Abstract:Most mobile systems are 'stop-to-interact'; designed for active interaction only when a user is standing still, paying visual and mental attention to the device. However, people are increasingly carrying and using devices while undertaking a wide range of movement activities, such as walking, cycling, running. Some existing systems such as Apple's Siri aim for hands and eyes free use, but they do not consider the wider challenges of interaction during movement.We describe the challenges of system design for ac… Show more
“…It seems that a combination of audio and visual may be most useful, with audio designed to be comprehensible so as to avoid interrupting players' in-game concentration, and video being designed to give an always visible summary of game state easily taken in in a brief glance. We may also take inspiration from wider HCI work on split attention while performing complex physical movements such as cycling [14,24]. For example we could utilise space to make displays where people may be looking by projecting information on floor or multiple walls [6] (T1:Space).…”
Section: Tune Attentional Demands Of System To Those Of Physical Intementioning
“…It seems that a combination of audio and visual may be most useful, with audio designed to be comprehensible so as to avoid interrupting players' in-game concentration, and video being designed to give an always visible summary of game state easily taken in in a brief glance. We may also take inspiration from wider HCI work on split attention while performing complex physical movements such as cycling [14,24]. For example we could utilise space to make displays where people may be looking by projecting information on floor or multiple walls [6] (T1:Space).…”
Section: Tune Attentional Demands Of System To Those Of Physical Intementioning
“…We suggest this broader perspective on walking rather than a detailed domain-specific review; in other words, we do not intend to discuss examples with the distinct normative goal of enhancing particularly healthy behaviors, goals, or similar persuasive agendas. Marshall and Tennent (2013) argued that mobile interaction designs rely largely on what they called a stop-to-interact model. Typically, an interaction with a device that is ostensibly mobile requires the user to stop moving in order to visually focus and manipulate the device.…”
Section: Walking Considerations From the Design Literaturementioning
“…In their article, Mobile Interaction does not exist, Marshall and Tennent (2013) claim that most of the mobile systems are not truly "mobile" as it is not possible to perform any meaningful two way interaction if we are actually moving around with less visual and mental attention to the device.…”
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