Model-Driven Development for Accessible Mobile Apps on Android
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AVG Android App Performance and Trend Report H1 2016
AndroidTM App Performance & Trend Report H1 2016 By AVG® Technologies Table of Contents Executive Summary .....................................................................................2-3 A Insights and Analysis ..................................................................................4-8 B Key Findings .....................................................................................................9 Top 50 Installed Apps .................................................................................... 9-10 World’s Greediest Mobile Apps .......................................................................11-12 Top Ten Battery Drainers ...............................................................................13-14 Top Ten Storage Hogs ..................................................................................15-16 Click Top Ten Data Trafc Hogs ..............................................................................17-18 here Mobile Gaming - What Gamers Should Know ........................................................ 19 C Addressing the Issues ...................................................................................20 Contact Information ...............................................................................21 D Appendices: App Resource Consumption Analysis ...................................22 United States ....................................................................................23-25 United Kingdom .................................................................................26-28 -
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. -
Suruhanjaya Komunikasi Dan Multimedia Malaysia
APPENDIX 1 SURUHANJAYA KOMUNIKASI DAN MULTIMEDIA MALAYSIA (MALAYSIAN COMMUNICATIONS AND MULTIMEDIA COMMISSION) REQUEST FOR QUOTATION Development of two mobile applications:- 1. Money Reader for Ringgit Malaysia Currency Notes 2. Google Text-to-Speech Talkback in Bahasa Malaysia Date: 29 April 2016 REQUEST FOR PROPOSAL – DIGITAL LIFESTYLE MALAYSIA 2016 Table of Contents BACKGROUND ......................................................................................................................... 3 About Digital Lifestyle Malaysia ......................................................................................................... 3 Project Summary ................................................................................................................................. 3 MOBILE APPS SPECIFICATIONS ......................................................................................... 4 Money Reader for Ringgit Malaysia Currency Notes .......................................................................... 4 Google Text-to-Speech Talkback in Bahasa Malaysia ......................................................................... 4 SCOPE OF THE PROPOSAL .................................................................................................. 5 TERMS AND CONDITIONS ..................................................................................................... 5 2 REQUEST FOR PROPOSAL – DIGITAL LIFESTYLE MALAYSIA 2016 BACKGROUND About Digital Lifestyle Malaysia 1. The Malaysian Communications and Multimedia -
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. -
Princeton Alumni Weekly
00paw0206_cover3NOBOX_00paw0707_Cov74 1/22/13 12:26 PM Page 1 Arts district approved Princeton Blairstown soon to be on its own Alumni College access for Weekly low-income students LIVES LIVED AND LOST: An appreciation ! Nicholas deB. Katzenbach ’43 February 6, 2013 • paw.princeton.edu During the month of February all members save big time on everyone’s favorite: t-shirts! Champion and College Kids brand crewneck tees are marked to $11.99! All League brand tees and Champion brand v-neck tees are reduced to $17.99! Stock up for the spring time, deals like this won’t last! SELECT T-SHIRTS FOR MEMBERS ONLY $11.99 - $17.99 3KRWR3ULQFHWRQ8QLYHUVLW\2I¿FHRI&RPPXQLFDWLRQV 36 UNIVERSITY PLACE CHECK US 116 NASSAU STREET OUT ON 800.624.4236 FACEBOOK! WWW.PUSTORE.COM February 2013 PAW Ad.indd 3 1/7/2013 4:16:20 PM 01paw0206_TOCrev1_01paw0512_TOC 1/22/13 11:36 AM Page 1 Franklin A. Dorman ’48, page 24 Princeton Alumni Weekly An editorially independent magazine by alumni for alumni since 1900 FEBRUARY 6, 2013 VOLUME 113 NUMBER 7 President’s Page 2 Inbox 5 From the Editor 6 Perspective 11 Unwelcome advances: A woman’s COURTESY life in the city JENNIFER By Chloe S. Angyal ’09 JONES Campus Notebook 12 Arts district wins approval • Committee to study college access for low-income Lives lived and lost: An appreciation 24 students • Faculty divestment petition PAW remembers alumni whose lives ended in 2012, including: • Cost of journals soars • For Mid east, a “2.5-state solution” • Blairs town, Charles Rosen ’48 *51 • Klaus Goldschlag *49 • University to cut ties • IDEAS: Rise of the troubled euro • Platinum out, iron Nicholas deB. -
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. -
Unblind Your Apps: Predicting Natural-Language Labels for Mobile GUI Components by Deep Learning
