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Emerging Perspectives on the Design, Use, and Evaluation of Mobile and Handheld Devices

Book Description

Human-computer interaction is a growing field of study in which researchers and professionals aim to understand and evaluate the impact of new technologies on human behavior. With the integration of smart phones, tablets, and other portable devices into everyday life, there is a greater need to understand the influence of such technology on the human experience. Emerging Perspectives on the Design, Use, and Evaluation of Mobile and Handheld Devices is an authoritative reference source consisting of the latest scholarly research and theories from international experts and professionals on the topic of human-computer interaction with mobile devices. Featuring a comprehensive collection of chapters on critical topics in this dynamic field, this publication is an essential reference source for researchers, educators, students, and practitioners interested in the use of mobile and handheld devices and their impact on individuals and society as a whole. This publication features timely, research-based chapters pertaining to topics in the design and evaluation of smart devices including, but not limited to, app stores, category-based interfaces, gamified mobility applications, mobile interaction, mobile learning, pervasive multimodal applications, smartphone interaction, and social media use.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Editorial Advisory Board and List of Reviewers
    1. Associate Editors
    2. Editorial Advisory Board
    3. International Advisory Board
  6. Preface
    1. INTRODUCTION
    2. DESIGN AND USE OF MOBILE TECHNOLOGIES
    3. EVALUATION OF MOBILE TECHNOLOGIES
    4. CLOSING COMMENTS
  7. Acknowledgment
  8. Introduction
    1. LOOKING BACK
    2. LOOKING AHEAD
    3. EMERGING PERSPECTIVES
    4. ACKNOWLEDGMENT
    5. REFERENCES
  9. Section 1: Design and Use of Mobile Devices
    1. Chapter 1: On Mobility and Interaction Landscapes
      1. ABSTRACT
      2. INTRODUCTION
      3. DEVELOPMENT: FROM CABLES TO LANDSCAPES
      4. INTERACTION LANDSCAPES AND LANDSCAPING
      5. THE LONG TAIL OF INTERACTION
      6. DIGITAL MATERIALITIES
      7. THE OUTLINE OF A RESEARCH AGENDA: IMPLICATIONS FOR MOBILE HCI RESEARCH
      8. CONCLUDING REMARKS
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
    2. Chapter 2: Modern Standards for VoiceXML in Pervasive Multimodal Applications
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. VOICEXML FOR PERVASIVE MULTIMODAL ENVIRONMENTS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    3. Chapter 3: MagiThings
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED WORKS
      4. MAGNETIC INTERACTION METHODOLOGY
      5. RECOGNITION METHODES
      6. APPLICATIONS AND IMPLEMENTATIONS
      7. APPLICATIONS DESIGN FOR TRIGGERING-ONLY INTERACTIONS
      8. LONG TERM USER TEST
      9. SUMMARY AND FUTURE WORK POSSIBILITIES
      10. ACKNOWLEDGMENT
      11. REFERENCES
      12. KEY TERMS AND DEFINITIONS
    4. Chapter 4: Category-Based Interfaces for Mobile Search
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. UNDERSTANDING CATEGORY-BASED MOBILE SEARCH IN SITU
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. ACKNOWLEDGMENT
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    5. Chapter 5: Playing with Traffic
      1. ABSTRACT
      2. INTRODUCTION
      3. MOBILITY PLATFORMS WITH GAMIFICATION ELEMENTS
      4. DEVELOPING A GAME(-IFIED) METHODOLOGY
      5. COMMUTE AS A GAME
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
      10. ENDNOTES
    6. Chapter 6: Rethinking Education for Sustainability
      1. ABSTRACT
      2. INTRODUCTION
      3. MOBILE LEARNING AND THEORIES: STATE OF THE ART
      4. THE EN PLEIN AIR PEDAGOGICAL APPROACH TO EDUCATION FOR SUSTAINABILITY
      5. EXEMPLAR ENPLEINAIR USE CASES
      6. DISCUSSION AND CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
  10. Section 2: Evaluation of Mobile Devices
    1. Chapter 7: Usability Heuristics for Mobile Phone Applications
      1. ABSTRACT
      2. INTRODUCTION
      3. SYSTEMATIC LITERATURE REVIEW
      4. STUDY IDENTIFICATION AND SELECTION
      5. RESULTS
      6. DISCUSSION
      7. THREATS TO VALIDITY
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
      10. ACKNOWLEDGMENT
      11. REFERENCES
      12. KEY TERMS AND DEFINITIONS
      13. ENDNOTE
    2. Chapter 8: The Phone as a Tool for Combining Online and Offline Social Activity
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED WORK
      4. ANALYSIS OF LOG DATA
      5. ANALYSIS OF SURVEY DATA
      6. DISCUSSION
      7. DESIGN IMPLICATIONS
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
      10. REFERENCES
      11. KEY TERMS AND DEFINITIONS
    3. Chapter 9: Emerging Issues in Mobile Data Capture Methods across Multiple Domains
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CASE STUDIES
      5. DATA ANALYSIS
      6. RESULTS
      7. DISCUSSION
      8. CONCLUSION
      9. FUTURE DIRECTIONS
      10. ACKNOWLEDGMENT
      11. REFERENCES
      12. ADDITIONAL READING
      13. KEY TERMS AND DEFINITIONS
    4. Chapter 10: Perceived Impacts as User Experience Components in Mobile News Making with Smartphones
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED WORK
      4. METHODS
      5. RESULTS
      6. CONCLUSION
      7. FUTURE RESEARCH DIRECTIONS
      8. ACKNOWLEDGMENT
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    5. Chapter 11: Investigating Serendipitous Smartphone Interaction with Public Displays
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED WORK AND RESEARCH HYPOTHESES
      4. METHOD
      5. RESULTS
      6. BEHAVIORAL OBSERVATIONS AND USER COMMENTS
      7. DISCUSSION
      8. TOWARDS SERENDIPITOUS INTERACTION
      9. FUTURE RESEARCH DIRECTIONS
      10. CONCLUSION
      11. REFERENCES
      12. ADDITIONAL READING
      13. KEY TERMS AND DEFINITIONS
    6. Chapter 12: Large-Scale Research via App Stores
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND AND RELATED WORK
      4. CASE STUDY: AN NFC GAME IN THE WILD
      5. CHALLENGES OF LARGE-SCALE RESEARCH
      6. LESSONS LEARNED
      7. CONCLUSION AND FUTURE WORK
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
  11. Compilation of References
  12. About the Contributors