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How to do Mobile
HCI Research in
the large?


Niels Henze
University of Stuttgart
Visualization and Interactive Systems
Institute


Martin Pielot
Telefónica I+D
HCI and Mobile Computing Group
… but lets start with a question:

Who of you ever participated in a user study?
do you think that any of these guys
     ever did?




Photo by Robertobra,
http://en.wikipedia.org/wiki/File:Guarani_Family.JPG (GFDL)
Outline
1.   Limitations of common studies
2.   Into the large
3.   Types of studies
4.   What is so special?
5.   What works for us
6.   Wrap up
Outline
1.   Limitations of common studies
2.   Into the large
3.   Types of studies
4.   What is so special?
5.   What works for us
6.   Wrap up
User studies at
  MobileHCI 2010
  20% acceptance rate
  43 short+long papers
User studies at
                             MobileHCI 2010
                             20% acceptance rate
                             43 short+long papers
                             subjects per paper




http://nhenze.net/?p=810
User studies at
                             MobileHCI 2010
                             20% acceptance rate
                             43 short+long papers
                             subjects per paper
                             subject’s gender




http://nhenze.net/?p=810
all with a university degree, recruited in
        the Institute community

 students or employees at our
 university                                             User studies at
             recruited through flyers, posters and
             various mailing lists at the university      MobileHCI 2010
                                                          20% acceptance rate
 10 university students and 2 participants
                                                          43 short+long papers
 are marketing professionals
                                                          subjects per paper
           undergraduate or graduate students at
                                                          subject’s gender
           the local university studying a variety of
           majors                                         often a biased sample
                              university students

most subjects were students with a
background in computer sciences
                   most participants were students
studying or working in the University of
Glasgow
              members in a joint research project
http://nhenze.net/?p=810
small samples
artificial context
artificial task
convenient samples
Some male students from the lab
took part in our study...
Small sample size isn’t necessarily an issue for a
  study
Not every study needs a perfect sample of the
  population

Focussing on studies with few subjects prevents
   many findings
We stew in our own juices if using our own
   students by default
User studies at
                             MobileHCI 2011
                             22.8% acceptance rate
                             63 short+long papers
                             subjects per paper




http://nhenze.net/?p=865
Some motivation
Large numbers are expensive in the lab
  – 1,000 subjects for an hour -> 10,000€
  – 1,000 subjects for an hour -> 6 month
  – 1,000 subjects from around the world -> impossible


Different contexts are hard to address
  – We have no airplane in our lab
  – Don’t want to train ticket for my participant
  – And what are the relevant contexts anyway?
Outline
1.   Limitations of common studies
2.   Into the large
3.   Types of studies
4.   What is so special?
5.   What works for us
6.   Wrap up
Example of getting large…   Target selection on
                               mobile phones
                               thirty right-handed
                               subjects
                               different target locations
                               and sizes




[Park2008MobileHCI]
Target selection on
                         mobile phones
                         thirty right-handed
                         subjects
                         different target locations
                         and sizes


                      Taps are skewed
                         fixed posture
                         single device
                         Korean students
                         vague results


[Park2008MobileHCI]
…same thing in the
  large
  game published on the
  Android Market
  we inform the player
  about the study
  just looks like an ordinary
  game
  participants get some
  introduction
  they tap the targets
  We vary targets’ size and
  position
  there is even a high score
  list
published on the
  Android Market
  100,000 installations in
  three months
  120 million touch events
  more than hundred
  different devices
  players from all over the
  world
[Park2008MobileHCI]
[Henze2011MobileHCI]
Outline
1.   Limitations of common studies
2.   Into the large
3.   Types of studies
4.   What is so special?
5.   What works for us
6.   Wrap up
Types of work
Proof of concept
   –   Showing that an idea/concept/product works
   –   Lots of users, good ratings, positive comments, ...

App stores as research tool
   –   Experience report
   –   Ethical and legal issues

Investigating app-specific aspects
   –   How a specific app is used
   –   Compare different visualizations

Observing general aspects
   –   Learn about how people and devices behave
   –   How are apps how, how people touch the screen, ...
Proof of concept
Smule’s iPhone
                   Ocarina
                   music instrument for the
                   iPhone
                   million installations




[Wang2009NIME]
Shapewriter
                  developed gesture-based
                  keyboard + notepad
                  qualitative feedback from
                  App Store comments




[Zhai2009CHI]
App stores as research tool
Into the wild with
                             Hungry Yoshi
                             location based game for
                             the iPhone
                             94,642 unique downloader
                             investigated how to get
                             subjective feedback




[McMillan2010Pervasive]
100%
                                83.68% 81.31%
80%

60%                    54.76%
                                                Experience from
                                                   5 Studies
40%                                               compare amount of
                                                  collected data
20%                                               experience with collecting
               7.32%                              qualitative data
       0.46%
 0%                                               discuss internal and
                                                  external validity




