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Aalborg Universitet Designing Mobile Interactions: The continual convergence of form and context Volume 1 Kjeldskov, Jesper Publication date: 2013 Document Version Accepted author manuscript, peer reviewed version Link to publication from Aalborg University Citation for published version (APA): Kjeldskov, J. (2013). Designing Mobile Interactions: The continual convergence of form and context: Volume 1. General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. ? Users may download and print one copy of any publication from the public portal for the purpose of private study or research. ? You may not further distribute the material or use it for any profit-making activity or commercial gain ? You may freely distribute the URL identifying the publication in the public portal ? Take down policy If you believe that this document breaches copyright please contact us at [email protected] providing details, and we will remove access to the work immediately and investigate your claim. Downloaded from vbn.aau.dk on: March 06, 2021

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  • Aalborg Universitet

    Designing Mobile Interactions: The continual convergence of form and context

    Volume 1

    Kjeldskov, Jesper

    Publication date:2013

    Document VersionAccepted author manuscript, peer reviewed version

    Link to publication from Aalborg University

    Citation for published version (APA):Kjeldskov, J. (2013). Designing Mobile Interactions: The continual convergence of form and context: Volume 1.

    General rightsCopyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright ownersand it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights.

    ? Users may download and print one copy of any publication from the public portal for the purpose of private study or research. ? You may not further distribute the material or use it for any profit-making activity or commercial gain ? You may freely distribute the URL identifying the publication in the public portal ?

    Take down policyIf you believe that this document breaches copyright please contact us at [email protected] providing details, and we will remove access tothe work immediately and investigate your claim.

    Downloaded from vbn.aau.dk on: March 06, 2021

    https://vbn.aau.dk/en/publications/75e50e1d-6c95-4236-a5f0-989dd5a9c067

  • Designing mobile interactionsthe continual convergence of form and context

    Jesper Kjeldskov

    Volume I

    Kjeld

    skovD

    esignin

    g mob

    ile interaction

    s

    I

  • Designing mobile interactionsthe continual convergence of form and context

    Jesper Kjeldskov

    Volume I

  • Table of contents

    Preface i

    Part I. Studying and analysing 129

    Part II. Designing and building 209

    Part III. Improving evaluation 313

    Part IV. Artefacts 403

    Part V. Understanding 505

    List of contributions 605

    List of co-authors 607

    Sammenfatning på dansk 609

  • Preface

  • March 2012 J KDepartment of Computer ScienceAalborg UniversityDenmark

  • Position summary

    Chapter 1. Designing mobile interactions

  • Table of contents

    1. Introduction 2

    2. Background 6

    3. Opportunities for mobile interaction design research 34

    4. Towards a designerly way 43

  • 5. The continual convergence of form and context 61

    6. Contributions 69

  • 7. Conclusions 84

    8. Epilogue 88

    Acknowledgements 90

    References 91

  • Chapter 1

    Designing mobile interactions- the continual convergence of form and context

    Imagination is more important than knowledge. For knowledge is limited, whereas imagination embraces the entire world

    Abstract.

  • 1. INTRODUCTION

    engineering design

  • mobile interaction design1

  • shape, look, function content

    ensemble

    context

  • a designerly way

  • 2. BACKGROUND

    2.1. Mobile Computing

    interaction design

    Portability

  • MiniaturizationConnectivity

    Convergence

    Divergence

    apps

    digital ecosystems

    Portability

  • Miniaturization

  • Connectivity

  • spring-loaded

  • Convergence

    hybrid

  • Divergencedivergence

    inversely

  • Apps

  • preferred

    digital ecosystems

    applications

  • positive in itself

    applications and content

    mobile devices,

  • Digital ecosystems

    digital ecosystems

  • form-context ensembles

    2.2. Interaction design

    totality

  • practice research

  • should be,

    Mobile interaction design

  • software applications

    Research impact on practice

  • mobile

    practice

    do

    too

    these

  • Multi- and interdisciplinarity

    multidisciplinary

    multidisciplinary

    interaction

    c

  • interdisciplinarity

    connects integrates

    coordinated distinctintegrated combined

  • Modifying the unit of analysis

  • existing concepts and theories.

    form-context convergence

    The role of context

  • is

    c

    c

    c

    context-aware

  • c

    c

    mobilesecond wave

    paradigm

    third

    elemental de ineunderstand

    2.3. Design approaches

    people systems

  • User-centred design

    Designing for People .

