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Experiments in the wild: public evaluation of off-screen visualizations in the Android market

Published: 16 October 2010 Publication History

Abstract

Since the introduction of application stores for mobile devices there has been an increasing interest to use this distribution platform to collect user feedback. Mobile application stores can make research prototypes widely available and enable to conduct user studies "in the wild" with participants from all over the world. Previous work published research prototypes to collect qualitative feedback or to collect quantitative attributes of specific prototypes. In this paper we explore how to conduct a study that focuses on a specific task and tries to isolate cause and effect much like controlled experiments in the lab. We compare three visualization techniques for off-screen objects by publishing a game in the Android Market. e.g. we show that the performance of the visualization techniques depends on the number of objects. Using a more realistic task and feedback from a hundred times more participants than previous studies lead to much higher external validity. We conclude that public experiments are a viable tool to complement or replace lab studies.

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  1. Experiments in the wild: public evaluation of off-screen visualizations in the Android market

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    cover image ACM Other conferences
    NordiCHI '10: Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
    October 2010
    889 pages
    ISBN:9781605589343
    DOI:10.1145/1868914
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • Reykjavik University
    • University of Iceland

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    Published: 16 October 2010

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    Author Tags

    1. Android Market
    2. experiment
    3. game
    4. map navigation
    5. off-screen

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    Cited By

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    • (2024)Attention Guidance In The Wild: An Experiment Testing Visual Guidance Cues for VR Field Trips at High Schools2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00035(173-179)Online publication date: 16-Mar-2024
    • (2022)If The Map Fits! Exploring Minimaps as Distractors from Non-Euclidean Spaces in Virtual RealityExtended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491101.3519621(1-6)Online publication date: 27-Apr-2022
    • (2022)Multisensory Proximity and Transition Cues for Improving Target Awareness in Narrow Field of View Augmented Reality DisplaysIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.311667328:2(1342-1362)Online publication date: 1-Feb-2022
    • (2022)Arrow, Bézier Curve, or Halos? – Comparing 3D Out-of-View Object Visualization Techniques for Handheld Augmented Reality2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR55827.2022.00098(797-806)Online publication date: Oct-2022
    • (2021)Using visual and auditory cues to locate out-of-view objects in head-mounted augmented realityDisplays10.1016/j.displa.2021.10203269(102032)Online publication date: Sep-2021
    • (2021)CompassbAR: A Technique for Visualizing Out-of-View Objects in a Mixed Reality EnvironmentDesign Tools and Methods in Industrial Engineering II10.1007/978-3-030-91234-5_14(141-148)Online publication date: 1-Dec-2021
    • (2020)A Tool for Conducting User Studies on Mobile DevicesProceedings of the 2020 Conference on Human Information Interaction and Retrieval10.1145/3343413.3377985(462-466)Online publication date: 14-Mar-2020
    • (2020)HiveFive: Immersion Preserving Attention Guidance in Virtual RealityProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376803(1-13)Online publication date: 21-Apr-2020
    • (2019)Measuring mobile text entry performance and behaviour in the wild with a serious gameProceedings of the 18th International Conference on Mobile and Ubiquitous Multimedia10.1145/3365610.3365633(1-11)Online publication date: 26-Nov-2019
    • (2019)Locating nearby physical objects in augmented realityProceedings of the 18th International Conference on Mobile and Ubiquitous Multimedia10.1145/3365610.3365620(1-10)Online publication date: 26-Nov-2019
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