This chapter suggests that mobile marketing research take an Interaction Design approach through the adoption of the Locales Framework as an alternative perspective to investigate the context of mobile marketing. The research shows how such an approach can integrate marketing and new technology research, highlighting the issues and opportunities brought about by the technology within a domain context, i.e. mobile marketing. Given that there are not many theoretically based frameworks available to support mobile marketing research, the application of this framework provides a roadmap for future research in mobile marketing and helps build the body of knowledge in this field.
In a Web-based learning system, the student-system (computer) interaction occurs via user interface. Generally, Web-based learning system interfaces are developed by designers, static, generic for all users and cannot be changed by the users. Thus, users may feel unengaged because individuals have different design preferences and aesthetic judgments. Our research intends to address this problem by developing a Web-based learning system that has the ability to produce dynamic interfaces by changing its aesthetic elements. A dynamic aesthetic interface means that the interface changes by changing its aesthetic elements such as font style, font size, font colour and others. These changes occur during the students interaction with the notes and quizzes pages in this system. An experimental study will be conducted to detect students' emotional state and performance during the changes of system interfaces. Thus, this paper aims to investigate the effects of dynamic aesthetic elements on the learning experience in Web-based learning system. The effects will be examined from two aspects: affect and performance.
In isolated, rural areas, people are necessarily independent and it can be difficult for them to seek help. One of the ways to improve this is to find a remotely accessible solution. Information and communication technology (ICT) can be used to eliminate distance as a barrier to social interaction, and in turn can create new optimism for rural areas when it is a device to improve interaction. The important benefit of receiving emotional support and information from others is that it encourages and increases hope. This research suggests that when collaborating virtually, the farming community can receive effective advice from experts to facilitate their decision making and at the same time to support their psychosocial health.. The user experience of the emotional expression in the discussion among community members will be highlighted. We posit that it is important that empathy and hope are included in interaction between participants, especially when ICT is used to deal with complex conversations (e.g. climate change, agricultural
This paper investigates whether or not virtual representations can support remote collaboration within the fashion industry using a Textual Virtual Tangible Multi-touch (TVTM) system. The software interface for the TVTM system was developed from the results and feedback from a previous study. Two different types of multi-touch technology were deployed for the case study. The paper then covers the nature of the user testing and how it addresses the hypothesis developed from our pilot study, and team expectations of the participants’ selections of a variety of methods to complete their task. The paper presents the data we collected from the user testing including correlation between various different representations, time taken to finish the task and the difficulty ratings for the three levels of representation. The paper concludes by validating our hypothesis against our findings, and looks at some improvements to the current system and some potential features that might be considered for our next prototype.
This chapter suggests that mobile marketing research take an Interaction Design approach through the adoption of the Locales Framework as an alternative perspective to investigate the context of mobile marketing. The research shows how such an approach can integrate marketing and new technology research, highlighting the issues and opportunities brought about by the technology within a domain context, i.e. mobile marketing. Given that there are not many theoretically based frameworks available to support mobile marketing research, the application of this framework provides a roadmap for future research in mobile marketing and helps build the body of knowledge in this field.
When communicating emotion in music, composers and performers encode their expressive intentions through the control of basic musical features such as: pitch, loudness, timbre, mode, and articulation. The extent to which emotion can be controlled through the systematic manipulation of these features has not been fully examined. In this paper we present CMERS, a Computational Music Emotion Rule System for the control of perceived musical emotion that modifies features at the levels of score and performance in real-time. CMERS performance was evaluated in two rounds of perceptual testing. In experiment I, 20 participants continuously rated the perceived emotion of 15 music samples generated by CMERS. Three music works, each with five emotional variations were used (normal, happy, sad, angry, and tender). The intended emotion by CMERS was correctly identified 78% of the time, with significant shifts in valence and arousal also recorded, regardless of the works’ original emotion.
Farming community in rural areas are independent and it can be difficult for them to seek help. One of the ways to improve this is to find a remotely accessible solution. This research suggests that when collaborating virtually, the farming community can receive effective advice from experts to facilitate their decision making. Our study proposes characteristics of design that support emotional communication as well as factual information exchange to motivate the user, display empathy and develop understanding in a crisis. User experience design of a computer supported cooperative work (CSCW) system will be applied which incorporates empathy as the key characteristic of the design. This research will be designed based on the user experience of interaction among participants through a collaboration technology which can be more supportive when using empathic communication techniques.
