Conference Paper

"It's on my other computer!": Computing with multiple devices

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Abstract

The number of computing devices that people use is growing. To gain a better understanding of why and how people use multiple devices, we interviewed 27 people from academia and industry. From these interviews we distill four primary findings. First, associating a user's activities with a particular device is problematic for multiple device users because many activities span multiple devices. Second, device use varies by user and circumstance; users assign different roles to devices both by choice and by constraint. Third, users in industry want to separate work and personal activities across work and personal devices, but they have difficulty doing so in practice Finally, users employ a variety of techniques for accessing information across devices, but there is room for improvement: participants reported managing information across their devices as the most challenging aspect of using multiple devices. We suggest opportunities to improve the user experience by focusing on the user rather than the applications and devices; making devices aware of their roles; and providing lighter-weight methods for transferring information, including synchronization services that engender more trust from users.

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... Prior work has also investigated novel interactions across multiple devices. Studies have revealed that users tended to allocate a complex task across multiple devices based on device form factors and functionalities [16,79]. For example, Duet demonstrates various intriguing interactions, such as cross-device pinch gestures and touches made with a finger knuckle or a fingertip enabled by fusing sensor input across a watch and a phone [11]. ...
... The collected movements and gesture types for each configuration are reported in Table 1. The collected size of the times-series data tuple is 16,24,16,24, and 16 for the configurations C1-C5, respectively, excluding the timestamp. The dataset is publicly available 1 . ...
... The collected movements and gesture types for each configuration are reported in Table 1. The collected size of the times-series data tuple is 16,24,16,24, and 16 for the configurations C1-C5, respectively, excluding the timestamp. The dataset is publicly available 1 . ...
Article
Wearable devices allow quick and convenient interactions for controlling mobile computers. However, these interactions are often device-dependent, and users cannot control devices in a way they are familiar with if they do not wear the same wearable device. This paper proposes a new method, UnifiedSense, to enable device-dependent gestures even when the device that detects such gestures is missing by utilizing sensors on other wearable devices. UnifiedSense achieves this without explicit gesture training for different devices, by training its recognition model while users naturally perform gestures. The recognizer uses the gestures detected on the primary device (i.e., a device that reliably detects gestures) as labels for training samples and collects sensor data from all other available devices on the user. We conducted a technical evaluation with data collected from 15 participants with four types of wearable devices. It showed that UnifiedSense could correctly recognize 5 gestures (5 gestures × 5 configurations) with an accuracy of 90.9% (SD = 1.9%) without the primary device present.
... Wireless techniques for data transfer require a joint network and a multi-step connection process [37]. Other tools for data transfer, which claim to be simple and fast, are typically limited to a specific ecosystem or cloud-based, which require a complex authentication process and raise privacy concerns among users [10]. Thus, despite the variety of available methods, transferring data between devices remains a complex process for many users [5,10]. ...
... Other tools for data transfer, which claim to be simple and fast, are typically limited to a specific ecosystem or cloud-based, which require a complex authentication process and raise privacy concerns among users [10]. Thus, despite the variety of available methods, transferring data between devices remains a complex process for many users [5,10]. This suggests that established interaction techniques for cross-device data transfer are not understood immediately and intuitively by users. ...
... When comparing the situations, participants ranked the objects quite similarly in all of them. In the overall ranking, most participants preferred Phone (20), followed by Card (10) and Watch (7). The less preferred objects were Key (6), Pen (4), and Tissue (1). ...
Conference Paper
Full-text available
People interact with a multitude of personal digital devices and infrastructural hardware every day. Oftentimes, they need to transfer data from one device to another. In many cases this process is still surprisingly cumbersome, requiring additional, non-intuitive steps, such as authentication, device pairing, or network setup. Tangible User Interfaces (TUIs) allow for quick and intuitive physical interaction with digital data. Therefore, they offer a promising design space towards more natural interaction techniques for cross-device data transfer. In a workshop and an elicitation study, we investigated different form factors and interaction techniques using six everyday objects in three different situations. We found that designing effective tangibles requires consideration of various factors which strongly depend on the target group and intended use case.
... For example, Oulasvirta et al. [54] highlight information workers' challenges of synchronizing content across devices. This echoes Dearman et al. 's finding [22] that data access is challenging to manage with multiple devices. Other studies further unpack use-cases and practices, such as the spectrum of sequential-parallel and related-unrelated use of multiple devices, and how users choose between them [41]. ...
... Multiple studies attempted to gain such broader view of people's workflows when working with multiple devices, including understanding multi-device utilisation [17,18,22,39,54] and challenges [55], in both individual [30,61] and collaborative settings [37,68]. Within this body of informative work, a number of previous studies [22,54,61] [22] studied researchers in academia and industry, providing insights on the challenges for people needing to manage and access data across multiple devices. ...
... Multiple studies attempted to gain such broader view of people's workflows when working with multiple devices, including understanding multi-device utilisation [17,18,22,39,54] and challenges [55], in both individual [30,61] and collaborative settings [37,68]. Within this body of informative work, a number of previous studies [22,54,61] [22] studied researchers in academia and industry, providing insights on the challenges for people needing to manage and access data across multiple devices. Santosa et al. [61] identified the roles that different devices can play in a field study from 2013. ...