[Henze2011IJMHCI]
Local vs. wild
                        locale study with 11
                        participants
                        wild study with over
                        10,000 users
                        combine the findings of
                        both approaches




[Morrison 2012CHI]
Investigating
app-specific
aspects
Ratings for Mobile
                         Applications
                         compare amount of
                         collected data
                         experience with collecting
                         qualitative data
                         discuss internal and
                         external validity




[Girardello2010DSZ]
Compare off-screen
                                              visualisations
                                              using repeated measures
                                              using a tutorial for a map
                                              application
                                              and using a simple game




[Henze2010MobileHCI] [Henze2010MobileHCI]
Observing general aspects
Falling Asleep with … appazaar




                        [Böhmer2011MobileHCI]
A Study of Battery Life




                          [Ferreira2011Pervasive]
app stores as a          investigating app-        investigating
proof of concept
                         research tool            specific aspects        general aspects
 [Wang2009NIME]          [McMillan2010RiL]        [Girardello2010DSZ]      [Hood2011IJTR]
                      [McMillan2010Pervasive]
  [Zhai2009CHI]                                   [Riccamboni2010IB]    [Henze2011MobileHCIa]
                        [Henze2011IJMHCI]
[Gilbertson2008CiE]                                 [Kuhn2010MM]        [Henze2011MobileHCIb]
                          [Miluzzo2010RiL]
                                                                        [Watzdorf2010LocWeb]
                       [Poppinga2010OMUE]          [Yan2011MobiSys]
                                                                        [Ferreira2011Pervasive]
                       [Oliver2010HotPlanet]        [Budde2010IoT]
                         [Morrison2010RiL]                               [Buddharaju2010CHI]
                                                  [Karpischek2011RiL]
                                                                           [Sahami2011CHI]
                                                 [Henze2010MobileHCI]
                                                                          [Verkasalo2010MB]
                          [Pielot2011ELV]        [Henze2010NordiCHI]
                                                                        [Böhmer2011MobileHCI]
                       [Cramer2010UbiComp]

                         [Morrison2011CHI]

                      [Henderson2009HotPlanet]

                          [Norcie2011ELV]

                      Ethics and legal issues
Outline
1.   Limitations of common studies
2.   Into the large
3.   Types of studies
4.   What is so special?
5.   What works for us
6.   Wrap up
but what is special about app store
studies?
App-based vs. other studies
Common con- Mining existing App-based
trolled studies data        studies
Few participants     Many participants   Many participants

Artificial context   Natural context     Natural context

                                         Defined tasks
Defined task         No tasks
                                         (if needed)
Total control over                       Weak control over
                     No control
participants                             participants
Heavily biased                           Biased to unbiased
                     Unbiased sample
sample                                   sample
You have to “sell” your study
The study has a goal
  – Collect information about specific behaviour
  – Performance for a specific task
Users have to install the app on their own will
  – App needs a purpose
  – Good ratings, high ranking
Find a compromise
  – Maintain the goals of the study
  – Attract sufficient participants
Types of apps




Applications    Games   Widgets
100,000
 90,000
 80,000                                            Participants
 70,000                                               How do we count the
 60,000                                               number of participant?
 50,000
 40,000
 30,000
 20,000
 10,000
      0
          installations    opt-in   active users


 [McMillan2010Pervasive]                                    [Morrison2010RiL]
US Android users     US population
60%
                                             Participants
50%
                                                How do we count the
40%                                             number of participant?
                                                A good sample of the
30%                                             population?
20%
10%
0%
       18-34 35-44 45-54 55-64         65+


[Nielsen2011]   [USCensusBureau2008]
Collecting information
Objective data
  – As early as possible [Henze2011IJMHCI]
  – More than just the task performance
    •   All aspects that affect the results
    •   E.g. device type, local, time, screen size, resolution, ...
    •   In particular: a version number
  – Compromise between permissions and data to
    collect
Collecting information
Subjective data
  – App Store comments can provide information
    •      but usually don't [Henze2011IJMHCI]
    •      Might help to claim an app is great (e.g. [Zhai2009CHI])
    •      Ratings without baseline are meaningless

  – Investigated how to get subjective feedback
        [McMillan2010Pervasive]
    •      In-game “tasks” with dynamically loaded questions
    •      Integration with Facebook
    •      Interviewed 10 people over VoIP for $25
Collecting information

You have to measure what you intend to
   measure!

