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1.
Modern mobile devices support accessing Web-based social networking services from the user interface (UI) of Web browsers, applications, and mobile widgets. While effectively accessing these services, people may find it tedious to switch between multiple user interfaces in order to be aware of the latest content. Aiming for an improved user experience, we experimented with integration of these services into mobile devices' main user interface. The integrated content is presented beyond application silos and automatically filtered to highlight the relevant elements. A mobile system called LinkedUI was developed and deployed in one lab test and one field study. Three findings emerge from these studies. Firstly, it is feasible to construct an alternative device UI that supports integration of Web content across applications and services via hyperlinking. Time, publisher (e.g., contacts), content types, and geographical locations are key dimensions for association of content. Secondly, the alternative device UI enables better usability of accessing social networking services than accessing them from individual Web sites on mobile devices. It helps people to be aware of the latest content during microbreaks. Thirdly, automatic filtering, on the basis of one user's data, is one promising approach to identifying relevant content. Given filtered content, most people using the automatic filtering approved the functionality and experienced a better sense of control that is arguably due to the reduced information volume.  相似文献   

2.
Design patterns for user interface for mobile applications   总被引:1,自引:0,他引:1  
The topic of this paper is a collection of user interface (UI) design patterns for mobile applications. In the paper we present the structure of the patterns collection – the patterns are suggested solutions to problems that are grouped into a set of problem areas that are further grouped into three main problem areas – a structure which is valuable both as an index to identifying patterns to use, and it gives a fairly comprehensive overview of issues when designing user interfaces for mobile applications. To show the breadth of the patterns collection we present six individual problems with connected design patterns in some detail – each coming from different problem areas. They represent important and relevant problems, and are on different levels of abstraction, thus showing how patterns may be used to present problems and solutions on different levels of detail. To show the relevance and usefulness of the patterns collection for usability professionals with a mixed background, we present some relevant findings from a validation of the patterns collection. In addition to verifying the relevance and usefulness of the patterns collection, it also shows both expected and surprising correlations between background and perceived relevance and usefulness. One important finding from the validation is an indication that the patterns collection is best suited for experienced UI developers wanting to start developing mobile UIs. Using a patterns collection for documenting design knowledge and experience has been a mixed experience, so we discuss pros and cons of this. Finally, we present related work and future research.  相似文献   

3.
4.
ABSTRACT

With the rapid growth of smartphones and tablets in our daily lives, securing the sensitive data stored upon them makes authentication of paramount importance. Current authentication approaches do not re-authenticate in order to re-validate the user’s identity after accessing a mobile phone. Accordingly, there is a security benefit if authentication can be applied continually and transparently (i.e., without obstructing the user’s activities) to authenticate legitimate users, which is maintained beyond the point of entry. To this end, this paper suggests a novel transparent user authentication method for mobile applications by applying biometric authentication on each service within a single application in a secure and usable manner based on the risk level. A study involving data collected from 76 users over a one-month period using 12 mobile applications was undertaken to examine the proposed approach. The experimental results show that this approach achieved desirable outcomes for applying a transparent authentication system at an intra-process level, with an average of 6% intrusive authentication requests. Interestingly, when the participants were divided into three levels of usage (high, medium and low), the average intrusive authentication request was 3% which indicates a clear enhancement and suggests that the system would add a further level of security without imposing significant inconvenience upon the user.  相似文献   

5.
The proliferation of wireless and mobile devices such as personal digital assistants and mobile phones has created a large demand for mobile software applications such as social networking software. In addition, the realization and widespread usage of peer-to-peer (P2P) networking have drastically increased the number of applications utilizing these technologies. The convergence of mobile and P2P networking have generated increasing interest in the mobile peer-to-peer (MP2P) community. In this paper, we describe the design and development of a mobile social software (MoSoSo) based on a P2P network architecture using Juxtapose (JXTA) and Juxtapose for Java MicroEdition (JXME). The MoSoSo application allows users to discover, communicate and share resources with one another. We present three facets of designing the MoSoSo: object-oriented software design, network infrastructure design, and user-interface design. The software has been fully implemented and tested on a variety of mobile devices for use in a campus setting. By studying the design and implementation of the MoSoSo, we hope to benefit the entire mobile application development community by providing common models and insights into developing MP2P software.  相似文献   

