Conducting In Situ Evaluations for and With Ubiquitous Computing Technologies

Abstract To evaluate ubiquitous computing technologies, which may be embedded in the environment, embedded in objects, worn, or carried by the user throughout everyday life, it is essential to use methods that accommodate the often unpredictable, real-world environments in which the technologies are used. This article discusses how we have adapted and applied traditional methods from psychology and human-computer interaction, such as Wizard of Oz and Experience Sampling, to be more amenable to the in situ evaluations of ubiquitous computing applications, particularly in the early stages of design. The way that ubiquitous computing technologies can facilitate the in situ collection of self-report data is also discussed. Although the focus is on ubiquitous computing applications and tools for their assessment, it is believed that the in situ evaluation tools that are proposed will be generally useful for field trials of other technology, applications, or formative studies that are concerned with collecting ...

[1]  Keith Cheverst,et al.  Understanding the role of image recognition in mobile tour guides , 2005, Mobile HCI.

[2]  Ben Shneiderman,et al.  Response time and display rate in human performance with computers , 1984, CSUR.

[3]  Elizabeth D. Mynatt,et al.  Digital family portraits: supporting peace of mind for extended family members , 2001, CHI.

[4]  Lucy Suchman Plans and situated actions: the problem of human-machine communication , 1987 .

[5]  Ling Bao,et al.  A context-aware experience sampling tool , 2003, CHI Extended Abstracts.

[6]  L. Wheeler,et al.  Self‐Recording of Everyday Life Events: Origins, Types, and Uses , 1991 .

[7]  Jean Scholtz,et al.  Toward a Framework for Evaluating Ubiquitous Computing Applications , 2004, IEEE Pervasive Comput..

[8]  C. Tudor-Locke Taking Steps toward Increased Physical Activity: Using Pedometers To Measure and Motivate. , 2002 .

[9]  Wayne G. Lutters,et al.  Behind the curtain: lessons learned from a Wizard of Oz field experiment , 2003, SIGG.

[10]  Kori Inkpen Quinn,et al.  Effect of location-awareness on rendezvous behaviour , 2005, CHI EA '05.

[11]  Bill N. Schilit,et al.  Place Lab: Device Positioning Using Radio Beacons in the Wild , 2005, Pervasive.

[12]  Sunny Consolvo,et al.  Using the Experience Sampling Method to Evaluate Ubicomp Applications , 2003, IEEE Pervasive Comput..

[13]  Arne Jönsson,et al.  Wizard of Oz studies -- why and how , 1993, Knowl. Based Syst..

[14]  Sunny Consolvo,et al.  Learning and Recognizing the Places We Go , 2005, UbiComp.

[15]  Paul Dourish,et al.  Introduction to This Special Issue on Context-Aware Computing , 2001, Hum. Comput. Interact..

[16]  James A. Landay,et al.  Design requirements for technologies that encourage physical activity , 2006, CHI.

[17]  Sunny Consolvo,et al.  The CareNet Display: Lessons Learned from an In Home Evaluation of an Ambient Display , 2004, UbiComp.

[18]  J. Jacko,et al.  The human-computer interaction handbook: fundamentals, evolving technologies and emerging applications , 2002 .

[19]  Mike Y. Chen,et al.  Voting with your feet : An investigative study of the relationship between place visit behavior and preference , 2006 .

[20]  Daniel J. Barrett,et al.  An Introduction to Computerized Experience Sampling in Psychology , 2001 .

[21]  P. H. Kahn,et al.  Human values, ethics, and design , 2002 .