Conference Paper
To better ground technical (systems) investigation and interaction design of cross-device experiences, we contribute an in-depth survey of existing multi-device practices, including fragmented workflows across devices and the way people physically organize and configure their workspaces to support such activity. Further, this survey documents a historically significant moment of transition to a new future of remote work, an existing trend dramatically accelerated by the abrupt switch to work-from-home (and having to contend with the demands of home-at-work) during the COVID-19 pandemic. We surveyed 97 participants, and collected photographs of home setups and open-ended answers to 50 questions categorized in 5 themes. We characterize the wide range of multi-device physical configurations and identify five usage patterns, including: partitioning tasks, integrating multi-device usage, cloning tasks to other devices, expanding tasks and inputs to multiple devices, and migrating between devices. Our analysis also sheds light on the benefits and challenges people face when their workflow is fragmented across multiple devices. These insights have implications for the design of multi-device experiences that support people's fragmented workflows.
... Regarding work improvement, effectiveness and efficiency are the most commonly mentioned topics. The usage of these concepts is in line with each other in terms of the use contexts: efficiency and effectiveness of the tools or interfaces [3,19,61,91], of work or task [25,46,53,56,79], and of individual employees or teams concerning tool usage [29,53]. Productivity is discussed concerning tool usage at work. ...
... The approaches that they choose are varied. They aim to improve the design of the work tools by supporting positive experiences at work [76,107], balancing business and user needs [4,18,42,76], exploring the mechanisms of a specific negative experience [10,35], generating a baseline for the design process by providing recommendations, suggestions, guidelines and/or new approaches [25,62,82,101,102], generating tool evaluation methods [99], generating a tool to support the design process [45,88], and analyzing user behavior [14,43]. ...
... System controllers [88] Support staff [9] Design and development UX designers [6,91] Designers [62] Engineers [25,62,78] Analysts [25,35,46,88] Software developers [35] Managers [9,35,88] Administrators [9,27] Artistic disciplines Set construction artists [53] Musicians [19,71] Photographers [71] Writers [71] Researchers Faculty members [25,101] Graduate students [25,101] Geologists [17] Scientists [9] Research staff [25,102] ...
Article
User experience (UX) research has been criticized for focusing on leisure contexts and overlooking the work contexts. Moreover, researchers have been drawing attention to how UX at work differs from UX in leisure contexts, requiring development of domain specific knowledge. Inspired by these discussions, our motivation is to see the current state of UX at work research. Based on the systematic review of 52 papers, our results revealed that UX at work research is still immature. It is run by dichotomies; the conceptualizations such as the definition and the dimensions of UX at work are ambiguous; the variety of the studied work domains are limited and do not contribute to the understanding of UX at work; and the consideration of contextual factors are arbitrary and coincidental. To advance this important field of research, we indicate the research gaps and suggest a research agenda introducing areas for future research.
... Research has investigated multi-device use in several contexts, and many systems and design solutions to support multi-device use have been proposed. Following Weiser's groundbreaking work at the beginning of the 1990s (Weiser, 1991), initial research on multi-device use focused on early adopters, usually in the area of computer science or more broadly knowledge work (Dearman & Pierce, 2008;Fauquet-Alekhine & Lahlou, J o u r n a l P r e -p r o o f 2017; Grudin, 2001;Lahlou, 1999Lahlou, , 2007Oulasvirta & Sumari, 2007;Santosa & Wigdor, 2013;Tungare & Perez-Quinones, 2008;Tungare & Pérez-Quiñones, 2009). The use of multiple screens for one computer became popular early on as a means to manage work tasks and to help users "cleanly shift attention" (Grudin, 2001, p. 463). ...
... In a similar vein, a more recent observational study suggests that multi-device use can be organized into sequential and parallel use, with parallel use either being related, unrelated, or exhibiting some form of resource lending, such as sharing a tablet screen onto a laptop, or using a phone as a TV remote (Jokela et al., 2015). The 'kit' of devices users carry therefore determines what types of activities they can engage in, and have become an influencing factor for their lifestyle (Dearman & Pierce, 2008;Oulasvirta & Sumari, 2007); kit choices have been found to depend on device capabilities, screen size, and portability (Nguyen et al., 2021). Users generally hold positive attitudes towards multi-device use and describe it as driven by a desire for convenience, especially when it comes to accomplishing tasks with less effort and in simpler ways (Monge Roffarello & De Russis, 2021). ...
Article
Full-text available
Using multiple devices at the same time is becoming increasingly common in the daily lives of users, be it for work or for leisure. This paper presents in situ qualitative and quantitative evidence of multi-device use from a dataset of over 200h of first-person and interview recordings (n = 41). We discuss three different ‘patterns’ of multi device use (work, leisure, mixed use) and illustrate the user experience in detail with three participant journeys. We find that the smartphone was always ‘in the mix’; we did not observe multi-device use without the smartphone, or isolated use of other devices. Overall, we suggest that looking at transitions between activities users engage in rather than devices they use is more effective to understand multi-device use. Based on this analysis, we highlight issues around the patterns and experiences of multi-device use in everyday life and provide recommendations for design and further research.
... Marshall & Tang, 2012). However, some people feel these methods are not reliable or do not fit well into their schedules or operations, and so may initiate and make back ups manually (Capra et al., 2014;Dearman & Pierce, 2008), for example as a consequence of related activities . Not all users make backups , but may nonetheless feel that they should be doing so or doing so more frequently (Kearns, Frey, Tomer, & Alman, 2014). ...
... , Capra (2009), Capra, Vardell, and Brennan (2014), Carroll (1982), Crowder, Marion, and Reilly (2015), Dearman and Pierce (2008), Gonçalves and Jorge (2003), Henderson (2005), Srinivasan (2009), Hicks, Dong, Palmer, andMcAlpine (2008), Huvila, Eriksen, Häusner, and Jansson (2014), W. Jones, Bruce, and Dumais (2001), W. Jones et al. (2015), W. ...
