During recent years, stereoscopic 3D (S3D) mobile devices have entered the mass markets. Yet, mobile S3D user experience (UX) design has not been widely studied, and stereoscopy in today's products is used for purely visual design, whilst the potential for holistic UX has been neglected. In this work-in-progress paper we introduce the design, implementation and preliminary evaluation of a mobile S3D phonebook application, where stereoscopy was used to augment the 2D user interface (UI) design to provide information related to the time when the last call with each phonebook contact was made.
In the age of mobile communications and social media, users are connected to interact with other people, and often obliged to be socially active as technology drives to connect us. In this paper, we harness the technology for the opposite use: helping people to avoid company instead of encouraging interaction. We have developed the concept of an asocial hiking application (app), in which users can generate routes that avoid meeting other people. We developed the concept based on user feedback data derived from an online survey (n=157) and two focus groups, and created a tool that generates solitary hiking routes based on OpenStreetMap data and additional information from the web. In addition, to make the application react to dynamic changes in the environment, we developed a mobile application prototype that scans Wi-Fi signals to detect other hikers nearby and warn of their approach. The prototype was tested and evaluated with 8 hikers in-thewild. In addition to the concept design and the functional prototype, we present findings on people's, especially hikers, need for solitude, and introduce user feedback from each stage of the prototype design process as well as design recommendations for an asocial navigation application.
ABSTRACT3D output is no longer limited to large screens in cinemas or living rooms. Nowadays more and more mobile devices are equipped with autostereoscopic 3D (S3D) touchscreens. As a consequence interaction with 3D content now also happens whilst users are on the move. In this paper we carried out a user study with 27 participants to assess how mobile interaction, i.e. whilst walking, with mobile S3D devices, differs from interaction with 2D mobile touchscreens. We investigate the difference in touch accuracy between 2D touchscreens and mobile S3D touchscreens and evaluate the minimum touch target size for mobile S3D touchscreens. The contributions of this paper are twofold: Firstly, we found the increase in minimum touch target size caused by walking was larger for a mobile S3D UI than for a 2D UI. Secondly, we present touch target sizes and aspect ratios required for reliable user interaction in each case. Additionally we examined differences in the angle at which users held the mobile S3D device compared to a 2D mobile device. We found that mobile S3D caused users to hold the device at a different angle when walking, compared to the 2D case. This first study of its kind provides valuable information to developers of the next generation of UIs and applications for mobile S3D displays and devices.
So far, little research has been devoted to the user centric design of mobile stereoscopic 3D user interfaces (UIs). In this paper, we focus on charting people's perceptions and suggestions on the purposes for which stereoscopic 3D (S3D) user interface designs could be used in typical mobile phone applications. For this, we conducted two user studies (n=33; n=27) charting initial user perceptions around four mobile S3D applications. The findings reveal that most commonly the stereoscopic effect was perceived to be used for visualizing contextually relevant or additional information related to a content item, user's preferences, and grouping or selecting items.
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