Human-Computer Interaction in Mobile Context : A Cognitive Resources Perspective

A thorough appreciation of physical, social, interactional, and psychological contextual factors is crucial in the design of ubiquitous computing applications. This paper investigates the benefits of a method, called bodystorming, for carrying out design sessions in the original context, “in the wild”, instead of the office. A location is selected that is identical or similar to the original environment. Innovation, carried out on-site, is based on ethnographical data presented as concrete design questions. Individual solutions to design questions are brainstormed and discussed on-site. Facets of data collection and preparation, formulation of design questions, selection of locations, session admistration, and evaluation of design ideas are presented. We found that bodystorming permits immediate feedback for generated design ideas and can provide a more accurate understanding of contextual factors. Bodystorming sessions were found memorable and inspiring. It is best suitable for designing for activities that are accessible and unfamiliar to the researchers. As the first author, Antti Oulasvirta has, together with co-authors, designed and conducted the experiment. He has carried out the evaluation of results and written most parts of problem setting, motivation, and discussion. II Tamminen, S. , Oulasvirta, A. , Toiskallio, K. , & Kankainen, A. (accepted). Understanding mobile contexts. Accepted for publication in Personal and Ubiquitous Computing, Springer-Verlag. Abstract. Mobile urban environments present a challenge for context-aware computers, because they differ from static indoor contexts such as offices, meeting rooms, and lecture halls in many important ways. Internal factors such as tasks and goals are different—external factors such as social resources are dynamic and unpredictable. An empirical, user-centered approach is needed to understand mobile contexts. In this paper we present insights from an ethnomethodologically inspired study of 25 adult urbanites in Helsinki. The results describe typical phenomena in mobility: how situational and planned acts intermesh in navigation, how people construct personal and group spaces, and how temporal tensions develop and dissolve. Furthermore, we provide examples of social solutions to navigation problems, examine mobile multitasking, and consider design implications for contextaware computing. Mobile urban environments present a challenge for context-aware computers, because they differ from static indoor contexts such as offices, meeting rooms, and lecture halls in many important ways. Internal factors such as tasks and goals are different—external factors such as social resources are dynamic and unpredictable. An empirical, user-centered approach is needed to understand mobile contexts. In this paper we present insights from an ethnomethodologically inspired study of 25 adult urbanites in Helsinki. The results describe typical phenomena in mobility: how situational and planned acts intermesh in navigation, how people construct personal and group spaces, and how temporal tensions develop and dissolve. Furthermore, we provide examples of social solutions to navigation problems, examine mobile multitasking, and consider design implications for contextaware computing. Antti Oulasvirta’s contribution to this article is the cognitive and design implications of the found phenomena. He has contributed significantly also to carrying out the research and writing the problem setting and motivation parts of the paper.