Unblind Your Apps: Predicting Natural-Language Labels for Mobile GUI Components by Deep Learning Jieshan Chen Chunyang Chen∗ Zhenchang Xing† [email protected] [email protected] [email protected] Australian National University Monash University Australian National University Australia Australia Australia Xiwei Xu Liming Zhu†‡ Guoqiang Li∗ [email protected] [email protected] [email protected] Data61, CSIRO Australian National University Shanghai Jiao Tong University Australia Australia China Jinshui Wang∗ [email protected] Fujian University of Technology China ABSTRACT our model can make accurate predictions and the generated labels According to the World Health Organization(WHO), it is estimated are of higher quality than that from real Android developers. that approximately 1.3 billion people live with some forms of vision impairment globally, of whom 36 million are blind. Due to their CCS CONCEPTS disability, engaging these minority into the society is a challenging • Human-centered computing → Accessibility systems and problem. The recent rise of smart mobile phones provides a new tools; Empirical studies in accessibility; • Software and its engi- solution by enabling blind users’ convenient access to the infor- neering → Software usability. mation and service for understanding the world. Users with vision KEYWORDS impairment can adopt the screen reader embedded in the mobile Accessibility, neural networks, user interface, image-based buttons, operating systems to read the content of each screen within the content description app, and use gestures to interact with the phone. However, the prerequisite of using screen readers is that developers have to add ACM Reference Format: natural-language labels to the image-based components when they Jieshan Chen, Chunyang Chen, Zhenchang Xing, Xiwei Xu, Liming Zhu, are developing the app. -
How Android's UI Security Is Undermined by Accessibility
How Android’s UI Security is Undermined by Accessibility Anatoli Kalysch Davide Bove Tilo Müller Friedrich-Alexander-Universität Friedrich-Alexander-Universität Friedrich-Alexander-Universität Erlangen-Nürnberg (FAU) Erlangen-Nürnberg (FAU) Erlangen-Nürnberg (FAU) [email protected] [email protected] [email protected] ABSTRACT 1 INTRODUCTION Android’s accessibility API was designed to assist users with dis- Android’s system level security operates upon a sandboxing con- abilities, or preoccupied users unable to interact with a device, e.g., cept that strongly separates apps. Apps are given an unique user id while driving a car. Nowadays, many Android apps rely on the (UID), thereby shielding both an app’s running process as well as its accessibility API for other purposes, including password managers resources from other apps. Android’s inter-process communication but also malware. From a security perspective, the accessibility (IPC) is protected by the kernel driver “Binder”, which enforces a API is precarious as it undermines an otherwise strong principle of permission-based access model. Apps can request particular permis- sandboxing in Android that separates apps. By means of an acces- sions and only if granted they are allowed access to the respective sibility service, apps can interact with the UI elements of another resources through well defined interfaces [8]. app, including reading from its screen and writing to its text fields. Contrary to that, users can interact with apps seamlessly through As a consequence, design shortcomings in the accessibility API and a unified UI. And while strong security mechanisms were putinto other UI features such as overlays have grave security implications. -
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. -
Darkreader: Bridging the Gap Between Perception and Reality Of
DarkReader: Bridging the Gap Between Perception and Reality of Power Consumption in Smartphones for Blind Users Jian Xu∗ Syed Masum Billah* Roy Shilkrot Stony Brook University Stony Brook University Stony Brook University Stony Brook, USA Stony Brook, USA Stony Brook, USA [email protected] [email protected] [email protected] Aruna Balasubramanian Stony Brook University Stony Brook, USA [email protected] ABSTRACT This paper presents a user study with 10 blind participants to understand their perception of power consumption in smart- phones. We found that a widely used power saving mechanism for smartphones–pressing the power button to put the smart- phone to sleep–has a serious usability issue for blind screen reader users. Among other findings, our study also unearthed several usage patterns and misconceptions of blind users that contribute to excessive battery drainage. Informed by the first user study, this paper proposes DarkReader, a screen reader developed in Android that bridges users’ perception of power consumption to reality. DarkReader darkens the screen by truly turning it off, but allows users to interact with their smart- phones. A second user study with 10 blind participants shows that participants perceived no difference in completion times in performing routine tasks using DarkReader and default screen reader. Yet DarkReader saves 24% to 52% power depending Figure 1. A blind user is interacting with his smartphone using a (A) on tasks and screen brightness. standard screen reader (e.g., TalkBack in Android), and (B) DarkReader. Unlike TalkBack, DarkReader keeps the screen off to save power. Author Keywords Vision impairment, blind; screen readers, TalkBack, Android, iOS; low-power, battery, screen, brightness; privacy, curtain INTRODUCTION mode, shoulder-surfing.