The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
This paper introduces a list of guidelines for designing mobile location-based learning services with respect to cultural heritage sites. This list was set out based on the results of a user-study in the field. The user study was carried out with adult end-users to evaluate a prototype mobile application that delivered information through mobile phones and smart eye glasses simultaneously regarding...
The technological revolution has been accompanied with the appearance of mobile systems. Mobile Knowledge Management Systems (KMS) which introduce a new style of managing organizations using mobile devices, are used in different contexts of use. So, a context based evaluation of such systems becomes required. Our contribution consists of enhancing the evaluation of mobile KMS that was previously confined...
Some believe that today's young and tech-savvy generation will eagerly adopt the latest health tracking technologies. However, we know little about the tracking practices of young adults, and in particular how they use technologies to journal their daily fitness activities and diet. Drawing from practice theory, this study uses Savolainen's concept of information practice to examine the life contexts...
Mobile Learning (M-Learning) has gained considerable popularity among the learners. Accessibility and compatibility of M-Learning application is no more restricted to limited number of mobile devices. Now M-Learning providers have given freedom of learning on any mobile device owned by the user in the environment called Bring Your Own Device (BYOD).
Mobile applications, which introduce a new style of interaction between the final user and the mobile systems, are used in different contexts of use. So, a context based evaluation of the Quality in Use (QinU) of such systems becomes required. In this work, we present a method towards supporting evaluators to assess QinU of mobile systems. We propose a context model that defines a set of contextual...
This paper presents findings from the deployment of a mobile application designed to enable students to learn more effectively in field studies. The mobile application supports students in a design task as part of their learning of HumanComputer Interaction design skills. It explores the challenges in implementing and deploying such an app in a pedagogic context. A number of evaluations were conducted...
User interface design process is one of the most important processes in software development especially in a mobile application development, which needs specific design experience due to its physical limitation especially small screen size. This paper presents a method for user interface design patterns development for iOS application development based on common industrial practices in order to give...
With the increasing popularity of mobile devices and data demands, it seems appropriate to provide mobile users with tools to understand information on their devices. Visualisations can be quick and powerful aids for data analysis and information acquisition. This paper discusses the visualisation and interaction techniques that exist on the mobile platform. It further discusses the design and development...
This contribution addresses the development of technology for the elderly with the aim to improve their general well-being. We report work on a prototype system named CARE that combines the functionality of a digital image frame with an active recommender mode. Recommendations are chosen on the basis of context information acquired by sensors embedded in the user's environment, and a well-being model...
When playing a game, the user expects an easy and intuitive interaction. Current controllers are physical hardware components with a default number, size and position of buttons. While in some cases a game uses a few controllers buttons, in others it requires all buttons and even a combination of them. Besides that, the use of few buttons in a physical controller (i.e. controllers that can't change...
Even after a decade of trials, Mobile-Payment systems are yet to witness large-scale commercial deployments. Various studies have been conducted to investigate the cause resulting in the various theories and analysis. Based on the extensive literature survey conducted as part of this research work, three causes have been identified namely, the heterogeneous nature of the m-payment landscape, lack...
The objective of this paper is to explore new methods of interaction design for enhancing children's cognitive ability. Based on theories of cognitive psychology and combined with concepts of user experience in interaction design, this paper offered a systemic analysis of children's cognitive ability and cognitive development mechanism, outlined the interaction design principles and new methods of...
This paper deals with the communication of a specific type of information: geographic information. Map displays are the major communication tool, but are nowadays embedded in more complex information systems in which for example, hard- and software, user interfaces, (connections to) databases and other means of communication also play a role. This is demonstrated by a research project directed towards...
SAVE ME is an R&D project co-financed by the European Commission. The paper focuses on how the SAVE ME project will develop a guidance system for elderly users, which will help them to escape from physical disaster situations, caused either by nature or human action, that occur in public transport systems. The overall SAVE ME concept is described in order to give an overview and context of the...
With the proliferation of mobile devices, the challenge today is to provide users with applications that are of real value. These applications are, in most of the cases, mobilized versions of desktop applications that fit the contextual requirements of mobility constraints. When developed from a desktop application, it is difficult to align the mobile application with user expectations because of...
Wireless networks have contributed to the technological advance that popularized the use of mobile devices, and fostered the development of applications targeted to these devices. However, issues such as mobility and communication intermittency, as well as processing, storage and battery constraints demand changes in the traditional software testing process. This paper aims to present testing requirements...
User interface is one of the main challenges for designing mobile application. The importance of user interface is all about to retain user's loyalty which can be gained by offer user friendly interface and usability. The research focus on main issues of designing mobile application which is "how to display all the information and elements on the small screen of mobile device?". This research...
This paper tries to explore the adoption of m-commerce from the perspective of system usability. The definition and measurement of m-commerce system usability are discussed. Four categories of factors that will affect m-commerce system usability are clarified and analyzed, namely mobile device, WAP, mobile communication networks and context factors. By proposing a new m-commerce adoption study framework,...
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.