This document proposes developing touch-based interaction techniques for mobile devices using tactile feedback like vibrations and tactile icons. It discusses three phases: (1) designing a tactile display and tactile icons, (2) evaluating icons in the presence of auditory distractors, and (3) developing a mobile application using tactile feedback to help users monitor walking speed. The goal is to make mobile devices more accessible for blind, visually impaired, and sighted users in distracting environments.
Developing a Product Behaviour Framework: Mobile Insights lead to Product Use...Merlien Institute
Presented by Isaac Rogers, CIO, 20/20 Research & MC Lai, Head of Qualitative, Ipsos
at Market Research in the Mobile World Asia-Pacific
30-31 January 2013, Kuala Lumpur, Malaysia
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://www.mrmw.net
dWatch: a Personal Wrist Watch for Smart EnvironmentsLuigi De Russis
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The paper is available on the PORTO open access repository: http://porto.polito.it/2496719/
In these slides you can find the basic concepts of natural user interfaces. From the evolution of the classic desktop centered applications to the more intuitive and natural ones.
Developing a Product Behaviour Framework: Mobile Insights lead to Product Use...Merlien Institute
Presented by Isaac Rogers, CIO, 20/20 Research & MC Lai, Head of Qualitative, Ipsos
at Market Research in the Mobile World Asia-Pacific
30-31 January 2013, Kuala Lumpur, Malaysia
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://www.mrmw.net
dWatch: a Personal Wrist Watch for Smart EnvironmentsLuigi De Russis
Presentation given at the 3rd International Conference on Ambient Systems, Networks and Technologies
August 27-29, 2012, Niagara Falls, Ontario, Canada.
The paper is available on the PORTO open access repository: http://porto.polito.it/2496719/
In these slides you can find the basic concepts of natural user interfaces. From the evolution of the classic desktop centered applications to the more intuitive and natural ones.
China Mobile Media Consumption Study (Wave 2) Nov 2012_Decision FuelPohchin Loh
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This new Touch Monitor is avaiable from Dukane.
I am an authorized Consultant for Dukane.
www.Dukane.com/AV
Bill McIntosh
School Vision Inc.
Phone 843-442-8888
Email :WKMcIntosh@Comcast.net
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Nowadays consumer goods producers demand from their suppliers more than only the products themselves. Strategic suppliers like Symrise, as one of the leading suppliers for flavors and scents worldwide, have to meet their expectations regarding the knowledge of current trends, consumer needs and even innovative application and positioning possibilities.
This paper gives practical insight into B2B-specific business requirements and how the practical application of innovative, consumer-centric research methods like Netnography can be applied to strengthen the competitive situation of strategic suppliers as “preferred supplier” within the B2B2C eco system of the food market. The main intention of the paper will be to show how listening to social media with Netnography has generated real competitive advantages for Symrise (in terms of better insights & ideas as well as awareness & positioning/image).
China Mobile Media Consumption Study (Wave 2) Nov 2012_Decision FuelPohchin Loh
Decision Fuel and Inmobi just completed the second annual global study on mobile media consumption. This presentation is an excerpt of the research on mobile media consumers in China.
This new Touch Monitor is avaiable from Dukane.
I am an authorized Consultant for Dukane.
www.Dukane.com/AV
Bill McIntosh
School Vision Inc.
Phone 843-442-8888
Email :WKMcIntosh@Comcast.net
Netnography - listening to social media from a B2B2C perspective (Esomar Onli...Steffen Hück
Nowadays consumer goods producers demand from their suppliers more than only the products themselves. Strategic suppliers like Symrise, as one of the leading suppliers for flavors and scents worldwide, have to meet their expectations regarding the knowledge of current trends, consumer needs and even innovative application and positioning possibilities.
This paper gives practical insight into B2B-specific business requirements and how the practical application of innovative, consumer-centric research methods like Netnography can be applied to strengthen the competitive situation of strategic suppliers as “preferred supplier” within the B2B2C eco system of the food market. The main intention of the paper will be to show how listening to social media with Netnography has generated real competitive advantages for Symrise (in terms of better insights & ideas as well as awareness & positioning/image).