  • Technology-driven designtechnology

    can

    because they can. needs,

    c

  • not

    as well as

    At the intersection between users and technology

    withoutWhat

    is it that those companies do that is missing from the established literature on the topic?

    current practicefuture practices

  • but

    merging new technological possibilities with visions of future practice

  • 3. OPPORTUNITIES FOR MOBILE INTERACTION DESIGN RESEARCH

  • Me

    tho

    dCase studies

    Field studies

    Action research

    Lab experiments

    Survey research

    Applied research

    Basic research

    Normative writings

    Pu

    rp

    os

    e

    Understanding

    Engineering

    Re-engineering

    Evaluating

    Describing

    3.1. Trends and assumptions

  • c

    people systems,

    We already know what to build

    Context is not important

  • Methodology matters very little

    Opportunities

    emerging applied

    multi-

  • ield studies

    survey case study

    basic research

    action research

  • ield studiesield ethnographies, ield experiments, ield surveys

    people systems

    should

    usersobjects

    subjects

    3.2. Impact on my research

    interplay

  • Studying and analysing use contexts

    Using context to inform interaction design

    Developing new methods for evaluation in context

  • Exploring context-awarenesscontext-aware

    Understanding user experiences in context

  • 3.3. Emerging challenges

    designerly ways

    transcend beyond the dichotomy of people- or technology- oriented research and design.

    widen the scopebeyond the individual mobile device and an individual userXs interaction with it

    not

  • 4. TOWARDS A DESIGNERLY WAY

    a designerly way

    contextualism

    4.1. From technical rationality to continual convergence

    design

    mobile

  • solving,

    setting

    re lection-in on action, designerly wayfunctional analysis,

    problem-solving,

    problem-setting,

    Design as dealing with emergent goals

    emergent evolutionary learning,

  • context and goals

    bothgoals

    wholeness-extending transformations

  • Design as continual convergence

    scientized designerly

  • 4.2. World views, root metaphors, and modes of inference

    formism, mechanism, organicism, contextualism.

    is like

    how things work.

    how it develops.

    how this is happening.

  • formist mechanistorganicism contextualism

    embrace

    rejectspragmatism

    Design as abductive thinking

    abductive

  • cause

    wondering

    in a designerly way

    is

    is not

    problem setting wholeness extending.

    thinking creation re lective practice continual convergence.

    Design

    viewed as

    Associated

    with

    Interaction Design

    approach

    Epistemological

    position

    Way of thinking

    and acting

    Philosophical

    world view

    Mode of

    Inference

    Functional

    analysis

    Problem

    solving

    Problem

    setting

    Wholeness

    extending

  • 4.3. Contextualism in research and design

    content, context processchange

    contentcontext

    process

    content form

    .

    processes

  • Contextual architeture

    outcomesprocess

    on the building site

    genius loci

  • .

    The nature of order

    in natural systems

    its whole

    made

  • exhibits centeredness

    process

    evolves

    futurelatently present

  • Ywhich can support the continuous creation of an emerging living structure in the worldZ

    create coherent form in the world

    YThe process must go gradually, in a way that allows assessments, corrections, and improvements to be made about the degree of life which occurs throughout the structure, at all scales and at all levels. This process must occur continually throughout the conception, design and constructionZ

    as needed

    4.4. Elaborating on user-centred design

  • activities outcome purpose

    howstudy and analyse.

    what how

    Separating and rede ining activities and outcomes

  • understanding artefacts.

    type

    analysing

    analysisleads to

    Shifting the gravity point

    users,

    Activity-

    mobile

  • contextual user experiences

    full context not just the people.

    context

    the ensemble, symbiosis, or convergence ofform and context. .

    form-context users

    inter-

    against

  • beyond Form-context convergence

    fusion

    Making the process lexible and unpredictable

  • 5. THE CONTINUAL CONVERGENCE OF FORM AND CONTEXT

    contextually grounded, wholeness sensitive, and continually unfolding process of design

    continual convergence of form and context

    empirical, creative, technical theoreticalstudying, analysing, designing

    building

    5.1. Emergence and unpredictability

  • 5.2. Form and context unity

    shape, look, function content

    5.3. Form and context convergence

    studying, analysing, designing and building

    assessment, abstraction, exploration and synthesis

    understanding artefacts concrete abstract.

