Designing and Evaluating Mobile Interaction: Challenges and
Transcription
Designing and Evaluating Mobile Interaction: Challenges and
R Foundations and Trends in Human–Computer Interaction Vol. 4, No. 3 (2010) 175–243 c 2011 M. de Sá and L. Carriço DOI: 10.1561/1100000025 Designing and Evaluating Mobile Interaction: Challenges and Trends By Marco de Sá and Luı́s Carriço Contents 1 Introduction 176 2 Understanding the Real World 179 2.1 2.2 2.3 2.4 2.5 180 181 183 188 193 Context in HCI The Mobile Dynamics Understanding Mobile Contexts Recreating and Focusing Contexts Section Overview 3 Prototyping the Concepts 196 3.1 3.2 3.3 3.4 3.5 197 200 201 206 212 The Use of Prototypes in HCI Mobile Requirements Low-fi Prototypes Mixed and High-Fidelity Prototypes Section Overview 4 Evaluating the Results 214 4.1 215 Usability Evaluation 4.2 4.3 4.4 4.5 The Challenge of Mobile Evaluation Techniques for Data Collection Technology-aided Mobile Evaluation Section Overview 217 219 224 229 5 Conclusions 231 5.1 233 The Future of Mobile Design and Evaluation References 235 R Foundations and Trends in Human–Computer Interaction Vol. 4, No. 3 (2010) 175–243 c 2011 M. de Sá and L. Carriço DOI: 10.1561/1100000025 Designing and Evaluating Mobile Interaction: Challenges and Trends Marco de Sá1 and Luı́s Carriço2 1 2 Yahoo! Research, 4401 Great America Parkway, Santa Clara, CA 95054, USA, [email protected] LaSIGE and University of Lisboa, Edificio C6, Campo Grande, Lisboa, 1749-016, Portugal, [email protected] Abstract Mobile technology has been rapidly gaining ground and has become intrinsic to our daily lives. As its importance within society continues to grow, features, functionalities and usage opportunities accompany such growth, turning mobile devices into essential tools. Faced with the role that mobile interactive technology has assumed, it is vital that ease of use also reaches new levels, attenuating the growing complexity within the critical status that they represent. Accordingly, mobile usability evaluation needs to re-invent itself to keep pace with this new phenomenon. This article reviews the current approaches and recent advances in the design and evaluation of mobile interaction and mobile user interfaces, addressing the challenges, the most significant results and the upcoming research directions. 1 Introduction Our lives and society are rapidly gravitating towards a world in which mobile devices are taken for granted. These are no longer accessory but become natural extensions to our bodies. Their use has become quasi-permanent, following and supporting us in most of our activities and affecting the way we interact, share, and communicate with others. Additionally, they are growing in diversity, and complexity, featuring new interaction paradigms, modalities, shapes, and purposes (e.g., GPS, Portable Media Players, Gaming consoles, Smart Phones, E-book Readers). Together with the evolution of the available hardware, software has also evolved greatly and users are becoming ever more demanding of user interfaces (UIs) that provide both functionality and pleasant user experiences. The fact that mobile devices are used anywhere and anytime also brought new conditions of use, frequently in austere settings. This pervasiveness of use combined with enthrallment of the devices into our lives and the expectations’ growth brings usability and user experience to the front line. As a consequence it is paramount that design methods accompany this evolution, in order to aid designers during this demanding creation process. 176 177 Taking into account the strong differentiating factors that characterize mobile devices from traditional personal computing (e.g., desktop PCs), such as their ubiquitous use, usual small size, and mixed interaction modalities, designers are faced with additional challenges. In particular, two design stages show greater difficulties and are most emblematic of the new challenges faced by designers: the prototyping and evaluation of mobile design concepts and mobile interaction. In face of these new found adversities, research has been gradually responding to these challenges. Several works have been emerging with different approaches. Some depart from traditional evaluation techniques. Others essay rupturing proposals and offer new means to capture and assess mobile usage experience. In general, most rely on prototype design and evaluation and on the acceptance of context as a fundamental cornerstone on the whole process. This monograph presents an overview of the current state-of-theart, addressing recent and emerging work that focuses several issues within the two stages of the design process. In particular, it describes research focusing on (1) the understanding of context and scenarios to drive interaction design and evaluation. With the need to design and test mobile interaction within realistic environments, comes the need to select proper conditions, scenarios, and settings in which to focus on. Some research has been addressing this issue, providing new findings on how to frame concerns and characterize the settings and variables that define and affect mobile interaction; (2) the updated prototyping techniques that field work requires, which are crucial in order to properly support trials at the very initial steps of conceptualization and design, also offering means to propel user engagement throughout the design process; (3) the new evaluation techniques that mobile interaction design entails, which can be used in new scenarios and environments, where designers are, many times, required to be as mobile as 178 Introduction their designs and end users, conceiving new strategies and evaluation approaches for ubiquitous use, Based on these research advances, future directions and trends will be mentioned and suggestions on additional research paths will also be drawn. 2 Understanding the Real World As with the design of any interactive software or technology, the user, his/her goals, and the overall conditions in which such interaction will take place are aspects that define how the UI should be created and how it should behave. With mobile devices, this belief holds true, probably even with more pertinence. However, as a consequence of their mobility, multi-purpose functionalities, and ever growing universe of users, some of these factors gain a significant relevance on the overall scope of the usage and interactive experience. In particular, it is necessary to understand when, how, and why such factors affect the relationship between user and system so that not only UIs can be better designed, but also as a necessary tool to evaluate the overall usability of an existing system. Such challenge is as complicated as the need to understand the world and how people interact with their devices within it. The multiplicity of scenarios and settings along with the variety of existing technologies makes it an overwhelming task during the design process and the evaluation stages. For these reasons, researchers have been increasingly trying to identify the factors that are most likely to impact the mobile usage experience, framing concerns, and highlighting the details that must be considered during the several design stages that ensue. 179 180 Understanding the Real World The following sections discuss the current work on context perspectives and its role on driving the design and evaluation of mobile UIs. It is divided into three main topics, namely (1) the need to model and understand context and its impact on the user while interacting with mobile devices; (2) methods that have been used to gather this information and validate the dimensions and models that have been identified, and (3) the use of such knowledge on different approaches and techniques, both within laboratories or out in the field. 2.1 Context in HCI Several design techniques and methodologies have been introduced through the years, aiming at supporting designers and engineers while creating solutions that are adequate to users within the contexts in which they will be using them. In particular, those that place significant focus on users and their needs [5, 79] have demonstrated solid results for interactive software and UIs. It is nowadays almost common sense to underpin the design of interactive software in user-centered design approaches and its multiple variants. At its core, these approaches rely deeply on techniques to understand and characterize users, tasks, and working settings. They range from procedural recommendations on how to gather data to modeling and specification methods that can be used in the following design steps. On the procedural side, worries frequently oscillate between goals of minimal interference with the users and contexts of use (e.g., ethnographical approaches) and maximum efficiency of time and resources (e.g., dramatization and walkthroughs), arguably at the expense of faithfulness and accuracy. The spectrum between limits is fulfilled with interesting proposals like, for example, that of contextual inquiring [5]. On the representation side, abstraction and formality are two of the trade-offs, or at least two of the evolving dimensions. From conceptual frameworks to use cases, though personas, scenarios, hierarchical task analysis, and storyboards, or even cognitive modeling approaches, to name a few, all have been proposed and used to elicit what is essential to represent and consider in the design process. Models such as context diagrams [94] are used to represent an entire system as a single 2.2 The Mobile Dynamics 181 process with major data flows as inputs and outputs. In [5], for example, several models are proposed, representing information transference and data flow between different entities, artifact representations and stepwise activities, signaling points of break, procedures and other relevant details. On a contextual setting perspective, the restrictions imposed by the physical world where work takes place are included on physical models. At a less tangible level, cultural models represent aspects that are hard to include in other maps. They highlight the influences that protocols, ethical issues, habits, or other factors impose on users. Many other methodologies and modeling techniques were proposed by researchers through the years and are now captured and mentioned in many reference books in the HCI field [35, 107]. It is not our intent to go through them all. Instead, those that were referred above serve the purpose of establishing the relevance of understanding context on the design of interactive software. Beyer and Holtzblatt [5], in particular, open the grounds for an eclectic perspective of context, modeled through multiple multifaceted views, all of them very pertinent in the design of mobile systems. 2.2 The Mobile Dynamics Considering mobile devices, one should certainly look to its most unique features, namely ubiquity and portability. From these emerges, a characteristic that directly influences its conditions of use: the dynamics and complexity of context. On the one hand, the settings in which users interact with a mobile application are often highly complex and mutable (see Figure 2.1). Consider, for example, using a mobile application on the street. Even if we are stationary, the variations of noise and light conditions, the probability of interruptions, and need for divided attention or the number of uncomfortable circumstances resulting from the emersion in an non-private social environment are usually much larger than on conventional indoors settings. On the other hand, as it has been studied [3], users often conduct one specific task that spans through various settings and different contexts. Therefore, not only the context is more complex and changes dynamically around the users, but also the user changes more frequently the contexts of use. 182 Understanding the Real World Fig. 2.1 Users interacting with mobile devices and prototypes in different settings and contexts. For illustration purposes, one can compare this difference between the more traditional and the mobile views of context with the distinction between photographs and motion pictures (unfortunately directly to high definition ones). It is not the case that there is no change or complexity in the conditions of use for desktop applications. Yet, one could mostly decompose them in a manageable number of situations, usually fairly well delimited. The issue is that in mobile usage situations tend to be more complex, as the number of external influential variables is different, larger, and uncontrolled, and especially tend to be dynamic. Designers, we believe, must aim for almost continuous change, not sparse snapshots. Still, usability has to be maintained throughout the entire usage experience and, depending on the specific requirements of demanding and austere settings, it even has to be increased. In fact, the users’ appropriation of mobile devices often raises their exigency or further influences the change on the contexts of use, tasks, or user behavior [12]. One of the main issues in mobile interaction design and evaluation is the need to understand the dynamics and details of the context that surrounds the user within a variety of settings and locations. It is crucial to collect meaningful and influential data and requirements. Yet, one should emphasize the “meaningful and influential” adjectives. As the context complexity increases, then the more need there is for effective 2.3 Understanding Mobile Contexts 183 techniques and representations that drive the design process and enable the selection of the adequate conditions that bring significance to the results of testing and evaluation. Thereby, although still a relatively young research field, a strong emphasis is being placed on this understanding of context. New challenges are set into the various stages of the design process, with particular impact on data gathering procedures [37, 59, 61], ranging from very initial stages of requirements to the evaluation and validation of the resulting UI. Researchers have also been working to encounter ways that facilitate the evaluation by uncovering the aspects that should be considered in the process. For example, how to cover a wide variety of usage settings without making the evaluation effort a burden too big to carry and which details are most likely to affect mobile interaction and the mobile user experience [89, 115] are commonly addressed topics. The following sections navigate through some of the research done so far in these areas, from the processes and representations that allow a comprehension of context to the application of this knowledge in the broadly evaluation processes. 