Case Study: Pocket Navigator [Pielot2012CHI]
motivation:
                                                                     distraction
                                                                   one in six (17%) cell-toting
                                                                        adults say they have been
                                                                        so distracted while talking
                                                                        or texting that they have
                                                                        physically bumped into
                                                                        another person or an
                                                                        object




Madden and Rainie, 2010,
http://pewinternet.org/Reports/2010/Cell-Phone-Distractions.aspx
pocketnavigator
  navigation system similar
  to Google Maps
  runs on OpenStreet Maps
pocketnavigator
  navigation system similar
  to Google Maps
  runs on OpenStreet Maps

  key innovation: convey
  navigation information in
  vibration patterns
evaluated in a
   field study
   vibration patterns found to
   be effective
   they reduce level of
   distraction
evaluated in
   field study
   vibration patterns found to
   be effective
   they reduce level of
   distraction

   but, users were no experts
   and did not use navigation
   support out of a necessity
evaluated in
                                    field study
                                      vibration patterns found to
                                      be effective
                                      they reduce level of
                                      distraction

                                     but, users were no experts
                                     and did not use navigation
Instead of bringing the user into  the “lab” of a necessity
                                     support out
we bring the lab to the user’s daily life
Collecting data,
Feb – Dec 2011
quick facts
   18,000 downloads
   mostly US and Europe
quick facts
   18,000 downloads
   mostly US and Europe

   Between Feb – Dec 2011
   8,187 routes calculated
   34,035,316 log entries
   9,400 hours of usage
quick facts
   18,000 downloads
   mostly US and Europe

   Between Feb – Dec 2011
   8,187 routes calculated
   34,035,316 log entries
   9,400 hours of usage

   a lot of data! But …
pedestrian
  navigation?
pedestrian
  navigation?
  we cannot prevent people
  from using the app
  anywhere, e.g. in cars
pedestrian
  navigation?
  we cannot prevent people
  from using the app
  anywhere, e.g. in cars
  in fact, 87% of all log data
  are from indoor use 
pedestrian
  navigation?
  we cannot prevent people
  from using the app
  anywhere, e.g. in cars
  in fact, 87% of all log data
  are from indoor use 
  hence filtering (route
  length, travel
  time, movement speed)
  required
lessons learned
                     double-check that you
                     measure the intended use!
                     filter data might be
                     necessary
                     acknowledge the fact that
                     there is always uncertainty




[Pielot2012CHI]
Collecting information

You have to measure what you intend to
   measure!

Another Example: TypeIt
TypeIt
                                                   compare approaches to
                                                   improve text entry
                                                   people play as along as
                                                   they want




[Henze2012CHIa, Henze2012CHIb, Henze2012Text]
TypeIt
                  condition affects the
                  number of played levels




4 conditions
TypeIt
                                   condition affects the
An ANOVA shows that the            number of played levels
feedback has a significant
effect on the total number of
levels played (p<.01).
TypeIt
                                  condition affects the
Analysis of covariance            number of played levels
(ANCOVA) is a general linear      Factor the number of
                                  played levels out using an
model which blends ANOVA          ANCOVA
and regression. (Wikipedia)
Realy stupid
            hope                  Stupid waste of time!!!
                                                             cailan

            FC the rabbit.... uninstalled
                              Godimus Prime

                                                                      Ready for prime
Its ok                            Stupid waste of time.
  erika                                                 lance            time
                        boring and dumb.                                Users don’t care if it’s a
                                        Beba                            research prototype
     Stupid and offincive
to my pet rabbit bayleigh
                          Logan       1 word...... dumb!
                                                         josue


          5 stars if there is a way to turn the music off.
                         Doesnt go to well with slipknot
                                                         Allen


  What the hell is this??                         Boo!
                           Luci                Cullen Girl
Ready for prime
   time
  Users don’t care if it’s a
  research prototype
  Low quality results in low
  ratings
Ready for prime
   time
  users don’t care if it’s a
  research prototype
  low quality results in low
  ratings
  and few install installations
Ethical and legal issues




“One should treat others as one would like
others to treat oneself” [Flew1979Dictionary]

                        “Primum non nocere”/”First, do no harm”
                                                (Thomas Sydenham)
6.96%       57.28%



                           Informed consent
                             Presentation highly affects
                             the conversion rate


      67.42%      87.57%




[Pielot2011ELV]
Informed consent
                      Presentation highly affects
                      the conversion rate
                      Participants aren't aware
                      what data is collected




[Morrison2011CHI]
Regulations
  Which rules to follow?
“any information relating to an identified
or identifiable natural person”                 Regulations
     • Transparency: the persons whose data
                                                  Which rules to follow?
     are being collected or accessed have the
     right to be informed when such data          e.g. EU Data Protection
     processing is taking place.                  Directive
   • Legitimate purpose: data can only be
     collected for specific purposes
   • Proportionality: data should be
     processed in a fashion that is not
     excessive beyond the purposes for which
     they were collected




