative case study, performed in collaboration with the research project MobileSage at the Norwegian Computing Center. MobileSage developed a help-on-demand application, and it is used as a means to investigate users interaction with NFC enabled smartphones and posters with NFC at Stortinget Station in Oslo. The interpretive paradigm serves as an underlying epistemology in our study, which means that we focus on the full complexity of human sense making as the situation emerges. Qualitative methods have been applied in the investigation of the area, specifically observations, interviews and a focus group. The analysis shows that the NFC Forum symbol, which was used to present the NFC functionality on the posters, was not perceived in the way the NFC Forum had intended. The participants only perceived it at as a branding symbol that did not invite them to interact with it, and thus they did not see the link between the phone and the posters. The feedback the participants got during their interaction with NFC, both typical Graphical User Interface-feedback as well as Tangible User Interface- feedback, did not seem to be sufficient in supporting their interaction in the given context. The feedback needs to be clearer and appear faster. The participants in the study were not familiar with NFC. In order to figure out what to do, the participants used models from their earlier experiences with other technologies, such as photography, credit and debit cards and QR codes. The models they used did not always guide them in a good way, but as they become familiar with this interaction mode the mental models can change and become more suitable for their interaction with NFC. Affordances and metaphors can help first-time users in their understanding and learning, but only to a certain extent. For this reason, we believe it is necessary for users to undergo a short learning process for them to understand how to interact. III IV Acknowledgements This thesis is written as a part of my masters in Design, Use, Interaction at Department of Informatics, University of Oslo. Working with the thesis has been both challenging and interesting, and I have many people to thank for making it possible for me to complete this thesis. My supervisor Jo Herstad has inspired me and guided me in the right direction. Your commitment and enthusiasm for my thesis has been of great value. My other supervisor, Ivar Solheim from the Norwegian Computing Center (NR) has helped me a lot during the writing period. I want to thank you so much for your comments, advice and expertise along the way. A big thanks also goes to Trenton Schulz from NR for all the valuable feedback you have given me. I am very grateful for your comments, guidance, proofreading, and ideas on my thesis. Thanks to the MobileSage project and NR in general for the collaboration and for letting me be a part of the project. I must also thank all the participants in the study, without your willingness and thoughts I would not have been able to complete this thesis. I want to thank my fellow students Dunia, Tina, and Maggie as well as the rest of the people in the sixth floor. You have all made the process so much more fun! A big thanks also goes to my dad who always have been so committed and interested in what I do. Your motivating and encouraging words have been a lifesaver. Friends and family, who have listened to all my frustrations, thank you! Oslo, May 2013 Therese Drivenes V VI “Tag Cloud”: The most frequently used words in the thesis (tagcrowd.com) VII VIII Content 1 Introduction .......................................................................................................................... 1 1.1 Motivation ................................................................................................................................... 2 1.2 Problem Area.............................................................................................................................. 2 1.3 Research Question .................................................................................................................... 5 1.4 Chapter Guide ............................................................................................................................. 6 2 Background ........................................................................................................................... 7 2.1 Interaction Design & Human-Computer Interaction ................................................... 8 2.1.1 From Graphical User Interfaces to Tangible User Interfaces ...................................... 10 2.1.2 User Experience ............................................................................................................................. 11 2.1.3 Design Principles ........................................................................................................................... 11 2.1.4 The Principles of Feedback & Affordance............................................................................ 12 2.1.5 Icons .................................................................................................................................................... 14 2.1.6 Mental Models ................................................................................................................................. 15 2.2 Bridging the Gap Between the Virtual & Physical world .......................................... 17 2.2.1 Universal Product Code .............................................................................................................. 17 2.2.2 QR Code ............................................................................................................................................. 18 2.2.3 Bluetooth ........................................................................................................................................... 18 2.2.4 DASH7 ................................................................................................................................................ 19 2.3 Radio Frequency Identification (RFID) & Near Field Communication (NFC) .... 19 2.3.1 Market Outlook ............................................................................................................................... 20 2.3.2 NFC based Interaction ................................................................................................................. 21 2.3.3 NFC: Technical Details ................................................................................................................. 26 2.4 Summary .................................................................................................................................... 29 3 Methodology ....................................................................................................................... 30 3.1 Research Methodology .......................................................................................................... 31 3.2 Ethical Aspects & Validity .................................................................................................... 33 3.3 Research Methods .................................................................................................................. 34 3.3.1 Observation ...................................................................................................................................... 34 3.3.2 Semi-structured Interviews ...................................................................................................... 35 3.3.3 Focus Group ..................................................................................................................................... 36 3.4 Summary .................................................................................................................................... 37 4 Case ........................................................................................................................................ 38 4.1 MobileSage – Situated Adaptive Guidance for the Mobile Elderly ........................ 39 4.2 Seniornett .................................................................................................................................