2.3 Understanding Mobile Contexts Understanding contexts is per se a complicated task. To begin with, the definition of the concept itself is not without controversy. Dourish [36] calls it a “slippery notion” and discusses thoroughly its semantics, distinguishing the phenomenological or “interactional” view and the positivist “representational” perspective of the concept. It is not the intension of this text to pursue or argue this debate. Instead, we consider the various perspectives of context, some more interactional, others more representational, but mostly focus on its understanding as a way to guide design and evaluation. We depart from a broad notion of context as “all that may influence the user experience and usability of a mobile application during its use.” In this assertion, we still accept that context can be a consequence of the interaction itself, or at least, and this for sure, that the relevancy of the several dimensions of context is determined by the usage of the mobile application. Nevertheless, it is important to understand 184 Understanding the Real World all these dimensions, or at least those that in a given pair of “context and use” may become relevant. The more we know, the better prepared we are to understand requirements, design prototypes, and evaluate creations. We believe, as we understand that others referred subsequently do, that to make sense of the world where interaction occurs one must (1) observe it and experiment on it, in order to plunge into data that ultimately will bring comprehension; (2) represent it through necessarily partial, possibly biased, informal descriptions or formal models, as a means to build knowledge from data and compensate for the difficulty to attain absolute clairvoyance; (3) use that knowledge, back in observation and experimentation, to refine it and hopefully understand better that world and, for the case in hands, to improve our creations that intrinsically will also change it. 2.3.1 Grasping the Real World On the quest to understand the real world, several researchers propose methods to gather contextual information. In [87], for instance, the authors describe an approach called bodystorming [8] that can be used to help designers on understanding context. The technique consists of taking groups of researchers or users to out of the lab and starts discussions and brainstorming sessions in situ. These will generate relevant information for the processes based on the context in which the participants are inserted. Although the method is applied during early stages of design, the authors claim that the immediate feedback it generates during the outdoor design sessions allows a better understanding of contextual factors and how they impact the usage experience. To validate the approach, this research and presented experiments relied on a series of techniques that were used in situ, at the original location or in similar locations to those envisioned as potential scenarios for the system under development. Through its application on four case studies, the authors were able to conclude that by using the technique within these settings, the method was very valuable in understanding the context and how these lessons could be used as input for the design process. 2.3 Understanding Mobile Contexts 185 In [109], an interesting approach to understand context is also presented. Here, a technique called contextmapping is discussed as means to understand context with the help of end users, creating visions of the contexts surrounding a specific product even before the initial design stages. The method relies on users to gather information through different types of media, including photos, diagrams, annotations, and stories. Together these provide multifaceted visions of context and its influence on users and their interactions with the real world. Much alike probing [50], it offers designers means to access and explore people’s tacit rituals, motives, goals, and experiences while performing different activities and how these can be mapped into the design of a product. A particular interesting alternative is proposed by Stromberg et al. [110]: the interactive scenario method. The authors propose the use of improvization and acting, both with designers and users, for the definition of early design concepts. They claim that the method brings out aspects (ideas, innovations, and problems) that would not have been recognized so obviously in any other way. 2.3.2 Representing Contexts Given that context, and how it changes so frequently, is such a powerful force for mobile interaction design and evaluation [43, 53, 89, 95, 115], several researchers have been working on ways to describe, understand it, and appraise its influence on the design and interaction processes. Savio and Braiterman present a context model for mobile interaction design that integrates a set of dimensions and variables that describe the specifics of context that are meaningful during mobile experiences [104]. In fact, the authors go as far as claiming that for mobile interaction design, “context is everything,” especially considering that away from the homogeneity of the desk-bound PC, mobile interactions are deeply situated. Accordingly, they propose a set of overlapping spheres of context in which these interactions take place. Their model, much alike other researchers [3], considers three highlevel main concepts respectively included in each other being (1) the outer sphere — culture, including economics, religion, etiquette, law, social structures, etc.; (2) the middle sphere — environment details 186 Understanding the Real World such as light, space, privacy, distractions, other people, and (3) the inner sphere — activities such as walking, driving, eating, juggling groceries, etc. Within the inner layer of context, the authors suggest three additional cognitive spheres. These are once again divided into different categories and sub-layers. The outer layer focuses on the user’s goals; the middle layer on the user’s attention, and the inner one looks at the user’s tasks. Finally, a last set of three spheres (and dimensions) is related to the hardware and infrastructure. Here, the identified dimensions are focused on the device (e.g., hardware, OS), the available connection (e.g., speed), and finally the carrier and its services and prices. As a result, the authors vision is that the interface, and whatever it must comply with, is the intersection between all these layers and dimensions. Rukzio et al. also propose a notation to model mobile interactions with the real world [101]. They define a set of categories and constraints that divide the physical world in which interaction will take place. The main categories are the physical constraints, the device’s features, the temporal context, and the social context. The work focuses mostly the modeling and representation of UIs instead of user behavior or activities. In [112], the authors present research where they also aim at understanding mobile contexts, focusing mostly on urban environments. Following previous research on the definition of context, the authors place significant focus on the social and psychological conditions and resources that affect mobile interaction. With this in mind, they conducted a study where 25 adults were observed while moving within a city during their daily lives. Each of these participants was followed by a group of five researchers, and their activities, especially those related to their urban commuting, were annotated. As a result from these observations, a set of five characteristics and activities for mobile contexts was identified: (1) situational acts with planned ones; (2) claiming personal and group spaces; (3) social solutions to problems in navigation; (4) temporal tensions; and (5) multitasking. Although somewhat directed towards navigation, as most of the observations were focused on commuting within a city, the authors also identify 2.3 Understanding Mobile Contexts 187 a set of design implications for social awareness, mobile games, and UI design in general that should be considered during the design process of mobile UIs and mobile context-aware systems. For the latter, the main suggestions include the use of multimodalities and care with their selection and the management of interruptions. In our own previous work, we have [26] introduced a conceptual framework, which intends to help designers on selecting appropriate characteristics to define context and settings for the evaluation of mobile UIs. The goal is trying not only to re-create realistic usage settings and scenarios that resemble reality, but also to frame concerns and highlight the issues that can significantly affect interaction. In a similar approach to [104], we emphasize the need to take into consideration (1) the location and settings in which interaction takes place; (2) the user’s movement and posture; (3) the devices and how they are being used; (4) the workload and activities taking place; and (5) the user and his/her characteristics (e.g., physical, cultural). As a complement and as a way of materializing this framework, a set of examples and variables for each of these five dimensions is presented as part of our research. These can be used as construction blocks used to (a) generate complex and realistic contexts to drive design and understand users and how they behave in face of different adversities or opportunities and (b) help designers while conducting out-of-the-lab evaluation sessions by pointing out what and how to select locations that combine a large set of variables and maximize the amount of detected issues, without the need to extend these tests to a wide amount of settings and locations. A visual presentation approach is also offered to help modeling and conveying this information between design teams (see Figure 2.2). Based on three case studies [27], we also made the point that, in addition to understanding what happens in specific contexts, it is also paramount to understand what happens between different contexts and how these changes affect the user’s behavior and how interaction takes place. We call these situations “transitions” and also consider them within the context generation framework that we devised. Through our work, we also argue and validated through these case studies that, in previous work, even considering context and all its variables, details 188 Understanding the Real World Fig. 2.2 Scenarios and transitions using a visual presentation approach. that were paramount to usability would not be encountered if these contexts were studied separately. As pointed out, the goal of context representation is twofold: (1) the identification of the defining characteristics of mobile context as a way to grasp and consider it in the design process; (2) establish the guidelines or the boundaries to recreate it or manage it in evaluation processes, considering that the real world and the experiences that take place within it are not confined to singular contexts but to a multiplicity and variations on how we circulate between them. A third important goal, not addressed in this text, takes representation further and formalizes it to the extent that it can be computed and serve as the basis for context-aware applications (see, for example, Dey’s et al. work [34]). 2.4 Recreating and Focusing Contexts This section presents examples of use of context descriptions and models to refine the understanding of mobile usage conditions and the 2.4 Recreating and Focusing Contexts 189 impact they have on the usability of mobile applications and user experience. Several lines of research show how these models and knowledge were used to (1) recreate context and use this knowledge as a basis for re-enacting real-world situations and (2) drive in situ experiments, researchers have found that taking the process into the wild has its own benefits, but many times need the guidance and focus that the previous models and guidelines can provide. In order to support mobile evaluation and consider context without the effort of taking these procedures to uncontrolled settings, research has been done on recreating the conditions that would be found in real-world settings within semi-controlled environments [3, 61, 97, 122]. Kjeldskov and Stage [61], for instance, conducted an important survey on new emerging techniques to evaluate mobile systems on laboratories. The authors point three main difficulties that are generally felt in real-world field settings. The first pertains to accessing the most significant situations, which is a common problem of ethnographic studies. The second one is the applications of existing evaluation techniques on mobile settings. The third is caused by the complicated process of data collection. On field evaluations, it is demanding to cope with the physical surroundings and environment that might affect the setup. This is noticeable both for the designers that gather the data and for the users that accomplish tasks. On the other hand, the authors defend that in laboratory settings these difficulties can be reduced. They propose two main dimensions for mobile evaluation in laboratories [61]. The first focuses on the user’s physical movements while using the mobile system and on the attention needed to navigate through the software. These two aspects allow designers to arrange tests according to different configurations simulating various levels of movement and attention. For instance, if there is constant movement implied by a specific task, the authors suggest the use of a treadmill with varying speed to simulate a real situation. As a consequence, conscious attention is required from the user. The second dimension aims to evaluate divided attention. To simulate it, the suggestion is to frequently distract the user in order to simulate the use of a mobile system in a real-world setting. 190 Understanding the Real World To evaluate the impact of both dimensions, experiences were conducted to assess their validity comparing them with real-world evaluations. These two main dimensions were compared through an experience where users moved through a pedestrian street while using the mobile system. Overall, conclusions state that there are no significant differences between the use of these simulated dimensions or real setting evaluations. In fact, the situation where most usability problems were identified was while the user was seating at a table. Nevertheless, this particular study limits the concept of context, real settings, and their influence to physical movement and degree of attention, which might introduce limitations to the evaluation process [6]. With these limitations, it can become difficult to assess, for instance, how users react to different social environments and the impact of public or privacy issues on the usability of the mobile system. Pering [92] conducted a study, which clearly concluded that users’ behavior changes according to the privacy settings of their location and working context and that these changes must be incorporated into applications and usability studies. This kind of issue is further notable when using location-enhanced technology that allows social communication. Consolvo et al. state that it is crucial to understand why, when, and what users want to share with each other and how this influences their social behavior as well as the use of technology [18]. Therefore, a large body of research claims that it is paramount to undertake evaluation studies with realistic settings [37, 86, 98], where more than physical characteristics of the environment are emulated. In [111], the authors go slightly further and use role playing and scenarios to drive the design and evaluation of mobile systems, extending the context to more than the physical settings. During their research, six design workshops with different topics and themes took place, spanning through a period of three years. From these experiences, they concluded that context plays a significant role during the design process and that by introducing small details such as different fidelities to their prototypes or the participation of real users is distinguishing factors that propel the success of the design process. Nevertheless, the authors also highlight that the gathering of field data is very useful for the design process. 