  • 5.4. Between understanding and artefacts

  • 5.5. Between concrete and abstract

    design unselfconscious

    abstraction synthesis

  • 5.6. Four types of design activity

    Concrete Abstract

    Understanding

    Empirical Theoretical

    Artefacts Technical Creative

    empirical

    theoretical

    creative

    technical

  • 5.7. Four types of design ripples

    ripples

    abstraction, exploration, synthesis, and assessment,

    Abstraction

    Exploration

  • Synthesis

    Assessment

    5.8. The contextual approach and my own research

    studying, analysing, designing building

    artefactsunderstanding

  • 6. CONTRIBUTIONS

    Theme Research question Contributions

    Challenges and

    opportunities

    Part I

    Studying and analysing

    Part II

    Designing and building

    Part II

    Improving evaluation

    Part IV

    Artefacts

    Part V

    Understanding

  • 6.1. Part I \ Studying and analysing

    how can we study, analyse and understand aspects of context relevant for mobile interaction design?

  • Physical context

    Social context

  • Personal context

    Work context

    6.2. Part II \ Designing and building

    how can we design and build interactive mobile systems grounded in context?

    as well as

    inspirationalistic creativity structuralistic creativity

  • form and context ensembles

  • User- and technology-centeredness

    Socio-physical design

    Sketches and mock-ups

  • Ethnography and object-orientation

    6.3. Part III \ Improving evaluation

    how can we improve our techniques for studying the user experience of mobile interaction design in context?

    mobile

    ecological validity

    control

  • if looking for usability problems

  • Simulating mobility

    Simulating the domain

    Bringing the system into the ield

  • Taking the lab with you

    6.4. Part IV \ Artefacts

    how can we make use of context in the implementation of concrete interactive mobile systems?

    active passive

    adaptive mediated

  • MobileWARD

  • Just-for-Us

    GeoHealth

    ArchiLens

    .

  • Power Advisor

    6.5. Part V \ Understanding

    how can we abstractly describe and understand the relationships between interactive mobile systems, users and context?

  • Principles of perceptual organisation

    proximity, closure, symmetry, continuity, similarity

    Indexical interaction design

    indexicality.

  • Proxemics and interactional spaces

    Orchestrating mobile devices

  • 7. CONCLUSIONS

    Lesson 1:

    Lesson 2:

    Lesson 3:

    Lesson 4:

    Lesson 5:

    Lesson 6:

    Lesson 7:

    Lesson 8:

  • Lesson 1: transcending technology- and user-centeredness

    Lesson 2: form-context unity

    Lesson 3: a designerly way

  • Lesson 4: studying and analysing

    Lesson 5: designing and building

    Lesson 6: improving evaluation

  • Lesson 7: artefacts

    Lesson 8: understanding

  • 8. EPILOGUE

    Challenges for a contextual approach

    context form-context ensembles,users

    technology

    Downsides of holism in interaction design

    pragmatic holism.experiential non-linear

  • useful

    Towards digital ecology

    digital ecology.

  • ACKNOWLEDGEMENTS

  • REFERENCES

    ACM Transactions on Computer-Human Interaction, 7

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    Human-Computer Interaction 16

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    The Nature of Order. Vol. 2: The Process of Creating Life.

    The Nature of Order. Vol. 1: The Phenomenon of Life.

    The timeless Way of Building.

    A Pattern Language: Towns, Buildings, Constructions.

    Notes on the Synthesis of Form.

    First Monday, 7

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    The Nature of Research into Design and Technology Education: Design Curriculum Matters.

  • Systematic Method for Designers.

