First-Time User Experience with Smart Phone New Gesture Control Features

Author(s):  
Jia Zhou ◽  
Jie Zhang ◽  
Bingjun Xie ◽  
Ning Liu ◽  
Ming Jiang ◽  
...  
2018 ◽  
Vol 176 ◽  
pp. 04006 ◽  
Author(s):  
Pei Xuesheng ◽  
Wang Yang

Modern electronic products are changing with each passing day, and the most prominent one is the smart phone. Screen is the key part for people to extract and exchange information through mobile phones, and its development is very rapid. This article summarize the development laws of screen size, screen occupation ratio, resolution and shape from the perspective of user experience, and analyze the reasons for its development law. According to the research, the optimal size of the mobile phone screen suitable for the users is summed up and verified through the questionnaire, which provides a reliable basis for the developer of mobile phone to design smart phone screen and improve the satisfaction of the user experience.


2018 ◽  
pp. 319-320
Author(s):  
Tuna E. Çakar ◽  
Kerem Rızvanoğlu ◽  
Özgürol Öztürk ◽  
Deniz Zengin Çelik

Film Studies ◽  
2012 ◽  
Vol null (52) ◽  
pp. 139-173
Author(s):  
김형준 ◽  
Bong Gyou Lee
Keyword(s):  

2016 ◽  
Author(s):  
Amanda Visconti

This whitepaper offers an analytic discussion of the process and productfor Amanda Visconti's dissertation "How can you love a work, if you don'tknow it?": Critical Code and Design toward Participatory Digital Editions (dr.AmandaVisconti.com). The introductory section proposes a speculativeexperiment to test digital edition design theories: "What if we build adigital edition and invite everyone? What if millions of scholars,first-time readers, book clubs, teachers and their students show up andannotate a text with their infinite interpretations, questions, andcontextualizations?". Approaching digital editions as Morris Eaves'"problem-solving mechanism"s, the project designed, built, and user-testeda digital edition of James Joyce’s Ulysses with various experimentalinterface features: InfiniteUlysses.com. Three areas of research advancedthrough the project are presented: designing public and participatoryedition projects, and whether critical participation is necessary to suchprojects; designing digital edition functionalities and appearance to servea participatory audience, and what we learn about such an endeavor throughInfinite Ulysses' user experience data; and separating the values oftextual scholarship from their embodiments to imagine new types of edition.A review of theoretical and built precedents from textual scholarship,scholarly design and code projects, public and participatory humanitiesendeavors, and theories around a digital Ulysses grounds the report,followed by an overview of the features of the Infinite Ulyssesparticipatory digital edition. Section 2 discusses existing examples ofpublic participation in digital humanities (DH) projects, Section 3 focuseson digital editions and the design process, Section 4 reimagines thedigital edition by separating textual scholarship values from the commonembodiments of these values, and the conclusion sums up the interventionsof this project and lists next steps for continuing this research. Abibliography and appendices (full texts of user surveys, explanation ofproject's dissertational format, wireframes and screenshot from throughoutthe design process) conclude the report.


2021 ◽  
Vol 19 ◽  
pp. 233-280
Author(s):  
Jeffrey Boyd

We propose a new integration of relativity and quantum mechanics (QM). Your cell phone or smart phone is a rich source of empirical information about relativity. It tells time based on a system called Coordinated Universal Time (UTC) which assumes absolute simultaneity: all observers in all inertial frames observe the same sequence of all events. You must choose whether to trust the time on your cell phone, or trust Einstein’s incompatible ideas about a space-time continuum. As concerns QM, the existence of “weirdness” means a mistake was made in QM’s starting assumptions. This article finds and corrects that mistake and presents for the first time, a quantum world free of all weirdness. There is another half to nature, previously unrecognized. It is devoid of energy and matter, namely zero-energy Elementary Waves which move within the medium of aether. We derive the linear wave PDE’s. There is evidence that Elementary Waves are in control of nature, despite their lack of energy. The existence of UFO’s (Unidentified Flying Objects) suggests that someone has learned how to control Elementary Waves. If we could learn from the UFO’s, we might acquire a decisive advantage in our battle against climate change.


Author(s):  
Liila Taruffi

Research has shown that mind-wandering, negative mood, and poor wellbeing are closely related, stressing the importance of exploring contexts or tools that can stimulate positive thoughts and images. While music represents a promising option, work on this topic is still scarce with only a few studies published, mainly featuring laboratory or online music listening tasks. Here, I used the experience sampling method for the first time to capture mind-wandering during personal music listening in everyday life, aiming to test for the capacity of music to facilitate beneficial styles of mind-wandering and to explore its experiential characteristics. Twenty-six participants used a smart-phone application that collected reports of thought, mood, and emotion during music listening or other daily-life activities over 10 days. The application was linked to a music playlist, specifically assembled to induce positive and relaxing emotions. Results showed that mind-wandering evoked during music and non-music contexts had overall similar characteristics, although some minor differences were also observed. Most importantly, music-evoked emotions predicted thought valence, thereby indicating music as an effective tool to regulate thoughts via emotion. These findings have important applications for music listening in daily life as well as for the use of music in health interventions.


2021 ◽  
Author(s):  
Manuel Reventós ◽  
Jaume Guàrdia

<p>The designing process of a footbridge is complex, many variables must be considered that are non-linear and feedback on each other. The creative process is iterative, approximating and depending on the conditions of the environment. In this process is very important the intuition of the designer, or expert, which leads the result in one or another direction.</p><p>But how is born this intuition? How is it created? It's hard to narrow down, it's like trying to teach a child how to ride a bike. You have to pedal, for the first time you fall, but after a few hits on the ground you start to ride alone. Intuition is learned through experience and not with books, you learn designing, building, creating.</p><p>Every new project we face is fed with our previous experiences. In this article we explain our design process through our most recent projects, both successful and problematic.</p><p>In this moment the technological tools have reached to us the most complex forms. We must think about if this should define our way of designing and the footbridges we make. Technology and technique are the tools we have to define forms and materials. But there are other aspects such as the location, its itinerary of the path, the accesses, how it relates to the environment, the user experience and the constructive details, that are elements which define the solution and it cannot be analysed from a theoretical point of view. Each situation is unique and is where the experience of the expert cannot be replaced.</p>


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