Munich, Germany
August 27, 2013

 
 
 
 
Workshop on Prototyping to Support the Interaction Designing in Mobile Application Development (PID-MAD 2013)
WORKSHOP PAPERS

Workshop Papers:

  • FamOz: Fast Mobile Wizard of Ozzing For Sketch-based UI Prototypes (download: paper, slides)
    (Roman Ganhör and Florian Güldenpfennig)
    Asbtract: Smart phones and tablet computers offer unprecedented opportunities to create rich user experiences that incorporate the context in which the interaction is situated. Sensors and other built-in technologies provide designers with a variety of possibilities for new and exciting applications. However, development cost is expensive and thus there is a desire for efficient prototyping methods. Adapting prototype techniques intended for desktop computing systems can serve as a starting point for specialized mobile prototypes. In this position paper we present a concept for a novel prototyping system targeted at mobile devices. It operates at a low-fidelity level and combines the convenience of paper prototypes with the interactivity offered by modern mobile phones.

  • Managing Consistency in Wizard of Oz Studies: A Challenge of Prototyping Natural Language Interactions (download: paper, slides)
    (Stephan Schlogl, Gavin Doherty, and Saturnino Luz)
    Abstract: Wizard of OZ (WOZ) is a prototyping method that uses a human ‘wizard’ to mimic the functions of a prospective system. Although the WOZ technique is widely used in HCI design, surprisingly little research has been done on how wizard performance and consistency may effect the findings of a WOZ trial. In this paper we present a meta-analysis of three WOZ studies that shows how wizard behavior can vary significantly, potentially influencing the user experience of testparticipants. In text-based interactions, for example, wizards may be required to send several consecutive utterances before receiving any feedback. In order to deliver a consistent experience they then need to give test participants enough time for reading and processing an utterance before sending the next utterance. In this study we examined this aspect in some more detail and found that these time-windows can vary significantly within as well as between studies. By contrast, a similar experimental setup simulating speech-based system output did not suffer from this type of inconsistency. Our analysis highlights one of the challenges involved in using the WOZ method for designing novel interactive systems (both stationary and mobile), and suggests that additional support for wizards is needed in order to improve consistency.

  • Rapid creation of sketch-based native Android prototypes with Blended Prototyping (download: paper)
    (Benjamin Baehr)
    Abstract:
    Blended Prototyping is a new approach for the development of interface ideas for mobile applications. It adapts concepts of the established Paper Based Prototyping approach and conveys them to an application in the mobile context. In contrast to existing sketch-oriented approaches, Blended Prototyping preserves the collaborative sketching with pen and paper as a central technique of the design process. On the basis of hand made drawings, the system generates mobile applications that show a sketched design, however run on the target devices as apps with their own functionality. To achieve this, the approach establishes a new concept for an agile native programming of Android applications, which could be easily adapted in other solutions. After the concept of Blended Prototyping and its design instruments were discussed in previous publications, this text describes new components that are used for the actual creation and testing of Blended Prototypes. Experiences with the practical system use are discussed and plans for the further system development are displayed.

  • Evolving Prototypes Towards The Best-suited Design and Interaction Schema Using The Genetic Algorithm (download: paper, slides)
    (Ragaad AlTarawneh and Shah Rukh Humayoun)
    Abstract: The recent advances in the mobile environment, such as multi-touch gestures paradigm, introduce new challenges for the interaction designers in producing the best-suited final prototype. Moreover, the short delivery-time pressure of the current mobile market makes it harder to perform the detailed evaluations for selecting the best prototype amongst the created ones. In this vision paper, we propose an approach for evolving the created prototypes towards the final prototype with the best-suited design and interaction schema. Our approach is based on using the Genetic Algorithm for searching the best solution (prototype with the best-suited design and interaction schema) from the set of created prototypes during the design phase. The proposed approach suits the mobile application development and would enhance the interaction designers’ ability of producing the final prototype of the target mobile application in an efficient and effective way.