Preprint
Full-text available
Computer users spend time every day interacting with digital files and folders, including downloading, moving, naming, navigating to, searching for, sharing, and deleting them. Such file management has been the focus of many studies across various fields, but has not been explicitly acknowledged nor made the focus of dedicated review. In this article we present the first dedicated review of this topic and its research, synthesizing more than 230 publications from various research domains to establish what is known and what remains to be investigated, particularly by examining the common motivations, methods, and findings evinced by the previously furcate body of work. We find three typical research motivations in the literature reviewed: understanding how and why users store, organize, retrieve, and share files and folders, understanding factors that determine their behavior, and attempting to improve the user experience through novel interfaces and information services. Relevant conceptual frameworks and approaches to designing and testing systems are described, and open research challenges and the significance for other research areas are discussed. We conclude that file management is a ubiquitous, challenging, and relatively unsupported activity that invites and has received attention from several disciplines and has broad importance for topics across information science.
... Seamless transition is an important user experience element in multi-device interaction mode. Dearman and Pierce [41] studied the techniques that people use to access multiple devices to produce a better user experience (UX) when working across devices. They argue that one of the main challenges is supporting seamless device changes. ...
... However, these studies generally focused more on the technological aspects of the problem [27]. Dearman and Pierce [41] suggest that there are opportunities to improve the cross-platform UX by focusing on users rather than on applications and devices. Hence, our research aim is to provide a user-based testing methodology that leads to insights into user experiences and needs for task continuity and seamless transition. ...
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Full-text available
It is becoming common for several devices to be utilised together to access and manipulate shared information spaces and migrate tasks between devices. Despite the increased worldwide use of cross-platform services, there is limited research into how cross-platform service usability can be assessed. This paper presents a novel cross-platform usability model. The model employs the think-aloud protocol, observations, and questionnaires to reveal cross-platform usability problems. Two Likert scales were developed for measuring overall user satisfaction of cross-platform usability and user satisfaction with the seamlessness of the transition between one device and another. The paper further employs a series of objective measures for the proposed model. The viability and performance of the model were examined in the context of evaluating three cross-platform services across three devices. The results demonstrate that the model is a valuable method for assessing and quantifying cross-platform usability. The findings were thoroughly analysed and discussed, and subsequently used to refine the model. The model was also evaluated by eight user experience experts and seven out of the eight agreed that it is useful.
... Within our corpus, several papers have reported on findings of observational in-situ or lab studies in order to build an understanding of cross-device use to guide further research directions or facilitate design choices. For example, early observations of multi-display use in office environments (Grudin 2001) triggered other research of how cognitive load can be reduced through usage of multiple displays (Hutchings et al. 2004) and multiple devices (Oulasvirta and Sumari 2007;Dearman and Pierce 2008;Santosa and Wigdor 2013). Similarly, other observational studies have been used to investigate current multi-device utilisation (Cecchinato et al. 2016;Cecchinato, Cox, and Bird 2017), barriers for true multi-device usage (Plank et al. 2017), or the effects of display sizes in collaborative work (Zagermann et al. 2016;Huang, Mynatt, and Trimble 2007). ...
... More specifically, we need new concepts, feedback and feed-forward mechanisms, and user interface patterns that are designed specifically for cross-device computing (as discussed later in Chapter 8).4.7.3 Mitigating the Effects of Legacy BiasThe phenomenon of legacy bias, where users resort to well-known interaction styles even when more effective and novel techniques are available, has been documented in studies of cross-device sensemaking(Plank et al. 2017), note-taking(Jensen et al. 2018), and curation tasks (Chapter 5). Although workplace and user experience studies consistently report that many people are already struggling with multi-device fragmentation(Cecchinato et al. 2016;Dearman and Pierce 2008;Santosa and Wigdor 2013), it remains an open issue to what extent users will adopt new multi-device systems. More research into the mental models of individual devices and larger ecologies is needed to provide an empirical ground for new technical cross-device research. ...
Conference Paper
Driven by technological advancements, we now own and operate an ever-growing number of digital devices, leading to an increased amount of digital data we produce, use, and maintain. However, while there is a substantial increase in computing power and availability of devices and data, many tasks we conduct with our devices are not well connected across multiple devices. We conduct our tasks sequentially instead of in parallel, while collaborative work across multiple devices is cumbersome to set up or simply not possible. To address these limitations, this thesis is concerned with cross-device computing. In particular it aims to conceptualise, prototype, and study interactions in cross-device computing. This thesis contributes to the field of Human-Computer Interaction (HCI)—and more specifically to the area of cross-device computing—in three ways: first, this work conceptualises previous work through a taxonomy of cross-device computing resulting in an in-depth understanding of the field, that identifies underexplored research areas, enabling the transfer of key insights into the design of interaction techniques. Second, three case studies were conducted that show how cross-device interactions can support curation work as well as augment users’ existing devices for individual and collaborative work. These case studies incorporate novel interaction techniques for supporting cross-device work. Third, through studying cross-device interactions and group collaboration, this thesis provides insights into how researchers can understand and evaluate multi- and cross-device interactions for individual and collaborative work. We provide a visualization and querying tool that facilitates interaction analysis of spatial measures and video recordings to facilitate such evaluations of cross-device work. Overall, the work in this thesis advances the field of cross-device computing with its taxonomy guiding research directions, novel interaction techniques and case studies demonstrating cross-device interactions for curation, and insights into and tools for effective evaluation of cross-device systems.