2.4 Recreating and Focusing Contexts 191 A similar experience can also be found in [3]. Here, the authors acknowledge the importance of context and real-world variables and obstacles during the design and evaluation of mobile applications. In particular, as with some of the models previously discussed, the authors define three main factors for the context space, namely, environment, composed by the infrastructure, the physical conditions, and the location; applications, encompassing functions and input and output channels; and the human that comprehends the user, the social environment, and the activities that take place. Given the importance of these three dimensions, the authors present a set of guidelines and experiences on how to introduce these facets on laboratory evaluation by recreating real-world scenarios and obstacles. In order to use different settings such as lighting level or the user’s movement (e.g., sitting or walking), their experiences took place within a laboratory where paths were defined, lighting conditions controlled, and several tasks defined. As a result, the authors stress that it is imperative to take context into consideration while designing for mobile devices. However, in this particular case, as with Kjeldskov and Stage’s work [61] only a small number of variables were considered and although the authors claim context is essential, their recreation of it was specific for the goals in that particular experience. In addition to research efforts in understanding the dimensions of context and how they can be recreated or simulated for the design of mobile UIs, or as the last case, helping designers on how to select adequate settings for the evaluation experiences, another research trend has been trying to compare the efficiency of laboratory with real-world in situ design and evaluation. In fact, recent work suggests that apart from the definition of context and its components, designers must take into account the actual settings in which interaction will most likely take place [19, 37, 86, 102, 108], and not simulations of these as specifics will always be disregarded and neglected. In the line of their previous work, Kjeldskov et al. undertook this challenge and performed a set of experiences that aimed at understanding the added value, if any, of evaluating the usability of mobile systems in the field [60]. During the design of a context-aware mobile application, two experiments were conducted. One took place within 192 Understanding the Real World a laboratory using wireless cameras mounted on PDAs and additional cameras spread out through the laboratory. In order to recreate a realistic setting, the laboratory was set up so that it would resemble the context in which the software would be used (i.e., hospital department), including two different rooms connected by a hallway. Data were collected using the aforementioned cameras. For the field evaluation, the test took place at an actual hospital. For data collection, a set of audio and video capturing equipment was used so that a space of up to 10 m could be kept between the observer and the user. Results from these tests showed that little value was found by taking the evaluation process into the field considering both the amount and criticality of the encountered issues. However, the authors also point out that there were inherent limitations to the field study caused by the lack of control, especially when it came to testing specific features that were not used on the actual field context, as end users were free to test only what they needed and no predefined tasks were set. Clearly, this demonstrates that there is a threshold to be considered and benefits and drawbacks from each approach should be carefully weighed. As a response to Kjeldskov’s work, a set of following studies has also been published [86, 98], defending the out-of-the-lab counterpart. On the first study [86], the authors argue that it is in fact worth the added effort of taking the evaluation process into the field. To prove their point, the authors also conducted two usability tests with mobile devices, one in a usability laboratory and the second one in a field setting. Although the results from these two tests were not that different for most of the categories that were defined (i.e., critical issues, severe issues, cosmetic issues) with a total of 48 issues for the laboratory test and 60 identified issues for the field test, the authors claim that the field evaluation was more successful. This claim is justified not only by the amount of issues that were detected but also because only in the field they were able to detect usability problems related to cognitive load and interaction style. This led them to conclude that field tests can reveal problems not otherwise encountered in laboratory evaluations. Also following Kjeldskov et al.’s work [60], Rogers et al. conducted a similar study [98] also pointing out the need to take the design process 2.5 Section Overview 193 out of the laboratory, into the real world, despite the added effort that this process might imply. During the design process of a mobile UI for an ecological-oriented tool called LillyPad, the authors conducted two separate in situ studies. From these two experiences, the authors conclude that the results achieved during the process, in terms of detected issues and findings regarding the usage of the application that was being designed could not have been achieved without in situ evaluation experiences. In fact, the authors acknowledge that the entire process was costly in terms of time and effort. Still, results show that a cheaper approach such as asking experts to validate the tool by predicting how it would be used or lab testing would not have led to the same results. Additionally, and most importantly, the in situ settings were determinant in revealing how the environment and details such as the time of the year and the weather impacted the user experience and how the tool was used. In [37], the authors also compare laboratory and field tests for mobile evaluation. Through the analysis of the results from a set of tests, the authors concluded that designers were able to detect a larger amount of usability issues during the field tests. In fact, from the experiences that took place, significant differences between the two approaches were found. The two types of tests were held within a usability laboratory and Singapore’s Mass Rapid Transit train. From the analysis of the results, the authors were able to conclude that, in addition to the larger amount — almost the double (92 for the lab test and 171 for the field test), the problems encountered during the field tests tended to be much more critical than those detected during laboratory-based tests [37]. As the main lesson, the authors point out that although one can be aware of most of the variables that define context, it is impossible to recreate all the factors and assess how they can affect the interaction with the mobile system and that field tests provide better overall results. 2.5 Section Overview In summary, two main issues were discussed throughout this section: (1) the understanding of the world where mobile applications are used; 194 Understanding the Real World (2) the use of that knowledge to manage the evaluation of designed artifacts. The first addresses early data gathering for context appropriation and context representations, balanced between informal descriptions and detailed models. The second oscillates among the use of context knowledge to select evaluation dimensions, recreate contexts on the lab, or even establish the validity limits of either lab or field evaluations. Regardless of the various approaches and definitions of context, the feeling remains that knowing the variables that constitute the real-world settings where mobile interaction usually takes place is paramount and should be considered throughout the design process of mobile UIs. This holds true, in particular, for the evaluation stages of the design process, where the systems and UIs need to be validated by the end users where they were designed to be used. The various research experiences that were described take different approaches in doing so. Some try to recreate context within controlled environments, mimicking obstacles and lighting conditions or even offering designers, guidelines and road maps on how to consider the various dimensions and creating realistic scenarios with them. This trend invests on the effort and time saving and given that some of the most relevant dimensions of context can be easily manufactured, achieves significantly positive results for particular cases and contexts. A parallel research currently approaches these issues differently and defends that in order to truly capture the real-world context and its impact on the user experience, it is necessary to take the evaluation and design process into the real world, out of the laboratory. In doing so, there is clearly an added effort and a wide set of variables that cannot be controlled and many times anticipated. Nevertheless, the richness of the settings and used situations can, many times, overcome simulations within laboratories and, despite the use of additional resources, provide a deeper and more positive impact on the design process. Naturally, in both cases, taking the evaluation process out of the lab or doing it under simulated scenarios that emulate real-world conditions, regardless of the design stage in which it might take place, poses interesting challenges. In particular, one must pay attention to 2.5 Section Overview 195 the data gathering techniques, which are usually destined for a single context and location and the tools used during such experiences (e.g., low- or high-fidelity prototypes and data-capturing equipment). The following sections address these issues and research that has been tackling them. 3 Prototyping the Concepts Prototypes are an essential tool for many design methodologies, including User-Centered ones. While designing a certain software program or artifact, prototypes allow designers to discuss, share, and test their ideas and concepts with others, designers, and final users, before the final product is completed [5, 44, 79]. Current literature, although only recently stating some evidences of evolution and suggesting some new approaches with strong potential [53, 119], has been increasingly providing guidelines on how to develop or use low-fidelity prototypes for mobile devices. With the need to emulate real-world settings and provide users with realistic context and user experiences, prototypes, even at the earliest stages, need to be conceived in ways that afford such use. Traditional paper only approaches, which tend to fall short on these goals and limit the evaluation stages even with traditional lab-based experiments. A growing trend of research is working to offer suggestions on what to use or do in order to comply with the evaluation that is required on mobile usability, trying to cope with the specific characteristics that mobile devices and their usage require, as well as with their growing multimedia and different input and output 196 3.1 The Use of Prototypes in HCI 197 capabilities (e.g., multimodal interaction). Available examples, found in the literature, follow different approaches, pointing directions that rely on low-fidelity prototypes and paper-based procedures, especially for early design stages, the use of technology, and design and prototyping software that addresses the added mobile requirements and supports the creation and experiments with mixed and high-fidelity prototypes. In summary, new prototyping approaches, which overcome problems posed by traditional techniques, having a strong impact on the following evaluation tasks, are required and for the past few years, researchers and practitioners have been increasingly working on this topic. The following sections present a short summary on the use of prototypes in HCI and highlight the challenges that emerge once some of the traditional prototyping techniques are applied for mobile scenarios and discusses the upcoming research efforts within this area. 3.1 The Use of Prototypes in HCI As previously introduced, prototypes are essential tools for the design of interactive systems as they convey users and designers an image of a forthcoming system and can be used at various stages of the design process, even before any system is being developed. In particular, low-fidelity prototypes, which are non-functional UIs sketched on paper cards or post-its, put together with glue, pins, and cut out with scissors [5, 49, 117], which are used to simulate an actual system, while evaluating its features and detecting its flaws at early stages, can provide a crucial tool for any designer. In [38], the importance of low-fidelity prototypes to drive design and evaluate ideas with low cost is addressed. The author stresses the need to provide users with objects that reflect ideas, illustrating assumptions and concepts on a physical and tangible manner. Accordingly, the use of prototypes facilitates user interaction with design concepts and challenges users to provide input and generate ideas. Advantages for designers are also paramount. As detailed in [99], low-fidelity prototypes provide a way for designers to assess user satisfaction at very early stages. They also provide a common reference 198 Prototyping the Concepts point for all the design team members, improve the completeness of the product’s functional specification, and substantially reduce the total development cost of the product. This type of easy to use and highly configurable prototypes is particularly interesting for early design stages since they can be quickly built using inexpensive material [13, 17, 55]. As they are so easy to make and re-arrange, the possibility of cutting, editing, and adjusting them even during evaluation sessions in which they are used allows designers and even participant users, to explore alternatives in a thought provoking way. This usage and creation easiness that facilitates user involvement propels innovation and a rapid idea generation with shorter sketching and evaluation cycles, which makes them ideal solutions for mobile design. In [39], a research experience demonstrates how all kinds of material even “junk” can be used to create low-cost but highly effective prototypes. During the course of the experiences that were conducted, three prototypes were created using “junk” material such as paper plates, cardboard trays, coffee stirrers, toothpicks, etc. In addition to the aforementioned advantages of using such material in constructing prototypes, the outcome of the experience highlighted the cooperation efforts that were necessary and the innovation that resulted from this collaborative process. These low-fidelity prototypes are typically used with the Wizard of Oz technique [58]. As sketches gain form and UIs are drawn on paper cards, these are used, following specific sequences and navigation arrangements in order to simulate the actual application as it should function. This simulation is usually achieved through techniques such as the Wizard of Oz technique where a designer acts as the computer, changing sketches and screens according to the user’s actions, whereas, if possible, another designer annotates and analyzes the user’s behavior and errors that might be detected [58]. Virzi et al. [117] conducted a thorough study focusing specifically on the efficiency with which low-fidelity prototypes can be used during evaluation stages and how they allow designers to detect design errors, in