New publication: Non-verbal Audio and Tactile Mobile Navigation - A comparative evaluation of two novel prototypes

As typical turn by turn systems fail in several aspects to provide an engaging experience to pedestrians in urban environments, we investigate the potential of alternative interaction methods for navigation. We present a two-phase experiment, involving both audio and tactile navigation and discuss the collected evaluation data. Our findings show a positive reception of implicit navigation from our users.

Komninos, A., Astrantzi I-M., Plessas A., Stefanis V., & Garofalakis J. (2014).  Non-verbal Audio and Tactile Mobile Navigation - A comparative evaluation of two novel prototypes. The Seventh IEEE International Workshop on Selected Topics in Wireless and Mobile computing (STWiMob 2014). Larnaca, Cyprus, IEEE.
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New publication: This is How We Roll: Cultural Traits in Check-in Behaviour

We describe our analysis of three months worth of collected human-physical environment interactions (foursquare check-in) data for two European cities: a medium-sized city in the Mediterranean and a larger city in North West Europe. Our analysis shows that though the data generated by the citizens is scarce (i.e. on average less than 15 users checked in at any time during the day), nevertheless they can closely reflect a city’s dynamics. The paper also discusses the strong suggestion of emergent cultural traits from the data and its use to power new pervasive applications based on human-physical interaction.

Komninos, A., Besharat J., Garofalakis J., & Michelakis D. (2014).  This is How We Roll: Cultural Traits in Check-in Behaviour. Seventh IEEE International Workshop on Selected Topics in Wireless and Mobile computing (STWiMob 2014). Larnaca, Cyprus, IEEE.
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New publication: Reflections on design workshops with older adults for touchscreen mobile text entry

On touchscreen devices such as smartphones and tablets, text entry remains key to many tasks and is an important factor in the usability of such devices. The physical and cognitive issues associated with ageing can make the known problems of text entry particularly acute for older adults. Poor usability can present a significant problem for older adults where accessing services and social activities are concerned, both of which have implications for exclusion. In a study of mobile text entry where we aimed to develop novel keyboard layouts to address the particular requirements of this group of users we employed a variety of participatory design techniques. We report on our experiences from employing these methods and the methodological implications for further research in this area.

Komninos, A., Nicol E., & Dunlop M. D. (2014).  Reflections on design workshops with older adults for touchscreen mobile text entry. Interaction Design and Architecture(s) Journal - IxD&A. 20, 70-85..
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New publication: Text Input on a Smart Watch

Smart-watches provide users with access to many applications on smartphones direct from their wrists, without the need to touch their smartphone. While applications such as email, messaging, calendar and social networking provide views on the watch, there is normally no text entry method so users cannot reply on the same device. Here we introduce our interaction design for smartwatch text entry, an optimised alphabetic layout and present a lab evaluation of an implemented prototype using the OpenAdaptxt engine on a Sony SmartWatch 2. While raising some problems, the feedback from our participants indicates that reasonable quality and speed is achievable on a smart-watch and encourages our future work.

Komninos, A., & Dunlop M. D. (2014).  Text Input on a Smart Watch. IEEE Pervasive Computing. 13(4), 50-58..
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"Designing Human-Centred Pervasive Systems" - Summer School in cooperation with BEST (University of Patras Chapter)

BEST Patras Summer Course 2014 is taking place in Patras, Greece on 13-23th of July. Together with the students running the local BEST chapter, we organised this summer course involving 24 students from all over Europe. The purpose was to provide an introduction to Ubiquitous Computing and teach the students the process of converting an idea for a mobile app, to a design that can be tested with real participants.

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