... The main reason for this is that it is rare for people to use two smart devices with similar functions (e.g., two smart phones or two PCs) in daily life. Even though people are always in circumstances in which a series of electronic devices, including TVs, PCs, PADs, and smart phones, are within reach, each device tends to be assigned its own function rather than being used collaboratively 4 Shandong Experimental High School, Jinan, China according to their computing power, size, and display resolutions [4]. Such specialization and the different privacy degrees of devices have led to specific device task parings [5]. ...
... The main reason for this is that it is rare for people to use two smart devices with similar functions (e.g., two smart phones or two PCs) in daily life. Even though people are always in circumstances in which a series of electronic devices, including TVs, PCs, PADs, and smart phones, are within reach, each device tends to be assigned its own function rather than being used collaboratively 4 Shandong Experimental High School, Jinan, China according to their computing power, size, and display resolutions [4]. Such specialization and the different privacy degrees of devices have led to specific device task parings [5]. ...
Article
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Along with the increasing emergence of smart watch devices, new interaction techniques between these devices and smart phones have been proposed to leverage their availability. However, there are few existing studies on enhancing smart watches’ current functions: working as an information processing system for users’ phones in terms of both browsing and handling short information. In this work, we introduce a framework for handling tasks between the smart phone and the smart watch, including task delegation and task management, that enables the smart watch to temporarily handle lightweight jobs from the smart phone. By utilizing this framework, people can save valuable phone screen space for more complicated or important tasks. Moreover, considering users’ multi-tasking behaviors, we also provide some example situations where users use both their phone and smart watch to handle different kinds of tasks simultaneously. The user study illustrates that lightweight jobs can be efficiently handled by users on the watch.
... There is a growing trend for using multiple computing devices to support both the individual's personal and business activities (Dearman & Pierce, 2008). Multiple devices are arguably "fundamental enablers of all emerging communications" (Lyytinen & Yoo, 2002, p. 379). ...
... Currently, individuals' activities span multiple devices including laptops, desktops, tablets, mobile phones, and smartwatches. Even though using multiple devices improves access to information and supports performance, managing information across those multiple devices has been viewed a challenge (Dearman & Pierce, 2008). Hence, the important aspect of owning and using multiple devices is the management and synchronization (cloud storage) of information across the devices (Lyytinen & Yoo, 2002). ...
Article
This paper examines the impact of mobile device characteristics on perceptions of cloud storage. Following the framework and guidelines for context-specific theorizing in information systems research, we develop and test a model that examines the following research questions: How does the individual's experience with mobile devices impact perceptions of mobile cloud storage? How do mobile context-specific factors influence the individual's adoption of cloud storage? The model incorporates context-specific factors such as ease of file storage, ease of file transfer, multiple device use, and mobile device use. Our study contributes to the literature on theorizing context-specific factors by highlighting the importance of mobile device characteristics and usage contexts in individual technology adoption research. We also identify both performance increases and security challenges in providing access to cloud storage through mobile devices to individuals.
... Malware attacks can gain unauthorised access through planned or unplanned actions. Within the small business sector, people use the external drives on standalone devices to share files and folders on the stand alone computers (Dearman & Pierce, 2008). On the contrary, employees carelessly access unknown websites on the networked systems or ignorantly click on links to download software while processing business transactions (Ncubukezi, 2022). ...
Article
Full-text available
The presence of severe malware attacks in business systems compromises devices, data, information, and network hygiene. The increased usage of cyberspace as a convenient tool exposed all organisations to various malware attacks. The malware attacks have become one of the most common threats in all sectors. These attacks often find their way into systems where poor or inadequate security measures are implemented, leaving the institution’s resources vulnerable and compromised. This work collected data using purposive sampling from the selected small businesses that used cyberspace for business transactions. A questionnaire distributed to the participants was mounted on Google Forms. To analyse the collected data, this work assessed the malware attacks and used the risk management processes to determine the risk impact and probability. Risk management processes were used to analyse and interpret different risks associated with malware attacks and also ranked them from low, medium, and high. The work also revealed the different forms of common malware attacks, the business assets affected, the main causes of malware attacks, risk value, risk likelihood, and the risk impact. The extent of security measures implemented on different levels contributes to the overall state of the organisational resources. The study also shared the recommendations and accounted for the conclusion.
... Malware attacks can gain unauthorised access through planned or unplanned actions. Within the small business sector, people use the external drives on standalone devices to share files and folders on the stand alone computers (Dearman & Pierce, 2008). On the contrary, employees carelessly access unknown websites on the networked systems or ignorantly click on links to download software while processing business transactions (Ncubukezi, 2022). ...
Conference Paper
Full-text available
The presence of severe malware attacks in business systems compromise devices, data, information, and network hygiene. The increased usage of cyberspace as a convenient tool exposed all organisations to various malware attacks. The malware attacks have become one of the most common threats in all sectors. These attacks often find their way into systems where poor or inadequate security measures are implemented and leaving institution's resources vulnerable, and compromised. Data used in this work was collected using purposive sampling from the selected small businesses that used cyberspace for business transactions. A questionnaire distributed to the participants was mounted on Google Forms. To analyse the collected data, this work performed the risk assessment of the malware attacks and used the risk management processes to determine the risk impact and risk probability. Risk management processes were used to analyse and interpret different risks associated with malware attacks and also ranked them from low, medium, and high. The work also revealed the different forms of common malware attacks, business assets affected, and main causes of malware attacks, risk value, risk likelihood and the risk impact. The extent of security measures implemented on different levels contributes to the overall state of the organisational resources. The study also shared the recommendations and accounted for the conclusion.
