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IStuff Mobile: Rapidly Prototyping New Mobile Phone Interfaces for Ubiquitous Computing Rafael Ballagas, Faraz Memon, Ren´e Reiners, Jan Borchers Media.

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Presentation on theme: "IStuff Mobile: Rapidly Prototyping New Mobile Phone Interfaces for Ubiquitous Computing Rafael Ballagas, Faraz Memon, Ren´e Reiners, Jan Borchers Media."— Presentation transcript:

1 iStuff Mobile: Rapidly Prototyping New Mobile Phone Interfaces for Ubiquitous Computing Rafael Ballagas, Faraz Memon, Ren´e Reiners, Jan Borchers Media Computing Group RWTH Aachen University Aachen, Germany Hank Wei CHI 2007 Proceedings Mobile Kits & Stuff

2 Paper Outline INTRODUCTION RELATED WORK ISTUFF MOBILE ARCHITECTURE RECREATING SEMINAL MOBILE PHONEW INTERACTIONS UBIQUITOUS COMPUTING PROTOTYPING SCENARIOS EVALATION RESULTS CONCLUSIONS

3 INTRODUCTION difficult to extend Mobile phones are not built to suit research needs, and the hardware is difficult to extend because of its commercial packaging. iStuff Mobile focuses on building low-cost functional prototypes. encourages more iterations in the design process By decreasing the amount of time, money, and effort to produce functional prototypes, the framework encourages more iterations in the design process, which has been shown to increase the quality of user interfaces.

4 RELATED WORK How to Evaluate Toolkits – Myers et al. : threshold, ceiling – Papier-Mâché : efficiency (e.g., development time, or lines of code) Physical Hardware Toolkits – Phidgets, Telo, Calder, VoodooIO, Smart-It Software prototyping environments – Base iStuff, d.tools – New Apple’s Quartz Composer (Visual Programmimg) Mobile phone interface protoypes – reusable prototyping framework for research and design scenarios like these. Mobile phone toolkits – functional physical sensor-based interactions with existing mobile phones

5 ISTUFF MOBILE ARCHITECTURE Mobile Phone application support – foreground application – background application Sensor network support – Smart-Its Rapid Prototyping through Visual Programming – Quartz Composer

6 ISTUFF MOBILE ARCHITECTURE

7 RECREATING SEMINAL MOBILE PHONEW INTERACTIONS Working with iStuff Mobile

8 UBIQUITOUS COMPUTING PROTOTYPING SCENARIOS The mobile phone as a ubiquitous input device – Sweep for Large Public Displays [Rafael et al.] Using ubiquitous resources as an interface to the phone - interactive workspaces, PointRight

9 EVALATION The test consisted of 16 participants (10 male, 6 female) from a computer science course. On average, the students were in their 4th year of university studies. All students had completed lectures on Human Computer Interaction and were familiar with the fundamentals of interaction design, prototyping, and iterative design.

10 EVALATION (cont.) Multi-screen presentation – two remote machines were running PowerPoint Tilt-to-scroll – scrolling through lists of data by tilting the phone Handheld music player – song selection and volume control functionality Remote steering – similar to mouse The 16 participants were split up into 2 shifts of 8 and further split into 4 teams of 2 participants.

11 RESULTS Average time was 19.6 minutes - Quartz Composer GUI, and 27.6 minutes - Patch Panel script. Test in the time 81% - Quartz Composer, compared to only 31% - Patch Panel script

12 CONCLUSIONS The iStuff Mobile framework is the first to simplify the exploration of new mobile phone interactions in ubiquitous computing environments. Our evaluation shows that the visual programming environment allows prototypes to be built faster and encourages more design iterations to be performed.


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