several stages of the design process, concluding that these are 3.1 The Use of Prototypes in HCI 199 as effective as high-fidelity prototypes. Furthermore, once again, their low cost and short build time are emphasized and pointed as some of low-fidelity prototyping major advantages. In fact, in some cases, their efficiency is almost as high as software prototypes. Several studies [55, 117] have demonstrated that paper prototypes can be efficiently used to prevent posterior design errors and unusable applications. Nevertheless, even if they are to be viewed as a mere designing tool, during the evaluation experiences, they are many times perceived by users as very resemblant to the final application, especially when it comes to mobile applications and systems, where users tend to have difficulties in separating the UI with the available hardware [23]. In [48], the author points designers’ attention to avoid misleading users while creating prototypes. Often, designers create very appealing prototypes, which please users but are too expensive or impossible to actually implement possibly leading to failure or disappointment, to which the author calls the “cargo-cult syndrome.” On a more user concerned level, this “cargo-cult syndrome,” introduced by Holmquist as a warning, can also affect the usability of the resulting applications during evaluation. As the prototypes may not be realistic and, at times, may be far better and more appealing than what the actual product will result in, major usability issues may pass undetected during evaluation. However, on a final version, without some of the prototyped features, usability issues can be present in a very obtrusive way. High-fidelity prototypes, in opposition to low-fidelity ones, are generally composed by functional software components that can be experimented on the targeted platforms [14, 80, 121]. Although in different ways, some of problems felt with low-fidelity prototypes, especially the refinement of the prototypes, can also be experienced with software prototypes [32]. These details are often defining when selecting the tools that are used to build the prototypes. To support this type of prototyping, generally used at later stages of design, designers utilize developing environments or prototyping tools [15, 47]. Naturally, if not properly adequate to mobile devices and considering the new evaluation requirements, these might not be suitable to their final goal as well. High-fidelity prototypes are also particularly adequate to design 200 Prototyping the Concepts and test more advanced interaction features, increasingly available on mobile devices, such as multimodal interaction (e.g., speech recognition), haptics, multi-touch and gesture recognition. Overall, when properly used, prototypes represent a great tool for designers as they are the main component, together with users, of every stage of evaluation. 3.2 Mobile Requirements Despite all their advantages, prototypes, either low or high fidelity, are generally used within controlled scenarios, where techniques as the Wizard of Oz present little challenge or where paper, pencils, and cards can be easily exchanged and edited during the process. For higher fidelity prototypes, within lab-based tests, equipment for video capturing and analysis can be easily installed and used. Naturally, when it comes to mobile devices, several issues might affect how they are built, used, and tested, especially considering that they often need to be used within highly complex lab settings that try to recreate rich contexts or, in some instances, they are used in real-world settings [27, 77]. For instance, using a Letter-sized paper to draw a UI and using post-its as menus might be an acceptable way to prototype a desktop application. However, when it comes to mobile applications, specific attention must be paid to details which compromise their usage on real settings. In fact, here, paper prototyping may pose a considerable problem and mislead users. For instance, using a post-it with a few key buttons to simulate the use of a PDA with a GPS card might seem a great idea to test a future application. However, using the real device on one’s hand throughout the day may be a demanding task, requiring a much different UI [23]. Testing an application with an artificial keyboard might work if the size of the letters is large; however, using a real device keyboard might be quite different, suggesting the need to use alternative solutions. In addition, for mobile devices, even external characteristics as size can affect how efficiently users interact with a certain UI [57]. These details may pass without notice if one does not create suitable prototypes and perform tests on real-life scenarios. It is true that low-fidelity 3.3 Low-fi Prototypes 201 prototypes need to be quick to build and easy to use [5, 117] but the trade-off between the effort in building them and the misleading results that they might provide needs to be carefully analyzed [?]. 3.3 Low-fi Prototypes In general, to be as profitable and useful as acclaimed, low-fidelity prototypes for mobile devices require special attention [23, 68]. In many situations, when ill-implemented they might even produce the opposite effect than that expected [44, 48]. Users and sometimes designers tend to visualize mobile prototypes, even low-fidelity ones, as extremely resembling to final solutions. If care is not taken, this conduct can affect the result of the evaluation process by misleading users on what the actual experience might end up resulting in and on the use of the prototype itself [28, 68, 77]. Additionally, it is paramount to create them in a way that facilitates their evaluation within realistic settings, either simulated lab-based scenarios or field studies [23, 77]. The same issues apply to higher-fidelity prototypes. Clearly, once again providing the opportunity to test and interact with the prototypes in realistic settings is paramount. Thus, functioning on actual devices rather than emulators quickly becomes a requirement to make the most out of higher fidelity prototypes, as well as means to quickly adjust them and take advantage of the digital medium to capture data out in the field. In summary, running a prototype on a desktop computer and asking a user to interact with it using a mouse is not the best way to test the UI as it provides an experience that is very different from what the actual interaction with the resulting UI might be. Accordingly, and aware of this fact, new approaches have been emerging, aiming at introducing new types of low-fidelity and mixedfidelity prototypes and prototyping tools that overcome these issues. 3.3.1 Adapting for Out-of-the-lab Use Currently, low-fidelity prototyping for mobile devices is gradually evolving from the classic approach to a much more adequate technique for mobile design. Traditionally, prototypes are built by creating sketches on paper cards and using post-its as buttons or menus. However, as 202 Prototyping the Concepts discussed, most of the issues that hinder the process, and material and techniques commonly used, prevent designers from conducting evaluation on realistic settings. These issues and consequent requirements are relevant because, as said in [119], prototypes, apart from serving their communication and concept design purposes, are most valuable when they allow designers to conduct usability tests on it. Thus, the generation of prototypes that cannot be carried and used on a usability test to fall short on their potential. On his work, Weiss notices prototyping for mobile devices from a different perspective [119] when compared with the traditional approach. Here, the offered sugestions lead designers to create prototypes with some degree of realistic features. The author presents a list of material and advises designers to measure and create sketches following closely the actual screen real estate of the device counting available character rows and columns. Lim et al. also make the point that the validation of a prototype through its evaluation is not possible if the chosen prototyping technique is not appropriate [68]. The authors conducted a study that highlighted key characteristics that prototypes on several stages must possess in order to provide effective results. The research concluded that paper prototypes can be valuable tools to evaluate mobile prototypes only if particular care is taken while creating the prototypes. In particular, similar to some of our results [23] prototypes need to provide a closer experience to the end result even at early stages. For instance, given mobile devices’ portability and adequateness to intensive usage and their physical characteristics and peculiar interaction modalities, the distinction between the device and the UI, although rarely addressed and implemented, seems to be crucial to take into account while creating mobile low-fidelity prototypes. In [44], this topic is discussed and some experiences described. The author explains how paper and physical prototyping are essential to provide users with notions such as screen real estate, input mechanisms, weight, and so on. Moreover, the authors suggest that integrating the device prototype with the sketching process inspires inventive and creative products. The research experiences that were conducted included the construction of physical prototypes using materials such 3.3 Low-fi Prototypes 203 as foam, acetates, and other found materials. Sketches were drawn on paper and used in concert with the physical prototypes. Positive results demonstrated that using both concepts and actually creating physical prototypes enhanced the evaluation and testing processes. The research described in [55] points in the same direction. The monograph describes the user-centered design process of two mobile applications for Nokia cell phones. For the first design process, for a navigation application, very little user input was given during the initial stages of design. Nevertheless, a three day workshop with engineers was held and short tests with low-fidelity prototypes took place. A following trial with end users and a pilot version of the software also took place, during the course of three weeks. This initial experience alerted the designers that the pilot product did not support the users’ needs when using it in real-life contexts. This led to a second design iteration where a new prototype with some adjustments was built and tested with end users, resulting in an improved version of the tool. The second design process aimed at developing an image and multimedia message editing software for the mobile phone. For this product, the design team was able to apply a contextual design approach since the beginning of the project. As soon as requirements were gathered, through a series of techniques, paper prototypes were created, which was tested with end users and later generated a higher-fidelity prototype and ultimately, the final tool. Overall, from these two experiences, the authors learned a set of lessons. In particular, the authors suggest that the most important aspect of the design process is providing users with a real mobile usage context, which, for mobile devices, mobile phones in particular, users need to be able to touch buttons and interact with prototypes that feel like they are actually working, highlighting the importance of using realistic prototypes during the process. More recently, although some examples available in literature apply common techniques with no particular emphasis on the specific characteristics of the devices and their interaction, some researchers have been updating their practices and offer advice on how to actually develop prototypes adequate to mobile interaction design. For instance, Jones and Marsden provide some examples of prototypes for mobile devices suggesting how they should be built and used [53]. In their book, the 204 Prototyping the Concepts first example shows a prototype for a UI to access a digital library though mobile handsets. The prototype clearly shows the information that should be presented and how it should be mapped on the device’s screen, which is a great use for a prototype and can clearly convey functionality and share the designer’s vision. However, a closer look shows that to include all the information that is shown into a cellular phone or perhaps other mobile devices would be extremely difficult or impossible to achieve. Alternatively, the authors suggest a second approach to the prototype where the same interface is recreated with post-its on a whiteboard. Again, as it is presented, given the common device’s characteristics and available screen space, the mapping of the UI on a device would be completely different, possibly misleading both users and designers. Moreover, it would not provide much help while trying to detect usability problems and errors. More importantly, realistic evaluation with such prototype would be difficult to achieve. Finally, a third example shows crucial improvements and provides guidelines on how to adjust the procedures for the mobile requirements. Here, the UI that is being prototyped targets a cellular phone. Accordingly, the authors show a picture of an actual mobile phone emulating the device. The picture of the phone is used with the sketches within a predefined scenario, which, although not including the necessary characteristics to facilitate evaluation in situ, still provides a much more realistic vision of the actual UI. In addition to details such as screen estate and the UI design, with mobile prototypes, external characteristics to the sketches may influence the validity of the prototype, as pointed out in [23]. Details such as weight, interaction modalities, size, or shape may affect the way in which the sketch is perceived. Furthermore, simpler restraints such as the screen resolution or area might imply that common prototyping techniques need to be adapted to such details. Clearly, due to the aforementioned characteristics, special attention must be taken when prototyping for mobile devices, suggesting the need for new approaches regarding this practice. In this work [23], the authors describe a set of experiences that resulted in guidelines on how to create prototypes for mobile devices. In particular, it is suggested that a separation has to be 3.3 Low-fi Prototypes 205 made between the physical prototype, which should be created using solid materials (e.g., plastic, wood) and resemble the actual device, and the software sketch, which should consider the available resolution, modalities, and UI components. Research conducted by Lumsden and MacLean [77] also provided interesting results. In their work, they also conduct a series of experiences that validate the need to use realistic prototypes, even at the earliest stages of the design process. These tests were done within the scope of the design process of a mobile system designed to be used in a grocery store to enhance the shopping experience. In particular, the authors present a paper prototype that was designed with the exact screen size of the end device, preventing misleading users on issues with screen dimension. This paper prototype was the basis for a higher-fidelity one that could be interacted with directly on the device. This pseudo-paper prototype was created by directly using the paper sketches as a navigable PowerPoint presentation. Although these tests were conducted within a laboratory setting, different settings were experimented and results demonstrated that the