... Though the recent information and communication technologies provide the ability to access content in different multimedia forms on the basis of media convergence, there are certain exclusive features carried by each screen device that are different from other devices and thereby increase the need for owning and consuming many screen devices by a single user; the choice of using a device significantly differs with the This study is a part of the first author's doctoral thesis. user's activities involved (Bröhl et al., 2018;Dearman & Pierce, 2008). Depending on individual demands, each member of a family uses a variety of screen devices; however, smartphones have received most attention. ...
Article
Full-text available
Smartphones are frequently the subject of digital screen media-based research due to their popularity. Other screen devices, such as computers, conventional TV, laptops, smart TV, and tablets, which have a significant impact on children’s and adolescents’ psychological behaviors, are rarely covered. Parents are considered the active agents who can regulate adolescents screen-based media use and control online risks. Parents of adolescents in developing countries are digital immigrants, and their consumption patterns of screen devices must be studied before exploring their media usage regulatory strategies for children and adolescents. To gather information on screen device usage patterns, including availability, usage, ownership, and screen time, a quantitative technique approach was used in the study. A statistical analysis was performed on survey data collected from 447 parent-adolescent dyadic samples (n=894). Results show a positive association between socio-economic status and the number of screen devices present in households. Parents and adolescents spend the same amount of screen time on conventional TV and smart TV as they do on smartphones. Tablets were the least used, but they had more screen time than laptops and computers. Screen time is associated with the intended use of the device. Screen time spent per device by digital immigrant parents is quite like that of their digital-native adolescents. Girls use smartphones often; boys spend more screen time with them. Parents’ screen-based media usage practices should also be regulated, as they highly influence their children’s screen time.
... With the popularity and development of mobile and wearable devices, people's daily interactions with information technology increasingly involve more than one device (Dearman et al, 2008), gradually forming a multi-device ecosystem. Research on cross-device experiences continues to be produced by scholars (Brudy et al, 2019). ...
... Research on activity-based computing [10,24] has suggested the benefits of granting users access to their information repository as well as the ability to perform tasks across multiple devices. While the current implementation of Wigglite mobile application does enable users to collect information and triage it with valence as well as to review their collected information, extending it to support more complex operations such as creating and curating topics could be an interesting direction for future work. ...
Preprint
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Consumers conducting comparison shopping, researchers making sense of competitive space, and developers looking for code snippets online all face the challenge of capturing the information they find for later use without interrupting their current flow. In addition, during many learning and exploration tasks, people need to externalize their mental context, such as estimating how urgent a topic is to follow up on, or rating a piece of evidence as a "pro" or "con," which helps scaffold subsequent deeper exploration. However, current approaches incur a high cost, often requiring users to select, copy, context switch, paste, and annotate information in a separate document without offering specific affordances that capture their mental context. In this work, we explore a new interaction technique called "wiggling," which can be used to fluidly collect, organize, and rate information during early sensemaking stages with a single gesture. Wiggling involves rapid back-and-forth movements of a pointer or up-and-down scrolling on a smartphone, which can indicate the information to be collected and its valence, using a single, light-weight gesture that does not interfere with other interactions that are already available. Through implementation and user evaluation, we found that wiggling helped participants accurately collect information and encode their mental context with a 58% reduction in operational cost while being 24% faster compared to a common baseline.
... Furthermore, people use devices much differently than they did 10 or 20 years ago. Since many tasks span multiple devices (Dearman and Pierce 2008), people use several devices simultaneously and switch between them to complete a single task (Brudy et al. 2019). For example, Netflix's ''Continue Watching'' feature allows customers to start watching a movie on one device (e.g., a TV in the living room) and continue watching on another device (e.g., a smartphone or tablet) while commuting or waiting for an appointment (Netflix 2013). ...
... Other empirical studies have identified the challenges of managing these devices and applications. Dearman and Pierce (2008) found that managing information across devices was the most challenging aspect of using multiple devices. Oleksik et al. (2012) studied the artifact ecology of a research center and found that scientists used multiple computing applications to create information artifacts that are locked into applications, making it difficult to reuse content and get a unified view of the related research material. ...
Thesis
Millions of users work with documents for their everyday tasks but their user interfaces have not fundamentally changed since they were first designed in the late seventies. Today’s computers come in many forms and are used by a wide variety of users for a wide range of tasks, challenging the limits of current document interfaces. I argue that by focusing on extreme users and taking on a principled perspective, we can design effective and flexible representations to support document-related knowledge work. I first study one of the most common document tasks, text editing, in the context of technical documents. By focusing on legal professionals, one example of extreme document users, we reveal the limits of current word processors. Legal professionals must rely on their memory to manage dependencies and maintain consistent vocabulary within their technical documents. To address these issues, we introduce Textlets, interactive objects that reify text selections into persistent items. We present a proof-of-concept prototype demonstrating several use cases, including selective search and replace, word count, and alternative wording. The observational evaluation shows the usefulness and effectiveness of textlets, providing evidence of the validity of the textlet concept. During my work with legal professionals in the first project, I was introduced to the domain of patent writing and filling. In the patent process, patent attorneys write patent submissions that describe the invention created by the inventor. Patent examiners review the submission and decide whether the submission can be granted as a patent. In collaboration with a European Patent Office, I studied the patent examiners’ search and review process. The study reveals the need to manage text from multiple documents across various interconnected activities, including searching, collecting, annotating, organizing, writing and reviewing, while manually tracking their provenance. I extend Textlets to create Passages, text selection objects that can be manipulated, reused, and shared across multiple tools. Two user studies show that Passages facilitate knowledge workers practices and enable greater reuse of information. These two projects led to another important aspect of knowledge work: file management. I focus on scientists, another example of extreme knowledge workers, to study their document management practices. In an age where heterogeneous data science workflows are the norm, instead of relying on more self-contained environments such as Jupyter Notebooks, scientists work across many diverse tools. They have difficulties using the file system to keep track of, re-find and maintain consistency among related but distributed information. We created FileWeaver, a system that automatically detects dependencies among files without explicit user action, tracks their history, and lets users interact directly with the graphs representing these dependencies and version history. By making dependencies among files explicit and visible, FileWeaver facilitates the automation of workflows by scientists and other users who rely on the file system to manage their data. These three document representations rely on the same underlying theoretical principles: reification, polymorphism and reuse. I reflect on my experience designing and evaluating these representations and propose three new design principles: granularity, individuality and synchronization. Together with the empirical findings from three examples of extreme users, technological demonstration of three proof-of-concept prototypes and three design principles, this thesis demonstrates fresh new approaches to working with documents, a fundamental representation in GUIs. I argue that we should not accept current desktop interfaces as given, and that by taking on a principled and theory-driven perspective we can contribute innovative interface concepts.
