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Mobile TV: Customizing Content and Experience documents current research and case studies of design practice that seek to improve the mobile television experience. Developing usable, useful, and appealing solutions for the customer or user experience, i.e., successful products and services, requires customization according to specific users' needs amidst frequently changing physical and social environments. Complex design problems like these require interdisciplinary perspectives that cover software functionality, human interaction and communication experiences, and perceived value. Contributors from academia, business, and design have contributed their collective expertise and experience to deliver wisdom on all fronts.
Divided into seven parts, the book's first chapter establishes definitions and summarizes current research and development. The subsequent chapters specifically look at Mobile TV experience in everyday life, innovative conceptual and participatory design methods, contextual analysis methods, social context for interactive multimedia systems, advanced interaction with mobile digital content, and future trends for the wide range of products and services that will be offered in the decade to come.
A balance between theoretical and empirical approaches provides insight into principles and methods, as well as actionable guidelines and recommendations for all those interested in exploring how to achieve the core objectives of usability, usefulness, and social appeal of this new mobile-video technology. The book answers many questions, but also raises some new ones that only future technology development and deployment in mobile human-computer interaction and communication can answer.
Auteur
Dr Anxo Roibas is Senior Lecturer at the University of Brighton, Visiting Lecturer at Westminster University, at the Politecnico di Milano and the National Institute of Design (India). He has been user experience Consultant for Vodafone and since 2000 he has been collaborating with the Nokia Research Center. He has coordinated ethnographic research in collaboration with the Vodafone Group Fondation and the British Royal Academic of Engineering exploring the use of mobile phones as multimedia interfaces. He has been British Fellow at the BT IT Mobility Research Center. Anxo is Executive Committee member of the British HCI Group.
Aaron Marcus (BA, Princeton University, BFA, MFA, Yale University) is President of Aaron Mracus and Associates, Inc. a pioneering user-interface (UI) design firm. Mr Marcus is the world's first graphic designer to use computers. His firm has worked on mobile UI projects with Equilibrio, HP, Motorola, Nokia, Siemens, Samsung, Qwest, and Visa among others. He has written/co-written 4 books and more than 250 papers and lectures/tutors worldwide about mobile UI design.
Riccardo Sala (BA and MSc Design Politecnico di Milano, MA Interactive Media Dublin Institute of Technology) is Information Architect at Dare Digital. He has been interaction designer at the Times Online. He has also worked as consultant HCI designer specialized in new media and the assessment of the user experience with applications and services for mobile phones.
Résumé
Developing usable, useful, and appealing solutions for the customer or user experience requires customization according to specific users' needs amidst frequently changing physical and social environments. Complex design problems like these require interdisciplinary perspectives that cover software functionality, human interaction and communication experiences, and perceived value.
After defining and summarizing current research and development, this book focuses on Mobile TV experience in everyday life, innovative conceptual and participatory design methods, contextual analysis methods, social context for interactive multimedia systems, advanced interaction with mobile digital content, and future trends for the wide range of products and services that will be offered in the decade to come.
The Editors have carefully balanced the theoretical and empirical approaches providing a valuable insight into principles and methods, as well as actionable guidelines and recommendations for all those interested in exploring how to achieve the core objectives of usability, usefulness, and social appeal of this new mobile-video technology. The book answers many questions, and raises some new ones that only future technology development and deployment in mobile human-computer interaction and communication can answer.
Contenu
What It All Means: Six Perspectives on Mobile TV.- Mobile TV: Customizing Content and Experience.- Mobile TV's Time to Shine Has Arrived.- Saddlebags, Paperbacks and Mobile Media.- The Path Tells a Story.- to Social TV.- The Sociability of Mobile TV.- Interactive TV Narrativity.- User Experience and Design of Mobile TV in Everyday Life.- Culture, Interface Design, and Design Methods for Mobile Devices.- Mobile Video in Everyday Social Interactions.- Does Mobile Television Enhance a New Television Experience?.- Innovation Through Conceptual and Participatory Design for Mobile Multimedia Systems.- An Ambient Intelligence Framework for the Provision of Geographically Distributed Multimedia Content to Mobility Impaired Users.- Creativity in Interactive TV: Personalize, Share, and Invent Interfaces.- Understanding the Context: Data Gathering, Requirements and Evaluation Methodologies.- Content for Mobile Television: Issues Regarding a New Mass Medium Within Today's ICT Environment.- Different Attitudes Concerning the Usage of Live Mobile TV and Mobile Video.- User Experience Evaluation in the Mobile Context.- Context and Sociability in Mobile Interactive Multimedia Systems.- Social Properties of Mobile Video.- m-YouTube Mobile UI: Video Selection Based on Social Influence.- Scenarios of Use for Sociable Mobile TV.- What Are You Viewing? Exploring the Pervasive Social TV Experience.- Advanced Interaction Modalities with Mobile Digital Content.- m-LoCoS UI: A Universal Visible Language for Global Mobile Communication.- The Future of Mobile TV: When Mobile TV Meets the Internet and Social Networking.- From One to Many Boxes: Mobile Devices as Primary and Secondary Screens.- Watch-and-Comment as an Approach to Collaboratively Annotate Points of Interest in Video andInteractive-TV Programs.- Conclusion (The Mobile Future).