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activities. These related to providing
fast access to information
(N=33) when mo-
bile, or at home, by
alleviating boredom in idle periods
(N=18) through activities
such as browsing the web, browsing photos or playing games, by enabling capturing
momentary information (N=11) when mobile, either probed by external stimuli or
during introspection, and by
avoiding negative social situations
(N=8), e.g. when
identifying typed phone numbers from contact list before establishing a call, en-
abling easy access to destination time when calling abroad, or allowing a fast mute
of all sounds when being in a meeting:
[Long-term usability, day 3]
“turning the iPhone sideways not only turns the
page but also magnifies it, so text is easily readable. Truly well done! I don't
see this kind of attention to details too often”,
[fast access to information,
day 3]
“it's so easy to just pick up the phone to check the web rather than
having to switch the computer on - I am becoming a great fan of it. It's simply
saving time”,
[alleviating boredom in idle periods, day 7]
“I like playing - I
find it a nice activity when waiting, traveling and at any point when I can't
really do anything else”,
[capturing momentary information, day 12]
“Now
I tend to go joking when I want to think of my work as I can easily write down
whatever comes to my head”,
[avoiding negative social situations, day 22]
“It was so nice that iPhone recognized a phone number from my contacts list
and showed it to me before I started calling. Thanks to that I didn't leave yet
another voice message that would be staying there for another week or two.”
Fig. 4.6
Number of reported satisfying & dissatisfying experiential episodes over the four
weeks relating to the three phases of adoption.
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