    Journal of Design History, 18

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    Designing the Mobile User Experience

    Workshop proceedings of CSCW 1992

    ACM Transactions on Computer-Human Interaction, 16

    Proceedings of UbiComp 2003,

    IEEE Transactions on Software Engineering, SE-12

    The Information System Research Challenge

    Proceedings of CHI 2009

    Designing Interactive Systems.

    Information Appliances and Beyond.

    Information Appliances and Beyond

    Proceedings of INTERACT 2005

    Contextual design: De ining customer-centred systems.

    Interactions, 16

  • Communications of the ACM, 48

    IEEE Computer, 21

    iPhone User Interface Design Projects

    Proceedings of Mobile HCI 2002

    Scandinavian Journal of Information Systems, 19

    Personal and Ubiquitous Computing, 6,

    Architecture in context: itting new buildings with old

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  • A survey of context-aware mobile computing research

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    Design Issues, 17

    Design Studies, 20

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    Where the Action Is: The Foundations of Embodied Interaction

    Human-Computer Interaction, 16

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    Interactions, 18

    Interactions, 15

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    Computers and democracy: A Scandinavian challenge

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    Cosmic Religion: with other Opinions and Aphorisms.

    Mobile Design and Development: Practical Concepts and Techniques for Creating Mobile Sites and Web Apps.

    Personal and Ubiquitous Computing, 5

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    Emergence in Organizational dProblem-solving: Theories of Social Cognition

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  • Proceedings of CHI 2012

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    Journal of Location-Based Services, 4

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    Proceedings of the 5th International Mobile HCI 2003 conference

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    Usability Evaluation of the Autolocate WAP-Service

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  • Challenges and opportunities

    Chapter 2. A review of mobile interaction design research

  • Chapter 2

    A review of mobile interaction design research

    Abstract.1

    1. INTRODUCTION

    solutions

    Proceedings of Mobile HCI 2003,

  • 2. RESEARCH METHODS

    natural, arti icial environment independent

  • Method Strengths Weaknesses Use

    2.1. Case Studies

    2.2. Field Studies

    ethnographic

    experiments

  • 2.3. Action Research

  • 2.4. Laboratory Experiments

    2.5. Survey research

  • 2.6. Applied Research

    intuition, experience, deduction induction.

    2.7. Basic Research

    2.8. Normative Writings

    normative writings,

  • 3. RESEARCH PURPOSEpurpose

    Understanding

    Engineering

    Re-engineering

    Evaluating

    Describing

    4. CLASSIFICATION OF MOBILE HCI RESEARCH

  • Research Method

    Res

    earc

    h p

    urp

    ose

    Case studies

    Field studies

    Action research

    Lab experiment

    Surveyresearch

    Applied research

    Basic research

    Normative writings

    Understand

    Engineer

    Re-engineer

    Evaluate

    Describe

    also

    re-engineering

  • not re-building

    5. DISCUSSION

    are

  • 6. LIMITATIONS

    7. CONCLUSIONS

  • REFERENCES

    APPENDIX: REVIEWED MOBILE HCI RESEARCH PAPERS, 2000 2002

  • Part IStudying and analysing

    Chapter 3. Physical context

    Chapter 4. Social context

    Chapter 5. Personal context

    Chapter 6. Work context

  • STUDYING AND ANALYSINGhow can we study, analyse and understand aspects of context

    relevant for mobile interaction design?

    Physical context

    Social context

    Personal context

  • Work context

  • Chapter 3

    Physical context*

    Abstract.1

    1. INTRODUCTION

    Behaviour and Information Technology,

  • 1.1. Indexicality: relating interfaces to their context

  • 2. ANALYZING THE BUILT ENVIRONMENT

  • 3. FIELD STUDY: FEDERATION SQUARE

  • 3.1. Inspecting Federation Square

  • 3.2. Coding the data

  • 3.3. Analyzing the data

  • 3.4. Synthesizing the data: MIRANDA

  • 4. MOBILE GUIDE DESIGN

    4.1. Location by district

  • 4.2. Augmented interactive photorealistic depictions

    °

  • °

    4.3. Rich descriptions for navigation

  • 5. CONCLUSIONS

  • ACKNOWLEDGEMENTS

  • REFERENCES

  • Chapter 4

    Social context

    Abstract.1

    1. INTRODUCTION

    Computer-Supported Cooperative Work,

  • place

    share places, indexing to places, augmenting places.

