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Showing papers by "Albrecht Schmidt published in 2011"


Proceedings ArticleDOI
07 Dec 2011
TL;DR: The design and development of Digifieds (derived from digital classified), a digital public notice area, is reported on, which was deployed and evaluated in an urban environment in the context of the UbiChallenge 2011 in Oulu, Finland over the course of 6 months.
Abstract: Traditional public notice areas (PNAs) are nowadays a popular means to publicly exchange information and reach people of a local community. The high usability led to a wide-spread use in stores, cafes, supermarkets, and public institutions. With public displays permeating public spaces and with display providers and owners being willing to share parts of their display space we envision traditional PNAs to be complemented or even replaced by their digital counterparts in the future, hence contributing to making public displays a novel communication medium. In this paper we report on the design and development of Digifieds (derived from digital classified), a digital public notice area. We deployed and evaluated Digifieds in an urban environment in the context of the UbiChallenge 2011 in Oulu, Finland over the course of 6 months. The deployment allowed the users' view to be studied with regard to the envisioned content, preferred interaction techniques, as well as privacy concerns, and to compare them against traditional PNAs.

111 citations


01 Jan 2011
TL;DR: In this article, the steering wheel is used as an additional interaction surface for the driver to interact with infotainment systems while driving, and two user studies were conducted with a working prototype of a multi-touch steering wheel.
Abstract: Cars offer an increasing number of infotainment systems as well as comfort functions that can be controlled by the driver. In our research, we investigate new interaction techniques that aim to make it easier to interact with these systems while driving. We suggest utilizing the steering wheel as an additional interaction surface. In this paper, we present two user studies conducted with a working prototype of a multi-touch steering wheel. In the first, we developed a user-defined steering wheel gesture set, and in the second, we applied the identified gestures and compared their application to conventional user interaction with infotainment systems in terms of driver distraction. The main outcome was that driver's visual demand is reduced significantly by using gestural interaction on the multi-touch steering wheel.

104 citations


Proceedings ArticleDOI
07 May 2011
TL;DR: This paper developed a user-defined steering wheel gesture set and compared their application to conventional user interaction with infotainment systems in terms of driver distraction, and found that driver's visual demand is reduced significantly by using gestural interaction on the multi-touch steering wheel.
Abstract: Cars offer an increasing number of infotainment systems as well as comfort functions that can be controlled by the driver. In our research, we investigate new interaction techniques that aim to make it easier to interact with these systems while driving. We suggest utilizing the steering wheel as an additional interaction surface. In this paper, we present two user studies conducted with a working prototype of a multi-touch steering wheel. In the first, we developed a user-defined steering wheel gesture set, and in the second, we applied the identified gestures and compared their application to conventional user interaction with infotainment systems in terms of driver distraction. The main outcome was that driver's visual demand is reduced significantly by using gestural interaction on the multi-touch steering wheel.

78 citations


Book ChapterDOI
12 Jun 2011
TL;DR: This work investigated today's practices surrounding shared notice areas, i.e. places where customers and visitors can put up event posters and classifieds, such as shop windows or notice boards, and provides a systematic assessment of factors that inhibit or promote the shared use of public display space.
Abstract: Large public displays have become a regular conceptual element in many shops and businesses, where they advertise products or highlight upcoming events. In our work, we are interested in exploring how these isolated display solutions can be interconnected to form a single large network of public displays, thus supporting novel forms of sharing access to display real estate. In order to explore the feasibility of this vision, we investigated today's practices surrounding shared notice areas, i.e. places where customers and visitors can put up event posters and classifieds, such as shop windows or notice boards. In particular, we looked at the content posted to such areas, the means for sharing it (i.e., forms of content control), and the reason for providing the shared notice area. Based on two-week long photo logs and a number of in-depth interviews with providers of such notice areas, we provide a systematic assessment of factors that inhibit or promote the shared use of public display space, ultimately leading to a set of concrete design implication for providing future digital versions of such public notice areas in the form of networked public displays.

