The usability engineering lifecycle: a practitioner's handbook for user interface design
The usability engineering lifecycle: a practitioner's handbook for user interface design
Exploiting space and location as a design framework for interactive mobile systems
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction with mobile systems
An iterative design methodology for user-friendly natural language office information applications
ACM Transactions on Information Systems (TOIS)
Overcoming the Lack of Screen Space on Mobile Computers
Personal and Ubiquitous Computing
Using the Experience Sampling Method to Evaluate Ubicomp Applications
IEEE Pervasive Computing
Handheld Usability
Interface design for mobile commerce
Communications of the ACM - Mobile computing opportunities and challenges
Design guidelines for learner-centered handheld tools
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Context-based design of mobile applications for museums: a survey of existing practices
Proceedings of the 7th international conference on Human computer interaction with mobile devices & services
Low-fi prototyping for mobile devices
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Handheld devices for cooperative educational activities
Proceedings of the 2006 ACM symposium on Applied computing
Usability evaluation for mobile device: a comparison of laboratory and field tests
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Mobile Interaction Design
IEEE Pervasive Computing
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This paper describes the design process of a set of ubiquitous applications for critical scenarios (e.g., psychotherapy and education). Accordingly, we address the problems that occurred on the various design stages, particularly those that pertain to the mobility and ubiquity of the devices. Regarding these, we detail the various solutions that were adopted along the way, particularly on the data gathering and requirements' assessment, prototyping and evaluation stages. We introduce a set of dimensions to the concept of context and how it is utilized on the design of mobile applications. We describe new prototyping techniques and explain how they improve usability evaluation. Overall, we aim to share the learnt lessons and how they can be used in mobile application's design.