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3D context-aware mobile maps for tourism - ENTER2011 PhD WorkshopZornitza Yovcheva
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Mobile devices are increasingly becoming part of everyday
life for many different uses. These devices are mainly based
on using touch-screens, which is challenging for people
with disabilities. For visually-impaired people interacting
with touch-screens can be very complex because of the lack
of hardware keys or tactile references. Thus it is necessary
to investigate how to design applications, accessibility
supports (e.g. screen readers) and operating systems for
mobile accessibility. Our aim is to investigate interaction
modality so that even those who have sight problems can
successfully interact with touch-screens. A crucial issue
concerns the lack of HW buttons on the numpad. Herein
we propose a possible solution to overcome this factor. In
this work we present the results of evaluating a prototype
developed for the Android platform used on mobile
devices. 20 blind users were involved in the study. The
results have shown a positive response especially with
regard to users who had never interacted with touchscreens
SMARCOS Abstract Paper submitted to ICCHP 2012Smarcos Eu
This study is part of the European project "Smarcos" (http://www.smarcos-project.eu/) that includes among its goals the development of services which are specifically designed and accessible for blind users.
In this paper we present the prototype application designed to make the main phone features available in a way which is accessible for a blind user. The prototype has been developed to firstly evaluate the interaction modalities based on gestures, audio and vibro-tactile feedback.
Integrating usability testing into agile updatedElisa Miller
This presentation describes a case study from GE Healthcare, where I conducted usability testing every two weeks in conjunction with the sprint cycles.
The webinar organized by Endeavour - The Mobility Company provides insights on Role of User Experience, popularly known as UX in the Mobility Landscape.
My introductory slides on interaction design and the basics of prototyping for the Intelligent Interactive Systems master's Information Science course given at the University of Amsterdam.
Presented at the 3rd International Conference on Personalized Medicine, June 26-29, 2014. Dr. Gangopadhyay is Chair of the Department of Information Systems at University of Maryland Baltimore County.
UMBC offers a variety of master’s degree and certificate options. Our Health Information Technology graduate program leverages a student’s experience toward a range of opportunities within the Health Information Technology profession. UMBC's in-person Health Information Technology program is designed to prepare computer science, information systems, healthcare professionals, and other experienced professionals to fill a range of opportunities within the healthcare profession. These might include: Clinical Care Informatics, Research/Clinical Trial Informatics, Management Consulting, Managed Care, Pharmaceuticals, Government, and Consumer Electronic. UMBC’s Health Information Technology graduate program is offered at the UMBC Main Campus in Catonsville.
From Dr. Anthony: I attended my first Interactive Tabletops and Surfaces (ITS) conference last week and presented an overview of our work to date on the MTAGIC project. I thoroughly enjoyed the conference! There is just so much great and interesting work going on in the areas of touch and gesture interaction for all types of platforms, ranging from smart interactive tabletops, to interactive boards, to Kinect-based mid-air gestures, to mobile touchscreen devices, and more. I presented our MTAGIC findings with respect to how children expect to and do use touchscreen devices differently than adults, focusing on low-level interactions such as touching onscreen targets and making finger gestures.
The Department of Information Systems’ Chair Dr. Aryya Gangopadyhay was pleased to receive a letter recently from the leadership committee of the EarthCube initiative. The letter was a statement of thanks for Dr. Janeja’s participation in the Strategic Visioning Workshop held in October of 2012, and underscored the value of UMBC’s participation via Dr. Janeja in this important initiative.
Improving access to mobile technologies using tactile feedback
1. Improving access to mobile
technologies using tactile feedback
Huimin Qian
Information Systems Department
UMBC
October 3rd, 2012
2. Motivations
Proposed solution
Projects
Interacting with mobile devices
Summary
Desktop computers Interacting with desktop computers
Mobile devices In mobile contexts
2
3. Motivations
Proposed solution
Projects
Interacting with mobile devices
Summary
Desktop computers Interacting with desktop computers
Mobile devices In mobile contexts
3
5. [Sears et al., 2003; Brown et al., 2005; Wobbrock, 2006]
Motivations
Proposed solution Inaccessible for
Projects
sighted users in a number of situations
Summary
Walking Driving
In a class In social situations
5
6. [Sears et al., 2003; Brown et al., 2005; Wobbrock, 2006]
Motivations
Proposed solution Inaccessible for
Projects
sighted users in a number of situations
Summary
“Situationally-induced impairments and disabilities”
Walking Driving
SIID [Sears & Young, 2003]
In a class In social situations
6
8. Motivations
Proposed solution
Projects
5 communication channels
Summary
• Sight Restricted
• Smell Impractical
• Taste
In loud & noisy environment • Hearing
In situations like those,
users’ hearing capability
is restricted.