75 citations


Proceedings ArticleDOI
07 May 2011
TL;DR: Comparing the influence of the display shape on user behavior and user experience between flat and cylindrical displays indicates that people move more in the vicinity of cylINDrical displays and that there is no longer a default position when it comes to interaction.
Abstract: Non-planar screens, such as columns, have been a popular means for displaying information for a long time. In con-trast to traditional displays their digital counterparts are mainly flat and rectangular due to current technological constraints. However, we envision bendable displays to be available in the future, which will allow for creating new forms of displays with new properties. In this paper we ex-plore cylindrical displays as a possible form of such novel public displays. We present a prototype and report on a user study, comparing the influence of the display shape on user behavior and user experience between flat and cylindrical displays. The results indicate that people move more in the vicinity of cylindrical displays and that there is no longer a default position when it comes to interaction. As a result, such displays are especially suitable to keep people in motion and to support gesture-like interaction.

67 citations


Proceedings ArticleDOI
30 Aug 2011
TL;DR: A first system evaluation is presented that shows how people perceive the concepts for UI creation of MobiDev, which allows the creation of graphical user interfaces (GUI) using various concepts.
Abstract: Currently, the development of mobile applications heavily relies on using conventional computers as development platform. MobiDev enables people in emerging countries without access to a computer but to a cell phone to develop their own locally relevant applications. The goal of the Mo-biDev project is to simplify development and deployment of applications directly on mobile phones. As a first step, we focus on the design of applications and try to support the computer science curriculum in developing countries to bootstrap the mobile developer culture and community. MobiDev allows the creation of graphical user interfaces (GUI) using various concepts. We present the results of a first system evaluation that show how people perceive the concepts for UI creation of MobiDev.

46 citations


Proceedings ArticleDOI
07 May 2011
TL;DR: This research investigates if real-time opinion sharing about TV shows through a nonverbal (non-textual) iconic UI on mobile phones is reasonable, and develops and makes available a mobile app, and conducts an uncontrolled user study in the wild during the soccer world cup 2010.
Abstract: Even with the rise of the World Wide Web, TV has remained the most pervasive entertainment medium and is nowadays often used together with other media, which allow for active participation. The idea of connecting non-collocated TV viewers via telecommunication technologies, referred to as Social TV, has recently received considerable attention. Such systems typically include set-top boxes for supporting collaboration. In this research we investigate if real-time opinion sharing about TV shows through a nonverbal (non-textual) iconic UI on mobile phones is reasonable. For this purpose we developed a mobile app, made it available to a large number of users through the Android Market, and conducted an uncontrolled user study in the wild during the soccer world cup 2010. The results of the study indicate that TV viewers who used the app had more fun and felt more connected to other viewers. We also show that by monitoring this channel it is possible to collect sentiments relevant to the broadcasted content in real-time. The collected data exemplify that the aggregated sentiments correspond to important moments, and hence can be used to generate a summary of the event.

39 citations


Proceedings ArticleDOI
30 Nov 2011
TL;DR: An adapted Keystroke-Level Model (KLM) that is based on empirically collected data for typical operations in the car is used and is the foundation for the MI-AUI prototyping tool, an evaluation tool that can be quickly and easily applied in early stages of the design process without the need to involve real drivers.
Abstract: During the last decade, the number of functions of automotive user interfaces has increased rapidly. Besides traditional controls to drive a car, driver assistance, infotainment, entertainment, and comfort systems need to be controlled while driving. This does not only affect the driver's cognitive workload but also leads to increased complexity in designing automotive user interfaces. In this paper, we provide models and tools for rapid prototyping and the evaluation of user interfaces in this context. Usually, functional prototypes of user interfaces are implemented that allow the usability and quality to be assessed with time-consuming user studies. In contrast, in our approach we use an adapted Keystroke-Level Model (KLM) that is based on empirically collected data for typical operations in the car. It takes into account the aspect of attention switching in the car between primary tasks and other tasks. We present KLM operator times that we determined in a user study as well as a formula for estimating the task completion time. The presented model is the foundation for the MI-AUI prototyping tool that we implemented for permitting the creation of automotive interfaces using tangible controls. By demonstrating a typical operation with the MI-AUI prototype, the estimated task completion time can be calculated. MI-AUI is an evaluation tool that can be quickly and easily applied in early stages of the design process without the need to involve real drivers.

