Emerging Input Technologies for Always-Available Mobile Interaction by Dan Morris, T
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TO OUR SHAREHOLDERS, CUSTOMERS, PARTNERS AND EMPLOYEES: It is a humbling experience to write this letter to you as only the third CEO in Microsoft’s history. As I said when I took this role, I originally joined Microsoft to have an opportunity to change the world through technology and empower people to do amazing things. Many companies aspire to change the world, but very few have the talent, resources and perseverance of Microsoft. I believe this is a landmark moment for the company and for our industry as a whole. Cloud and mobile technologies are redefining how people work and play. Three billion people will soon be connected to Internet-enabled devices; 212 billion sensors will come online in a few short years; trillions will be spent in consumer and business technologies. But it’s not about technology for technology’s sake! It’s our mission to enable the use of technology to realize the true potential of people, teams and organizations. As I shared in my email to employees in July, we will be the productivity and platform company for this mobile-first and cloud-first world. We will empower every person and every organization on the planet to do more and achieve more. And we will accomplish this by building incredible Digital Work and Life Experiences, supported by our Cloud Operating System, the Device Operating System and Hardware platforms. In the same way that we aspired to and achieved our original vision of a PC on every desk and in every home, we will reinvent productivity. This clarity of purpose and boldness of our aspiration inspires me and all of us at Microsoft. -
Inventing the Medium: Principles of Interaction Design As a Cultural
Index Page numbers in italics indicate fi gures or affordance; Procedural affordance; Spatial tables. affordance brainstorming and, 93 – 94, 96, 97 AAAI (Association for the Advancement of explorations for maximizing digital, 103 Artifi cial Intelligence), 365 grid, 87 – 96, 103 Abstractions, 19, 52, 71, 301 HCI concepts and conventions and, 59 – 61 of behaviors as discrete models, 135 – 136 information science concepts and expressing cultural values in procedural, conventions and, 68 – 70 157 – 158 mapping, 89– 91, 95 – 96, 98 layers, 105, 130, 259 shaping and satisfying interactors ’ of processes into fl ow charts and expectations through, 96 – 100 pseudocode, 112 – 119 Agency, 12 – 13, 23, 159, 184, 221, 291 pseudocode, 133 – 134 active creation of belief and, 24 state of complex systems, 134 – 135 designing for immersion and, 100 – 103 using binary codes for symbolic, 132 – 133 frustration of, 102 of the world into objects and methods, games and, 380 155 – 156 visual design and, 79 Abstract spaces, 182 – 184, 185 – 188, 190 Agents, automated processes as, 281 Access, intellectual, 69 – 70, 159, 225, 247 Aggregation of information, 191 – 194 Accessibility, 70 Algorithms, 49, 53, 81, 88, 105 Accompaniment, 347, 352 – 353, 373 – 374 pseudocode and, 114 – 118 Achituv, Romy, 295, 296 scripting behaviors, 121 – 122 ACM (Association for Computing Machinery), thinking of processes in terms of, 134 199 – 200, 218, 316 Allosphere, 76 Active creation of belief, 24 Alternate reality games, 394 – 395 Adobe Amazon.com, 49, 57, 77, 78, 155, 199, 210, Acrobat, 301 335, 349, 352 Flash, 54 Ambiguity in databases, 242 – 247 Photoshop, 103, 299, 301, 305, 330, 331, 333 Analog Adventure (game), 175, 188 – 189 technology, 299– 300 Affordances, 2, 9, 19, 23, 25, 112, 224. -
Bringing Full-Featured Mobile Phone Interaction Into Virtual Reality
