In this paper we present a software framework which supports the construction of mixed-fidelity (from sketch-based to software) prototypes for mobile devices. The framework is available for desktop computers and mobile devices (e.g., PDAs, Smartphones). It operates with low-fidelity sketch based prototypes or mid to high-fidelity prototypes with some range of functionality, providing several dimensions of customization (e.g., visual components, audio/video files, navigation, behavior) and targeting specific usability concerns. Furthermore, it allows designers and users to test the prototypes on actual devices, gathering usage information, both passively (e.g., logging) and actively (e.g., questionnaires/Experience Sampling). Overall, it conveys common prototyping procedures with effective data gathering methods that can be used on ubiquitous scenarios supporting in-situ prototyping and participatory design on-the-go. We address the framework's features and its contributions to the design and evaluation of applications for mobile devices and the field of mobile interaction design, presenting real-life case studies and results.
In this paper we present a software framework which supports the construction and evaluation of mixedfidelity prototypes for mobile devices. The framework is available for desktop and mobile devices and allows designers and users to 1) test the prototypes on actual devices; 2) gather usage information, both passively and actively supporting contextual and ubiquitous evaluation; 3) convey common prototyping procedures with effective data gathering methods that can be used on ubiquitous scenarios; 4) support in-situ prototyping and participatory design on-the-go. We address the framework's features and its contributions to the evaluation of applications for mobile devices and the field of mobile interaction design, presenting real-life case studies and achieved results.
In this chapter we describe a set of techniques and tools that aim at supporting designers while creating mobile multimodal applications. We explain how the additional difficulties that designers face during this process, especially those related to multimodalities, can be tackled. In particular, we present a scenario generation and context definition framework that can be used to drive design and support evaluation within realistic settings, promoting in-situ design and richer results. In conjunction with the scenario framework, we detail a prototyping tool that was developed to support the early stage prototyping and evaluation process of mobile multimodal applications, from the first sketch-based prototypes up to the final quantitative analysis of usage results. As a case study, we describe a mobile application for accessing and reading rich digital books. The application aims at offering users, in particular blind users, means to read and annotate digital books and it was designed to be used on Pocket PCs and Smartphones, including a set of features that enhance both content and usability of traditional books.
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