29 citations


Proceedings ArticleDOI
07 May 2011
TL;DR: In this paper, a prototype with four vibration actuators attached to the fingertips and asked 4 participants to test their prototype while driving is presented. But this prototype is not suitable for the use on motorbikes; space for output devices is scarce and visual feedback is often difficult due to lighting conditions, and audio feedback is limited.
Abstract: While driving many tasks compete for the attention of the user, mainly via the audio and visual channel. When designing systems depending upon providing feedback to users (e.g., navigation systems), it is a crucial prerequisite to minimize influence on and distraction from the driving task. This becomes even more important when designing systems for the use on motorbikes; space for output devices is scarce, as people are wearing helmets visual feedback is often difficult due to lighting conditions, and audio feedback is limited. In a first step we aimed at creating an understanding as to how information could be communicated in a meaningful way using vibrotactile signals. Therefore, we investigated suitable positions of actuators on the hand, appropriate length of the vibration stimulus, and different vibration patterns. We built a first prototype with 4 vibration actuators attached to the fingertips and asked 4 participants to test our prototype while driving. With this work we envision to lay the foundations for vibrotactile support in navigation systems.

28 citations


Proceedings ArticleDOI
07 May 2011
TL;DR: It is suggested that current phones with multimedia capabilities provide a valuable resource for teaching and learning across many subjects and initial skepticism of parents turned into support.
Abstract: Providing good education is one of the major challenges for humanity. In many developing regions in the world improving educational standards is seen as a central building block for improving socio-economic situation of society. Based on our research in Panama we report on how mobile phones can be used as educational tools. In contrast to personal computers mobile phones are widely available and in Panama over 80% of the children have access to phones. We report on four different studies building on one another. We conducted surveys, focus groups, and group interviews with several hundred teachers and pupils to assess opportunities, needs, and threads for using phones in teaching and learning. Based on the feedback received we created a set of use cases and finally evaluated these in a field study in a rural multigrade school in Panama. Our findings suggest that current phones with multimedia capabilities provide a valuable resource for teaching and learning across many subjects. In particular recording of audio and video, programs for drawing, and taking photos were used in very creative and constructive ways beyond the use cases envisioned by us and initial skepticism of parents turned into support.

27 citations


Journal ArticleDOI
TL;DR: Results on rating activity during games and experiences with deploying an Android app for giving real-time feedback during soccer games are presented and an outlook on future work in this area is given.
Abstract: Mobile devices are increasingly used in social networking applications and research. So far, there is little work on real-time emotion or opinion sharing in large loosely coupled user communities. One potential area of application is the assessment of widely broadcasted television TV shows. The idea of connecting non-collocated TV viewers via telecommunication technologies is referred to as Social TV. Such systems typically include set-top boxes for supporting the collaboration. In this work the authors investigated whether mobile phones can be used as an additional channel for sharing opinions, emotional responses, and TV-related experiences in real-time. To gain insight into this area, an Android app was developed for giving real-time feedback during soccer games and to create ad hoc fan groups. This paper presents results on rating activity during games and discusses experiences with deploying this app over four weeks during soccer World Cup. In doing so, challenges and opportunities faced are highlighted and an outlook on future work in this area is given.

Journal ArticleDOI
TL;DR: As data becomes invisible, emerging technologies can help human analysts and decision makers understand, model, and visualize causal relationships.
Abstract: As data becomes invisible, emerging technologies can help human analysts and decision makers understand, model, and visualize causal relationships.