Computers & Graphics 97 (2021) 42–53 Contents lists available at ScienceDirect Computers & Graphics journal homepage: www.elsevier.com/locate/cag Special Section on VRCAI Bringing full-featured mobile phone interaction into virtual reality ∗ Huidong Bai a, , Li Zhang b, Jing Yang c, Mark Billinghurst a a Auckland Bioengineering Institute, The University of Auckland, Auckland 1010, New Zealand b Cyber-Physical Interaction Lab, Northwestern Polytechnical University, Xi’an 710072, China c Department of Computer Science, ETH Zurich, Zurich 8092, Switzerland a r t i c l e i n f o a b s t r a c t Article history: Virtual Reality (VR) Head-Mounted Display (HMD) technology immerses a user in a computer generated Received 20 July 2020 virtual environment. However, a VR HMD also blocks the users’ view of their physical surroundings, and Revised 31 March 2021 so prevents them from using their mobile phones in a natural manner. In this paper, we present a novel Accepted 8 April 2021 Augmented Virtuality (AV) interface that enables people to naturally interact with a mobile phone in real Available online 18 April 2021 time in a virtual environment. The system allows the user to wear a VR HMD while seeing his/her 3D Keywords: hands captured by a depth sensor and rendered in different styles, and enables the user to operate a Virtual reality virtual mobile phone aligned with their real phone. We conducted a formal user study to compare the Augmented virtuality AV interface with physical touch interaction on user experience in five mobile applications. Participants Head-mounted displays reported that our system brought the real mobile phone into the virtual world. -
Creating an Evaluation System for a Mobile Application Design to Enhance Usability and Aesthetics Jiyoung Choi Iowa State University
Iowa State University Capstones, Theses and Graduate Theses and Dissertations Dissertations 2012 Creating an evaluation system for a mobile application design to enhance usability and aesthetics Jiyoung Choi Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/etd Part of the Graphic Design Commons Recommended Citation Choi, Jiyoung, "Creating an evaluation system for a mobile application design to enhance usability and aesthetics" (2012). Graduate Theses and Dissertations. 12744. https://lib.dr.iastate.edu/etd/12744 This Thesis is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. Creating an evaluation system for a mobile application design to enhance usability and aesthetics by Jiyoung Choi A thesis submitted to the graduate faculty in partial fulfillment of the requirements for the degree of MASTER OF FINE ARTS Major: Graphic Design Program of Study Committee: Debra Satterfield, Major Professor Roger Baer Fred Malven Iowa State University Ames, Iowa 2012 Copyright © Jiyoung Choi, 2012. All rights reserved. ii TABLE OF CONTENTS LIST OF FIGURES LIST OF TABLES ABSTRACT vii CHAPTER 1. INTRODUCTION 1 CHAPTER 2. REVIEW OF LITERATURE 4 2.1 Stress 4 2.2 Development of Mobile Technology 16 2.3 Design and Emotion 21 2.4 Design Elements 23 2.5 User-Centered Design for Mobile Applications 38 CHAPTER 3. METHODOLOGY 46 3.1 Methodology Overview 46 CHAPTER 4. -
Getting Off the Treadmill: Evaluating Walking User Interfaces for Mobile Devices in Public Spaces Shaun K
Getting Off the Treadmill: Evaluating Walking User Interfaces for Mobile Devices in Public Spaces Shaun K. Kane,1,2 Jacob O. Wobbrock1 and Ian E. Smith2,3 1The Information School 2Intel Research Seattle 3Transmutable Networks LLC DUB Group 1100 NE 45th Street, 6th Floor 4742 42nd Ave. SW #326 University of Washington Seattle, WA 98105 USA Seattle, WA 98126 USA Seattle, WA 98195 USA [email protected] {skane, wobbrock}@u.washington.edu ABSTRACT Using a mobile device while moving limits attention and motor ability and can result in reduced performance. Mobile devices that can sense and adapt to contextual factors such as movement may reduce this performance deficit. We performed two studies evaluating the feasibility of walking user interfaces (WUIs) that adapt their layout when the user is moving. In a pilot study with 6 users, we evaluated the effects of different button sizes on performance when walking while using a portable music player. Results showed significant interactions between size and movement. In the second study, 29 users evaluated the performance of a WUI that dynamically changed button sizes as the user moved. Results show that our dynamic user interface performs at the level of its component static interfaces without any additional penalty due to adaptation. This work adds to our design knowledge about walking user interfaces and provides lessons learned in evaluating mobile devices while walking in Figure 1. A participant interacting with our adaptive walking public spaces. user interface (WUI) on an ultra-mobile PC. a user who is typing a text message while walking down the street Categories and Subject Descriptors: H.5.2. -