  • A Blackboard-Like Architecture for the Development of Evolving High Fidelity Mobile Application Prototypes (download: paper, slides)
    (Bodo Igler, Tobias Braumann, and Stephan Böhm)
    Abstract:
    The success of mobile applications depends on the incorporation of key features specific to their intended use. The identification of key features can be based on the iterative development of prototypes with varying features and increasing levels of fidelity. Mixed- to high-fidelity of the prototypes to both user interface and application/business logic features is required in order to support the normal usage context of mobile applications. This paper proposes a framework for the development of evolving high-fidelity mobile application prototypes. A prototype family is produced in iterative-incremental cycles. In each iteration several prototype variants are built and evaluated. Feature selection and efficient creation of prototype variants are achieved with the help of a light-weight component model based on the blackboard architecture style. A first version of the framework has been implemented and evaluated on the basis of one case study.

  • Generalized Eyes-free Interaction for Use with Large Displays (download: paper, slides)
    (Jens Bauer, Achim Ebert, Oliver Kreylos, and Bernd Hamann)
    Abstract:
    Smart phones and tablet computers are becoming increasingly ubiquitous and powerful. They can serve as replacements for currently used input devices, and provide novel functionality not achieved with traditional devices. Furthermore, their ubiquity ensures that they scale well to multi-user environments, where users can use their own devices. Several attempts have already been made to use smart phones and tablets as input devices, but all of these have been one-shot and problem-specific. We present an applicationindependent way to integrate smart phones and tablets into existing systems, using a rapid development process. This approach is based on Marking Menus, but extends the basic idea by employing the special capabilities of current consumerlevel smart phones and tablets.

  • Towards a More Conscious Use of Prototypes in Mobile User Experience Design (download: paper, slides)
    (Thorsten Hochreuter, Kirstin Kohler, and Mareen Maurer)
    Abstract: We introduce a model (called Filter-Fidelity-Model), which allows us to describe, classify and systematically compare prototypes for mobile systems and applications. Our Filter-Fidelity-Model reflects the quality of elements represented by the prototype in relation to those of the final product. Based on our literature survey, as well as our experience in industrial projects, the creation of prototypes is often not very goal directed. Therefore it might miss opportunities in terms of efficiency and effectiveness during the design process. The reason being, that prototypes might have the wrong focus, and therefore might even cause errors during evaluation. In order to focus more on the relevant aspects of a prototype, our model works towards a definition of fundamental building blocks. This is a necessary first step to make a prototypes' fidelity more conscious and reveal its appropriateness for answering particular design questions.

  • Integrating Mobile Design Patterns within a User Interface Development Environment (download: paper, slides)
    (Giuliana Vitiello, Pasquale Di Giovanni, and Monica Sebillo)
    Abstract:
    One of the main factors behind the rapid development and wide adoption of modern mobile devices is surely the enormous amount of third party applications available for the various mobile platforms. Nevertheless, due to the unique characteristics of the mobile world, designing usable user interfaces for such applications is still a challenging task. Design patterns were conceived to deal with design complexity providing well-recognized and reusable solutions. However, one of the main difficulties arising when design patterns are used by less experienced users, is the choice of the appropriate patterns for a specific problem. To support novice developers in that choice, we propose MIDE, a tool that devises patterns in the form of ready to use application templates and interface snippets.

  • Towards Using Context Personas to Support Prototyping of Mobile Business Apps (download: paper, slides)
    (Felix Kiefer and Steffen Hess)
    Asbtarct: In this paper, the novel approach of combining personas and user scenarios in the usage of context personas to derive user requirements during prototyping of mobile business apps is presented. The approach focusses on considering various usage contexts that might occur during the use of a mobile device. Therefore, multiple context personas are created to consider those aspects.

  • A Tool-based Approach for Structuring Feedback for User Interface Evaluations of Mobile Applications (download: paper, slides)
    (Stephan Böhm and Bodo Igler)
    Asbtract:
    User-centered design (UCD) is a prevalent approach for de-veloping mobile applications. It is an iterative, multi-stage design process in which prototypes are used to communicate with different stakeholders and to receive user feedback to optimize app concepts. The collection, structuring, and inter-pretation of user feedback in the evaluation phases is critical to the success of suchlike design processes. Although the ne-cessity of collecting user feedback is undisputable, the UCD approach lacks some guidance on appropriate tools to effi-ciently manage the evaluation phase and the user feedback process in practice. Against this back-ground, the purpose of this paper is to present a tool-based approach for structuring feedback for user interface evalua-tion of mobile applications when using a UCD approach. The paper is work in progress. It presents the approach and some preliminary findings as well as a roadmap for further devel-opment of the tool-based concept within this project.