                                                 [Henderson2009HotPlanet]
Outline
1.   Limitations of common studies
2.   Into the large
3.   Types of studies
4.   What is so special?
5.   What works for us
6.   Wrap up
… or what works for us
number of installations
            400
            350
                                            Games vs. Apps
Thousands




            300
            250                               our games are more
                                              successful
            200
            150
            100
             50
              0
games
         15.6%
                                              Games vs. Apps
                                                our games are more
                                                successful
                                                there are more apps than
                                                games



                                       apps
                                      84.4%

        available in the Android Market


http://www.androlib.com/appstatstype.aspx
Games vs. Apps
  our games are more
  successful
  there are more apps than
  games
  players execute the
  strangest tasks
Games vs. Apps
  our games are more
  successful
  there are more apps than
  games
  players execute the
  strangest tasks
  widgets and background
  services are perfect for
  longitudinal observations
Games vs. Apps
  our games are more
  successful
  there are more apps than
  games
  players execute the
  strangest tasks
  widgets and background
  services are perfect for
  longitudinal observations
  but sometimes an app is
  just the only option
Informing the user
   provide information in the
   Market
Informing the user
   provide information in the
   Market
   show a modal dialog at the
   first start
Informing the user
   provide information in the
   Market
   show a modal dialog at the
   first start
   provide more information
   and a link to an about
   page
Publishing
   fancy screenshots and icon
   (that’s the first thing
   someone sees)
   title & description contain
   words users search for
   of course I don’t want to
   miss a single user
   prepare a dedicated
   webpage for each app
Playing with the
   market
   frequent updates
Playing with the
   market
   frequent updates
   rate your app as soon as it
   becomes available
Keep it simple
   focused and specialized
   studies
Keep it simple
   focused and specialized
   studies
   learning by doing
Keep it simple
   focused and specialized
   studies
   learning by doing
   release early, often, and
   try it again if it doesn’t
   work
Logging
  use http and port 80
  to transmit data
Logging
                   use http and port 80
                   to transmit data
                   store unaggregated
                   measures




[Henze2012CHI]
CSV files from ~400,000 users
                                Logging
                                  use http and port 80
                                  to transmit data
                                  store unaggregated
                                  measures
                                  consider limited resources




              in total:
        392,401 files
 27,331,383,646 bytes
Compressed binary data from
less than 3,000 users         Logging
                                use http and port 80
                                to transmit data
                                store unaggregated
                                measures
                                consider limited resources
                                seriously!
200$ for AdMob over a couple of days

                                          Advertisements
                                            does not work!




TapSnap: http://tiny.cc/tapsnap
100$ for AppBrain on a single day

                                           Advertisements
                                             does not work!
                                             well sometimes it does!




TypeIt II: http://tiny.cc/TypeIt2
100$ for AppBrain on a single day

                                           Advertisements
                                             does not work!
                                             well sometimes it does!
                                             focus all your efforts on a
                                             very short time
                                             get additional users
                                             naturally




TypeIt II: http://tiny.cc/TypeIt2
What do?
No harm!                                 Release
     Inform the user                          Keywords, description, ...
     Don't store data you don't want          Rate and comment
                                              Focus your advertisement efforts
Choose a type of app
    Games worked for me                  Test it
    But if you have a great system              Well I don't do that
    anyway...                                   At least fix it

Sell you study                           Think about the data
      You compete with commercial apps        Do you store everything interesting
      Graphics, design, ...                   Can you store data from 10,000
                                              users?
                                              Can you analyse it?
small samples
large

   small samples
artificial context
natural?

   artificial context
artificial task
artificial task?
convenient samples
very

convenient samples
         but how
         bad is it?
How to do Mobile
                               HCI Research in
   ethnography, controlled     the large?
experiments, observations,
 … can all work in the large
               collect data    Niels Henze
                               University of Stuttgart
early,    release often, be    Visualization and Interactive Systems
                    flexible   Institute

                    respect
     ethics,       consider
                               Martin Pielot
                               Telefónica I+D
                regulations    HCI and Mobile Computing Group
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         Diagnosing Mobile Applications in the Wild. Proc. Hotnets, 2010.
[Morrison2010RiL] Alistair Morrison, Matthew Chalmers: SGVis: Analysis of Mass Participation Trial Data. Proc. Research In The
         Large Workshop at Ubicomp, 2010.
[Lane2010CM] Nicholas D. Lane, Emiliano Miluzzo, Hong Lu, Daniel Peebles, Tanzeem Choudhury, Andrew T. Campbell: A Survey
         of Mobile Phone Sensing. IEEE Communications Magazine, 2010.