This paper explores the issues and potential future directions of remote collaboration within the field of clothing design and manufacturing. We examine the potential of developing a computer system that supports multiple levels of virtual representation (textual, visual and tangible). We first identified the methods and processes of collaboration within the manufacturing and design industries, and evaluate current methods of remote collaboration designed for these environments. From this we conducted an ethnographic study with fashion design students, to examine what forms of collaboration are important when discussing design and manufacturing techniques. From these findings, we have designed, developed and performed a pilot study with a multi-touch interface, utilizing a gestural interface (rather than a traditional GUI), to explore whether collocated natural interactions can be extended remotely via technology.
This paper describes a pilot study that investigates how a multi-touch system can support remote collaboration within the clothing design and manufacturing industries. We first examine and discuss the existing collaboration processes and issues found in the day-to-day operations of the clothing industry. To further refine our understanding of what forms of collaboration are important when discussing design and manufacturing techniques, we conducted an ethnographic study with fashion design students. Based on this background research, we designed, developed and evaluated a multi-touch gestural prototype interface. We conclude with reflections on whether collocated natural interactions can be extended remotely via technology.
Telecare is thought to be a solution for the increasing healthcare cost of an aging population. We want to identify possible issues in telecare implementations to inform technology design. By analysing telecare literature using the Locales Framework it was found that there is a gap in telecare technology research in designing awareness or presence (known as the mutuality aspect in the Locales Framework) between the elderly and their informal carers. By designing a technology intervention on existing telecare architecture to address this gap, it is speculated that telecare can reintroduce social contact to the appropriate parties, i.e. family and friends, when professional contact with visiting nurses is replaced by technology.
This paper proposes a new interaction paradigm, atomic interaction, that aims at creating and maintaining contact without the transmission of content beyond the fact that an interaction is occurring. Atomic interactions can be represented using sound, which we term sonic atomic interaction. Since this is a new application of sonification, a prototype called the Sound Diary was created to simulate sonic atomic interaction for a pilot trial study. The experience of living with the Sound Diary is described in this paper from the first author point of view. The lessons learned from the experience are discussed in the light of previous literature. It was found that auditory icons can be easily confused for environmental sounds, and that dead metaphor sound may reduce confusion and startled reactions if auditory icons are to be used in unattended devices.
Telecare is thought to be a solution for the increasing healthcare cost of an aging population. We want to identify possible issues in telecare implementations to inform technology design. By analysing telecare literature using the Locales Framework it was found that there is a gap in telecare technology research in designing awareness or presence (known as the mutuality aspect in the Locales Framework) between the elderly and their informal carers. By designing a technology intervention on existing telecare architecture to address this gap, it is speculated that telecare can reintroduce social contact to the appropriate parties, i.e. family and friends, when professional contact with visiting nurses is replaced by technology.
Surround displays are used in simulation, training, and other applications based on virtual worlds. A wide-view display engages the viewer's peripheral vision, providing a more accurate view of the virtual world and therefore a heightened sense of immersion. However, most commercially available surround displays are expensive and complex. We developed a low-cost alternative, which uses a standard digital projector, a hemispherical mirror, and any roughly spherical or cylindrical screen. The software can handle irregular surfaces and will be open-sourced in the next release of the CaveUT/VRGL freeware. We also conducted a pilot study comparing game play in our prototype and game play with a standard desktop monitor. Players using the surround display reported significantly shorter (P = 0.0051) perceived duration of time during play. Reduced awareness of the passage of time during game play was positively correlated with greater engagement and enjoyment.