SURFACE COMPUTING.Pdf
Surface Computing SURFACE COMPUTING A SEMINAR REPORT Submitted by CHITHIRA SAJEEV In partial fulfillment for the award of the degree Of B-TECH DEGREE In COMPUTER SCIENCE & ENGINEERING SCHOOL OF ENGINEERING COCHIN UNIVERSITY OF SCIENCE & TECHNOLOGY KOCHI- 682022 JULY, 2010 Division of Computer Science, SOE 1 Surface Computing Division of Computer Engineering School of Engineering Cochin University of Science & Technology Kochi-682022 ____________________________________________________ _____ CERTIFICATE Certified that this is a bonafide record of the seminar work titled Surface computing Done by Chithira Sajeev of VII semester Computer Science & Engineering in the year 2010 in partial fulfillment of the requirements for the award of Degree of Bachelor of Technology in Computer Science & Engineering of Cochin University of Science & Technology Dr.David Peter S Deepa Paul Head of the Division Seminar Guide Division of Computer Science, SOE 2 Surface Computing ACKNOWLEDGEMENT I thank GOD almighty for guiding me throughout the seminar. I would like to thank all those who have contributed to the completion of the seminar and helped me with valuable suggestions for improvement. I am extremely grateful to Dr. David Peter, HOD, Division of Computer Science, for providing me with best facilities and atmosphere for the creative work guidance and encouragement. I would like to thank my coordinator, Mr.Sudheep Elayidom, Sr. Lecturer, Division of Computer Science, and my guide Mrs. Deepa Paul , Lecturer , Division of Computer Science , SOE for all help and support extended to me. I thank all the Staff members of my college and my friends for extending their cooperation during my seminar. Above all I would like to thank my parents without whose blessings; I would not have been able to accomplish my goal. -
Mobile Interaction Design: Techniques for Early Stage In-Situ Design
10 Mobile Interaction Design: Techniques for Early Stage In-Situ Design Marco de Sá, Luís Carriço & Carlos Duarte LaSIGE and Faculty of Sciences, University of Lisbon Portugal 1. Introduction The recent globalization of mobile technology and its overwhelming presence on everyday life through various societal groups and activities has raised its importance to unprecedented levels. Mobile devices’ diverse shapes, small size and distinctive characteristics impel their use in diverse and ubiquitous scenarios, cementing their presence within our work, social and entertainment activities. Accordingly, as they assume a greater meaning and a wider role of functionalities, a corresponding amount of new usage paradigms is also emerging. Consequentially, designers are increasingly faced with new design challenges, needing to cope with added difficulties of creating solutions for multiple contexts, users, purposes and new ubiquitous usage behaviours. Simultaneously, they need to cope with and leverage the small size factor and the peculiar or mixed interaction modalities (e.g., touch screen in concert with keyboard or voice) that define the trends of emerging mobile devices. Contrastingly, design problems for mobile devices, and corresponding solutions, have only recently begun to be partially and superficially addressed. Difficulties and challenges are spread through various stages of design. Three phases are particularly interesting: (1) requirements and data gathering on mobile contexts; (2) prototyping for small devices and (3) evaluation on real-world settings. Currently used approaches and existing methodologies still lack specific techniques to support design on such demanding conditions, hindering the design process and resulting in poor software regarding usability. Even recent approaches generally rely on simulations, lab experiences or derive directly from non-mobile techniques, colliding with studies that have clearly demonstrated the need to take the design process out of the lab when it comes to mobile devices. -
Adoption Kit a Guide for Generating Surface Hub Awareness and Driving Surface Hub Adoption
