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Sökning: L773:1942 390X

  • Resultat 1-9 av 9
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1.
  • Cramer, Henriette, et al. (författare)
  • Guest editorial Preface on Special Issue : An Introduction to Research in the Large
  • 2011
  • Ingår i: International Journal of Mobile Human Computer Interaction. - : Aston University, UK. - 1942-390X .- 1942-3918. ; :Special issue
  • Forskningsöversikt (refereegranskat)abstract
    • Distribution of mobile applications has been greatly simplified by mobile app stores and markets. Both lone developers and large research and development teams can now relatively easily reach wide audiences. In addition, people’s mobile phones can now run advanced applications and are equipped with sensors that used to be available only in custom research hardware. This provides researchers with a huge opportunity to gather research data from a large public. Evaluation and research methods have to be adapted to this new context. However, an overview of successful strategies and ways to overcome the methodological challenges inherent to wide deployment in a research context is not yet available. A workshop was organized on this topic and this special issue to help address these topics. This introduction provides an overview of strategies and opportunities in ‘research in the large’, while providing an introduction to challenges in ethics and validity as well.
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2.
  • Gao, Shang, 1982-, et al. (författare)
  • The Effect of Flow Experience and Social Norms on the Adoption of Mobile Games in China
  • 2016
  • Ingår i: International Journal of Mobile Human Computer Interaction. - : IGI Global. - 1942-390X .- 1942-3918. ; 8:1, s. 83-102
  • Tidskriftsartikel (refereegranskat)abstract
    • This research examines the potential factors which influence users' intention to play mobile games. Through the employment of structural equation modeling technology, a research model extending the technology acceptance model (TAM) with flow experience and social norms is proposed. This research model was empirically evaluated using survey data collected from 565 users in the largest city in central China. And eleven research hypotheses were proposed. Eight hypotheses were positively supported on a significant level, while three hypotheses were rejected in this study. The result indicated that attitude and flow experience explained about 66% of users' intention to play mobile games. It was found that social norms did not have a direct effect on the intention to play a mobile game. However, it affected the attitude directly. In addition, flow experience, perceived ease of use and perceived usefulness all had direct effects on users' attitudes toward playing a mobile game. The research findings demonstrated that flow experience play an important role in the adoption of mobile games.
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3.
  • Jarusriboonchai, Pradthana, et al. (författare)
  • Using mobile technology to bring families together : The design of a family history concept to motivate face-to-face communication
  • 2012
  • Ingår i: International Journal of Mobile Human Computer Interaction. - : IGI Global. - 1942-390X .- 1942-3918. ; 4:2, s. 1-17
  • Tidskriftsartikel (refereegranskat)abstract
    • Increased use of digital technology, such as social media or individual entertainment systems, may lead to less face-to-face communication between family members. This paper presents a two-phase design research study on a novel use of technology that could help reconnect co-located family members. The authors present the design qualitie s for a domestic technology that can increase the level of social interaction within a family. These design qualities provide a guideline for the second phase, in which a novel system concept, FAMEX, is designed to support discussion about family experiences. FAMEX is based on the concept of family history, and involves the creation, finding, and discussion of family memories, which are represented as virtual notes around the home. The design emphasizes ludic values in the form of playful stimulants to face-to-face discussion. Mobile devices, together with augmented reality and embodied interaction, are utilized within the home context: this combination has the potential to raise curiosity and interest, and therefore, encourage ongoing use of the system. In an iterative user study, with prototypes of various fidelities, the participants rejected the features of formal game play, but gave positive feedback to the main features of FAMEX.
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4.
  • Murmann, Patrick (författare)
  • Eliciting Design Guidelines for Privacy Notifications in mHealth Environments
  • 2019
  • Ingår i: International Journal of Mobile Human Computer Interaction. - : IGI Global. - 1942-390X .- 1942-3918. ; 11:4, s. 66-83
  • Tidskriftsartikel (refereegranskat)abstract
    • The possibilities of employing mobile health (mhealth) devices for the purpose of self-quantification and fitness tracking are increasing, yet few users of online mhealth services possess proven knowledge of how their personal data are processed once the data have been disclosed. Ex post transparency-enhancing tools (TETs) can provide such insight and guide users in making informed decisions with respect to intervening with the processing of their personal data. At present, however, there are no suitable guidelines that aid designers of TETs in implementing privacy notifications that reflect their recipients’ needs in terms of what they want to be notified about and the level of guidance required to audit their data effectively. Based on an analysis of gaps related to TETs, the findings of a study on privacy notification preferences, and the findings on notifications and privacy notices discussed in the literature, this paper proposes a set of guidelines for the human-centred design of privacy notifications that facilitate ex post transparency.
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5.
