handheld computing
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For most experienced graphical user interface (GUI) and interactive designers, succeeding in acquiring, maintaining, and guiding potential high-level user engagement and user experience (UX) at the first attempt is often a dream. It often takes many low- and high-fidelity prototypes to obtain the desired solution, if not abandoning the entire activity altogether, due to mounting pressure and disappointment after failing to satisfy user needs while maintaining industry standards and design principles. The challenges are often due to the absence of known, agreed-upon evaluation mechanisms that are known and acceptable to interactive designers. The aim of this paper is to introduce an instrument that can be used to measure and evaluate UX, which can be used at any time during the design process and limits the pressure interactive designers too often experience.


The advent of computing systems has changed many aspects of our daily lives and routines; including the way we communicate, entertain, navigate, travel, study, generate knowledge, seek medical help, and relax. Initially, computer systems development was restricted to computer scientists. Computers have now become working instruments available to whoever has the means to acquire and use them, irrespective of social status, disability, geographical location, education level, and gender. Lately, there has been a significant re-valorisation and adaptation of computing devices, whether physically, electronically, or logically, which resulted in more user-friendly and innovative computing systems and interactive systems. This research project primarily intends to explore and examine userexperience (UX) dynamics regarding the relationship between humans and handheld computing systems, and, most importantly, concerning adult first-time users.


Leonardo ◽  
2018 ◽  
Vol 51 (5) ◽  
pp. 482-490
Author(s):  
Rachel Strickland ◽  
Eric Gould Bear ◽  
Jim McKee

Walk-in Theater is a portable virtual cinema for the display of spatially distributed multichannel movies (“walkies”). The miniature experience engages participants’ proprioceptors and spatial memory, allowing them to orient themselves as they navigate a field of scattered video streams and localized sounds reproduced on a handheld computing device. Departing from one-way linear cinema played on a single rectangular screen, this multichannel virtual environment pursues a cinematic paradigm that undoes habitual ways of framing things, employing architectural concepts in a polylinear-video polyphonic-sound construction to create a kind of experience that lets the world reveal itself and permits discovery on the part of beholders. Interaction design for Walk-in Theater supports approaches to cinematic construction that employ the ambulatory, multiple and simultaneous viewpoints that humans exercise in everyday life.


2017 ◽  
Vol 8 (4) ◽  
pp. 23-29
Author(s):  
Rajaguru D. ◽  
Puviyarasi T. ◽  
Vengattaraman T.

The Internet of Things(IoT) such as the use of robots, sensors, actuators, electronic signalization and a variety of other internet-enabled physical devices may provide for new advanced smart applications to be used in construction in the very near future. Such applications require real-time responses and are therefore time-critical. Therefore, in order to support collaboration, control, monitoring, supply management, safety and other construction processes, they have to meet dependability requirements, including requirements for high Quality of Service (QoS). Dependability and high QoS can be achieved by using adequate number and quality of computing resources, such as processing, memory and networking elements, geographically close to the smart environments for handheld device computing (HDC).


2016 ◽  
Vol 33 (1) ◽  
pp. 47-54 ◽  
Author(s):  
Elizabeth R. Lorah

There has been an increased interest in research evaluating the use of handheld computing technology as speech-generating devices (SGD) for children with autism. However, given the reliance on single-subject research methodology, replications of these investigations are necessary. This study presents a replication with variation, of a method for the acquisition of picture-symbol discrimination during mand training, while using the iPad® and application Proloquo2Go™ as an SGD in young children with autism. In a four-phased training procedure, three children with a diagnosis of autism acquired the ability to mand and discriminate between four picture-symbols on the screen of the device, while using the iPad Mini® as an SGD. In addition, for all three participants, the acquired repertoires maintained following the discontinuation of training. These results provide continued support for the use of handheld computing devices as SGD for children with autism.


2014 ◽  
Vol 56 (3) ◽  
pp. 317-340 ◽  
Author(s):  
Shintaro Okazaki ◽  
Natalia Rubio ◽  
Sara Campo

This study examines the effects of online gossip propensity in social networking sites (SNSs). We posit that online gossip propensity affects SNS identification, which in turn determines normative pressure and SNS engagement. The ultimate outcome is electronic word-of-mouth (eWOM) intention. We also explore the impact of two types of SNS communication channel, i.e. handheld (mobile devices and tablets) and traditional (desktop PCs and laptops) computing devices. The data were collected from a questionnaire survey with 400 general consumers. Using a scenario approach, we asked the respondents how they would react to a special discount campaign for a popular beer brand ad posted on an SNS. Our structural equation modelling results indicate that online gossip propensity is indeed a significant driver of SNS identification. All hypothesised paths are supported, except the one from normative pressure to eWOM intention. Furthermore, SNS communication channels had a clear impact, since the latent means are greater for most of the constructs in the handheld computing device group than in the traditional computing device group.


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