Surface Hub Adoption Kit A guide for generating Surface Hub awareness and driving Surface Hub adoption Surface Hub Adoption Kit Version 3.0 © Microsoft 2019 Introduction The goal of the Surface Hub Adoption Kit is to provide your organization the tools and best practices regarding technical readiness and equip your organization with quick and informative Surface Hub reference materials in order to expedite Surface Hub adoption for your lines of business. Effectively driving adoption can be the biggest challenge when rolling out new technologies to end users. Without proper guidance the most well-intentioned changes can cause overwhelming issues for all those involved. The Surface Hub Adoption Kit was created to help reduce adoption stress and help accelerate Surface Hub usage throughout the organization. This document will help you plan for success by helping you understand your organization’s technical baseline, while also preparing you for each challenge along the way. Not only is it important to centralize Surface Hub FAQs/tips/documentation to make it accessible to users, it is vital that you develop a comprehensive Surface Hub awareness plan and scalable end user training strategy. Your users will thank you for making your organization’s Surface Hub deployment both cost-effective and a happier experience for everyone involved. 2 Contents 1. Microsoft Technology Checkpoint .......................................................................................................................... 4 2. Identify Where to Centralize Surface -
MOBILE INTERACTION DESIGN Dr
MOBILE INTERACTION DESIGN Dr. Barbara Rita Barricelli PhD Course, 21-22-23 January 2020 TIMEPLAN, MATERIAL, CONTACT Day Time Unit Course material: 10:00 – 13:00 1 https://barbara-barricelli.unibs.it/ Tuesday 21 13:30 – 15:30 2 10:00 – 13:00 3 For questions / suggestions: Wednesday 22 13:30 – 15:30 4 [email protected] 10:00 – 13:00 5 Thursday 23 13:30 – 15:30 6 OVERVIEW Unit 1 Unit 2 Unit 3 Interaction design Mobile Interaction Design User research Unit 4 Unit 5 Unit 6 iOS Human Interface Guidelines, Prototyping Hands-on activity Google Material Design OVERVIEW Unit 1 Unit 2 Unit 3 Interaction design Mobile Interaction Design User research Unit 4 Unit 5 Unit 6 iOS Human Interface Guidelines, Prototyping Hands-on activity Google Material Design UNIT 1 Interaction Design WHAT DOES DESIGN MEAN? * 1. To create, fashion, execute, or construct according to a plan 2. To have as a purpose 3. To devise for a specific function or end * Merriam-Webster Dictionary WHAT DOES DESIGN MEAN? * 1. To create, fashion, execute, or construct according to a plan 2. To have as a purpose 3. To devise for a specific function or end * Merriam-Webster Dictionary WHAT WE SEE… Tolomeo (Giancarlo Fassina and Michele De Lucchi for Artemide) WHAT WE SEE… Tolomeo (Giancarlo Louis Ghost Fassina and Michele De (Philippe Stark Lucchi for Artemide) for Kartell) WHAT WE SEE… Tolomeo (Giancarlo Louis Ghost Milan Fashion Week Fassina and Michele De (Philippe Stark Spring 2018 Lucchi for Artemide) for Kartell) Runway (Dolce & Gabbana) WHAT WE SEE… iMac G3 (Apple Inc) WHAT WE SEE… iMac G3 (Apple Inc) Artisan (Herbert Johnson for Kitchen Aid) WHAT WE SEE… iMac G3 (Apple Inc) Artisan (Herbert Johnson Walkman (Akio Morita for Kitchen Aid) and Mazaru Ibuka for Sony) … BUT BEHIND THE CURTAIN… … BUT BEHIND THE CURTAIN… … BUT BEHIND THE CURTAIN… … BUT BEHIND THE CURTAIN… … BUT BEHIND THE CURTAIN… … BUT BEHIND THE CURTAIN… WHAT DOES INTERACTION MEAN? * 1. -
Model-Driven Development for Accessible Mobile Apps on Android
Submitted by Dipl.-Ing. Elmar Krainz Submitted at Institut Integriert Studieren Supervisor and First Examiner a.Univ.-Prof. Dr. Klaus Miesenberger Second Examiner Model-Driven Develop- Prof. Dr. Roberto Manduchi ment for Accessible Mo- May 2018 bile Apps on Android Doctoral Thesis to obtain the academic degree of Doktor der technischen Wissenschaften in the Doctoral Program Technische Wissenschaften JOHANNES KEPLER UNIVERSITY LINZ Altenbergerstraße 69 4040 Linz, Österreich www.jku.at DVR 0093696 Sworn Declaration I hereby declare under oath that the submitted Doctoral Thesis has been written solely by me without any third-party assistance, information other than provided sources or aids have not been used and those used have been fully documented. Sources for literal, paraphrased and cited quotes have been accurately credited. The submitted document here present is identical to the electronically submitted text document. Linz, May 2018 Dipl.