realistic pseudo-paper prototypes allowed participants to identify more unique usability problems than the traditional paper only prototypes. Liu and Khooshabeh also conducted a study comparing paper and interactive prototyping techniques for mobile and ubiquitous computing environments [74]. Results from their experiences also indicate that low-fidelity prototypes can be successfully used for this type of system but care must be taken, especially with the prototype’s fidelity and the way in which they are used. In [11], the authors clearly demonstrate the importance of adapting prototyping procedures for mobile devices as well. In particular, they highlight the interactivity of the prototypes as a very important factor for evaluation of mobile prototypes in the wild, also highlighting the need for a continuous investment in tools that facilitate this process by allowing designers to quickly create prototypes that can be interacted within mobile settings. Other research experiences that focus on how prototypes should be built and what should be their characteristics for mobile evaluation consider the utilization of various fidelities of prototypes, including 206 Prototyping the Concepts more or less details depending on what is being evaluated. In [80], the authors point the differences between prototype fidelities and present an example of a mixed-fidelity prototype. Accordingly, they suggest five different dimensions that can be adjusted according to the evaluation that needs to be conducted. The first is the visual refinement, which can vary from hand drawn sketches to pixel-accurate mock-ups. The second dimension refers to the breadth of functionality, which defines what the user can actually do with the prototype, ranging from no functionality where no action can be done with the prototype, to highly functional prototypes where most of the final functionalities are available. Closely related is the third dimension, depth of functionality, which pertains to how accurate the simulation and level of functionality of each feature is. Finally, the richness of interactivity and the richness of the data model that refer to how close the interaction with the prototype is to the final product and to how representative the actual domain data employed in the prototype is. Overall, these dimensions allow designers to categorize their prototypes depending on the type of UI or device they want to evaluate or design for. As previously mentioned, given mobile device’s characteristics, dimensions such as the level of visual refinement and richness of functionality are paramount. In summary, to maximize the benefits of prototypes for mobile interaction design, the above-mentioned studies have pointed out that the devices’ characteristics, if possible, should be taken into account when creating prototypes. This can be done either by creating physical mock-ups of the devices that can be handed to end users or by using actual devices in concert with the low-fidelity prototypes (e.g., placing sketches on top of actual devices). In addition, other features such as screen real estate and/or available items and interaction modalities should be considered while creating the prototypes and simulated during their development and experimentation. 3.4 Mixed and High-Fidelity Prototypes Although low-fidelity prototypes are extremely useful during early design stages, some errors and details are not detectable with these, even when 3.4 Mixed and High-Fidelity Prototypes 207 some of the guidelines presented by the literature described in the previous section are used. Usability issues of a final product, especially detailed interaction, may pass unnoticed [55]. Moreover, many times, depending on the complexity of the UI being developed, more functional prototypes are required (e.g., multimodal interaction, gestures). Navigation between cards and the arrangement of the several screens amongst others are few examples. Furthermore, the need for a mediator to act as the application, by exchanging cards, might compromise the need to evaluate a prototype on the adequate settings or environment. Techniques such as Wizard of Oz [58] are hard to apply and might even obstruct the evaluation when testing personal applications, often used on mobile devices. Accordingly, there is a time when designs have to evolve from the sketch-based prototypes into higher fidelity ones. However, as the effort of creating a high-fidelity software prototype is considerably big, these are many times forgotten and the design problems are neglected and only detected when the software is completed [55]. Some research addressing this issue and a number of prototyping frameworks that allow designers to sketch or use sketches to create high-fidelity prototypes are becoming available. To provide some context, this section starts by addressing initial efforts and nonmobile-specific platforms and tools, followed by the evolution of some and appearance of new ones that consider the additional challenges of mobile design. Landay [64] created SILK, one of the first systems for this purpose. It supports the early stage sketching maintaining the same principles from paper prototyping, but enhancing it with the interactivity that the electronic medium provides, encompassing annotations and quick modification of the sketches. Furthermore, the software recognizes widgets and UI details, allowing the user to easily move and change them. With DENIM [71, 72], the authors followed Landay’s footsteps and extended the sketching tools also providing designers with the ability to quickly create sketch-based prototypes and interact with them on the computer, including the possibility of replacing drawn components with actual programmatic components. Although none of these tools were directed to mobile devices and mobile design, they were some of the predecessors for this research field 208 Prototyping the Concepts and inspiration for works such as SketchWizard [22] or SUEDE [62] also to emerge. These support new modalities and interaction modes such as pen-based input on the former and speech UIs on the latter. Ex-ASketch [45] also allows designers to quickly animate sketches drawn on a whiteboard. In more recent years, tools have been gradually targeting ubiquitous contexts. Damask [69, 70] is another example of a prototyping framework, here extending its scope to multi-device applications. Using sketches made by the user and merging them with design patterns, Damask creates usable prototypes for several devices. These can be later used on a simulator for usability tests. The design process is based on design patterns that can be used to create multi-device UIs with similar quality for each of the specific devices. Although not specifically directed towards mobile devices, its multi-device approach supports prototyping for mobile phones, PDAs, and other mobile technology. A similar work by Collignon et al. also demonstrates a prototyping tool that aims at supporting the design of UIs for different devices [16]. Coyette et al. have also been working on multi-device and multifidelity prototyping tools [21]. Their tool (SketchiXML) also supports a sketching-based design that can be later replaced by interactive widgets and items. Prototypes are designed with a specific device in mind that can be selected from an available list of options or a custom one can also be defined. Using shape recognition techniques, sketches are identified and a set of widgets is generated automatically, depending on the target platform. An evolution of their initial tool [20] includes additional features that support different fidelities in their prototypes and advanced options such as gesture recognition. This newer version also exports prototypes to a platform-independent language that allows them to be used in different devices. More recently, more specific prototyping systems directed especially to mobility and ubiquity are being developed. For instance, Topiary [66] is a tool particularly dedicated to location-enhanced applications and enables designers to use several items and build interfaces and corresponding storyboards. The tool is divided into two major 3.4 Mixed and High-Fidelity Prototypes 209 parts: a Wizard UI and an End User UI. The first allows users to design the prototypes whereas the second serves testing purposes. Ripcord is another system that intends to support prototyping and evaluation of mobile applications [63]. It suggests the use of HTML programming to create the low-fidelity prototypes. The framework includes a mobile device with an installed web browser where the prototype will be used. The mobile device is then connected to other devices such as GPS receivers or cameras. These devices capture usage data. More details on its functionalities are available on the following section. Li and Landay, on a more recent work, introduce ActivityDesigner, which is another example of a tool for prototyping ubicomp and mobile applications for everyday human activities [67]. Although the tool follows an activity centered design orientation, allowing designers to model activities at a high level, it still provides designers with the ability to visually create prototypes that can be interacted with on actual devices. The usage process starts by modeling activities based on data gathered from observations. Afterwards, these can be represented as scenes, which have stakeholders and roles. These scenes can also be part of themes, which allow their organization based on domains, for instance. After scenes and themes are defined, functional prototypes can be created using storyboarding, demonstration, and scripting. These can be later deployed into a target device either as HTML+JavaScript or, for high-end devices such as TabletPCs, they can be used on a virtual machine also available. In addition to these features, the tool includes data gathering mechanisms such as journals and logs that can be used directly on the target device. ActivityDesigner has been used on several case studies providing positive results since it has been supporting the development and evaluation of several applications, speeding up the design process and, given that it functions mostly visually or through scripts, empowering designers with fewer technical skills. Based on some of the findings described through the previous section (e.g., the need to provide more fidelity and interactivity for low-fi prototypes and the ability to test them on rich settings), we have also 210 Prototyping the Concepts developed a tool for mobile prototyping [30]. Its umbrella goal is to support the early design stages of applications for mobile devices. It provides designers with tools to quickly create prototypes and evaluate them, focusing specifically mobile and handheld devices. The framework allows the construction of low-, mid-, and high-fidelity prototypes and extends its automatic Wizard of Oz usage through their evaluation, also providing means to analyze the gathered data. More concisely, for prototyping it aims at (a) supporting a visual, quick and easy design of realistic mobile prototypes, with flexibility regarding their fidelity, (b) offering expert users or users without any programming knowledge the possibility of building or adjusting their prototypes, (c) allowing and promoting participatory design and prototyping during outdoor evaluation sessions within realistic settings. These goals are achieved through a couple of general functionalities included in their prototyping tool. First, the tool supports prototyping with mixed fidelities (thus analyzing different usability dimensions) — see Figure 3.1. Hand-drawn sketches or interactive visual preprogrammed components can compose different prototypes with varied levels of visual refinement, depth of functionality, and Fig. 3.1 MobPro — desktop editor. 3.4 Mixed and High-Fidelity Prototypes 211 richness of interactivity, comparing different design alternatives, evaluating button sizes, screen arrangements, element placement, interaction types, navigation schemes, audio icons, and interaction modalities, among others. Second, they integrate usability guidelines for mobile devices on mid-fidelity prototypes, enforcing details such as the location of each component, the actual size of the component, or even the amount of information per screen. In a follow-up project, again following the findings of previous work and found in the available literature, we introduced an extension to the prototyping framework [25]. This extension is mostly composed by an in situ prototyping tool that aims at supporting a set of techniques that have proven to enhance the design process of mobile UIs. These techniques were previously applied and validated by the utilization of the previous framework on various case studies. Building on the positive results, and the need to carry on with the design process in situ, while testing the prototypes during user interaction and experimentation, a mobile extension was required. Overall, the goal is to combine the advantages of rapid prototyping and adjustment of sketches on realistic settings and scenarios, with the added features that the digital medium can provide. Figure 3.2 depicts the mobile version of the prototyping tool. Fig. 3.2 MobPro — mobile editor. 212 Prototyping the Concepts With this addition, prototypes can be created on an existing desktop tool and easily edited on the mobile tool during outdoor evaluation sessions whenever necessary. Additionally, new prototypes can also be created with the mobile tool. This provides a set of new benefits. For instance, by providing the option to augment sketches with behavior, the tool allows users to maintain their sketching procedures (e.g., drawing a UI on a sheet of paper or card) and to turn it into an interactive prototype. For example, if the device includes a camera, the user can easily capture a photo of a hand-drawn sketch, import it to the editor, and define interactive areas within it or place software elements (e.g., buttons) on top of it. 3.5 Section Overview Globally, it is clear that prototyping is an extremely positive endeavor that allows designers to propel design, include users on the design process and evaluate concepts, and ideas on early stages of design. However, as some research already points, with mobile devices, and given their features and characteristics, particular care must be taken while generating effective prototypes. Low-fidelity prototypes play an important role in this process mainly because of their low cost, easiness to build, rapid development, and efficacy to allow error detection. These previous sections and the suggestions they include clearly show the evolution and trend with low-fidelity prototyping procedures for mobile devices. Most researchers agree that creating realistic prototypes, even at this early stage, improves results and contributes to a more realistic experimental context. To do so, research suggests that best results are achieved when • prototypes provide a close resemblance to the final software and experience, including dimensions such as aesthetics, features, and funtionality. Although they do not need to emulate exactly the final application, they should provide a close enough artifact in order to offer a realistic usage experience that conveys the design ideas and allows users to understand the interaction concepts and issues; 3.5 Section Overview 213 • prototypes follow the device’s characteristics (e.g., size, weight) and features, and do not include functionality, visual elements, fonts, etc., which cannot be available on the final result. This allows users to grasp, carry, drop, touch, and be engaged while interacting with the prototype and simulate an experience that is much closer to what will be available with the final design. • the different interaction modalities are included or simulated along with the other characteristics of the device and UI. • mobile low-fidelity prototypes allow designers, and possibly users, to discern the UI issues with those that are intrinsic to the underlying technology and form factor. As a consequence from these guidelines and conclusions, significant research has been addressing the development of prototyping tools for both early low-fidelity and high-fidelity prototypes. Overall, prototyping tools offer a set of advantages that enhance the prototyping process and overcome some of the issues that traditional or even update paper-based or low-fidelity prototypes have. In particular, these include development facilitation, iteration speed up, and easier user feedback during early stages, but most importantly, a large set of them includes features that promote evaluation within rich, and possibly out-of-thelab settings, and using actual devices, resulting in a testing context much closer to reality. Moreover, supported by the digital medium, they open the opportunity to be complemented by evaluation techniques that take advantage of different modalities and digitally supported data gathering. These opportunities and extensions are discussed in the following section. 