    2. BACKGROUND

    2.1. People in place

  • 2.2. Technology in place

    2.3. Interactions in place

  • 3. FIELD STUDY: PEOPLE SOCIALISING IN A PUBLIC PLACE

  • 3.1. Participants, procedure and data collection

    3.2. Transcriptions and data analysis

    knowledge, situation, motivationsharing place, indexing to place,

    augmenting place

    4. SITUATED SOCIAL INTERACTIONS IN PUBLIC PLACES

  • 4.1. Knowledge

    4.2. Situation

  • 4.3. Motivation

  • 5. DESIGNING FOR SITUATED SOCIAL INTERACTIONS

  • 5.1. Sharing Place: Recommendations Based on History and Context

    .

  • 5.2. Indexing to Place: Way Finding Referring to the Familiar

  • 5.3. Augmenting Place: indicating People and Activities in Proximity

  • 6. CONCLUSIONS

    ACKNOWLEDGEMENTS

    REFERENCESHuman-Computer

    Interaction

    Contextual Design - De ining Customer Centred Systems

  • Proceedings of HCI International 2003, Crete, Greece, June 22 to 27, 2003

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    Proceedings of Conference on Spatial Information Theory, COSIT’93, Elba Island, Italy, September 19 to 22, 1993

    Ecological Psychology

    Proceedings of the Seventh European Conference on Computer-Supported Cooperative Work ECSCW’01, Bonn, Germany, September 16 to 20, 2001

    Proceedings of Computer Supported Cooperative Work ‘96, Boston, Massachusetts, USA, November 16 to 20, 1996.

    Urban Design International

    Computer Supported Cooperative Work,

    Proceedings of Mobile HCI 2005, Salzburg, Austria, September 19 to 22, 2005

    Digital Ground - Architecture, Pervasive Computing, and Environmental Knowing.

    Proceedings of DIS 2000, New York, USA, August 17 to 19, 2000.

    ME++ The Cyborg Self and the Networked City

    City of Bits: Space, Place and the Infobahn

    The Design of Everyday Things.

    Smart Mobs. The Next Social Revolution

    Paper Prototyping. The Fast and Easy Way to Design and Re ine User Interfaces

  • Chapter 5

    Personal context

    Abstract.1

    1. INTRODUCTION

    Australasian Journal of Information Systems,

  • 2. WHAT IS INTIMACY?

    physical intimacy, non-verbal communication, self-disclosure, presence, cognitive intimacy, affective intimacy, commitment mutuality

    Physical intimacy

    Non-verbal communication

  • Self-disclosure

    Presence

    present in absence

    oneself being present to another

    Cognitive intimacy

    Affective intimacy

  • Commitment

    Mutuality

    actions

    feelings

    3. PROBING INTIMACY

  • 3.1. Cultural Probes

  • 3.2. Contextual Interviews

    3.3. Participants

    3.4. Procedure

  • 4. RESULTS

    presence in absence.

    presence

  • emotional rather than factual.

    ambiguous and incomplete

    shared world view

    privateself-

    disclosure

  • private meaning

    shared past

    shared history

    common journey

    commitment

  • alone together

    physical closeness

    reciprocity

    commitment

    5. DESIGN IDEAS

    Memorabilia Manager:

  • Constant Touch:

    Family Digital Assistant:

    6. CONCLUSIONS

    ACKNOWLEDGMENTS

  • REFERENCES

  • Chapter 6

    Work context

    Abstract.1

    1. INTRODUCTION

    Interacting with Computers,

  • 2. FIELD STUDY OF WORK ACTIVITIES

  • letting go the mooring lines

    2.1. The operation of letting go the lines

  • common ground

    grounding,

    all“The contributor and the partners mutually believe that the partners have

    understood what the contributor meant to a criterion suf icient for the current purpose” .