Journal ArticleDOI
TL;DR: This research presents a meta-modelling architecture that automates the very labor-intensive and therefore time-heavy and therefore expensive and expensive process of manually cataloging and calibrating sensor-equipped computing devices.
Abstract: Emerging sensor-equipped computing devices are overcoming longstanding temporal and spatial boundaries to human perception.

Journal ArticleDOI
TL;DR: The research vision of printing physical devices has been around for a decade, and in research prototypes this vision is being realized, and the possibility of creating innovative smart devices and ubicomp products is becoming reality.
Abstract: The research vision of printing physical devices has been around for a decade, and in research prototypes this vision is being realized. With fabrication laboratories (fab labs) emerging around the world and with more powerful modular computing platforms becoming available, the possibility of creating innovative smart devices and ubicomp products is becoming reality.

Journal ArticleDOI
TL;DR: The FP7 FET proactive project PANORAMA (FET proactive/Goal 8.3: Pervasive Adaptation) picked up on the challenge of identifying the new trails of Pervvasive Computing research, involving some 240 of the most distinguished researchers in the field in a solicitation process that lasted for about three years, which is presented in this article and the respective fett11 session.

01 Jan 2011
TL;DR: The combination simplifies the problem of remembering possible speech commands by two means: speech is used to specify objects or functionalities and in smart environments particularly in cars interaction objects are visible to the user and do not need to be remembered.
Abstract: SpeeT is an interactive system implementing an approach for combining touch gestures with speech in automotive environments, exploiting the specific advantages of each modality. The main component of the implemented prototype is a speechenabled, multi-touch steering wheel. A microphone recognizes speech commands while a wheel-integrated tablet allows touch gestures to be recognized. Using this steering wheel, the driver can control objects of the simulated car environment (e.g., windows, cruise control). The idea is to use the benefits of both interaction styles and to overcome the problems of each single interaction style. While touch input is well suited for controlling functions, speech is powerful to select specific objects from a large pool of items. The combination simplifies the problem of remembering possible speech commands by two means: (1) speech is used to specify objects or functionalities and (2) in smart environments particularly in cars interaction objects are visible to the user and do not need to be remembered. Our approach is specifically designed to support important rules in UI design, namely: provide feedback, support easy reversal of action, reduce memory load, and make opportunities for action visible.

Proceedings ArticleDOI
07 May 2011
TL;DR: The aim of this SIG is to provide a forum for Designers, Researchers and Usability Professionals to discuss the role of eye tracking as a user interaction method in the future as well as the technical and user interaction challenges that using eyetracking as an interaction method brings.
Abstract: The development of cheaper eye trackers and open source software for eye tracking and gaze interaction brings the possibility to integrate eye tracking into everyday use devices as well as highly specialized equipment. Apart from providing means for analyzing eye movements, eye tracking also offers the possibility of a natural user interaction modality. Gaze control interfaces are already used within assistive applications for disabled users. However, this novel user interaction possibility comes with its own set of limitations and challenges. The aim of this SIG is to provide a forum for Designers, Researchers and Usability Professionals to discuss the role of eye tracking as a user interaction method in the future as well as the technical and user interaction challenges that using eye tracking as an interaction method brings.

Journal ArticleDOI
TL;DR: In the 1980s, the authors used power toolsets that consisted of five or six power tools but were delivered with a single motor attachable to each of the tools, so that the expensive and complex components are the user interface and the embedded processor.
Abstract: In the 1980s, we used power toolsets that consisted of five or six power tools but were delivered with a single motor attachable to each of the tools. The tools themselves were motorless. At the time, the rationale for this design was twofold: the motor was an expensive component and not replicating it saved money, and people did not need both their circular saw and their power drill at the same time. This approach has a long tradition and was also common, for example, with early electric kitchen appliances. Such systems have become uncommon. However, looking at current consumer electronics it seems that a similar trend might be emerging. This time the expensive and complex components are the user interface and the embedded processor. Hence, this component is shared among appliances.The variety of available devices, especially for the Android platform, is massive. Hence, many designs will likely include a mobile device whose size, processing power, and user interface capabilities can realize the requirements of the "computer." There are essentially two approaches to using mobile phones and MP3 players as computing components: in one, devices are sold as accessories to the phone; in the other, the phone becomes a part of the device. Examples for the first one can already be found in the market; for the second one, we have not seen examples yet.