4 Evaluating the Results As it has been discussed through the previous sections, mobile evaluation is a crucial part of the mobile interaction design process. Additionally, in order to reach the best results, one must pay attention to a set of factors that emphasize realism and the inclusion of different contexts and variables during the evaluation process, or even taking it out of the lab. Unfortunately, a study conducted by Kjeldskov in 2003 demonstrates that this was hardly the case [59]. In fact, from this research, it was concluded that the majority of researchers working with mobile interaction either avoided the evaluation stage or stopped at the lab testing sessions with traditional techniques. Notwithstanding, as it has been shown, a few years after, it is now possible to find a significant body of literature that proves the evolution so far and shows that mobile evaluation is becoming an important research field. The techniques and technology hereby discussed are particularly adequate for field evaluation scenarios. Nevertheless, some complex laboratory tests that mimic parts of real settings (e.g., hospital simulations) become also contextually demanding and often recur to these to gather data and understand usability. Moreover, this text’s emphasis 214 4.1 Usability Evaluation 215 on field evaluation does not intend to diminish the need for rigorous laboratory tests. On the contrary, lab experiments are fundamental as they often lay the grounds for effective and feasible field studies. A good example of this complementarity is even taken further by Williamson et al [120]. The authors, before going into the wild, delimited some of the design decisions by building a simulator that models basic user behavior, relevant for the problem in hands. Following the advances both on the acknowledgment of context’s importance and on the need to update prototyping techniques and how they can be used to support mobile evaluation, this section addresses the techniques that have been emerging in order to complement these advances and how designers and engineers have been applying them. We first start with a brief presentation of classic usability evaluation techniques. Then, we emphasize the major challenges imposed by the mobile factor. The following section addresses techniques and procedures that can be used at different steps of the design process, with both low- and high-fidelity prototypes. A final section describes how hardware and equipment have been used to support some of the previous techniques and how software and evaluation frameworks have been developed to complement and support evaluation. 4.1 Usability Evaluation Usability, according to the ISO9241-11 (1998) Guidance on Usability document, is “the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.” The interpretations of this definition vary and evolve (see, for example, [4, 93] for a discussion on the subject or the recent standards). Addressing all its facets particularly into the users’ satisfaction dimension or even its projection into the broader concept User Experience as defined by ISO9241-210 (2010) is a huge and open task and not the objective of this text. Nevertheless, no matter the scope of its interpretation, evaluating a software application’s usability is a major part of its development process. To cope with the demand of evaluating a software system and its UI during its design process, several studies and techniques (e.g., Heuristic, 216 Evaluating the Results Formal, and Empirical methods) have been proposed through the years [85, 106]. An extensive part of HCI literature addresses this topic and various guidelines, for each of the aforementioned methods, have been established, on their majority focusing laboratory evaluation sessions [84, 100]. These guidelines and techniques have also been recurrently used and assessed resulting in various reports of their weaknesses and advantages [81, 82, 85]. In [56], the effectiveness of empirical usability testing and individual and team walk-through methods is compared. The authors discovered that empirical usability evaluation provided up to four times more relevant information and error detection than the counterpart. Nielsen and Phillips conducted a similar study to compare heuristic, formal, and empirical methods to estimate the relative usability of two interfaces [85]. The authors defined a specific task and designed two different UIs that support such task. The first applied method was the heuristic estimate. The evaluators inspected the prototypes and created a list of usability problems by noting deviations from accepted usability principles. Time estimations for accomplishing the prescribed task were also made. For the formal analysis, 19 students used the GOMS (Goals, Operators, Methods, and Selection Rules) method [9]. Finally, for the user testing, 20 students tried both prototypes and were given a two-question subjective satisfaction questionnaire. After results were compared, the authors concluded that user testing is the best method although alerting that laboratory testing is not a perfect predictor of field performance. A more recent study comparing various usability evaluation techniques has been conducted by Molich et al. [81]. The study reports the evaluation of a single UI, conducted by various entities using different techniques and resources. Overall, nine different teams participated over the course of about one month. Eight of the teams used a think-aloud technique using different approaches. Some complemented it with some inquiry methods. The remaining team used a questionnaire and a semi-structured exploration of the product. The results suggest that both approaches are valid. The quality difference is determined by the selected tasks and how the methodologies are applied by those in charge of the tests. Overall, the main conclusion resulting from the 4.2 The Challenge of Mobile Evaluation 217 aforementioned studies seems to point user testing as the most profitable method, providing the most valuable and reliable results [85]. Contrary to walk-through approaches that are generally performed by designers and expert users, user testing relies on final users’ evaluations and opinions to propel error discovery [56]. Among these, we can find several empirical techniques, namely, • • • • think-aloud evaluations; user observation; scenario-based reviews; questionnaire-based evaluation. Within these techniques, users can either accomplish prescribed tasks or use the prototype on a self-guided exploration. Prescribed tasks have shown better results [56] and can usually point users to critical areas. However, care must be taken not to create biased results that overlook on specific features and fail to detect serious usability problems. Moreover, taking into account that usability tests depend on the chosen methodology, on the prescribed tasks and even on the selected users, the combination of more than one technique is advised. Molich et al. [81] recommend that a mix of methods should be used in order to overcome unique flaws that each may contain. 4.2 The Challenge of Mobile Evaluation The previously mentioned techniques have been successfully used on a variety of situations for different systems and applications. However, the particular requirements that mobile devices introduce require further effort and adjustments to these methods [42, 61, 105]. Users behavior and their perception, efficiency, and use of the mobile applications are influenced by the number of contexts and the constant changing from one to another. These influences need to be understood. As for the comprehension of the real world, the main challenge with mobile evaluation is the ability to obtain data and find issues within real scenarios and especially while changing between contexts, considering the mobility factor. The difference here is that the focus is on the validation and evaluation of the usability or user experience for a mobile 218 Evaluating the Results system, product, or UI, which by itself also influences the contexts of use [36]. The techniques that were described through Section 4.1 are all valid and have been used and applied successfully during the design of many systems. However, most of the existing techniques are focused mainly on a specific setting and scenario. They rely heavily on the designer’s ability to observe the user, recognize issues, and understand existing problems. As they are generally applied to fixed solutions, to be used within a single context, scenarios are more stable and data gathering techniques can be easily applied. With mobile technology the case is hardly the same. As it was discussed before, contexts tend to be dynamic and more complex and users go through different contexts doing the same of different activities. This influences behavior and efficiency in using mobile applications and sometimes satisfaction. Consider a user doing a simple task, such as listening to some music and building a playlist with an mp3 player while going to work. Leaving home she goes out into the street where light conditions change possibly precluding her control over the music selection. Then, she finds the stairs and crown descending for the subway, requiring some divided attention and possibly slowing down her pace. Finally, as she sits on the single free bench giving her the opportunity for easier interaction, a train arrives making so much noise she cannot properly hear the music selection. This context changeability is generally non-existent on fixed solutions [83]. Given these issues, designers are necessarily forced to follow users and apply these procedures outdoors, observing and inquiring users as they go about their activities and tasks, moving through several scenarios. Although this could provide great results and useful data, facilitating the analysis of new requirements, it necessarily introduces yet another set of problems. First, it raises privacy and ethical issues, depending on the domain for which the solution is being designed [103]. Second, it is extremely difficult to get the agreement of end users to be followed constantly and monitoring while using their personal devices. Third and lastly, the effort that such endeavors would imply is far too great to justify such solution in the majority of cases. In fact, the effort 4.3 Techniques for Data Collection 219 involved in following users throughout different scenarios is the most common cause for the few accounts of mobile evaluation [59]. 4.3 Techniques for Data Collection Recent studies have addressed the need to evaluate mobile systems on realistic scenarios and, most importantly, have investigated emerging techniques that aim to support these procedures [37, 42]. Hagen et al. categorized currently used techniques as mediated data collection, simulations, and enactments and combinations. On the first, both users and the used technology collect usage data on natural settings. On the second, simulations of real settings are used, whereas on the third combinations of several techniques are utilized. These three categories are composed of a set of different techniques, which can rely on the use of specific data collecting hardware or on participants collecting data themselves. In fact, this last approach seems to be gaining momentum [2, 19, 40]. The two following sections describe procedures that can be applied at different stages of the design and evaluation process as they do not require working systems or any specific hardware. 4.3.1 Active Data Gathering Active evaluation and data gathering techniques are those that rely on end users and the evaluation participants to gather data and participate actively on the evaluation process. This type of evaluation method has been increasingly used and recent techniques have been tried and successful reports are now available. The main advantage for these approaches is that given that users can capture information by themselves, designers can minimize the effect of observers on their studies and participants. One example of such techniques is the Experience Sampling Method (ESM) [19]. ESM is a technique inherited from the field of psychology, which relies on questionnaires to gather usage information on natural settings. Participants of evaluation sessions, using mobile devices, are prompted with questionnaires, providing usability data that can be 220 Evaluating the Results later analyzed and statistically evaluated. As shown in [19], where users were equipped with PDAs that prompted questionnaires at specific times, the resulting information can be extremely valuable. In general, the gathered information pertains to feelings, reactions, positive or negative experiences, fundamental to assessing the mobile user experience. Furthermore, as designers are not present during questionnaire fillingin, bias associated with observation is reduced. Iachello et al. used a similar approach to evaluate a mobile personal audio application. In addition, they developed an inquiry technique of their own, called paratype, which is based on the ESM. They claim that their contribution is the fact that a paratype is used to introduce a simulated interaction with a given technological artifact or system within a specific setting or social action. A survey (or questionnaire) documents the effects of this combination. In this case, the used questionnaire’s goals are twofold. A first section is presented by an investigator, removing some of the user’s responsibility in gathering the information, and contained information about the location, the participants, and the activity taking place. The second portion of the questionnaire is given to the participant after the initial questionnaire takes place. As with the ESM, questionnaires are expected to be filled immediately to increase accuracy of the results; however, here there is direct intervention from the observer at the initial stage. From their experiences, the authors claim that their technique offers useful results for mobile and ubiquitous, especially