  • 2.2. Findings from ield studies of “letting go the lines”

  • 3. ANALYSIS OF COMMUNICATION

  • 3.1. Aspect and tense of conversations

    3.2. Objects of conversations

    1 you can let go the bow line2 let go bow line3 and you can take the stern spring4 letting go stern spring5 bow line let go6 bow line let go7 and stern spring let go8 stern spring let go9 you just let go the stern line also10 let go line aft11 and we have the bow line home12 ok13 and all let go aft14 all let go aft

    1 you can let go the bow line

    2 let go bow line5 bow line let go6 bow line let go

  • 11 and we have the bow line home12 ok

    3 and you can take the stern spring4 letting go stern spring7 and stern spring let go8 stern spring let go

    9 you just let go the line aft also10 let go line aft13 and all let go aft14 all let go aft

    3.3. Structure of conversations

  • 4. CANNED COMMUNICATION PROTOTYPE

    4.1. System architecture

  • 4.2. Interface design

  • 5. EVALUATION STUDIES

  • 5.1. Heuristic inspection

    Results

    5.2. Evaluation with captains and of icers in ship simulator

  • Results

    doing

  • 6. DISCUSSION

    6.1. Limitations of canned communication

  • 6.2. Improving canned communication

    Modifying and withdrawing commands

  • by mistake

    Flexibility

    actionsobjects locations

    complete

  • Minimizing task interference

    6.3. Canned communication in industrial domains revisited

  • 7. CONCLUSIONS

    ACKNOWLEDGEMENTS

  • REFERENCES

  • Part IIDesigning and building

    Chapter 7. User- and technology centeredness

    Chapter 8. Socio-physical design

    Chapter 9. Sketches and mock-ups

    Chapter 10. Ethnography and object-orientation

  • DESIGNING AND BUILDINGhow can we design and build interactive mobile systems

    grounded in context?

    form and context ensembles

    User- and technology-centeredness

    Socio-physical design

    Sketches and mock-ups

  • Ethnography and object-orientation

  • Chapter 7

    User- and technology-centredness

    Abstract.1

    lacking in detail on usability and feasibility, and being largely reactive to current problem situations

    post-evaluation, the design discussion was largely reactive to the current prototype

    1. INTRODUCTION

    Proceedings of APCHI 2004,

  • 2. SUPPORTING THE USE OF PUBLIC TRANSPORT

  • 3. THE USER CENTERED APPROACH

    3.1. Interviews

  • 3.2. Contextual Interviews and Observation of Current Practice

    3.3. Acting-Out in Context

  • 3.4. Design Workshop

  • 3.4. TramMate

  • 4. THE TECHNOLOGY CENTERED APPROACH

    4.1. Usability Evaluations

  • the relation between information in the system and in the world.

    graphical design of maps.

    5. DISCUSSION AND CONCLUSIONS

  • EPILOGUE OCTOBER 2010

    inspirationaliststructuralist

    and

  • in sequence

    both

    also

    ACKNOWLEDGEMENTS

    REFERENCES

  • Chapter 8

    Socio-physical design

    Abstract.1

    1. INTRODUCTION

    1.1. The Emergence of Hybrid Environments

    Transactions on Computer-Human Interaction,

  • 1.2. The notion of “layered” space

  • 1.3. Context Awareness

  • 1.4. A Multidisciplinary Approach

    design ideas

  • 2. CASE STUDY: UNDERSTANDING PHYSICAL AND SOCIAL CONTEXT

  • 2.1. Investigating Physical Context

  • 2.2. Investigating Social Context

  • social affordances

  • 3. REPRESENTING PHYSICAL AND SOCIAL CONTEXT

    3.1. Representing Physical Context

  • PIA Layered Map

  • 3.2. Representing Social Context

  • SOPHIA Conceptual Framework

    Prior Experience and Expectations

    usually comelet’s eat where we ate

    last time

    usually meet

    Situations, places and spaces

    socializing by proximity

    the railway station that big white umbrella

  • next to the place we went where we sat under those heat lampswhere we saw the

    world cup

    Sensing-making

  • 4. INFORMING INTERACTION DESIGN

  • Location by District1.