6.
In this paper, we develop a theoretical understanding of multi-sensory knowledge and user context and their inter-relationships. This is used to develop a generic representation framework for multi-sensory knowledge and context. A representation framework for context can have a significant impact on media applications that dynamically adapt to user needs. There are three key contributions of this work: (a) theoretical analysis, (b) representation framework and (c) experimental validation. Knowledge is understood to be a dynamic set of multi-sensory facts with three key properties – multi-sensory, emergent and dynamic. Context is the dynamic subset of knowledge that affects the communication between entities. We develop a graph based, multi-relational representation framework for knowledge, and model its temporal dynamics using a linear dynamical system. Our approach results in a stable and convergent system. We applied our representation framework to a image retrieval system with a large collection of photographs from everyday events. Our experimental validation with the retrieval evaluated against two reference algorithms indicates that our context based approach provides significant gains in real-world usage scenarios.  相似文献   

7.
Mobile commerce applications adhering to anytime and anywhere paradigm, required to be flexible. They should be able to adapt their interface, services and content towards a certain context. Several proposals for definition of context have been already proposed originating from various areas related to mobile commerce. However, an integrated, formal and methodological approach for the determination and representation of context, adjusted to special characteristics of mobile commerce applications, has not been insofar presented. This is the challenge we address in this paper, through a conceptual model that includes: i) a clear and formal definition of context, ii) the depiction of its specific characteristics as metadata, iii) a methodology for its determination and iv) the presentation of an extension of class diagrams of UML for its representation, all of them tailored to the special nature of mobile commerce applications.  相似文献   

8.
The use of social networking services (SNSs) such as Facebook has explosively grown in the last few years. Users see these SNSs as useful tools to find friends and interact with them. Moreover, SNSs allow their users to share photos, videos, and express their thoughts and feelings. However, users are usually concerned about their privacy when using SNSs. This is because the public image of a subject can be affected by photos or comments posted on a social network. In this way, recent studies demonstrate that users are demanding better mechanisms to protect their privacy. An appropriate approximation to solve this could be a privacy assistant software agent that automatically suggests a privacy policy for any item to be shared on a SNS. The first step for developing such an agent is to be able to elicit meaningful information that can lead to accurate privacy policy predictions. In particular, the information needed is user communities and the strength of users’ relationships, which, as suggested by recent empirical evidence, are the most important factors that drive disclosure in SNSs. Given the number of friends that users can have and the number of communities they may be involved on, it is infeasible that users are able to provide this information without the whole eliciting process becoming confusing and time consuming. In this work, we present a tool called Best Friend Forever (BFF) that automatically classifies the friends of a user in communities and assigns a value to the strength of the relationship ties to each one. We also present an experimental evaluation involving 38 subjects that showed that BFF can significantly alleviate the burden of eliciting communities and relationship strength.  相似文献   

9.
Social networking sites (SNSs) have applied personalized filtering to deal with overwhelmingly irrelevant social data. However, due to the focus of accuracy, the personalized filtering often leads to “the filter bubble” problem where the users can only receive information that matches their pre-stated preferences but fail to be exposed to new topics. Moreover, these SNSs are black boxes, providing no transparency for the user about how the filtering mechanism decides what is to be shown in the activity stream. As a result, the user’s usage experience and trust in the system can decline. This paper presents an interactive method to visualize the personalized filtering in SNSs. The proposed visualization helps to create awareness, explanation, and control of personalized filtering to alleviate the “filter bubble” problem and increase the users’ trust in the system. Three user evaluations are presented. The results show that users have a good understanding about the filter bubble visualization, and the visualization can increase users’ awareness of the filter bubble, understandability of the filtering mechanism and to a feeling of control over the data stream they are seeing. The intuitiveness of the design is overall good, but a context sensitive help is also preferred. Moreover, the visualization can provide users with better usage experience and increase users’ trust in the system.  相似文献   