for applications that provide information when needed or where interaction is embedded in unpredicted social practice or everyday routine. In previous work [29], we have also made use of the ESM, especially during the initial stages of design. Here, to ease the burden on users, we provided digital equipment (e.g., audio recorders, PDAs) for users to capture and record their feelings and emotions whenever they encountered any problems or felt that there was some information that they wanted to provide. This approach allowed us to gather more and richer data given that it was much easier for the participants to speak than write down their thoughts or fill-in a questionnaire. Another often used technique to gather usability information during mobile evaluation is applying diaries. Usually called diary studies 4.3 Techniques for Data Collection 221 [90, 108], also reminiscent from psychology, this technique relies again on end users to gather data, who generally annotate particular activities, as they occur, on a paper diary. Diaries are generally simple annotation sheets, sometimes containing spaces for time-stamping, but can also be highly structured with pre-defined categories of activities. In [90], diary studies were used to capture information under mobile conditions during two different studies. The first was an investigation on the adoption and use of mobile technology with 19 novice mobile technology users. Their goals were to see how usability affected the use and discovery of handset features and how this could affect the integration of the telephone into the participants’ daily life. The second was a follow-up study involving a larger amount of participants and based on the results from the former study. On their studies, the authors introduced an innovation. In order to register their diary entries, participants were requested, although as an option, to use voice mail, using the handsets that they were also testing. Results from this experience were clearly beneficial. In addition to providing a better feel of the nature of each participant with the mobile device, it also allowed the investigators to tailor much more specifically the following interviews and additional evaluation techniques based on the voice mail messages. Carter and Mankoff in [10] followed a similar approach and tried to understand the effects of using different media as support for diary studies. To do so, three studies were conducted. The first using photos as prompts, the second using phone feedback and the third comparing photos, audio and tangible objects. Results from these studies indicate that different types of media suit different studies and different goals. In particular, the authors found out that although audio diary studies suffer from recognition problems, they encourage more clandestine capture events. Tangible objects trigger creativity while photos are the easiest way to capture and recognize information and events. In general, the main conclusion is that diary studies can provide very good results, especially if tailored and adjusted to the study’s goals and when supported by different tools and media. As a consequence, the authors propose a diary study procedure to maximize efficiency and results, including five main stages, 222 Evaluating the Results namely (1) lightweight in situ capture by participants augmented with (2) lightweight in situ annotation at the time of capture to encourage recall, followed by (3) additional extensive annotation after the initial process, allowing (4) researchers to better structure the data through reviews and finally (5) a post-study interview. Brandt et al. also address a similar issue and try to lower the burden for diary studies under mobile conditions [7]. Their approach relies on minimizing the amount of effort and time spent annotating and registering diary entries while on the field and instead to use a system that creates small snippets via text messages, pictures and voice mail messages. These can be later completed with full diary entries at a convenient time. A slightly more focused method is also becoming increasingly used. In [29, 116] the concept of contextual questionnaires is described. Vaatja and Roto propose a set of guidelines on how to create questionnaires that can be used on handheld devices. Main suggestions include minimizing the total time to completing the questionnaire, including the time to access, read, and submit it, also limiting its length. Additional guidelines focus on the usability and screen layout of the actual questionnaires. On our own approach, we propose contextual questionnaires that contain specific questions aimed at particular characteristics of the locations in which the evaluation takes place [29]. Although these might imply that the designers know beforehand where the evaluation and interaction will take place, we tackle this issue by also suggesting the inclusion of items and questions targeted and generic context dimensions, in particular some of those discussed in previous sections within this monograph. For instance, if designing a software application for a sport activity, the questionnaire can contain questions regarding the impact of sweat or movement when interacting with the device or UI. These focused questions provide additional information on details that may pass unnoticed on a brief experience but that designers are aware that may cause issues further along the usage experience. 4.3.2 Passive Data Gathering In opposition to the aforementioned techniques, passive data gathering approaches require no intervention from the user/participant [33]. 4.3 Techniques for Data Collection 223 As already discussed, traditional approaches rely strongly on user observation. However, within mobile settings, it is much more difficult to observe a user while interacting with a mobile application and behaving as usual, moving around different contexts, especially without compromising the user’s privacy and his/her normal endeavors. As a consequence, not many accounts of user observation within mobile settings can be found in the literature. Nevertheless, some reports on successful observations for mobile evaluation can be found [75]. In Patel et al.’s work [91], 12 participants engaged on an experiment to evaluate a system for image searching and browsing on mobile devices. During these tests, participants were observed and the “think aloud” approach was used. Although these observations provided very positive results and feedback, very little is provided on the settings and contexts or actual mobility involved in their experiences. Salovaara et al. also report some findings on conducting observation within mobile settings, especially for inter-group studies for mobile group applications [103]. To overcome difficulties as those mentioned above, in addition to those that are a consequence of group interactions (e.g., number of participants, their locations), the authors suggest a combination of logging mechanisms with mixed observation procedures. One researcher observes interactions taking place from a remote location and notifies other researchers on the field about interesting events. From the two case studies described on their work, results proved to be promising and the approach allowed for the gathering of both data regarding individual use and group interactions, especially the use of media in collocated and collective settings. As with Salovaara’s work, there are several accounts on the usage of logging mechanisms to support mobile evaluation [1, 54, 98] especially given that provides a great deal of information (depending on the logged data, naturally) without any added effort for designers and participants. Additionally, as long as allowed by participants, it permits designers to capture information within contexts that would be otherwise inaccessible given to either ethical or privacy issues. The use of logging will be further addressed in the following section. Inspired by a growing trend of applications that exist for higherfidelity prototypes, on our previous work we proposed a non-technological logging mechanism [29]. By using low-fidelity prototypes with rigid 224 Evaluating the Results structures, and providing participants and end users with pens and pencils with different colors, it is possible to track navigation paths, behaviors towards the UI, and even usability issues regarding UI elements such as button and graphical element dimensions. The users are requested to interact with the mobile device using different colored pens for different tasks (i.e., simulating a stylus — particularly useful for Tablet PCs or stylus-based PDAs). Researchers can review the sketches and prototypes and detect the number of taps and locations of these taps for each task and activity. The same procedure can also be used for different contexts. For instance, if a user is walking while interacting with the prototype and if he/she is using a particular color, researchers can assess and compare performance and usability issues with other contexts if, in these other situations, a different color is used. This technique allows researchers to gather logs without using technology, without using a working system (i.e., using low-fidelity prototypes), and without following the end user while he/she interacts with a prototype. 4.4 Technology-aided Mobile Evaluation Because of the additional challenges that mobile evaluation introduces, the techniques that are usually applied for fixed technologies (e.g., user observation, WOz simulations) are demanding when applied realistic settings and moving contexts, sometimes even inadequate and frequently avoided [61]. To tackle these challenges and overcome some of the existing issues, recent experiences and research addressing these problems and aiming at further improving and supporting mobile evaluation have introduced technological methods to gather usage data remotely through active (e.g., ESM, Diary Studies) and passive modes (e.g., Logging), enabling evaluation on real settings. These can be divided into two main facets, namely the use of hardware and evaluation kits or the use of software and evaluation platforms. 4.4.1 Hardware and Evaluation Equipment Recently, some evaluation procedures that take advantage of specific hardware are being experimented [46, 52, 76, 114] with interesting 4.4 Technology-aided Mobile Evaluation 225 results. In [52], the authors present an experience where users were filmed and followed while using a mobile device. As expected, the researchers given their presence and the public environment affected the user experience. Alternatively, this work relied on users to capture images from other users while utilizing the applications. As most of the photographs provided little information when analyzed individually, some users also provided annotations of the events in which the photos were taken. Still, the gathered information was insufficient information about usability issues. The authors then suggest a new approach called the “experience clip.” The method is based on the usage of a camera phone and a PDA. The PDA contains the application that is being evaluated whereas the camera phone is used to capture clips that seem relevant to users. The experience demonstrated that the technique is able to provide rich data about user emotions and feelings. However, users have to be well motivated and clearly instructed on what they are supposed to capture. Furthermore, the utilization of two devices generally requires the participation of more than one user. Similar to what was discovered with the first experience that motivated the study, it is likely that the second presence and experience per se might change and influence the evaluation results. Ripcord already discussed on the previous section (Prototyping Tools) also supports evaluation [63]. The system includes a kit for data capturing on the wild, which connects the used device, through a Bluetooth connection, to a mobile server kept on a backpack carried by the user. Prototypes used with the system are rendered on the mobile server, which transmits information directly to the target device. Although no video is captured, the mobile server collects and stores all available data from the target device for remote supervision or posterior analysis. In [65], the authors describe their experiences on the evaluation of multimodal UIs in various contexts. Although most of the experiences were made within simulated environments (e.g., car driving context within laboratory, walking context within office environment), the authors applied a series of interesting methods to gather information using digital equipment. On one of the experiences, undertaken 226 Evaluating the Results on a walking scenario while the user was moving through various open office areas (although being followed by a moderator), interaction was captured using two small cameras. One of the cameras, controlled by the observer that follows the user, captured the user’s interaction with the mobile device whereas the second, placed on the user’s shoulder, captured information about the context. Both cameras were connected to a laptop that the user was carrying. We have also successfully used a similar approach reported in [29]. This approach did not require users to be followed by moderators or researchers. In order to capture information both on the context and on the user’s interaction with the device, we used a small camera, also connected to a laptop on the user’s backpack, which was placed on the user’s head, attached to a hat. With this placing, the camera captured video of the user’s interaction with the mobile device, including the device’s screen, but also information regarding interruptions, conversations, obstacles, and the context in general. The ability to capture audio allowed the design team to request users, whenever necessary, to use the “think aloud” method, capturing both the video and the users’ thoughts and opinions. In this same monograph [29], we also describe experiences in using the same equipment and setup to conduct remote evaluation sessions. Given that the used laptop had network connectivity (e.g., Wi-Fi or 3G network), using a simple video conference software allowed us to monitor whatever was happening during the user experience in real time, without following the user around. This kit can also be used with low-fidelity prototypes, especially considering its low cost and use of traditional desktop equipment, available for most researchers (e.g., laptop, backpack, hat, and webcam). This type of setup is usually called a mobile or living lab [113]. Mobile labs or the use of equipment capable of recording information and usage data without the designer or moderator’s presence has also been studied by Oulasvirta et al. In [88], the authors created a high-quality video capturing kit with a set of cameras and using data transmission to monitor usage interaction. Although much more expensive, the kit is composed by lightweight equipment that captures highquality video during extended periods of time. The kit’s cameras are 4.4 Technology-aided Mobile Evaluation 227 placed on the device to capture the user’s expressions; on the user’s head to capture interaction with the device and its screen; and on a necklace to capture information about context. The majority of the remaining equipment was placed on a belt, which increased flexibility on the use of the equipment as well as the user’s movement. Furthermore, data capture was automatically sent through wireless connections to remote locations. Similar approaches have also been studied by Thompson et al. in [114] and suggested by Lyons and Starner [78], Hummel et al. [51], and Reichl et al. [96]. On a more technical level, Lukander proposes a system that is able to measure gaze point with mobile devices [76]. Although this technique and system alone do not provide sufficient usability details and data to evaluate a mobile application, their usage in concert with other techniques can provide interesting results. For the moment, the used equipment does not allow for real-world testing. Yet, it brings the potential of a powerful technique, traditionally used for desktop and web usability evaluation, to mobile devices. 