  • Nylander, Stina, et al. (författare)
  • The phone as a tool for combining online and offline social activity : Teenagers’ phone access to an online community
  • 2012. - 5
  • Ingår i: International Journal of Mobile Human-Computer Interaction. - : IGI Global. - 1942-390X .- 1942-3918. ; 4:4, s. 22-36
  • Tidskriftsartikel (refereegranskat)abstract
    • We have analyzed two months of log data and 100 surveys on the phone use of a Swedish online community for teenagers to investigate the mobile use of an established online service. This shows that the phone use mostly takes place during times of the day when teenagers have social time and the use is not influenced by the availability of a computer. The phone makes the community access more private compared to the computer, but teens do share the use when they want to. The cell phone bridges the online and offline social communities and allows teens to participate in both at the same time. The online community is not only a place for social activity online, it is also a social activity offline that is carried out face-to-face with friends. The cell phone thus was a tool for the teens to combine their participation in the online and the offline world.
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6.
  • Rost, Mattias, 1982-, et al. (författare)
  • Teens Using Portrait Catalog : An Evaluation Of a Mobile Photo Sharing System
  • Ingår i: International Journal of Mobile Human Computer Interaction. - 1942-390X .- 1942-3918.
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper we describe a mobile photo sharing system and a mass scale evaluation at a local youth festival. The system prevents pictures received from being forwarded and aims at adding meaning to photos shared through such a system making them collectable. The study setup was at a large youth festival where 400 teenagers had their photo taken and given the opportunity to have the application installed on their own phones. Although we achieved a large user base, the actual use was never triggered to reach critical mass. We report on the experience of the users, and also report on how teenagers in our study mostly share photos by looking at each other’s phone screens.
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7.
  • Wiberg, Mikael, 1974-, et al. (författare)
  • Digital integration in the 3rd wave of mobile HCI : a key challenge for overcoming the inverted digital divide
  • 2018
  • Ingår i: International Journal of Mobile Human Computer Interaction. - 1942-390X .- 1942-3918. ; 10:2, s. 57-64
  • Tidskriftsartikel (refereegranskat)abstract
    • What does the 3rd wave of mobile computing hold for us, and what are the challenges ahead as we now move from the 1st and 2nd wave to the 3rd wave of mobile HCI? While the 1st wave enabled mobile computing on a basic level – including basic connectivity and the development of mobile devices – and while the 2nd wave was to a large extent about the development of mobile content (from digital services and apps, to services for storing our data in the cloud), the authors suggest that the 3rd wave of mobile computing is less technology-driven, but rather about what mobile computing can enable, and how mobile computing is increasingly a gateway to society at large. In this article, the authors focus specifically on this 3rd wave of mobile computing, and in particular on what they call an inverted digital divide – a state where the mobile technology is in place for its users, but where there is no access to the services in society that rely on mobile computing. In this article, the authors demonstrate this inverted digital divide through a number of examples where they show how this plays out for different groups of people where this is vital in a global world – e.g., visitors to a country such as tourists, immigrants and even people applying for asylum. The authors discuss what is needed in order to bridge this divide and they outline its implications for the further development of mobile services. In concluding this paper, the authors suggest that “digital integration” might serve as a key notion for resolving these issues as we now enter the 3rd wave of mobile HCI.
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8.
  • Wiberg, Mikael, 1974- (författare)
  • Landscapes, long tails & digital materialities : Implications for mobile HCI research
  • 2012
  • Ingår i: International Journal of Mobile Human Computer Interaction. - : IGI Global. - 1942-390X .- 1942-3918. ; 4:1
  • Tidskriftsartikel (refereegranskat)abstract
    • Mobile HCI is changing. From being about, for example, UI design for small devices, interaction via limited input modalities, and design for small screens, these important aspects of mobile HCI are now heavily interwoven in complex arrangements of computational devices, platforms and services. With a point of departure taken in these processes of current development, this paper sets out to describe and envision a research agenda for mobile HCI carefully crafted out in relation to three specific and recent developments in this field. More specifically, these strands of developments include the formation of new interaction landscapes, the long tail of interaction, and digital materialities. This paper presents the background of each followed by examples illustrating how these three manifest themselves in practice. With a point of departure taken in these three cornerstones a research agenda is presented followed by a discussion on the implications of this agenda for mobile HCI research.
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9.
  • Caltenco, Héctor, et al. (författare)
  • Co-designing wearable technology together with visually impaired children
  • 2016
  • Ingår i: International Journal of Mobile Human Computer Interaction. - 1942-390X. ; 8:4, s. 68-84
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents the process and results of a set of studies within the ABBI EU project, with the general aim to co-design wearable technology (an audio bracelet) together with visually impaired children, starting at a young age. The authors discuss user preferences related to sounds and tactile materials and present the results of a focus group with very young visually-impaired children under the age of 5, together with their parents. They find that multisensory feedback (visual, tactile/haptic, auditory) is useful and that preferences vary - also the drastic and potentially unpleasant sounds and materials may have a role. Further studies investigate the possibilities of using the ABBI wearable technology for social contexts and games. In a series of game workshops children with and without visual impairments created games with wearable technology employing very simple interactivity. The authors report the created games, and note that even with this simple interactivity it is possible to create fun, inclusive and rich socially co-located games.
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  • Resultat 1-9 av 9

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