• Touch
In social situations
8
9. Motivations
Proposed solution
Projects
Proposed solution
Summary
• Develop touch-based interaction techniques,
using vibrations/tactile icons (tactons) to
convey peripheral messages via mobile
devices in the absence of vision and audio.
• Note:
• Vibrations, Tactile icons, Tactons, Haptic
cues
9
10. Motivations
Proposed solution
Projects
Advantages of proposed solution
Summary
Reduces visual demands associated with
using mobile applications
Avoids disruption on users’ main tasks
Enables eyes-free and hands-free interactions
Provides a private communication channel
10
11. Motivations
Proposed solution
Projects
Design, evaluate & use tactile icons
Summary
• [Design]
Phase 1: Develop tactile icons for use with mobile devices
• [Evaluation]
Phase 2: Examine the effectiveness of tactile icons with
auditory distracters
• [Use]
Phase 3: A haptic personal training application
11
12. Phase 1: Develop tactile icons for use with mobile devices
Motivations
Proposed solution
Projects
Phase 1: Design
Phase 1
Phase 2
Phase 3 • Goals:
Summary
– To build a low-cost & configurable tactile
display system
– To broaden design space of tactile icons by
exploring new parameters of touch
– To understand human tactile perceptual
limitations
12
13. Phase 1: Develop tactile icons for use with mobile devices
Motivations
Proposed solution
Projects
Phase 1: Tactile display system
Phase 1
Phase 2
Phase 3
Summary
Nokia N95
Vibration actuators
Arduino BT Board
13
14. Phase 1: Develop tactile icons for use with mobile devices
Motivations
Proposed solution
Projects
Phase 1: Parameters of touch
Phase 1
Phase 2
Phase 3
Parameters Value One Value Two
Summary Duration Long (0.8Sec.) Short (0.2Sec.)
Interval Long (1Sec.) Short (0.2Sec.)
Intensity Strong (255Hz) Weak (153Hz)
Location Volar Wrist Dorsal Wrist
16 types of tactile icons
14
15. Phase 1: Develop tactile icons for use with mobile devices
Motivations
Proposed solution Phase 1: Examine parameters of
Projects
touch
Phase 1
Phase 2
Phase 3 • 20 participants ,within-subject study
Summary – Training (10 minutes)
– Trials (40 minutes)
• Each type of tactile icons repeated 3 times
• Participants can replay each icon as many times as
they feel need to
• Participants submit answer in an online form after
recognizing a tactile icon
– Post-study interview (10 minutes)
15
16. Phase 1: Develop tactile icons for use with mobile devices
Motivations
Proposed solution
Projects
Phase 1: Results
Phase 1
Phase 2
Phase 3 • The tactile icons are easy to identify:
Summary – Recognition rate - > 87%
– Recognition time - <14 seconds
– Cognitive workload - below 3 in 1-5 Likert scale (1:
extremely low workload; 5: extremely high workload)
Users can recognize 4 tactile parameters with
moderately high recognition rate and medium level
of cognitive workload
16
17. Phase 2: Examine tactons in lab with auditory distracters
[Qian, Kuber & Sears, IJHCS ’11]
Motivations
Proposed solution
Projects
Phase 2: Evaluation
Phase 1
Phase 2
Phase 3 • Goal:
Summary
– To examine the effects of auditory distracters
on the use of tactile icons in mobile devices
17
18. Phase 2: Examine tactons in lab with auditory distracters
[Qian, Kuber & Sears, IJHCS ’11]
Motivations
Proposed solution
Projects
Phase 2: Experiment design
Phase 1
Phase 2
Phase 3 • Three types of auditory distracters:
Summary
1. White noise
2. Street noise
3. Rock music
• Presented via headphones and speakers
• Two types of tacton pairs:
– A distinct pair
– A non-distinct pair
• 18 participants (8F, 10M, Age 19-27)
18
19. Phase 2: Examine tactons in lab with auditory distracters
[Qian, Kuber & Sears, IJHCS ’11]
Motivations
Proposed solution
Projects
Phase 2: Results & implications
Phase 1
Phase 2 • Different audio affects tactile perception
Phase 3
differently
Summary
– Higher recognition accuracy and less recognition time
in quiet lab with no external sound presented
Tactile perceptual tests should be performed under
conditions which include background audio.
