論文アブストラクト： Despite their learning advantages in theory, marking menus have faced adoption challenges in practice, even on today's touchscreen-based mobile devices. We address these challenges by designing, implementing, and evaluating multiple versions of M3 Gesture Menu (M3), a reimagination of marking menus targeted at mobile interfaces. M3 is defined on a grid rather than in a radial space, relies on gestural shapes rather than directional marks, and has constant and stationary space use. Our first controlled experiment on expert performance showed M3 was faster and less error-prone by a factor of two than traditional marking menus. A second experiment on learning demonstrated for the first time that users could successfully transition to recall-based execution of a dozen commands after three ten-minute practice sessions with both M3 and Multi-Stroke Marking Menu. Together, M3, with its demonstrated resolution, learning, and space use benefits, contributes to the design and understanding of menu selection in the mobile-first era of end-user computing.
論文アブストラクト： Touchscreen mobile devices can afford rich interaction behaviors but they are complex to model. Scrollable two-dimensional grids are a common user interface on mobile devices that allow users to access a large number of items on a small screen by direct touch. By analyzing touch input and eye gaze of users during grid interaction, we reveal how multiple performance components come into play in such a task, including navigation, visual search and pointing. These findings inspired us to design a novel predictive model that combines these components for modeling grid tasks. We realized these model components by employing both traditional analytical methods and data-driven machine learning approaches. In addition to showing high accuracy achieved by our model in predicting human performance on a test dataset, we demonstrate how such a model can lead to a significant reduction in interaction time when used in a predictive user interface.
論文アブストラクト： There have been many large-scale investigations of users' mobile app launch behaviour, but all have been conducted on Android, even though recent reports suggest iPhones account for a third of all smartphones in use. We report on the first large-scale analysis of app usage patterns on iPhones. We conduct a reproduction study with a cohort of over 10,000 jailbroken iPhone users, reproducing several studies previously conducted on Android devices. We find some differences, but also significant similarities: e.g. communications apps are the most used on both platforms; similar patterns are apparent of few apps being very popular but there existing a 'long tail' of many apps used by the population; users show similar patterns of 'micro-usage'; almost identical proportions of people use a unique combination of apps. Such similarities add confidence but also specificity about claims of consistency across smartphones. As well as presenting our findings, we discuss issues involved in reproducing studies across platforms.
論文アブストラクト： Framed within the theoretical lens of positive and negative security, this paper presents a study of newcomers to Sweden and the roles of mobile phones in the establishment of a new life. Using creative engagement methods through a series of workshops, two researchers engaged 70 adult participants enrolled into further education colleges in Sweden. Group narratives about mobile phone use were captured in creative outputs, researcher observations and notes and were analysed using thematic analysis. Key findings show that the mobile phone offers security for individuals and a safe space for newcomers to establish a new life in a new land as well as capitalising on other spaces of safety, such as maintaining old ties. This usage produces a series of threats and vulnerabilities beyond traditional technological security thinking related to mobile phone use. The paper concludes with recommendations for policies and support strategies for those working with newcomers.