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My App is an Apparatus: How to do Mobile HCI Research in the large

  • 1. How to do Mobile HCI Research in the large? Niels Henze University of Stuttgart Visualization and Interactive Systems Institute Martin Pielot Telefónica I+D HCI and Mobile Computing Group
  • 2. … but lets start with a question: Who of you ever participated in a user study?
  • 3. do you think that any of these guys ever did? Photo by Robertobra, http://en.wikipedia.org/wiki/File:Guarani_Family.JPG (GFDL)
  • 4. Outline 1. Limitations of common studies 2. Into the large 3. Types of studies 4. What is so special? 5. What works for us 6. Wrap up
  • 5. Outline 1. Limitations of common studies 2. Into the large 3. Types of studies 4. What is so special? 5. What works for us 6. Wrap up
  • 6. User studies at MobileHCI 2010 20% acceptance rate 43 short+long papers
  • 7. User studies at MobileHCI 2010 20% acceptance rate 43 short+long papers subjects per paper http://nhenze.net/?p=810
  • 8. User studies at MobileHCI 2010 20% acceptance rate 43 short+long papers subjects per paper subject’s gender http://nhenze.net/?p=810
  • 9. all with a university degree, recruited in the Institute community students or employees at our university User studies at recruited through flyers, posters and various mailing lists at the university MobileHCI 2010 20% acceptance rate 10 university students and 2 participants 43 short+long papers are marketing professionals subjects per paper undergraduate or graduate students at subject’s gender the local university studying a variety of majors often a biased sample university students most subjects were students with a background in computer sciences most participants were students studying or working in the University of Glasgow members in a joint research project http://nhenze.net/?p=810
  • 14. Some male students from the lab took part in our study... Small sample size isn’t necessarily an issue for a study Not every study needs a perfect sample of the population Focussing on studies with few subjects prevents many findings We stew in our own juices if using our own students by default
  • 15. User studies at MobileHCI 2011 22.8% acceptance rate 63 short+long papers subjects per paper http://nhenze.net/?p=865
  • 16. Some motivation Large numbers are expensive in the lab – 1,000 subjects for an hour -> 10,000€ – 1,000 subjects for an hour -> 6 month – 1,000 subjects from around the world -> impossible Different contexts are hard to address – We have no airplane in our lab – Don’t want to train ticket for my participant – And what are the relevant contexts anyway?
  • 17. Outline 1. Limitations of common studies 2. Into the large 3. Types of studies 4. What is so special? 5. What works for us 6. Wrap up
  • 18. Example of getting large… Target selection on mobile phones thirty right-handed subjects different target locations and sizes [Park2008MobileHCI]
  • 19. Target selection on mobile phones thirty right-handed subjects different target locations and sizes Taps are skewed fixed posture single device Korean students vague results [Park2008MobileHCI]
  • 20. …same thing in the large game published on the Android Market we inform the player about the study just looks like an ordinary game participants get some introduction they tap the targets We vary targets’ size and position there is even a high score list
  • 21. published on the Android Market 100,000 installations in three months 120 million touch events more than hundred different devices players from all over the world
  • 24. Outline 1. Limitations of common studies 2. Into the large 3. Types of studies 4. What is so special? 5. What works for us 6. Wrap up
  • 25. Types of work Proof of concept – Showing that an idea/concept/product works – Lots of users, good ratings, positive comments, ... App stores as research tool – Experience report – Ethical and legal issues Investigating app-specific aspects – How a specific app is used – Compare different visualizations Observing general aspects – Learn about how people and devices behave – How are apps how, how people touch the screen, ...
  • 27. Smule’s iPhone Ocarina music instrument for the iPhone million installations [Wang2009NIME]
  • 28. Shapewriter developed gesture-based keyboard + notepad qualitative feedback from App Store comments [Zhai2009CHI]
  • 29. App stores as research tool
  • 30. Into the wild with Hungry Yoshi location based game for the iPhone 94,642 unique downloader investigated how to get subjective feedback [McMillan2010Pervasive]
  • 31. 100% 83.68% 81.31% 80% 60% 54.76% Experience from 5 Studies 40% compare amount of collected data 20% experience with collecting 7.32% qualitative data 0.46% 0% discuss internal and external validity [Henze2011IJMHCI]
  • 32. Local vs. wild locale study with 11 participants wild study with over 10,000 users combine the findings of both approaches [Morrison 2012CHI]