... E-learning platforms like google classroom, Zoom, Microsoft teams give students flexibility and empower students by allowing them to learn their own pace and schedule (Aggarwal, kumar, & kaur 2021). 320 million students have been affected by Covid-19 school closures (van Cappelle, Chopra, Ackers & Gochyyev 2021), and (Dearman, & Pierce, 2008). Observation like this is exceptions than the norm. ...
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The study investigates the influence of gender and family size on the availability and utilization of online resources for learning during covid-19 among secondary school pupils of northern districts in Kerala. The study was on a stratified random sample of eighth and ninth class students drawn from ten schools of four districts in Kerala. A questionnaire was used for collecting data. Gender and family size are independent variables of the study. Significant associations between gender and time spent on online (synchronous and asynchronous) education and, between the number of children in the family and availability and utilization of web facilities and social media during Covid-19 were observed.. Index Terms-Gender, online learning, Covid-19 and secondary school.
... While evidence has been presented [14] showcasing similar tendencies in HCI, non-robotic artefacts have an increased tendency by design to support sequential interaction. Examples of this include typical interactions with non-robotics devices such as smartphones, tablets, and PCs [32,131,143,157,185]). Nowadays, it is not uncommon for commercial digital artefacts to be designed with support for sequential interactions, for example, moving sessions between devices [157]. ...
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Going beyond dyadic (one-to-one) interaction has been increasingly explored in HRI. Yet we lack a comprehensive view on non-dyadic interaction research in HRI. To map out 15 years of works investigating non-dyadic interaction, and thereby identifying the trend of the field and future research areas, we performed a literature review containing all 164 publications (2006-2020) from the HRI conference investigating non-dyadic interaction. Our approach is inspired by the 4C framework, an interaction framework focusing on understanding and categorising different types of interaction between humans and digital artefacts. The 4C framework consists of eight interaction principles for multi-user/multi-artefact interaction categorised into four broader themes. We modified the 4C framework to increase applicability and relevance in the context of non-dyadic human-robot interaction. We identify an increasing tendency towards non-dyadic research (36% in 2020), as well as a focus on simultaneous studies (85% from 2006-2020) over sequential. We also articulate seven interaction principles utilised in non-dyadic HRI and provide specific examples. Last, based on our findings, we discuss several salient points of non-dyadic HRI, the applicability of the modified 4C framework to HRI and potential future topics of interest as well as open-questions for non-dyadic research.
... However, mobile devices (laptops, smartphones, and tablets) also constitute a bridge across work and personal boundaries, as Dearman and Pierce (2008) and Fleck, Cox and Robison (2015) found. Karlson, Meyers, Jacobs, Johns and Kane (2009) looked specifically at multi-device use and the impact on boundaries and working time. ...
Chapter
We live in a world of communication overload, where there is a wide range of platforms and devices to choose from, each providing massive content, offering different affordances, and fighting for our attention. Mobile technologies have contributed to expectations of anywhere anytime connectedness, making it hard for individuals to switch off. As a result, it can be hard to feel truly disconnected from work. A lack of control over work-home boundary cross-overs and interruptions can reduce post-work recovery, reducing productivity and increasing stress. Technology is not inherently good or bad, but rather, the way it is adopted and used can positively or negatively color one’s experience. As such, in this critical review we take a social constructionist approach to emphasize how communication technologies are challenging, as well as supporting, work-home boundary management. In doing so, we bring together work from occupational psychology (boundary theory) and human-computer interaction (computer-mediated communication and cross-device interaction). Understanding how these aspects interact and influence each other is important in order to support individuals appropriately, inform policies and guidelines, and ensure both social and digital interactions are designed carefully.
... Since multitasking on multiple devices has been shown to reduce performance and increase strain, indiscriminate use of multiple interactive devices could be detrimental to occupational health and safety (Paridon & Kaufmann, 2010). Consequently, a lot of research effort in recent years has been devoted to constructing crossdevice workspaces, which comes with several challenges (Dearman & Pierce, 2008;Santosa & Wigdor, 2013;Jokela, Ojala, & Olsson, 2015). First, devices vary in their modalities, and while different modality combinations could be used to reduce cognitive overload (Elting, Zwickel, & Malaka, 2002), the best suitable device for each task element has to be chosen. ...
