As users are interacting with a large of mobile apps under various usage contexts, user involvements in an app design process has become a critical issue. Despite this fact, existing apps or app store platforms only provide a limited form of user involvements such as posting app reviews and sending email reports. While building a unified platform for facilitating user involvements with various apps is our ultimate goal, we present our preliminary work on handling developers' information overload attributed to a large number of app comments. To address this issue, we first perform a simple content analysis on app reviews from the developer's standpoint. We then propose an algorithm that automatically identifies informative reviews reflecting user involvements. The preliminary evaluation results document the efficiency of our algorithm.
The unique aquatic nature of swimming makes it very difficult to use social or technical strategies to mitigate the tediousness of monotonous exercises. In this study, we propose MobyDick, a smartphone-based multi-player exergame designed to be used while swimming, in which a team of swimmers collaborate to hunt down a virtual monster. In this paper, we present a novel, holistic game design that takes into account both human factors and technical challenges. Firstly, we perform a comparative analysis of a variety of wireless networking technologies in the aquatic environment and identify various technical constraints on wireless networking. Secondly, we develop a single phone-based inertial and barometric stroke activity recognition system to enable precise, real-time game inputs. Thirdly, we carefully devise a multi-player interaction mode viable in the underwater environment highly limiting the abilities of human communication. Finally, we prototype MobyDick on waterproof offthe-shelf Android phones, and deploy it to real swimming pool environments (n = 8). Our qualitative analysis of user interview data reveals certain unique aspects of multi-player swimming games.
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