01 Jan 2011
TL;DR: The implementation of a digital shared notice area for public notice areas, called Digifieds, is reported on, aimed at understanding suitable means of interaction when it comes to creating, posting, and taking away content.
Abstract: Public notice areas are nowadays being widely used in stores, restau- rants, cafes and public institutions by customers and visitors to sell or advertise products and upcoming events. Although web platforms such as Craigslist or eBay offer similar services, traditional notice areas are highly popular as using pen and paper poses only a minimal barrier to share content. With public dis- plays proliferating the public space and with means to network these displays, novel opportunities arise as to how information can be managed and shared. In an initial step we systematically assessed factors inhibiting or promoting the shared use of public display space and derived design implications for provid- ing a digital version of such public notice areas (2). In this poster we report on the implementation of such a digital shared notice area, called Digifieds. With an initial lab study we aimed at understanding suitable means of interaction when it comes to creating, posting, and taking away content.

Proceedings ArticleDOI
30 Nov 2011
TL;DR: The goal of this workshop is to explore the design space of natural multi-modal automotive user interfaces and analyze where and how new interaction techniques can be integrated into the car.
Abstract: Natural user interfaces by means of gesture and speech interaction have become a hot topic in research as well as already for real products. Most use cases currently center around consumer electronics devices like smart phones, TV sets, gaming, or other large screens like tabletops.Motivated by the latest results in those areas, our vision is to apply natural user interfaces like gesture and speech interaction to the automotive domain as well. This integration might on one hand reduce driver distraction in certain cases and on the other hand allow to design new experiences for operating infotainment and entertainment systems.The goal of this workshop is to explore the design space of natural multi-modal automotive user interfaces. We would like to analyze where and how new interaction techniques can be integrated into the car.

Journal ArticleDOI
TL;DR: In this issue, a snapshot of ongoing research in automotive pervasive computing is presented that illustrates some of the trends in interactions between the vehicle and its occupants.
Abstract: Welcome to the special issue on automotive pervasive computing. As you will see, the automotive telematics community has moved well beyond the problems of connecting vehicles to each other and the infrastructure, and now the focus is turning to interactions between the vehicle and its occupants. In many ways, this evolution mirrors the transition from wireless and mobile systems to ubiquitous and pervasive computing - once we consider the users and their interactions, we immediately face a rich new space of problems and opportunities. In this issue, we present a snapshot of ongoing research in automotive pervasive computing that illustrates some of these trends.

Book ChapterDOI
05 Sep 2011
TL;DR: The initial findings reveal that during the initial phase of use, boys adopt mobile phone usage faster and explore more functionality; while girls take more time to familiarize themselves with the phones.
Abstract: In this paper we share our findings from a field study conducted in Panama, focusing on adoption of mobile phones in classroom settings. Our initial findings reveal that during the initial phase of use, boys adopt mobile phone usage faster and explore more functionality; while girls take more time to familiarize themselves with the phones. Girls seem to maintain a better focus on the learning activities using the mobile phones across all tasks. When the task implies an active role then boys also showed high concentration. The videos recorded by the children as part of the learning activities showed a remarkable difference in roles between girls and boys. These findings suggest that it is important to consider the different adoption and exploration strategies of girls and boys with new technologies when designing tools for mobile learning.