    Augmented Photorealistic Depictions2.

    Rich Descriptions for Navigation3.

    Use of History4.

  • Way inding5.

    Representation of People and Activities6.

    Meeting and Waiting7.

  • NOW Representation of People and Activities,

  • 5. EVALUATING JUST FOR US

  • 6. FINDINGS

  • landmarks

    nodes

    edges

  • paths

    prior experience

    situation

    ,

    sense-making

  • 7. DISCUSSION: THE VALUE OF A MULTI DISCIPLINARY APPROACH

    7.1. Understanding the socio-physical context of urban environments

  • 7.2. Informing interaction design for a socio-physical context

    Location by district (1) augmented photorealistic depictions (2)

    as well as

  • rich descriptions for navigation (3).

    representation of people and activities (6)

    use of history (4), meeting and waiting (7),

    over time other people

  • 7.3. A socio-physically informed development process

  • 7.4. The open-endedness of PIA, SOPHIA and the seven design ideas

  • 8. CONCLUSIONS

    ACKNOWLEDGMENTS

    REFERENCESHuman-Computer Interaction

    16

    Notes on the Synthesis of Form

    A Pattern Language: Towns, Buildings, Construction

    Proceedings of Workshop on Ubiquitous Computing in the Urban Frontier, UbiComp, 2004

    Contextual design: De ining customer-centred systems

    Proceedings of Mobile HCI 2003

    Proceedings of Mobile HCI 2002

    Social Navigation of Information Space

    Sketching User Experiences: getting the design right and the right design

    Systems thinking, systems practice

    Personal and Ubiquitous Computing 6

  • Personal and Ubiquitous Computing 5

    Proceedings of CHI 2000

    SIGGRAPH Bulletin 3

    OZCHI 2005

    Cognition Technology and Work 6(1)

    Proceedings of HCI International 2003,

    Computer Supported Cooperative Work 13,

    Interactions November + December

    Interaccion 2004

    ACM Transactions on Computer-Human Interaction 7(3)

    Inhabiting the Virtual City: The design of social environments for electronic communities

    Human-Computer Interaction 16

    Personal and Ubiquitous Computing 8(1)

    Proceedings of Conference on Spatial Information Theory

    Communications of the ACM 45(2)

    ACM Transactions on Computer-Human Interaction 7(1)

    Behaviour in Public Places - Notes on The Social Organization of Gatherings

    Proceedings of Workshop on HCI in Mobile Guides at Mobile HCI 2003

  • Telecommunications and the City: Electronic spaces, urban places

    Proceedings of Computer Supported Cooperative Work ‘96

    Space is the Machine

    Personal and Ubiquitous Computing 8(2)

    Proceedings of VRST ‘96,

    Proceedings of CADE2004

    Proceedings of Mobile HCI 2005

    Proceedings of Mobile HCI 2004

    Proceedings of Mobile Tourism Support Workshop at Mobile HCI 2002

    Context and Consciousness: Activity Theory and Human-Computer Interaction

    Proceedings of Workshop on HCI in Mobile Guides at Mobile HCI 2003

    The Image of the City

    Human-Computer Interaction 16

    Digital Ground - Architecture, Pervasive Computing, and Environmental Knowing

    Proceedings of DIS ‘00

    City of Bits: Space, Place and the Infobahn

    e-topia: “urban life, jim - but not as we know it”

    Social Research Methods: Qualitative and Quantitative Approaches

    Computer Supported Cooperative Work

    In Proceedings of Australasian Computer Human Interaction Conference, OZCHI 2005,

  • Proceedings of CHI 2004

    Designing Information Spaces: The Social Navigation Approach

    Personal and Ubiquitous Computing 4

    Smart Mobs - The Next Social Revolution

    Computers and Graphics Journal 23(6)

    Interaction Design: beyond human-computer interaction, 2nd Edition

    Paper Prototyping

    Basics of Qualitative Research

    Proceedings of Mobile HCI 2003

    Proceedings of Mobile HCI 2002

    The social life of small urban spaces

    Architectural Drawing: A Visual Compendium of Types and Methods

  • Chapter 9

    Sketches and mock-ups

    Abstract.

