A Case Study of Research through the App Store: Leveraging the System UI as a Playing Field for Improving the Design of Smartphone Launchers

With a growing number of mobile applications available on application stores and the improved capabilities of smartphones, people download more applications to their devices. Researchers began to leverage this momentum for distributing applications to conduct studies on end-users' devices. This paper grounds the approach of research through the application store in the theory of quasi-experimental design. Further, with people having more applications installed, finding applications quickly when they need them can become a time-consuming issue that impacts user experience. This paper presents our approach to improve future design of smartphone launcher menus. The authors present our approach of combining research through the app store with the idea of studying people's smartphones as the apparatus themselves. Therefore the authors designed a game that takes advantage of the user's smartphone itself as a field of play. By timing a simple visual search task for an icon, the authors aim to deduce how well a user knows where he can find his applications, and thus how well he can build a mental model of his smartphone launcher menu. The authors introduce our approach, present the game rappidly that serves as a vehicle of our research question, and discuss open challenges and future work.

[1]  Denzil Ferreira,et al.  Lessons Learned from Large-Scale User Studies: Using Android Market as a Source of Data , 2012, Int. J. Mob. Hum. Comput. Interact..

[2]  Antonio Krüger,et al.  A study on icon arrangement by smartphone users , 2013, CHI.

[3]  Heinrich Hußmann,et al.  Oh app, where art thou?: on app launching habits of smartphone users , 2013, MobileHCI '13.

[4]  Denzil Ferreira,et al.  Understanding Human-Smartphone Concerns: A Study of Battery Life , 2011, Pervasive.

[5]  Niels Henze,et al.  Hit it!: an apparatus for upscaling mobile HCI studies , 2012, CHI Extended Abstracts.

[6]  Johannes Schöning,et al.  Falling asleep with Angry Birds, Facebook and Kindle: a large scale study on mobile application usage , 2011, Mobile HCI.

[7]  Shumin Zhai,et al.  Shapewriter on the iphone: from the laboratory to the real world , 2009, CHI Extended Abstracts.

[8]  Niels Henze,et al.  Experiments in the wild: public evaluation of off-screen visualizations in the Android market , 2010, NordiCHI.

[9]  Alireza Sahami Shirazi,et al.  Real-time nonverbal opinion sharing through mobile phones during sports events , 2011, CHI.

[10]  Antti Oulasvirta Rethinking Experimental Designs for Field Evaluations , 2012, IEEE Pervasive Computing.

[11]  Florian Michahelles,et al.  Product Empire — Serious play with barcodes , 2010, 2010 Internet of Things (IOT).

[12]  Clayton Shepard,et al.  Getting Real: A Naturalistic Methodology for Using Smartphones to Collect Mediated Communications , 2012, Adv. Hum. Comput. Interact..

[13]  Clifford C. Dacso,et al.  A Novel Way to Conduct Human Studies and Do Some Good , 2010 .

[14]  Florian Michahelles,et al.  Accuracy of positioning data on smartphones , 2010, LocWeb '10.

[15]  Florian Michahelles,et al.  my2cents: enabling research on consumer-product interaction , 2012, Personal and Ubiquitous Computing.

[16]  Bo Yan,et al.  Nihao: A Predictive Smartphone Application Launcher , 2012, MobiCASE.

[17]  Martina Ziefle,et al.  How younger and older adults master the usage of hyperlinks in small screen devices , 2007, CHI.

[18]  John M. Carroll,et al.  Synthesis Lectures on Human-Centered Informatics , 2010 .

[19]  David F. Redmiles,et al.  An approach to large-scale collection of application usage data over the internet , 1998, Proceedings of the 20th International Conference on Software Engineering.

[20]  Barry Smyth,et al.  A large scale study of European mobile search behaviour , 2008, Mobile HCI.

[21]  Florian Michahelles,et al.  Research in the Large: Challenges for Large-Scale Mobile Application Research- A Case Study about NFC Adoption using Gamification via an App Store , 2013, Int. J. Mob. Hum. Comput. Interact..

[22]  Niels Henze,et al.  Push the study to the App store: evaluating off-screen visualizations for maps in the android market , 2010, Mobile HCI.

[23]  Jin-Hyuk Hong,et al.  Understanding and prediction of mobile application usage for smart phones , 2012, UbiComp.

[24]  David Chu,et al.  Practical prediction and prefetch for faster access to applications on mobile phones , 2013, UbiComp.

[25]  Florian Michahelles,et al.  AppAware: which mobile applications are hot? , 2010, Mobile HCI.

[26]  Paul Coulton,et al.  Experimenting Through Mobile 'Apps' and 'App Stores' , 2011, Int. J. Mob. Hum. Comput. Interact..

[27]  Yvonne Rogers,et al.  HCI Theory: Classical, Modern, and Contemporary , 2012, HCI Theory.

[28]  Ge Wang,et al.  Designing Smule's Ocarina: The iPhone's Magic Flute , 2009, NIME.

[29]  Niels Henze,et al.  100,000,000 taps: analysis and improvement of touch performance in the large , 2011, Mobile HCI.

[30]  Frank Bentley,et al.  Research in the large 3.0: app stores, wide distribution, and big data in MobileHCI research , 2012, Mobile HCI.

[31]  Niels Henze,et al.  App stores: external validity for mobile HCI , 2013, INTR.

[32]  Matthew Chalmers,et al.  Further into the Wild: Running Worldwide Trials of Mobile Systems , 2010, Pervasive.

[33]  Niels Henze,et al.  My App is an Experiment: Experience from User Studies in Mobile App Stores , 2011, Int. J. Mob. Hum. Comput. Interact..

[34]  Patrick Baudisch,et al.  Imaginary phone: learning imaginary interfaces by transferring spatial memory from a familiar device , 2011, UIST.

[35]  Daniel Gatica-Perez,et al.  Smartphone usage in the wild: a large-scale analysis of applications and context , 2011, ICMI '11.

[36]  W. Shadish,et al.  Experimental and Quasi-Experimental Designs for Generalized Causal Inference , 2001 .

[37]  Martina Ziefle,et al.  Mental Models of a Cellular Phone Menu. Comparing Older and Younger Novice Users , 2004, Mobile HCI.