Jens Grubert delivered the presentation on September 29th, 2012 during the 14th edition of MobileHCI, International Conference on Human-Computer Interaction with Mobile Devices and Services in San Francisco, California, USA.
ABSTRACT:
Magic lens and static peephole interfaces are used in numerous consumer mobile phone applications such as Augmented Reality browsers, games or digital map applications in a variety of contexts including public spaces. Interface performance has been evaluated for various interaction tasks involving spatial relationships in a scene. However, interface usage outside laboratory conditions has not been considered in depth in the evaluation of these interfaces.
We present findings about the usage of magic lens and static peephole interfaces for playing a find-and-select game in a public space and report on the reactions of the public audience to participants‟ interactions.
Contrary to our expectations participants favored the magic lens over a static peephole interface despite tracking errors, fatigue and potentially conspicuous gestures. Most passersby did not pay attention to the participants and vice versa. A comparative laboratory experiment revealed only few differences in system usage.
ACM MobileHCI 2012 - Playing it Real: Magic Lens and Static Peephole Interface…
1. Playing it Real: Magic Lens and Static Peephole Interfaces for
Games in a Public Space
Jens Grubert1, Helmut Munz, Ann Morrison2, Gerhard Reitmayr1
1Institute for Computer Graphics and Vision, Graz University of Technology
2Department of Architecture, Design and Media Technology, Aalborg University
2. Goals
Picture of smartphone interaction at pt stop
2 Jens Grubert | grubert@icg.tugraz.at
3. (How) do individuals use a
Magic Lens interface in
public space if they can use an
established interface?
3 Jens Grubert | grubert@icg.tugraz.at
4. Research Questions
(How) do individuals use a Magic Lens interface in
public space if they can use an established interface?
Magic Lens Static Peephole
Interfaces can be switched at any time.
Which interface would be used longer?
4 Jens Grubert | grubert@icg.tugraz.at
5. Research Questions
(How) do individuals use a Magic Lens interface in
public space if they can use an established interface?
Reactions from passers‐by?
5 Jens Grubert | grubert@icg.tugraz.at
6. Research Questions
(How) do individuals use a Magic Lens interface in
public space if they can use an established interface?
Differences in usage between public space and laboratory?
6 Jens Grubert | grubert@icg.tugraz.at
7. Study Design
Quantitative and qualitative methods
7 Jens Grubert | grubert@icg.tugraz.at
8. Study Design
Quantitative and qualitative methods
Between‐subjects design
IV: public space, laboratory
DV: usage time of interface
8 Jens Grubert | grubert@icg.tugraz.at
9. Study Design
Quantitative and qualitative methods
Between‐subjects design
IV: public space, laboratory
DV: usage time of interfaces
Video‐recording and coding, semi‐structured interviews
9 Jens Grubert | grubert@icg.tugraz.at
10. Study Design
find and select game
in front of A0 poster
free choice of interface
switching possible at any time
10 Jens Grubert | grubert@icg.tugraz.at
14. Participants
16 participants (8 female, 8male), 21‐30 years
Design, IT, social science background
Mostly non‐gamers, had contact with AR before
Procedure
Intro Training Game Interviews Performance
15 targets x 8 levels (15-20 min)
14 Jens Grubert | grubert@icg.tugraz.at
16. Data Collection
Video‐recording for main phase (2 hours per location)
Questionnaires
Device logging
usage times
tracking data
touch events
16 Jens Grubert | grubert@icg.tugraz.at
17. Hypotheses
H1: ML will be used less often in the public
setting than in the laboratory
H2: ML will be used less as the game progresses
17 Jens Grubert | grubert@icg.tugraz.at
18. Findings
ML was used most of the time (76% in public, 68% in lab)
18 Jens Grubert | grubert@icg.tugraz.at
19. Findings
H1: ML will be used less often in the public
setting than in the laboratory
H2: ML will be used less as the game progresses
19 Jens Grubert | grubert@icg.tugraz.at
21. Findings
H1: ML will be used less often in the public
setting than in the laboratory
H2: ML will be used less as the game progresses
21 Jens Grubert | grubert@icg.tugraz.at
22. Participants used Magic Lens more
Enjoyment “you are much more in the game”
Novelty “I wanted to try out
Augmented Reality [ML], as I
can use the map [SP] view all
the time”.
Overview
22 Jens Grubert | grubert@icg.tugraz.at
30. (How) do individuals use a
Magic Lens interface in
public space if they can use an
established interface?
30 Jens Grubert | grubert@icg.tugraz.at
31. Summary
Magic Lens used more
Interfaces combined for various reasons
Most passers‐by did not notice
No differences in usage between public space ‐ lab
31 Jens Grubert | grubert@icg.tugraz.at
32. Future Directions
Less obtrusive
evaluation methodologies
Longer usage times
Different tasks
More usage contexts
Malls
Public transportation
32 Jens Grubert | grubert@icg.tugraz.at
33. Thank you
Questions?
This work was supported by the Austrian National
Research Funding Agency (FFG) in the SmartReality project.
33 Jens Grubert | grubert@icg.tugraz.at