  • 34. Ratings for Mobile Applications compare amount of collected data experience with collecting qualitative data discuss internal and external validity [Girardello2010DSZ]
  • 35. Compare off-screen visualisations using repeated measures using a tutorial for a map application and using a simple game [Henze2010MobileHCI] [Henze2010MobileHCI]
  • 37. Falling Asleep with … appazaar [Böhmer2011MobileHCI]
  • 38. A Study of Battery Life [Ferreira2011Pervasive]
  • 39. app stores as a investigating app- investigating proof of concept research tool specific aspects general aspects [Wang2009NIME] [McMillan2010RiL] [Girardello2010DSZ] [Hood2011IJTR] [McMillan2010Pervasive] [Zhai2009CHI] [Riccamboni2010IB] [Henze2011MobileHCIa] [Henze2011IJMHCI] [Gilbertson2008CiE] [Kuhn2010MM] [Henze2011MobileHCIb] [Miluzzo2010RiL] [Watzdorf2010LocWeb] [Poppinga2010OMUE] [Yan2011MobiSys] [Ferreira2011Pervasive] [Oliver2010HotPlanet] [Budde2010IoT] [Morrison2010RiL] [Buddharaju2010CHI] [Karpischek2011RiL] [Sahami2011CHI] [Henze2010MobileHCI] [Verkasalo2010MB] [Pielot2011ELV] [Henze2010NordiCHI] [Böhmer2011MobileHCI] [Cramer2010UbiComp] [Morrison2011CHI] [Henderson2009HotPlanet] [Norcie2011ELV] Ethics and legal issues
  • 40. Outline 1. Limitations of common studies 2. Into the large 3. Types of studies 4. What is so special? 5. What works for us 6. Wrap up
  • 41. but what is special about app store studies?
  • 42. App-based vs. other studies Common con- Mining existing App-based trolled studies data studies Few participants Many participants Many participants Artificial context Natural context Natural context Defined tasks Defined task No tasks (if needed) Total control over Weak control over No control participants participants Heavily biased Biased to unbiased Unbiased sample sample sample
  • 43. You have to “sell” your study The study has a goal – Collect information about specific behaviour – Performance for a specific task Users have to install the app on their own will – App needs a purpose – Good ratings, high ranking Find a compromise – Maintain the goals of the study – Attract sufficient participants
  • 44. Types of apps Applications Games Widgets
  • 45. 100,000 90,000 80,000 Participants 70,000 How do we count the 60,000 number of participant? 50,000 40,000 30,000 20,000 10,000 0 installations opt-in active users [McMillan2010Pervasive] [Morrison2010RiL]
  • 46. US Android users US population 60% Participants 50% How do we count the 40% number of participant? A good sample of the 30% population? 20% 10% 0% 18-34 35-44 45-54 55-64 65+ [Nielsen2011] [USCensusBureau2008]
  • 47. Collecting information Objective data – As early as possible [Henze2011IJMHCI] – More than just the task performance • All aspects that affect the results • E.g. device type, local, time, screen size, resolution, ... • In particular: a version number – Compromise between permissions and data to collect
  • 48. Collecting information Subjective data – App Store comments can provide information • but usually don't [Henze2011IJMHCI] • Might help to claim an app is great (e.g. [Zhai2009CHI]) • Ratings without baseline are meaningless – Investigated how to get subjective feedback [McMillan2010Pervasive] • In-game “tasks” with dynamically loaded questions • Integration with Facebook • Interviewed 10 people over VoIP for $25
  • 49. Collecting information You have to measure what you intend to measure! Case Study: Pocket Navigator [Pielot2012CHI]
  • 50. motivation: distraction one in six (17%) cell-toting adults say they have been so distracted while talking or texting that they have physically bumped into another person or an object Madden and Rainie, 2010, http://pewinternet.org/Reports/2010/Cell-Phone-Distractions.aspx
  • 51. pocketnavigator navigation system similar to Google Maps runs on OpenStreet Maps
  • 52. pocketnavigator navigation system similar to Google Maps runs on OpenStreet Maps key innovation: convey navigation information in vibration patterns
  • 53.
  • 54. evaluated in a field study vibration patterns found to be effective they reduce level of distraction
  • 55. evaluated in field study vibration patterns found to be effective they reduce level of distraction but, users were no experts and did not use navigation support out of a necessity
  • 56. evaluated in field study vibration patterns found to be effective they reduce level of distraction but, users were no experts and did not use navigation Instead of bringing the user into the “lab” of a necessity support out we bring the lab to the user’s daily life
  • 58. quick facts 18,000 downloads mostly US and Europe
  • 59. quick facts 18,000 downloads mostly US and Europe Between Feb – Dec 2011 8,187 routes calculated 34,035,316 log entries 9,400 hours of usage
  • 60. quick facts 18,000 downloads mostly US and Europe Between Feb – Dec 2011 8,187 routes calculated 34,035,316 log entries 9,400 hours of usage a lot of data! But …