Book ChapterDOI
26 Sep 2011-Contexts
TL;DR: Gatherer as mentioned in this paper is a platform for mobile games based on the creation and evaluation of a context-based game called ContextSnake, which frees the developer from the burden of collecting, preprocessing, storing, and interpreting raw sensor data.
Abstract: Mobile phone games are played in context Although such information has been used in several prototypes, very few context-aware games have made it beyond the research lab In our research, we investigate how the development of context-aware games needs to be changed such that their commercialization is more feasible and they can be deployed more easily Based on the findings of the creation and evaluation of a context-based game called ContextSnake, we developed a platform named Gatherer which frees the developer from the burden of collecting, preprocessing, storing, and interpreting raw sensor data We introduce the novel concept of generic context which enables the use of context in mobile applications without having detailed information about the actual environment in which the system will be deployed In order to preliminarily validate the platform, a second game called ContextInvaders developed on top of this platform is described


Proceedings ArticleDOI
30 Aug 2011
TL;DR: This panel turns to consider the hundreds of millions of people for whom such sophistication will not be realised for many years to come, and how should the authors design interfaces and services that are relevant and beneficial for them.
Abstract: "In all the wonderful worlds that writing opens, the spoken word still resides and lives. Written texts all have to be related somehow, directly or indirectly, to the world of sound, the natural habitat of language, to yield their meanings."Only 22% of the human population accesses the Internet. The larger fraction of the world cannot read or write. Worldwide, 284 million people are visually impaired. And yet, there are 5.3 billion mobile subscribers, and their numbers are increasing.Much of the mobile work by HCI researchers explores a future world populated by high-end devices and relatively affluent users. This panel turns to consider the hundreds of millions of people for whom such sophistication will not be realised for many years to come. How should we design interfaces and services that are relevant and beneficial for them?

Book ChapterDOI
05 Sep 2011
TL;DR: This workshop will bring HCI experts together to discuss UX factors for the specific characteristics of car interiors and automotive user interfaces to develop a better view of UX within the whole car beyond traditional marketing instruments known within the automotive industry.
Abstract: This workshop will address two emerging fields within the HCI community: user experience (UX) and the automotive context. It will bring HCI experts together to discuss UX factors for the specific characteristics of car interiors and automotive user interfaces. It targets the development of a better view of UX within the whole car (driver, front seat, backseat area) beyond traditional marketing instruments known within the automotive industry.

Proceedings ArticleDOI
07 Dec 2011
TL;DR: MuPerBeAn, a platform that allows multi-perspective video footage from mobile cameras to be collected, synchronously reviewed, and annotated, and shows that observing multiple mobile perspectives can help children as well as teachers to better reflect on situations, particularly during education.
Abstract: In past years, ubiquitous computing technologies have been successfully deployed for supporting children with special needs. One focus of current research has been on post-hoc behavior analysis based on video footage where one or multiple cameras were used to review situations in which children behaved in a certain way. As miniaturized cameras as well as portable devices are becoming available at low costs, we envision a new quality in supporting the diagnosis, observation, and education of children with special needs. In contrast to existing approaches that use cameras in fix locations, we suggest to use multiple mobile camera perspectives. In this way observation data from fellow classmates, teachers, and caregivers can be considered, even in highly dynamic outdoor situations. In this paper we present MuPerBeAn, a platform that allows multi-perspective video footage from mobile cameras to be collected, synchronously reviewed, and annotated. We report on interviews with caregivers and parents and present a qualitative study based on two scenarios involving a total of seven children with autism (CWA). Our findings show that observing multiple mobile perspectives can help children as well as teachers to better reflect on situations, particularly during education.

Proceedings ArticleDOI
13 Jun 2011
TL;DR: Looking back at user interfaces in the nineties and comparing them to current software the authors can see how much usability and user experience has improved.
Abstract: KEYNOTE Over the last 20 years computer scientists and practitioner have made real progress in engineering interactive software for desktop computers. Development methods, prototyping and tools, components, framework, and standards have helped to improve the usability of many desktop and web applications. Looking back at user interfaces in the nineties and comparing them to current software we can see how much usability and user experience has improved.