4.4.2 Software for Mobile Evaluation On a different facet, researchers and developers have also been introducing frameworks that support mobile evaluation using, most of the times, the actual devices were software being tested [32, 41, 73]. In these approaches, the frameworks include specific prototypes of software in general and provide support for both active and passive data gathering. A good example of such systems is MyExperience. The MyExperience [41] system provides support for remote data gathering. With this system, user activities on mobile phones are logged and stored on the device. These are then synchronized depending on connection availability. The logging mechanism detects several events triggered by the system or by the user (e.g., software events such as changing applications, incoming calls, or hardware events such as key presses or the microphone) and active evaluation techniques can be triggered according to contextual settings. This combination provides researchers and designers with both quantitative data, from the logs, and qualitative 228 Evaluating the Results data, collected by users using the active evaluation techniques (e.g., Experience Sampling). From a set of case studies with researchers working with mobile technology, results demonstrated that (1) the system’s main qualities include the ability to trigger anything in response to a large range of events and combinations of these (around 140 events); (2) the easiness to set up the system for experience studies on cell phone applications; (3) the richness of the collected information; and (4) the used structure to store information’s expandability were considered the main benefits. The Momento [102] system also provides means to conduct mobile evaluation. The system relies on text messaging and media messaging to distribute data from users and their devices to experimenters. It gathers usage information and prompts questionnaires as required, sending them to a server where an experimenter manages the received data through a desktop GUI. In addition, this remote experimenter is also able to adjust the experiment on the go, responding to participants’ requests or asking them to manually record or collect specific data. Momento was used in three different experiences and results have been very positive, allowing designers and researchers to conduct in situ studies with participants without following them and, at the same time, managing the experiment and gathering rich evaluation data. Waterson et al. also developed a remote logging and analysis tool for mobile remote usability [118]. Their system uses a clickstream logging and visualization system. Logging is achieved through a proxy and results are then viewed through a UI that allows zooming and filtering displaying most visited content and common paths between it. As briefly introduced, our own framework, MobPro, also extends its prototyping features into the evaluation process [24, 31]. The prototypes developed with the framework include a runtime environment that keeps a detailed description of every event, or a selected range of events, occurred while the prototype was used. The selection criteria (e.g., event type, modality) enable configurable data gathering that can be focused on the evaluation goals without adding effort or requiring users intervention. The framework also supports the integration of questionnaires within the prototypes and means to define specific conditions or settings in which these questionnaires can or should be 4.5 Section Overview 229 presented to users. This technique, if well used, provides support for intelligent ESM and pro-active Diary Studies as usability questionnaires can be prompted according to not only time but also location or behavior triggers. These questionnaires also share the multimodal approach of the frameworks thus being able to gather textual, audio, and video information. The framework also includes a log-player tool. It resembles a movie player, which re-enacts every action that took place while the user was interacting with the prototype. The log-player tool is equipped with a communication module that allows the player to be connected to another device while a user is interacting with a prototype. Here, the logging mechanism forwards every event to the monitoring device, allowing the designer to remotely review, in real time, the users interaction with the prototype. For instance, if the prototype is running on a Smart Phone with a 3G connection or within the range of a Wi-Fi network, the designer is able to monitor and gather data on real time on the users interaction with the prototype directly on his/her desktop computer or even another mobile device. 4.5 Section Overview As the main conclusion extracted from the various research work and experiences that have been conducted and are available in the literature, one can claim that choices and guidelines for mobile evaluation are gradually being developed and made available by researchers and practitioners. Although the process of taking evaluation experiments into the wild, within real contexts, is still somewhat scarce, mainly motivated by the added difficulties in selecting the proper contexts and on conducting user observation within mobile settings, new techniques and approaches have been emerging and providing different approaches for designers and researchers to follow. On the one hand, we can find a trend that shows adaptations of previous data gathering and evaluation techniques, mostly used in fixed settings, which have been slowly being adjusted to mobile needs. In addition, researchers have been experimenting with techniques that were inherited from other fields such as psychology and relying on users 230 Evaluating the Results to gather information by themselves, mitigating the need for observation and user shadowing. This type of procedures, although placing an added burden on users, allows designers to reach a larger amount of participants and facilitates qualitative, although subjective, data collection within settings that, otherwise, would probably be unreachable. On the other hand, the current literature clearly shows that designers are, more often than ever, taking advantage of the same technology that they are trying to evaluate, to take the evaluation process out of the laboratory. Even with the use of technology, one can find two separate directions. The first one places a strong emphasis on allowing user observation with remote monitoring using equipment such as sensors, microphones, video cameras, and a wide variety of mobile data-capturing equipment. This trend is often named as mobile laboratories. These can collect data that is directly and automatically sent to researchers or experimenters who review what is going on in real time on a remote location, or they can be stored for posterior analysis. Moreover, as an addition or extension to what is happening with prototyping, technology has also been used to create new software that supports evaluation endeavors. Here, different types of frameworks and systems support and enhance both active and data gathering techniques by logging events or by prompting questionnaires and surveys according to specific events. In summary, mobile evaluation is rapidly evolving and the amount of trends and examples within each current shows that, despite all the difficulties that taking the evaluation procedures out of the lab imply, the research community is living up to the challenge and gradually overcoming the problems that motivated the works described in this section. 5 Conclusions Mobile devices are rapidly taking over the digital and interactive world. Their role within our lives is growing in diversity and importance. As our need to use them for a wide variety of activities increases, the need to use them easily and as tools that enhance our performance in those same activities increases proportionally. In face of such scenario, brands, developers, engineers, and designers have to continuously improve not only the features and functionalities of the available technology but also the way we interact with it. As they present a significant shift from the desktop metaphor and usage paradigm, the traditional methods and techniques used to develop and design desktop software and UIs have to be reconsidered, reassessed, and, many times, reinvented. In this monograph, we discussed the evolution of user-centered methodologies and techniques, propelled by the need to cope with the added challenges that mobile technology and the new usage paradigm that it entails have been posing to designers and engineers. In particular, we have focused on the two stages that present the biggest challenges but are also the most important for the design and validation of mobile interaction, namely the prototyping and evaluation 231 232 Conclusions stage. As a necessary bootstrapping point, we also discussed the need to understand context. Context is arguably the most influential factor on the uniqueness of mobile user experience. Identifying which variables and how they should be integrated with the design and evaluation process is paramount. As the literature gradually blooms and research experiences for mobile devices continue to take place, new techniques, approaches, and tools have been emerging. Some of the literature that was addressed within this monograph has been focusing on the definition of context. In particular, we discussed work that deals with the complexity of the world and tries to map it into modular concepts that can be easily verified and integrated into scenarios. These also aim at supporting the arduous task of emulating mobile contexts within controlled settings while others have placed their efforts into confirming that mobile design and evaluation should take place within the locations and settings in which end users will use the resulting products. Following this last approach, the second topic of this monograph dealt with the updating of the prototyping techniques, which are necessary tools for the consequent evaluation process. Here, the available literature seems to have consensus in that prototypes, either low- or high-fidelity ones, should be tested within realistic settings and, for that purpose, should be developed in such a way that supports the outof-the-lab evaluation process. As such, researchers pointed out that for low-fidelity prototypes different materials can be used and care must be taken to differentiate the physical prototype from the UI prototype, emulating, in both cases, the actual device and software. An alternative, perhaps more advance trend, has been working to develop prototyping software, which overcomes the inherent limitations of paper-based prototypes by combining the easy to create and edit mechanisms with the interactivity and ability to be used and tested on actual devices, thus within a realistic context. Finally and the culminating point of the previous stages, the last section of this monograph addressed the evaluation of mobile applications and UIs. Naturally, as the gluing material between the two previous topics, the advances in mobile evaluation are closely tied to the research developments in regards to both the meaning and importance 5.1 The Future of Mobile Design and Evaluation 233 of context for mobile interaction design and on the prototyping techniques that are necessary to provide the working and testing material used during the evaluation experiences. For this purpose, a large corpus of research is being made available and both techniques and case studies have now introduced significant advances for mobile evaluation. New techniques discussed in this monograph focus on, on the one hand, the adjustments of previous procedures and equipment and how they aim at supporting data collection out-of-the-lab without added effort or without corrupting the free mobile settings in which evaluation takes place. On the other hand, in a similar manner to what happens with prototyping, the introduction of new tools and frameworks that support several data collection techniques and allow designers and engineers to have a glimpse of what takes place between the user and the interface, in situ, and without their physical presence hindering the process. In general, these three topics and the works here presented and discussed unveil prosperous times as new approaches, tools, and scenarios keep appearing and, although introducing new challenges, also presenting new opportunities for research and advances within the mobile interaction design field. 5.1 The Future of Mobile Design and Evaluation Mobile technology has advanced greatly. As unexpected and overwhelmingly fast as this evolution may have been, the previous sections within this monograph clearly show a growing trend and investment on research and practical examples on how to create, through user-centered design approaches, UIs and experiences for mobile devices. Nevertheless, there is still much ground to cover. As social networks, navigation, and location-enhanced applications continue to grow in number, cooperation and group activities also assume a greater role as target services for mobile devices. Naturally, these require special attention to a wide set of factors, some covered by the works hereby discussed, but others, such as the ability to evaluate multiple interactions within groups, collaboration within the real world, and the impact 234 Conclusions of mobile devices on group behavior, are still challenges that have not been completely tackled. In addition to these services and social phenomena, an increasingly relevant movement is that of creating personalized applications, which adjust to users and not exclusively to the surrounding location and external context facets. Here, care must be given not only to understanding the interaction context but also how the software and UIs also react to the changes that might take place. Moreover, as design and development tools are made available to everyone and successes such as the App Store and Android Market show that they are here to stay, attention must also be paid to guidelines and ways to advise end users who create their own tools, for them and for others, so that these provide meaningful and useful experiences when used. As a complement to the already used hardware and sometimes in concert with context-aware technology, the use of sensors will most likely play a crucial role within mobile interaction design. Certainly, this role will be focused on the use of sensors to promote adaptation and awareness but also as means to gather further information, possibly physiological, during evaluation studies and in situ experiments. Finally, a research field of utmost importance that advances hand in hand with mobile interaction and usability is mobile acessibility. 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