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September 14, 2004
Mobile HCI 2004: Evaluation and Evaluation Techniques
heuristic evaluation and mobile usability
Steve Howard
University of Melbourne
The challenge:
current practice focusses on rigor rather than relevence
concentrate on device functiality (lab base usability evaluation)
social scientists call for deeper evaluation, use not usability
activities are difficult to observe in realistic setting and hard to simulate in a lab - long time, odd hours, private spaces, complex patterns of cooperation
testing three techniques:
baseline approach
heuristic walkthrough = baseline + heuristic scenarios
cognitive walkthrough = heuristic in situ
[this is all a bit over my head/academic for me - rigourous statistical breakdown of this test... ]
conclusion: "heuristics are completely environment immune"
*****
Exploring the added value of evaluating the usability of context-aware mobile systems in the field
Mikael B Skov
Aalborg University
71% of mobile device evaluations done in laboratories
hard to record tests in the field, hard to get test subjects due to attention given (often 3-4 people needed to record all actions)
often get more focussed results in a lab
test conducted in a lab and in the field (a hospital)
little added value found evaluating in the field
biggest difference - validity of data entered into the system
both the lab and field revealed context-aware problems
a clip-on camera facilitated data collection in mobile use
(lots of disagreement of how one test can draw the conclusion that tests need not be done in the field)
*****
home is where your phone is: usability evaluation of a mobile phone UI for a smart phone
Tiiu Koort
Nokia / Tampere University
smart home - intelligent environment which provides user with means to perform everyday tasks
homes take time: smart homes will evolve naturally from our existing homes
definition phase - 22 subjects; young adults, families with childrenm middle aged couples, elderly people
design phase - iterative design with 5 young adults as test subjects
UIs tested on PC, on media terminal attached to TV, and mobile phone
could control lights and curtains, and monitor plants and other devices
*****
User validation of a nomadic exhibition guide
Barbara Schmidt-Belz
SAiMotion
nomadic support - planning, visit, reflection
automatic learning of personal interests
several means to query and browse
positioning via WLAN, GPS, motion sensor
interactive, context-adaptive maps
trialled in a trade fair (medica 03)
80% saw added value
50% would pay 5-10 Euro for the system
*****
social networks and mobile games: use of Bluetooth for a card game
Chris Baber
University of Birmingham
BELKA
Mobile devices - iPaq clients, with laptop as dealer
applies social network analysis to the use of the games
people made a lot more moves with realcards rathe than an iPaq
also more when sitting down than moving
position of seated players change who people played against
people played more aggressively (and louder!) playing with real cards
*****
Eye movement study of reading on a small scale device
Gustav Ă–quist
Uppsala University
fixations (text focussed in the cornea) varies between 50-1500 ms
saccades, when the eye moves to the next fixation, takes 40 ms and stretches 1-20 characters
backwards saccades are quite frequent
readability - both reading speed and comprehension
screen reading on CRT screens are told to reduce speed by 20-30% compared to paper
probabyl about the same now, but limited by size of screen
Rapid Serial Visual Presentation - a few words presented at a time
RSVP found to be as fast as MS Reader, but more demanding to use for long texts
RSVP 33% faster for shorter texts with no extra mental demand
eye movement tracker used to evaluate the RSVP system again
less eye movement with RSVP than MS Reader
working on predictive text presentation
*****
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