– Longer recognition time and higher cognitive workload
in music, compared with street noise
– White noise resulted in increased cognitive workload,
but did not impact the tactile recognition
White noise is not an acceptable substitute for more
realistic sound.
19
20. Phase 2: Examine tactons in lab with auditory distracters
[Qian, Kuber & Sears, IJHCS ’11]
Motivations
Proposed solution
Projects
Phase 2: Results & implications
Phase 1
Phase 2
Phase 3 • The more distinct tacton pair can better resist
Summary auditory distracters
– Less recognition time to identify distinct
tacton pair
– Higher recognition accuracy to identify
distinct tacton pair
Careful design to maximize distinctiveness of
tactons is even more important for mobile
devices.
20
21. Phase 3: A haptic personal training application
[Qian, Kuber & Sears, CHI ’10, INTERACT ‘11; Qian, Kuber, Sears & Murphy, INTCOM ’11]
Motivations
Proposed solution
Projects
Phase 3: Use
Phase 1
Phase 2
Phase 3 • A mobile exertion application integrated with
Summary tactile feedback to help senior adults monitor and
adjust walking speed
• Step rate detected every 4 seconds using built-in
accelerometers
• Two tactile/auditory icons to notify users to walk
faster/slower
A pedometer & a phone holder
21
22. Phase 3: A haptic personal training application
[Qian, Kuber & Sears, CHI ’10, INTERACT ‘11; Qian, Kuber, Sears & Murphy, INTCOM ’11]
Motivations
Proposed solution
Projects
Phase 3: Use
Phase 1
Phase 2
Phase 3 • Goals:
Summary
– To assess the effectiveness of tactile icons in
conveying commands in mobile applications
– To examine the impact of motion on
perception of tactile icons
– To study the change of users’ behaviors along
with the use of the mobile application
22
23. Phase 3: A haptic personal training application
[Qian, Kuber & Sears, CHI ’10, INTERACT ‘11; Qian, Kuber, Sears & Murphy, INTCOM ’11]
Motivations
Proposed solution
Projects
Phase 3: A field study
Phase 1
Phase 2
Phase 3 • 3 healthy 65+ senior adults over 2-week
Summary
period
• Training in lab
– 3 types of feedback with the same rhythm
(Audio icons, Tactile icons, Audio+Tactile icons)
• Data collection methods
– Automated logging on the phone
– Participant-maintained diaries
– Interviews
23
24. Phase 3: A haptic personal training application
[Qian, Kuber & Sears, CHI ’10, INTERACT ‘11; Qian, Kuber, Sears & Murphy, INTCOM ’11]
Motivations
Proposed solution
Projects
Phase 3: Results & implications
Phase 1
Phase 2
Phase 3 • Multimodal icons work better than unimodal
Summary icons
In compromising environment or demanding
tasks, multimodal icons should be used
• Tactile icons work better than auditory icons
• Users’ preferences change depending on the
situational context
The design of interaction system for senior
adults needs to consider the age-related
declines in hearing and touch
24
25. Motivations
Proposed solution
Projects
Summary
Summary
• [Design]
A set of identifiable tactile parameters are identified
A low-cost tactile display system is developed
• [Evaluation]
The impact of various auditory distracters is examined
Implications for mobile interface designers are provided
• [Use]
A haptic personal training application is developed
The use of tactile icons are evaluated in field
Guidance to developers and researchers is provided
25
26. Motivation
Related work
Proposed solution Questions
Research Qs
Finished studies
Upcoming studies
Timeline Huimin Qian
Ph.D. Candidate
Information Systems Department
UMBC
Email: huimin1@umbc.edu
26
27. Motivations
Proposed solution
Projects
Publications
Summary
• Towards Identifying distinguishable tactons for use with mobile
devices (ASSETS, 2009)
• Towards Developing Perceivable Tactile Feedback for Mobile
Devices. (International Journal of Human Computer Studies,
2011)
• Maintaining levels of activity using a haptic personal training
application. (CHI ,2010)
• Maintaining and Modifying Pace Through Tactile and Multimodal
Feedback (INTCOM, 2011)
• A Longitudinal Pilot Study to Evaluate Non-Visual Icons in a
Mobile Exertion Application. (Proceedings of INTERACT, 2011)
27