  • 62. pedestrian navigation? we cannot prevent people from using the app anywhere, e.g. in cars
  • 63. pedestrian navigation? we cannot prevent people from using the app anywhere, e.g. in cars in fact, 87% of all log data are from indoor use 
  • 64. pedestrian navigation? we cannot prevent people from using the app anywhere, e.g. in cars in fact, 87% of all log data are from indoor use  hence filtering (route length, travel time, movement speed) required
  • 65. lessons learned double-check that you measure the intended use! filter data might be necessary acknowledge the fact that there is always uncertainty [Pielot2012CHI]
  • 66. Collecting information You have to measure what you intend to measure! Another Example: TypeIt
  • 67. TypeIt compare approaches to improve text entry people play as along as they want [Henze2012CHIa, Henze2012CHIb, Henze2012Text]
  • 68. TypeIt condition affects the number of played levels 4 conditions
  • 69. TypeIt condition affects the An ANOVA shows that the number of played levels feedback has a significant effect on the total number of levels played (p<.01).
  • 70. TypeIt condition affects the Analysis of covariance number of played levels (ANCOVA) is a general linear Factor the number of played levels out using an model which blends ANOVA ANCOVA and regression. (Wikipedia)
  • 71. Realy stupid hope Stupid waste of time!!! cailan FC the rabbit.... uninstalled Godimus Prime Ready for prime Its ok Stupid waste of time. erika lance time boring and dumb. Users don’t care if it’s a Beba research prototype Stupid and offincive to my pet rabbit bayleigh Logan 1 word...... dumb! josue 5 stars if there is a way to turn the music off. Doesnt go to well with slipknot Allen What the hell is this?? Boo! Luci Cullen Girl
  • 72. Ready for prime time Users don’t care if it’s a research prototype Low quality results in low ratings
  • 73. Ready for prime time users don’t care if it’s a research prototype low quality results in low ratings and few install installations
  • 74. Ethical and legal issues “One should treat others as one would like others to treat oneself” [Flew1979Dictionary] “Primum non nocere”/”First, do no harm” (Thomas Sydenham)
  • 75. 6.96% 57.28% Informed consent Presentation highly affects the conversion rate 67.42% 87.57% [Pielot2011ELV]
  • 76. Informed consent Presentation highly affects the conversion rate Participants aren't aware what data is collected [Morrison2011CHI]
  • 77. Regulations Which rules to follow?
  • 78. “any information relating to an identified or identifiable natural person” Regulations • Transparency: the persons whose data Which rules to follow? are being collected or accessed have the right to be informed when such data e.g. EU Data Protection processing is taking place. Directive • Legitimate purpose: data can only be collected for specific purposes • Proportionality: data should be processed in a fashion that is not excessive beyond the purposes for which they were collected [Henderson2009HotPlanet]
  • 79. Outline 1. Limitations of common studies 2. Into the large 3. Types of studies 4. What is so special? 5. What works for us 6. Wrap up
  • 80. … or what works for us
  • 81. number of installations 400 350 Games vs. Apps Thousands 300 250 our games are more successful 200 150 100 50 0
  • 82. games 15.6% Games vs. Apps our games are more successful there are more apps than games apps 84.4% available in the Android Market http://www.androlib.com/appstatstype.aspx
  • 83. Games vs. Apps our games are more successful there are more apps than games players execute the strangest tasks
  • 84. Games vs. Apps our games are more successful there are more apps than games players execute the strangest tasks widgets and background services are perfect for longitudinal observations
  • 85. Games vs. Apps our games are more successful there are more apps than games players execute the strangest tasks widgets and background services are perfect for longitudinal observations but sometimes an app is just the only option
  • 86. Informing the user provide information in the Market
  • 87. Informing the user provide information in the Market show a modal dialog at the first start
  • 88. Informing the user provide information in the Market show a modal dialog at the first start provide more information and a link to an about page
  • 89. Publishing fancy screenshots and icon (that’s the first thing someone sees) title & description contain words users search for of course I don’t want to miss a single user prepare a dedicated webpage for each app
  • 90. Playing with the market frequent updates
  • 91. Playing with the market frequent updates rate your app as soon as it becomes available
  • 92. Keep it simple focused and specialized studies
  • 93. Keep it simple focused and specialized studies learning by doing
