PxS’12 - week 8 mobile - systems


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PxS’12 - week 8 mobile - systems

  1. 1. Personal Interaction Studio EPFL, spring 2010EPFL, spring 2012 – week 8!mobile systems 6 – mobile systems week
  2. 2. objectives➝  usability issues with mobile phones.➝  beyond usability: appearance.➝  the evolution of the device ➝  services ➝  impact of mobile technology on communication and lifestyle.Mobile devices are a great example of the complexity involved in designing usable interaction in the real world –wide range of users, goals, and contexts of use.✱ based on Angela Sasse s (UCL) lecture on interaction design.
  3. 3. input/output - general issues➝  miniturisation (shrink factor) - wanted by some users for portability, but ➝  small buttons makes phone hard to use (particularly for older people) ➝  small screen size limits usefulness of services (e.g. mobile TV)➝  memory & processing power requirements?➝  power consumption ➝  key: users do not want to “lose touch” ➝  peripherals can drain power (e.g. bluetooth headsets)
  4. 4. miniturisation - input➝  keypad ➝  ITUstandard telephone keypad for dialling ➝  Hard keys or soft keys? ➝  possibility of mode errors (dialling unintentionally) ➝  Keypad for SMS ➝  Multipress or T9?➝  PDAs: tapping or pen input (which tends to be less efficient)➝  speech recognition has not proved useful (yet?) (interference), but speech/sound output (e.g. ringtones) are popular
  5. 5. miniturisation - output➝  limited screen space➝  WAP disaster – iMode success ➝  3-4lines at a time = web pages didn’t translate to small devices ➝  iMode’s walled garden with limited choices➝  screens (and devices) seem to be getting bigger ➝  integrationof mobile and PDA ➝  services such as mobile TV➝  but: ➝  How usable is most functionality without headset? ➝  How useful are cameras?
  6. 6. increasing complexity meansdecreasing usability …➝  so restriction to core functionality becomes a selling point➝  example: Vodafone/ SAGEM Simply phone
  7. 7. “Ashamed of your mobile?”➝  mobiles are personal devices: extension of self➝  considerations beyond usability➝  appearance: linked to self-image ➝  geeks vs. fashion victims➝  personalisation ➝  hardware: appearance (facia, add-ons) ➝  downloads: ring tones, games, …. ➝  access to favourite services (navigation, dating, …)
  8. 8. usage on the move➝  physical environment ➝  different physical contexts require different volume levels to be audible ➝  distraction, e.g. in cars: increased accident rate ➝  Hands-free, but: humans still only have one mental, as well as visual focus of attention➝  different social environments ➝  impact of ring tones, conversations ➝  privacy & security issues
  9. 9. cars and cellphones➝  Homer Simpson: “It’s really hard to drive while talking on the phone!”➝  Barney Gumble: “Why don’t you get one of them hands-free things? It’s the next best thing to paying attention to the road!” ➝  users only have one focus of attention ➝  not just perceptual, cognitive too
  10. 10. … and there is a processing Bottleneck ➝  Bottleneck slows brain activity. One in five people admit to talking on the mobile phone while driving. US researchers have discovered a likely reason why people find it hard to do two things at once. A "bottleneck" occurs in the brain when people attempt to carry out two simultaneous tasks, the research shows. The study found the brain slows down when attempting a second task less than 300 milliseconds after the first. The findings, published in Neuron, support the case for a complete ban on the use of mobile phones when driving, the team said. ➝  The researchers from Vanderbilt University used functional MRI scans to detect changes in oxygenated blood in the brain - a way of monitoring the activity in different brain regions. They found that the lateral frontal and prefrontal cortex, and also the superior frontal cortex, were unable to process two tasks at once, leading to a bottleneck. Interference/interruptions and dual tasks reduce performance and induce stress. BBC News Jan 29, 2007
  11. 11. push or pull?➝  different services require different models➝  messaging - being kept informed vs. information on demand ➝  customisation (profiles of use) ➝  nut: requires a lot of user effort, either upfront or through review as you go on using it➝  and never forget: Most users get mobiles for to ‘stay in touch! - too much “push” can interfere with that.
  12. 12. cameras in mobile phones➝  capturing things on the move➝  sharing experiences - “wish you were here”➝  celebrity snapping➝  citizen journalism➝  security (e.g. taking pics of cab drivers for safety)
  13. 13. other services➝  downloads ➝  ringtones: fizzling out - US: $510 million in 2008 (down 7%) Chart hits to ringtone, ringtone to chart hits ➝  games still increasing➝  m-commerce ➝  purchase of small items (public transport tickets, coffee etc.)➝  staying in touch – e.g. auction sites, betting sites➝  mobile terminal as identity provider?
  14. 14. mobile TV➝  quality issues due to bandwidth limits, even on 3G➝  small screen size makes many types of content not worth watching➝  no point putting high-quality video on too small screens➝  competing with podcasts – timeliness/quality tradeoff
  15. 15. “perpetual contact”➝  impact on people ➝  perpetual contact starts to interfere with individuals’s well- being and social interactions ➝  they call it Crackberry for a reason ➝  work and play time bleed into each other ➝  increasing number of interruptions affects productivity➝  impact on behaviour ➝  increasinglateness for meetings ➝  phone-related crime
  16. 16. the dark side ➝  SMS bullying ➝  can be worse than face-to-face ➝  importance of phone ➝  “follows you everywhere” ➝  countermeasures ➝  black/whitelisting ➝  advisory lines ➝  parental supervision (ping alert), Teen Tracker ➝  but: children and teenagers resent “tug of home” through mobile➝  “Happy slapping” ➝  filming attacks on cameraphone and distributing widely ➝  children, but serious criminal activity➝  examples for social shaping of technology – unintended usage
  17. 17. evaluating designs for mobile➝  UI design on PC ➝  for analytical evaluation ➝  for user recognition of commands, symbols etc.➝  interactive prototype on handheld ➝  walking,talking, navigating … ➝  observation difficult➝  simulation in CAVE ➝  environments, buildings, crowds etc. ➝  recording, eyetracking, physiology …
  18. 18. summary points➝  miniturisation vs. ease of interaction.➝  perception of device is important➝  increasing integration with other devices➝  interface to e-commerce interactions➝  mobile communication has had wide-ranging impact on many people s lives: work, fun, family, social relationships.➝  ubiquitous availability has pros and cons for productivity and well-being.
  19. 19. references➝  J. Agar (2003): Constant touch: a global history of the mobile phone. Icon Books.➝  The Book of Visions (2004): Visions of the Wireless World. World Wireless Research Forum http://www.wireless-world-research.org/➝  J. E. Katz & M. Akhus [Eds.] (2002):Perpetual Contact: Mobile communication, private talk, public performance. Cambridge University Press.➝  Happy Slapping http://www.guardian.co.uk/mobile/article/ 0,2763,1470214,00.html#article_continue and http:// www.al4ie.com/?p=5➝  Mobile entertainment forum: http://www.m-e-f.org/news122305.html➝  Mobile life survey http://www.mobilelife2006.co.uk/PDF/Mobile %20Life%20Report%202006%20Black%20&%20White %20Version.pdf➝  A. S. Taylor & R. Harper (2002): Age-old practices in the new world: a study of gift-giving between teenage mobile phone users. Proceedings of CHI 2002. (available from ACM Digital Library)