10.
Flow theory is a popular theoretical framework for understanding the underpinnings of the prolonged use of information systems. While there has been an increasing interest in examining flow experience during nearly four decades, the concept of flow still suffers from various limitations concerning its use as a measurable construct in empirical research. To address these limitations, the present study developed a 26-item instrument for examining flow experience in the domain of social networking services. A cross-sectional survey was administered to 804 Facebook users. The development and validation process consisted of exploratory and confirmatory factor analyses, second-order factor analysis, and examination of instrument validity and reliability. The developed instrument represents six components of flow experience: skill, machine interaction, social interaction, playfulness, concentration and enjoyment. The developed instrument possesses good model fit and high validity and reliability. This paper discusses the uses and limitations of the instrument in the examination of users' experiences of social networking services, and suggests avenues for future research on the topic with a special focus on research on user-centric innovations in online service.  相似文献   

11.
As the dependence on mobile devices increases, the need for supporting a wider range of users and devices becomes crucial. Elders and people with disabilities adopt new technologies reluctantly, a tendency caused by the lack of adaptation of these technologies to their needs. To address this challenge, this paper describes a framework, Imhotep, whose aim is to aid developers in the accessible application creation process, making the creation of user-centered applications easier and faster. Our framework allows to easily adapt the applications to the constraints imposed by the user capabilities (sensorial, cognitive, and physical capabilities) and device capabilities by providing a repository that will manage the compilation and deployment of applications that include a set of preprocessor directives in the source code. These directives are enhanced with concepts that are automatically adjusted to the current trends of mobile devices by using a Fuzzy Knowledge-Eliciting Reasoner. Our final goal is to increase the number of applications targeted to elders and people with disabilities providing tools that facilitate their development. The paper also describes the evaluation of both the accuracy of the fuzzy terms generated for mobile devices and the usability of the proposed platform.  相似文献   

12.
In this paper, we provide an overview of challenges in mobile search and ranking, and envision the fundamental features that should be satisfied. We argue that two principles will help improve the relevance and quality of mobile search and ranking: the first one is to examine both intrinsic content features and context of items (usage statistics and social features, etc.); and the second one lies in that no algorithms can replace the objectivity of a human being—let users define the sites that they feel are relevant, leverage their social networks, and over time see their results become highly personalized. Specifically, wireless-virtualcommunity-based mobile search and ranking architecture is proposed in this paper, in which communities act as a first class abstraction for information sharing. Then, we introduce briefly the potential procedures of achieving high relevance and quality in mobile search and ranking based on wireless virtual community.  相似文献   

13.
This study investigated the effects of stress caused by social media network applications on the psychological and behavioral reactions of users: these included emotional exhaustion, the intention to switch applications, and resistance. We also examined the mediating role played by coping behaviors in these relationships. We analyzed a data from 446 users of Korean Social Network Services (SNSs) including Facebook, Twitter, and Kakao Talk, using a structural equation modeling (SEM) approach. Our findings showed that SNS-related stress increased users’ emotional exhaustion, intention to switch, and resistance of user. While both approach coping and avoidance coping reduced emotional exhaustion and resistance, avoidance coping had no significant impact on switching intention. Our results also found that approach coping partially mediated the relationships between SNS-related stress, emotional exhaustion, switching intention, and resistance.  相似文献   

14.
People routinely carry mobile devices in their daily lives and obtain a variety of information from the Internet in many different situations. In searching for information (content) with a mobile device, a user’s activity (e.g., moving or stationary) and context (e.g., commuting in the morning or going downtown in the evening) often change, and such changes can affect the user’s degree of concentration on his or her mobile device’s display and information needs. Therefore, a search system should provide the user with an amount of information suitable for the current activity and a type of information suitable for the current context. In this study, we present the design and implementation of a content search system that considers a mobile user’s activity and context, with the goal of reducing the user’s operation load for content search. The proposed system switches between two kinds of content search systems according to the user’s activity: the location-based content search system is activated when the user is stationary (e.g., standing and sitting), while a menu-based content search system is activated when the user is moving (e.g., walking). Both systems present information according to user context. The location-based system presents detailed information via menus and a map according to location-based categories. The menu-based system presents only a few options to enable users to get content easily. Through user experiments, we confirmed that participants could get desired information more easily with this system than with a commercial search system.  相似文献   