In the last decade, the explosive growth and adoption of mobile phones has become commonplace in our everyday lives (Haghirian, Madlberger & Tanuskova 2005). In 1997, there were only 215 million people worldwide who used mobile phones as communication devices (Bauer, Barnes, Reichardt & Neumann 2005). Today, it is estimated that 2 billion people own a mobile phone worldwide and this number makes up a third of the entire human population (Wireless Intelligence 2005). Mobile phones are no longer thought of as mere personal communication tools (Cheong & Park 2005; Ito & Okabe 2005). They have become a fashion symbol for teenagers and young adults (Katz and Sugiyama 2005). Personalised ring tones, colours, display logos and accessories are individualised accordingly to suit individuals’ preferences (Bauer, Barnes, Reichardt & Neumann 2005). Furthermore, mobile phones are no longer just a platform for voice calls and sending and receiving text messages such as Short Messaging Service (SMS). Photos, pictures and video clips can be attached as a Multimedia Message Service (MMS) for communication purposes too (Okazaki 2005a). With the recent introduction of 3G mobile technology, mobile phone users are able to perform more activities via their 3G enabled phone sets. They are able to browse the Internet fairly quickly, access online banking, play video games wirelessly, watch television programs, check for weather forecasts, allow instant messaging, and perform live video-conferencing (Okazaki 2005b). The rapid growth of the mobile industry has created a foundation for mobile commerce (m-commerce). M-commerce facilitates electronic commerce via the use of mobile devices to communicate and conduct transactions through public and private networks (Balasubramanian, Peterson & Jarvenpaa 2002). The current emerging set of applications and services that m-commerce offers include mobile financial applications, mobile entertainment and services, product locating and shopping, wireless engineering, mobile auctions, wireless data centres and mobile advertising (Malloy, Varshney & Snow 2002). Commercial research has indicated that consumers’ interest in m-commerce services and mobile payments have increased from 23% in 2001 to 39% in 2003 (Harris, Rettie & Cheung 2005). It is projected that by 2009 the global mobile commerce market will be worth at least US$40 billion (Juniper Research 2004). 2 Considering the projected worth of mobile commerce and the number of mobile subscribers, mobile marketing is increasingly attractive as companies can now directly convey their marketing efforts to reach their consumers without time or location barriers (Barnes 2002). The potential of using the mobile medium to market is now more attractive than before (Karjaluoto 2005), as it can assist companies in building stronger relationships with consumers (Barwise and Strong 2002), and can be used as a promotional channel to reach consumers directly (Barnes 2002; Kavassalis, , Spyropoulou, Drossos, Mitrokostas, Gikas, & Hatzistamatiou 2003; Okazaki 2004) anywhere and anytime. However many aspects of mobile marketing are still in its infancy (Bauer, Barnes, Reichardt & Neumann 2005; Haghirian, Madlberger & Tanuskova 2005; Okazaki 2004, 2005b; Tsang, Ho & Liang 2004). Research into mobile marketing is currently lacking as this is a relatively new phenomenon. Very few studies have been conducted to demonstrate how the mobile phone channel can be successfully integrated into marketing activities of companies (Balasubramanian, Peterson & Jarvenpaa 2002; Haghirian, Madlberger & Tanuskova 2005). Furthermore, no studies to date have compared the effectiveness of this mobile medium in delivering advertising and sales promotion with other more established media such as the print medium (Lee and Brown 2005). The fundamental question that remains unresolved is, “What is the difference between mobile marketing and traditional marketing?” Will this new form of marketing be effective? How will consumers respond to this form of marketing? What will be the benefit to marketers when consumers receive this type of advertising? These are just some of the issues that marketers are concerned with in order to evaluate the mobile channels for marketing purposes and are questions that are core to Computer Supported Collaborative Work (CSCW) and technology intervention research.
This paper describes an interactive installation work set in a large dome space. The installation is an audio and physical re-rendition of an interactive writing work. In the original work, the user interacted via keyboard and screen while online. This rendition of the work retains the online interaction, but also places the interaction within a physical space, where the main 'conversation' takes place by the participant-audience speaking through microphones and listening through headphones. The work now also includes voice and SMS input, using speech-to-text and text-to-speech conversion technologies, and audio and displayed text for output. These additions allow the participant-audience to co-author the work while they participate in audible conversation with keyword-triggering characters (bots). Communication in the space can be person-to-computer via microphone, keyboard, and phone; person-to-person via machine and within the physical space; computer-to-computer; and computer-to-person via audio and projected text.