CROSS-DEVICE INTERACTION BETWEEN MOBILE DEVICE
Authors
Olsen, Marius Pallisgaard ; Nielsen, Heidi Selmer
Term
4. term
Education
Publication year
2013
Submitted on
2013-06-04
Pages
50
Abstract
This thesis investigates how collocated cross-device interaction between mobile devices can support social interaction. We define cross-device systems as arrangements that coordinate multiple smartphones and tablets in the same place to act as a single interactive system. To explore interaction techniques and social contexts (RQ1 and RQ2), we designed and implemented three prototypes: JuxtaPinch, which merges several screens into a larger shared display for photo browsing; a Where's Waldo application that uses two iPads to collaboratively explore a large image; and a card game that treats a tablet as the table and smartphones as players’ hands. Each system was evaluated through user tests with a total of 88 participants. Across evaluations, the prototypes were perceived to facilitate co-present collaboration, conversation, and play; findings suggest that collocated cross-device applications can support social interaction and help strengthen relationships. The work contributes empirical insights into practical interaction techniques and use cases for cross-device experiences in everyday social settings.
Dette speciale undersøger, hvordan samlokaliseret cross-device-interaktion mellem mobile enheder kan understøtte social interaktion. Vi definerer cross-device-systemer som løsninger, der koordinerer flere smartphones og tablets, der befinder sig samme sted, så de fungerer som ét samlet interaktivt system. For at udforske interaktionsteknikker og sociale situationer (RQ1 og RQ2) designede og implementerede vi tre prototyper: JuxtaPinch, som samler flere skærme til en større fælles visning af fotos; en Where's Waldo-applikation, der bruger to iPads til fælles udforskning af et stort billede; samt et kortspil, hvor en tablet fungerer som spillebord og smartphones som spillerhænder. Hver løsning blev evalueret gennem brugertest med i alt 88 deltagere. Evalueringerne tyder på, at prototyperne fremmer samarbejde, samtale og leg i fysiske sociale sammenhænge; resultaterne antyder, at samlokaliserede cross-device-applikationer kan understøtte social interaktion og styrke relationer. Arbejdet bidrager med empirisk indsigt i praktiske interaktionsteknikker og anvendelsesscenarier for cross-device-oplevelser i hverdagslige sociale kontekster.
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Keywords