15.
The technical enablers for mobile augmented reality (MAR) are becoming robust enough to allow the development of MAR services that are truly valuable for consumers. Such services would provide a novel interface to the ubiquitous digital information in the physical world, hence serving in great variety of contexts and everyday human activities. To ensure the acceptance and success of future MAR services, their development should be based on knowledge about potential end users’ expectations and requirements. We conducted 16 semi-structured interview sessions with 28 participants in shopping centres, which can be considered as a fruitful context for MAR services. We aimed to elicit new knowledge about (1) the characteristics of the expected user experience and (2) central user requirements related to MAR in such a context. From a pragmatic viewpoint, the participants expected MAR services to catalyse their sense of efficiency, empower them with novel context-sensitive and proactive functionalities and raise their awareness of the information related to their surroundings with an intuitive interface. Emotionally, MAR services were expected to offer stimulating and pleasant experiences, such as playfulness, inspiration, liveliness, collectivity and surprise. The user experience categories and user requirements that were identified can serve as targets for the design of user experience of future MAR services.  相似文献   

16.
Internet-based mobile ad hoc networking is an emerging technology that supports self-organizing, mobile networking infrastructures. The technology enables an autonomous system of mobile nodes, which can operate in isolation or be connected to the greater Internet. Mobile ad hoc networks (Manets) are designed to operate in widely varying environments, from forward-deployed military Manets with hundreds of nodes per mobile domain to applications of low-power sensor networks and other embedded systems. Before Manet technology can be easily deployed, however, improvements must be made in such areas as high-capacity wireless technologies, address and location management, interoperability and security. The authors give an overview of Manet technology and current IETF efforts toward producing routing and interface definition standards that support it within the IP suite  相似文献   

17.
The explosive growth of Web-based social applications over the last 10?years has led people to engage in online communities for various purposes: to work, learn, play, share time and mementos with friends and family and engage in public action. Social Computing Applications (SCA) allow users to discuss various topics in online forums, share their thoughts in blogs, share photos, videos, bookmarks, and connect with friends through social networks. Yet, the design of successful social applications that attract and sustain active contribution by their users still remains more of an art than a science. My research over the last 10?years has been based on the hypothesis that it is possible to incorporate mechanisms and tools in the design of the social application that can motivate users to participate, and more generally, to change their behavior in a desirable way, which is beneficial for the community. Since different people are motivated by different things, it can be expected that personalizing the incentives and the way the rewards are presented to the individual, would be beneficial. Also since communities have different needs in different phases of their existence, it is necessary to model the changing needs of communities and adapt the incentive mechanisms accordingly, to attract the kind of contributions that are beneficial. Therefore User and Group (Community) Modeling is an important area in the design of incentive mechanisms. This paper presents an overview of different approaches to motivate users to participate. These approaches are based on various theories from the area of social psychology and behavioral economics and involve rewards mechanisms, reputation, open group user modeling, and social visualization. Future trends are outlined towards convergence with the areas of persuasive systems design, adaptive/personalized systems, and intelligent social learning environments.  相似文献   

18.
Multimedia Tools and Applications - This study aims to explore user intention to recommend multimedia content on mobile social networks. To better understand user behavioral differences in content...  相似文献   

19.
Customisation of mobile phones is a process of producing products according to individual needs on design, cost, and easiness of the phones. With the aim of identifying the most important features in customising mobile phones, 288 questionnaires were collected and analysed. The result showed that ‘text message’, ‘battery’, ‘contacts’, ‘software updates’, and ‘display size’ were highly required to customise. Among six factors (physical design, technical design, cost of entertainment, cost of information, cost of durability, easiness of use) obtained from a factor analysis, the most important reason for users to customise mobile phones was that they wanted to use a mobile phone easily. Cost of durability and cost of information were also important motivations for customisation of mobile phones. Finally, this research showed that gender and user experience were significant factors for customisation.  相似文献   

20.
Rich Internet Applications (RIAs) technologies are challenging the way in which the Web is being developed. However, from the UI accessibility point of view, these technologies pose new challenges that the Web Accessibility Initiative of the W3C is trying to solve through the use of a standard specification for Accessible Rich Internet Applications (WAI-ARIA). Currently, the introduction of properties defined in WAI-ARIA is being done in an ad-hoc manner due to the lack of models, methodologies and tools to support the design of accessible RIA UIs. In this paper we propose a semantic approach to deal with this modeling issue by extending the RUX-Method, a model-based method to build RIA UIs. The approach includes the validation process of the accessibility issues at two different levels: the UI structure and the interactions behavior.  相似文献   

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