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Assistance is becoming increasingly relevant in carrying out industrial work in the context of cyber-physical production systems (CPPSs) and Industry 4.0. While assistance in a single task via a single interaction modality has been explored previously, crossdevice interaction could improve the quality of assistance, especially given the concurrent and distributed nature of work in CPPSs. In this paper, we present the theoretical foundations and implementation of MiWSICx (Middleware for Work Support in Industrial Contexts), a middleware that showcases how multiple interactive computing devices such as tablets, smartphones, augmented/virtual reality glasses, and wearables could be combined to provide crossdevice industrial assistance. Based on activity theory, MiWSICx models human work as activities combining multiple users, artifacts, and cyber-physical objects. MiWSICx is developed using the actor model for deployment on a variety of hardware alongside a CPPS to provide multiuser, crossdevice, multiactivity assistance.
... While Brubaker (2013) showed that there exists a relationship between Facebook usage and academic performance, he argued that multitasking between a social network site such as Facebook and performing academic studies may not handle such tasks effectively. However, Dearman and Pierce (2008) indicated that students are active users of web-services across multiple devices and make no effort to keep school and personal activities separate. Hence having all aspects of life collated into one platform might be beneficial. ...
... How to handle this complexity is an emerging issue both in personal information management (PIM) and related technology design. [7] research suggested out that file synchronization would be important in future technical developments because of users' needs for file integration and information sharing among individuals and groups. Since the human factor was getting involved more and more in system design, they suggested that we should consider and focus on users, instead of devices, because it is humans who create and then adopt the devices. ...
... Our work aims to investigate cross-device application sharing by using a mobile device's camera. We base our investigations on a wide range of earlier works including the synchronization of clipboards between multiple computers (Miller & Myers, 1999), shortcuts linking recent and shared activities (Tang et al., 2007) and interaction between multiple devices (Dearman & Pierce, 2008). Early cross-device data sharing was enabled by process migration (Begole et al., 1999). ...
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... In this new era of wireless communication, we have come to expect high degrees of synchrony and interactivity with our devices. The growing importance of e-squads is profoundly modifying how we live [135][136][137][138], and has opened new areas of research such as proxemics, the study of proximity-based interactions in a world of ubiquitous computing [139]. As we meet people, we engage in multi-device interactions spanning across our respective e-squads: we co-edit projects, exchange digital content, play online and listen to collaborative playlists. ...
Thesis
The emergence of the Internet of Things (IoT) has proved to be dangerous for the people's right to privacy: more and more connected appliances are sharing personal data about people's daily lives to private parties beyond their control.Still, we believe that the IoT could just as well become a guardian of our privacy, would it escape the centralised cloud model.In this thesis, we explore a novel concept, the e-squad: to make one's connected devices collaborate through gossip communication to build new privacy-preserving services.We show how an e-squad can privately build knowledge about their user and leverage this information to create predictive applications.We demonstrate that collaboration helps to overcome the end-devices' poor availability and performance.Finally, we federate e-squads to build a robust anonymous file exchange service, proving their potential beyond the single-user scenario.We hope this manuscript inspires the advent of more humane and delightful technology.
... While Brubaker (2013) showed that there exists a relationship between Facebook usage and academic performance, he argued that multitasking between a social network site such as Facebook and performing academic studies may not handle such tasks effectively. However, Dearman and Pierce (2008) indicated that students are active users of web-services across multiple devices and make no effort to keep school and personal activities separate. Hence having all aspects of life collated into one platform might be beneficial. ...
... However, such a device fragmentation implies wide-ranging variety in terms of interaction resources, and support for media formats and apps, a situation which creates many interoperability and usability problems. A previous study [18] aims to identify the reasons why and how users interact with multiple devices in their daily life. The results indicate that people already exploit various techniques for crossdevice information access and management. ...
Conference Paper
Seamless interaction across personal and public devices is still problematic. Gestural interaction can be a useful support for this purpose, but how to exploit it in cross-device frameworks is still unclear. We present an elicitation study aiming to contribute in identifying the most intuitive single or combined gestures that people can perform to interact with cross-device applications. This study led us to the definition of a possible gesture vocabulary for the typical interactive tasks in such applications. We then applied the resulting preferred gestures in an example cross-device Web application exploiting it. This application has finally been tested in order to evaluate the gestures' actual usability in cross-device interactions.
... However, applications are usually confined to run on a single device at any given time. At best, they are capable of synchronizing certain types of data; and it is common that such synchronization needs to be explicitly turned on [11,15,48]. Therefore, it is important to take better advantage of the many devices around us by coming up with ways of integrating and combining them. ...
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We currently live surrounded by many different computing devices. Therefore, it is important to take better advantage of those devices by coming up with smart ways of integrating and combining them. We have been exploring the possibility of building applications that present user interfaces pervasively distributed across different co-located devices. We designed the YanuX framework, which generalizes and supports the development of this new type of applications. A key issue is the automatic distribution of user interface (UI) components among co-located devices. We created the tools set needed to describe the capabilities of each of the devices present in the environment and the requirements of each of the applications' components as configured by the developers. Restrictions of the components should match the capabilities of the devices leading to a UI component distribution decision that should reflect devel-opers' intentions and expectations of the users. Besides detailing YanuX's components, the paper also presents YouTube Viewer as a proof-of-concept application based on YanuX. The application was also used in a user study to evaluate the concept and the experience supported by the framework. The results presented here are positive and very promising.
... Certain work tasks appear to be more appropriate for mobile interfaces than others [3,46]. Information workers often defer engaging with a task based on the device that is available [15,27]. However, information workers want the ability to continue tasks across devices as they otherwise have to manually transmit data between devices [24,51]. ...
