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Alexandra Voit

Bio: Alexandra Voit is an academic researcher from University of Stuttgart. The author has contributed to research in topics: Smart environment & Attention management. The author has an hindex of 11, co-authored 36 publications receiving 398 citations.

Papers
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Proceedings ArticleDOI
12 Sep 2016
TL;DR: It is shown that input using the GestureSleeve outperforms touch input on the smartwatch and can be integrated into regular clothing and be used for controlling various smart devices.
Abstract: Smartwatches provide quick and easy access to information. Due to their wearable nature, users can perceive the information while being stationary or on the go. The main drawback of smartwatches, however, is the limited input possibility. They use similar input methods as smartphones but thereby suffer from a smaller form factor. To extend the input space of smartwatches, we present GestureSleeve, a sleeve made out of touch enabled textile. It is capable of detecting different gestures such as stroke based gestures or taps. With these gestures, the user can control various smartwatch applications. Exploring the performance of the GestureSleeve approach, we conducted a user study with a running application as use case. In this study, we show that input using the GestureSleeve outperforms touch input on the smartwatch. In the future the GestureSleeve can be integrated into regular clothing and be used for controlling various smart devices.

88 citations

Proceedings ArticleDOI
02 May 2019
TL;DR: It is shown that the method significantly affects the study result and implications for HCI research are discussed, which highlight further directions to overcome the effect of the used methods.
Abstract: Empirical studies are a cornerstone of HCI research. Technical progress constantly enables new study methods. Online surveys, for example, make it possible to collect feedback from remote users. Progress in augmented and virtual reality enables to collect feedback with early designs. In-situ studies enable researchers to gather feedback in natural environments. While these methods have unique advantages and disadvantages, it is unclear if and how using a specific method affects the results. Therefore, we conducted a study with 60 participants comparing five different methods (online, virtual reality, augmented reality, lab setup, and in-situ) to evaluate early prototypes of smart artifacts. We asked participants to assess four different smart artifacts using standardized questionnaires. We show that the method significantly affects the study result and discuss implications for HCI research. Finally, we highlight further directions to overcome the effect of the used methods.

58 citations

Proceedings ArticleDOI
12 Sep 2016
TL;DR: Notifications in multi-device environments is investigated by analyzing the results of a week-long in-situ study with 16 participants and it is found that the smartphone is the preferred device on which to be notified.
Abstract: Smart devices have arrived in our everyday lives. Being able to notify the user about events is a core feature of these devices. Related work investigated interruptions caused by notifications on single devices. In this paper, we investigate notifications in multi-device environments by analyzing the results of a week-long in-situ study with 16 participants. We used the Experience Sampling Method (ESM) and recorded the participants' interaction with smartphones, smartwatches, tablets and PCs. Disregarding the type or content of notifications, we found that the smartphone is the preferred device on which to be notified. Further, we found that the proximity to the device, whether it is currently being used and the user's current location can be used to predict if the user wants to receive notifications on a device. The findings can be used to design future multi-device aware smart notification systems.

53 citations

Proceedings ArticleDOI
12 Sep 2016
TL;DR: Some of the challenges that arise when designing ambient notification environments are described and alternative approaches are provided by describing specific scenarios and use cases for these kind of systems.
Abstract: Ambient notifications can support people in their daily activities, providing courses of action and relevant information in context. A key aspect of ambient notifications is the unobtrusive provision of information, embedded into the users' environment. The number of services which are providing notifications on numerous devices, both mobile and embedded into the environment, is increasing. Therefore, is important to find unobtrusive ways for notification, avoiding redundancy, and the appropriate detail of information and alert level. In this work, we describe some of the challenges that arise when designing ambient notification environments and provide alternative approaches by describing specific scenarios and use cases for these kind of systems.

36 citations

Proceedings ArticleDOI
17 Jun 2016
TL;DR: It is shown that users demand different information when they are watching TV with others and that privacy is a major concern, so design guidelines for notifications on smart TVs are derived that developers can use to gain the user's attention in a meaningful way.
Abstract: Notifications are among the core mechanisms of most smart devices. Smartphones, smartwatches, tablets and smart glasses all provide similar means to notify the user. For smart TVs, however, no standard notification mechanism has been established. Smart TVs are unlike other smart devices because they are used by multiple people - often at the same time. It is unclear how notifications on smart TVs should be designed and which information users need. From a set of focus groups, we derive a design space for notifications on smart TVs. By further studying selected design alternatives in an online survey and lab study we show, for example, that users demand different information when they are watching TV with others and that privacy is a major concern. We derive according design guidelines for notifications on smart TVs that developers can use to gain the user's attention in a meaningful way.