    1. INTRODUCTION

    Proceedings of CHI 2005,

  • 2. ATTEMPTS TO MEDIATE INTIMACY

  • 3. CHALLENGES FOR STUDYING MEDIATED INTIMACY

  • 4. RESEARCH DESIGN

  • 4.1. Method

  • 4.2. Participants

    4.3. Data Collection

    Week 0: Probe pack distribution and initial interview

    Week 1: Interview and process checking/steering

    Week 4: Interview and addition of new probe element

  • Week 7: Interview and probe collections

    Week 9: Focus groups

    Week 12-15: Design Activities

    4.4. Data Analysis

  • 5. FINDINGS

  • 5.1. Before Intimacy: Antecedents

    Self disclosure

    Trust

    Commitment

  • 5.2. During Intimacy: Constituent Themes

    Emotional

    Reciprocity

    Expressive

  • Physical, involving stroking and patting

    Public & Private

    5.3. Consequences of Intimacy: Yield

    Presence-in-absence

  • Strong yet vulnerable

    6. IMPLICATIONS FOR AN ‘INTIMATE TECHNOLOGY’

  • 6.1. Preliminary Design Sketches

    6.2. Design Sketches from Workshops

  • 6.3. SynchroMate

    6.4. Hug Over a Distance

  • 7. DISCUSSION

  • 8. LIMITATIONS

    9. CONCLUSION

  • ACKNOWLEDGMENTS

    REFERENCES

  • Chapter 10

    Ethnography and object-orientation

    Abstract.1

    mobile

    1. INTRODUCTION

    International Journal of Human-Computer Studies,

  • mobile

    object-oriented analysis and design

    application domainproblem domain

    contextual richness.

    abstract models.

  • 2. RELATED WORK

    domain of operationhuman interaction

  • 3. AN EMPIRICAL STUDY OF BRIDGING THE GAP

  • 4. ETHNOGRAPHIC FIELD STUDIES

    4.1. Case study 1: the container ship

  • 4.2. Case study 2: the power plant

  • 5. APPLICATION DOMAIN ANALYSIS

    problem application

    5.1. Case study 1: the container ship

  • Observed communication problems

    Communication structures

  • 5.2. Case study 2: the power plant

    Communication to support coordination

  • Observed communication problems

    5.3. What did we learn from the two application domain analyses?

  • 6. PROBLEM DOMAIN ANALYSIS

    6.1. Case study 1: the container ship

    Let go

    Class diagram

    Commanding of icer Of icerShip Team

  • LocationShip Task

    State chart diagramLet go

  • 6.2. Case study 2: the power plant

    controller ield worker.

    acted-out

  • 6.3. What did we learn from the two problem domain analyses?

    7. DESIGN AND IMPLEMENTATION

  • 7.1. Case study 1: the container ship

    Sketches on paper

    Design in eMbedded Visual Basic

    very

    Mock-up in Shockwave

  • Functional prototype

    7.2. Case study 2: the power plant

    User interface modellingbridges

    interaction model,presentation model, dialogue model.

  • User interface design

  • Paper Prototype

    Functional Prototype

    7.3. What did we learn from the two design and implementation processes?

  • 8. FUNCTIONAL PROTOTYPES

    8.1. The Maritime Communicator

    Overall Design

  • Implementation

  • 8.2. Case study 2: the power plant

    Overall Design

    The communication screen

  • The alarm screen

    The status screen

    Implementation

  • 9. EVALUATIONS AND USER FEEDBACK

    9.1. Case study 1: the container ship

  • Highlights from evaluation

    9.2. Case study 2: the power plant

  • Highlights from evaluation

    10. SUMMARY AND DISCUSSION

  • 10.1. Value of application domain analysis

    10.2. Value of problem domain analysis

    10.3. Informing the design process

  • 10.4. Supporting the implementation process

    10.5. Value of ethnography in mobile HCI

  • how

    11. CONCLUSIONS AND FURTHER WORK

  • ACKNOWLEDGEMENTS

    REFERENCES