Conference Paper
There has been considerable research on how software can enhance programmers' productivity within their workspace. In this paper, we instead explore how software might help programmers make productive use of their time while away from their workspace. We interviewed 10 software engineers and surveyed 78 others and found that while programmers often do work while mobile, their existing mobile work practices are primarily exploratory (e.g., capturing thoughts or performing online research). In contrast, they want to be doing work that is more grounded in their existing code (e.g., code review or bug triage). Based on these findings, we introduce Mercury, a system that guides programmers in making progress on-the-go with auto-generated microtasks derived from their source code's current state. A study of Mercury with 20 programmers revealed that they could make meaningful progress with Mercury while mobile with little effort or attention. Our findings suggest an opportunity exists to support the continuation of programming tasks across devices and help programmers resume coding upon returning to their workspace.
... These devices aid with everyday matters: entertainment, socializing with friends, as well as capturing and sharing personal events. Despite the desire that owning and operating multiple devices should be casual, fluid, and hassle-free for the user ( Miranda et al., 2015 ), a transition to multi-device ownership is however riddled with many problems ( Ometov et al., 2017;Dearman and Pierce, 2008 ). Numerous devices and their connectivity options call for a new breed of multi-device applications that enable coordinated interaction between nodes in a pervasive manner. ...
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Today’s dominant design for the Internet of Things (IoT) is a Cloud-based system, where devices transfer their data to a back-end and in return receive instructions on how to act. This view is challenged when delays caused by communication with the back-end become an obstacle for IoT applications with, for example, stringent timing constraints. In contrast, Fog Computing approaches, where devices communicate and orchestrate their operations collectively and closer to the origin of data, lack adequate tools for programming secure interactions between humans and their proximate devices at the network edge. This paper fills the gap by applying Action-Oriented Programming (AcOP) model for this task. While originally the AcOP model was proposed for Cloud-based infrastructures, presently it is re-designed around the notion of coalescence and disintegration, which enable the devices to collectively and autonomously execute their operations in the Fog by serving humans in a peer-to-peer fashion. The Cloud’s role has been minimized—it is being leveraged as a development and deployment platform.
... Grudin [30] interviewed users who had multiple monitors and found activities were distributed across monitors by task instead of by device capabilities. Through interviews, Dearman and Pierce [20] also found a primary/secondary device divide, but found functionality was continually assigned and revoked across one's device ecosystem. Interviews conducted by Santosa and Wigdor [86] identified two new interaction patterns centered on the physical properties of a form factor (i.e., the smartphone as a helper for quick activities such as calculation or search) and viewer/controller metaphors (i.e., the smartphone as a remote for a presentation or a music player). ...
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Prior research has demonstrated that users are increasingly employing multiple devices during daily work. Currently, devices such as keyboards, cell phones, and tablets remain largely unaware of their role within a user's workflow. As a result, transitioning between devices is tedious, often to the degree that users are discouraged from taking full advantage of the devices they have within reach. This work explores the device ecologies used in desk-centric environments and complies the insights observed into SMAC, a simplified model of attention and capture that emphasizes the role of user-device proxemics, as mediated by hand placement, gaze, and relative body orientation, as well as inter-device proxemics. SMAC illustrates the potential of harnessing the rich, proxemic diversity that exists between users and their device ecologies, while also helping to organize and synthesize the growing body of literature on distributed user interfaces. An evaluation study using SMAC demonstrated that users could easily understand the tenants of user- and inter-device proxemics and found them to be valuable within their workflows.
Chapter
With the development of current technology, intelligent interaction scenarios based on multi-device collaboration are becoming more and more abundant, and users in multiple devices have increasingly clearly formed a demand for device collaboration service experience. At the same time, as a basic scenario in a multi-device experience, sharing behavior has a crucial impact on the overall experience. Therefore, it is meaningful to re-examine the multi-device experience design method in the current environment based on the original design theory, and to establish a suitable multi-device sharing experience design method according to the universal user needs.This paper conducts an in-depth theoretical analysis of the typical 3C framework of multi-device experience design theory, including the description of multi-device consistency, continuity and complementarity, but this theory can no longer fully explain the current increasingly complex multi-device experience scenarios. And lack of specific design principles. Therefore, through the sharing scene of multi-device experience, this paper proposes more detailed design principles in the classic 3C framework to guide the design of multi-device sharing scene. The specific method is: (1) Summarize several design principles based on the 3C framework through literature review and share the analysis of competing products/services (2) Review and verify these design principles by convening 30 experts (3) Modify the design principles to obtain the final design principles based on expert comments.This research provides a method to guide designers in the design of multi-device sharing experience. From the perspective of typical sharing behavior characteristics, this method provides more detailed guidance for different types of sharing experience. The final guideline not only enriches the theoretical value and influence of the 3C framework, but also provides a structured problem-solving thinking in user-oriented product experience design, enriching the theoretical research methods of experience design.KeywordsSharing experienceMulti-device experience design3C framework
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Article
Software today does not help us partition our digital worlds effectively. We do it ourselves. This field study of users of multiple monitors examines how people with a lot of display space organize and arrange information. Their second monitors are not generally used as extra workspace, they are used for secondary activities related to principal tasks, for peripheral awareness of information that is not the main focus, and for easy access to resources. The second monitor improves efficiency in ways that may be difficult to measure yet can have substantial subjective effect. The study provides specific illustrations of shortcomings of today's systems and applications: The way we work online could be improved substantially at relatively low cost. Keywords Awareness, multiple monitors, displays INTRODUCTION As more of our activities are supported digitally, we use more applications and devices, at work, in the home, on the move. The goal of getting information to and from "anyone, any...
Nippert-Eng, C.E. Home and Work: Negotiating Boundaries through Everyday Life
  • C E Nippert-Eng
  • Nippert-Eng C.E.