35 citations


Cited by
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01 Jan 2014
TL;DR: Using Language部分的�’学模式既不落俗套,又能真正体现新课程标准所倡导的�'学理念,正是年努力探索的问题.
Abstract: 人教版高中英语新课程教材中,语言运用(Using Language)是每个单元必不可少的部分,提供了围绕单元中心话题的听、说、读、写的综合性练习,是单元中心话题的延续和升华.如何设计Using Language部分的教学,使自己的教学模式既不落俗套,又能真正体现新课程标准所倡导的教学理念,正是广大一线英语教师一直努力探索的问题.

2,071 citations

01 Jan 2016
TL;DR: The handbook of biometrics is universally compatible with any devices to read, and will help you to get the most less latency time to download any of the authors' books like this one.
Abstract: Thank you very much for reading handbook of biometrics. Maybe you have knowledge that, people have look numerous times for their favorite books like this handbook of biometrics, but end up in malicious downloads. Rather than reading a good book with a cup of coffee in the afternoon, instead they are facing with some harmful virus inside their desktop computer. handbook of biometrics is available in our digital library an online access to it is set as public so you can download it instantly. Our books collection saves in multiple locations, allowing you to get the most less latency time to download any of our books like this one. Merely said, the handbook of biometrics is universally compatible with any devices to read.

275 citations

17 Mar 2011
TL;DR: Reading user centered system design is a good habit; you can develop this habit to be such interesting way to be one of guidance of your life.
Abstract: Will reading habit influence your life? Many say yes. Reading user centered system design is a good habit; you can develop this habit to be such interesting way. Yeah, reading habit will not only make you have any favourite activity. It will be one of guidance of your life. When reading has become a habit, you will not make it as disturbing activities or as boring activity. You can gain many benefits and importances of reading.

239 citations

Journal ArticleDOI
TL;DR: An overview of the history of the ESM, usage of this methodology in the computer science discipline, as well as its evolution over time, is provided and important considerations for ESM studies on mobile devices are identified.
Abstract: The Experience Sampling Method (ESM) is used by scientists from various disciplines to gather insights into the intra-psychic elements of human life. Researchers have used the ESM in a wide variety of studies, with the method seeing increased popularity. Mobile technologies have enabled new possibilities for the use of the ESM, while simultaneously leading to new conceptual, methodological, and technological challenges. In this survey, we provide an overview of the history of the ESM, usage of this methodology in the computer science discipline, as well as its evolution over time. Next, we identify and discuss important considerations for ESM studies on mobile devices, and analyse the particular methodological parameters scientists should consider in their study design. We reflect on the existing tools that support the ESM methodology and discuss the future development of such tools. Finally, we discuss the effect of future technological developments on the use of the ESM and identify areas requiring further investigation.

232 citations

Journal ArticleDOI
TL;DR: A survey on human-computer interaction for smart glasses can be found in this paper, where the interaction methods can be classified into hand-held, touch, and touchless input.
Abstract: Since the launch of Google Glass in 2014, smart glasses have mainly been designed to support micro-interactions. The ultimate goal for them to become an augmented reality interface has not yet been attained due to an encumbrance of controls. Augmented reality involves superimposing interactive computer graphics images onto physical objects in the real world. This survey reviews current research issues in the area of human–computer interaction for smart glasses. The survey first studies the smart glasses available in the market and afterwards investigates the interaction methods proposed in the wide body of literature. The interaction methods can be classified into hand-held, touch, and touchless input. This paper mainly focuses on the touch and touchless input. Touch input can be further divided into on-device and on-body, while touchless input can be classified into hands-free and freehand. Next, we summarize the existing research efforts and trends, in which touch and touchless input are evaluated by a total of eight interaction goals. Finally, we discuss several key design challenges and the possibility of multi-modal input for smart glasses.

113 citations