Information Technology Reference
In-Depth Information
REFERENCES
that the first versions of such content may be not
optimal. However, in the mobile learning trial
there were well-formulated learning goals that
were used for designing the content.
Another issue that may have an effect on the
results is that none of the users were able to use
their own mobile phone to access the Mobile In-
ternet through tags, but rather had to use a special
NFC-enabled trial phone. This meant that the users
usually carried two mobile phones with them, and
used their own mobile for voice calls, and the trial
phone only for the NFC-enabled features. This
might have had an effect on the usage frequency,
perceived accessibility and ease of use especially
in the information tag trial. In the mobile learning
trial, this might have an effect on perceived ease of
use, as the pupils had to learn to use a new mobile
phone for the duration of the lesson. However,
this effect was probably not too strong, as none
of the technical problems reported by the pupils
were related to the phone model used.
Ailisto, H., Pohjanheimo, L., Välkkynen, P.,
Strömmer, E., Tuomisto, T., & Korhonen, I.
(2006). Bridging the physical and virtual worlds
by local connectivity-based physical selection.
Journal of Personal and Ubiquitous Computing ,
10 (6), 333-344. doi:10.1007/s00779-005-0057-0
Arnall, T. (2006). A Graphic Language for Touch-
based Interaction. In Proceedings of the Workshop
on Mobile Interaction with the Real World, pp.
18-22. Espoo, Finland. Aronson, E. (2004). The
Social Animal . New York: Worth Publishers,
Ninth edition.
Beaver, J., Chrysanthis, P. K., Pruhs, K., & Lib-
eratore, V. (2006). To Broadcast Push or Not and
What? In Proceedings of the 7th International
Conference on Mobile Data Management (pp. 40-
45). Los Alamitos, CA: IEEE Computer Society.
Buchanan, G., Farrant, S., Jones, M., Thimbleby,
H., Marsden, G., & Pazzani, M. (2001). Improv-
ing Mobile Internet Usability. In Proceedings of
WWW (pp. 673-680). New York: ACM.
SUMMARY
Church, K., & Smyth, B. (2008). Who, what,
where & when: a new approach to mobile search.
In Proceedings of the 13th International Confer-
ence on Intelligent User Interfaces (pp. 309-312).
New York: ACM.
This chapter explored the Mobile Internet user
experience through two field trials where touch-
based mixed reality user interaction was used to
provide end users with Mobile Internet access
points. Our findings confirm that touch-based
Mobile Internet access was perceived as easy and
fast to use. The users expected to get direct access
to location-specific information, and were most
interested about location specific and location
aware content. One of the keys for achieving a
good user experience was successful seamless
integration of the Mobile Internet user experience
with the experience evoked by the situational and
embodied experience resulting from interaction
with the physical and social surroundings of the
user.
Constantiou, I., Damsgaard, J., & Knut-
sen, L. (2007). The four incremental steps
toward advanced mobile service adoption.
Communications of the ACM , 50 (6), 51-55.
doi:10.1145/1247001.1247005
de Saint-Exupery, A. (2009). Internet of Things
- Strategic Research Roadmap . European Com-
mission - Information Society and Media DG.
Search WWH ::




Custom Search