-Ing. Elmar Krainz, bakk. techn. Abstract The market for apps and mobile software is on the rise and this goes hand in hand with the number of apps in the stores, which has recently hit 3 million available apps (see https://www:statista:com/statistics/266210/). Due to this development, the natural user interaction of smartphones plays a crucial role. People with disabilities benefit from the increasing digital technology in general, but only if it is accessible. However, apps are often not accessible for people with disabilities since touch screens and visual representation very often overlook their needs. According to the UN Convention on the Rights of Persons with Disabilities around 650 million people of the world’s population are handicapped. -
User-Experience of Human Computer Interaction (HCI) in Mobile Phones Dr
108 Int'l Conf. Internet Computing and Internet of Things | ICOMP'16 | User-Experience of Human Computer Interaction (HCI) in Mobile Phones Dr. Minerva M. Bunagan1, and Prof. Nabil El Kadhi2 1Asst. Professor, College of Business, UoB, Buraimi, Oman 2Deputy Vice Chancellor for Academic Affairs, UoB, Buraimi, Oman help in dealing with daily activities that require easy and Abstract – Users consider some characteristics in selecting a reliable information [5]. mobile device. These characteristics include interface design, efficiency, reliability, presence of utilities, responsiveness, The presence of various types and brands of mobile portability, performance and advanced features. On the other phones in the market provides sufficient options to the users. hand, mobile developers apply HCI principles in designing The features available in each mobile phone depend on the mobile devices and consider the user-experience as well. operating system, from which it is based. There are mobile Mobile users reflected their experience of the 7 HCI devices that are based on IOS, Android, Windows, Blackberry principles in their commentaries and it appeared that the most and Symbian, which is now gradually disappearing under the relevant principles are consistency, synthesizability and ownership of Microsoft [6]. substitutivity. To specifically determine the effect of a specific Most users however choose mobile phones in design principle on a certain product, the study recommends consideration of the camera, memory capacity, music, video, exploring the prioritization of the HCI principles as gaming, downloading, and surfing capabilities. Moreover, implemented by the mobile phone developers. This will pave they take into account the size, weight, functionality, and ease way for the differentiation of design principles applicable to of use. -
Mobile Interaction Does Not Exist
Mobile Interaction Does Not Exist Joe Marshall Abstract Mixed Reality Lab Most mobile systems are ‘stop-to-interact’; designed for Department of Computer Science active interaction only when a user is standing still, University of Nottingham paying visual and mental attention to the device. Nottingham, NG8 1BB, UK However, people are increasingly carrying and using [email protected] devices while undertaking a wide range of movement activities, such as walking, cycling, running. Some Paul Tennent existing systems such as Apple’s Siri aim for hands and Mixed Reality Lab eyes free use, but they do not consider the wider Department of Computer Science challenges of interaction during movement. University of Nottingham Nottingham, NG8 1BB, UK We describe the challenges of system design for active [email protected] mobile interaction. These ‘interaction in motion’ challenges are discussed with reference to an extreme movement interaction situation – cold water swimming. Author Keywords Motion; interaction; interaction in motion; mobile; swimming Permission to make digital or hard copies of all or part of this work for ACM Classification Keywords personal or classroom use is granted without fee provided that copies H.5.m. Information interfaces and presentation (e.g., are not made or distributed for profit or commercial advantage and that HCI): Miscellaneous. copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, General Terms requires prior specific permission and/or a fee. Design CHI 2013 Extended Abstracts, April 27–May 2, 2013, Paris, France.