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et. al., 2004; Khella & Bederson, 2004; Pauty et.
al., 2005; Wang et. al., 2003) and displaying (Liu
et. al., 2003) have been explored to define how
to design photo viewing in an effective way on a
mobile device in terms of user's personal photo
collection. On a mobile device, user interface and
system designs for mobile photo management and
representation need to overcome the challenges of
limited resources, such as input/output capabilities
and navigation (Wilhelm et. al., 2004).
The research on mobile photo sharing has been
focusing on how people share photos (Clawson
et. Al, 2008; Olsson et. al, 2008; Van House et.
al, 2005) and how to improve the photo sharing
process (Ahern et. al, 2007; Ahern et. al., 2005;
Counts & Fellheimer, 2004; Sarvas et. al., 2005).
For example, the mGroup project (Jacucci et. al.,
2006) studied the collective creation of mobile
media in terms of instantaneous messaging, while
the Zurfer project (Naaman et. al., 2008) concen-
trated on consuming and viewing shared mobile
images. The studies have been done in an environ-
ment, where mobile photo sharing applications
have been designed and implemented separately
from the server, and thus been forced to use the
existing APIs that have not been optimized for
mobile devices or use.
Earlier studies have emphasized the importance
of ensuring that the basic features of a system for
managing photos should be efficient, reliable, and
well-designed (Ahern et. al., 2007; Cooper et.
al., 2005; Cui et. al., 2007; Frohlich et. al., 2002;
Kirk et al., 2006; Kuchinsky et al., 1999; Rodden
& Wood, 2003; Shneiderman et. al, 2006). The
user interface of a digital photo album demands
more than using a file manager type of solution
derived from a PC. Nonetheless, most of the earlier
research has not been focusing on improving the
user experience but to include “easy to use” func-
tions on mobile devices, in other words, enhancing
the usability. Users' emotional satisfaction should
be a key part of enhancing the user experience of
digital photo albums (Balabanovic et. al., 2000;
Harada et. al., 2004; Jin et. al., 2004). Indeed,
there are a couple of projects that considered user
experience also an important aspect. In the Flip-
per project (Counts & Fellheimer, 2004), one of
their design goals was to provide a minimal set
of features, but maintain focus on photo content.
In the Zurfer project (Naaman et. al., 2008) their
design goals included enabling simple and easy
access to the user's own photos and their contacts'
photos. The design also aimed for intuitive and
playful interaction with the content. Our focus
was also to design a mobile application and photo
sharing service in such a manner that the enjoy-
ment aspects of use and the whole user experience
were the first priorities.
Earlier studies in the human-computer interac-
tion community have developed definitions and
models for user experience that have incorporated
such aspects as pleasure, beauty and hedonism
(Forlizzi & Battarbee, 2004; Hassenzahl &
Tractinsky, 2006; Jordan, 2000; Norman, 2004).
Hassenzahl (2003) has presented a model that
takes into account both pragmatic (individuals'
behavioural goals) and hedonic (individuals'
psychological well-being) attributes of a product.
This model defines aspects of user experience
such as the subjective nature of experience per se,
perception of a product, and emotional responses
to products in varying situations. Roto, Ketola, and
Rautava (Ketola & Roto, 2009; Roto & Rautava,
2008) built on the earlier studies on user experience
definitions and defined user experience elements
that take into consideration the brand promise of
Nokia. They defined user experience elements to
be utility, usability, social value and enjoyment,
which can be used when evaluating user experi-
ence. We have taken these aspects into account
in the user evaluations.
IMAGE EXCHANGE
To create a mobile gallery application that would
be fully integrated with a corresponding Internet
service, we defined the requirements for the ap-
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