  • 94. Keep it simple focused and specialized studies learning by doing release early, often, and try it again if it doesn’t work
  • 95. Logging use http and port 80 to transmit data
  • 96. Logging use http and port 80 to transmit data store unaggregated measures [Henze2012CHI]
  • 97. CSV files from ~400,000 users Logging use http and port 80 to transmit data store unaggregated measures consider limited resources in total: 392,401 files 27,331,383,646 bytes
  • 98. Compressed binary data from less than 3,000 users Logging use http and port 80 to transmit data store unaggregated measures consider limited resources seriously!
  • 99. 200$ for AdMob over a couple of days Advertisements does not work! TapSnap: http://tiny.cc/tapsnap
  • 100. 100$ for AppBrain on a single day Advertisements does not work! well sometimes it does! TypeIt II: http://tiny.cc/TypeIt2
  • 101. 100$ for AppBrain on a single day Advertisements does not work! well sometimes it does! focus all your efforts on a very short time get additional users naturally TypeIt II: http://tiny.cc/TypeIt2
  • 102. What do? No harm! Release Inform the user Keywords, description, ... Don't store data you don't want Rate and comment Focus your advertisement efforts Choose a type of app Games worked for me Test it But if you have a great system Well I don't do that anyway... At least fix it Sell you study Think about the data You compete with commercial apps Do you store everything interesting Graphics, design, ... Can you store data from 10,000 users? Can you analyse it?
  • 104. large small samples
  • 106. natural? artificial context
  • 110. very convenient samples but how bad is it?
  • 111. How to do Mobile HCI Research in ethnography, controlled the large? experiments, observations, … can all work in the large collect data Niels Henze University of Stuttgart early, release often, be Visualization and Interactive Systems flexible Institute respect ethics, consider Martin Pielot Telefónica I+D regulations HCI and Mobile Computing Group
  • 112. References [Morrison 2012CHI] Alistair Morrison, Donald McMillan, Stuart Reeves, Scott Sherwood, Matthew Chalmers: A Hybrid Mass Participation Approach to Mobile Software Trials. Proceedings of CHI, 2012. [Wang2009NIME] Ge Wang: Designing Smule’s iPhone Ocarina. Proc. NIME, 2009. [Zhai2009CHI] Zhai, S., Kristensson, P.O., Gong, P., Greiner, M., Peng, S., Liu, L. Dunnigan, A., Shapewriter on the iPhone: from the laboratory to the real world. Adjunct Proc. CHI, 2009. [Gilbertson2008CiE] Paul Gilbertson, Paul Coulton, Fadi Chehimi, Tamas Vajk: Using 'Tilt' as an Interface to control 'No Button' 3-D Mobile Games. ACM Computers in Entertainment, 2008. [Oliver2010HotPlanet] Earl Oliver. The Challenges in Large-Scale Smartphone User Studies. Invited talk @ HotPlanet, 2010. [McMillan2010RiL] Donald McMillan: iPhone Software Distribution for Mass Participation. Proc. Research in the Large Workshop @ UbiComp, 2010. [Miluzzo2010RiL] Emiliano Miluzzo, Nicholas D. Lane, Hong Lu, Andrew T. Campbell: Research in the App Store Era: Experiences from the CenceMe App Deployment on the iPhone. Proc. Research in the Large Workshop @ UbiComp, 2010. [Henze2011IJMHCI] Niels Henze, Martin Pielot, Benjamin Poppinga, Torben Schinke, Susanne Boll: My App is an Experiment: Experience from User Studies in Mobile App Stores, accepted by the International Journal of Mobile Human Computer Interaction (IJMHCI), 2011 [McMillan2010Pervasive] Donald McMillan, Alistair Morrison, Owain Brown, Malcolm Hall & Matthew Chalmers: Further into the Wild: Running Worldwide Trials of Mobile Systems, Proc. Pervasive 2010. [Cramer2010UbiComp] Henriette Cramer, Mattias Rost, Nicolas Belloni, Didier Chincholle, Frank Bentley: Research in the Large. Using App Stores, Markets, and Other Wide Distribution Channels in Ubicomp Research. Adjunct Proc. Ubicomp, 2010. [Morrison2010RiL] Alistair Morrison, Stuart Reeves, Donald McMillan, Matthew Chalmers: Experiences of Mass Participation in Ubicomp Research, Proc. Research In The Large Workshop at Ubicomp, 2010. [Poppinga2010OMUE] Benjamin Poppinga, Martin Pielot, Niels Henze, Susanne Boll: Unsupervised User Observation in the App Store: Experiences with the Sensor-based Evaluation of a Mobile Pedestrian Navigation Application. Proc. OMUE in conjunction with NordiCHI, 2010.
  • 113. References [Pielot2011ELV] Martin Pielot, Niels Henze, Susanne Boll: Experiments in App Stores – How to Ask Users for their Consent?, Proceedings of the CHI workshop on Ethics, logs & videotape, 2011. [Henderson2009HotPlanet] Tristan Henderson, Fehmi Ben Abdesslem: Scaling Measurement Experiments to Planet- Scale: Ethical, Regulatory and Cultural Considerations. Proc. HotPlanet, 2009. [Morrison2011CHI] Alistair Morrison, Owain Brown, Donald McMillan, Matthew Chalmers: Informed Consent and Users' Attitudes to Logging in Large Scale Trials. Adjunct Proc. CHI, 2011. [Norcie2011ELV] Greg Norcie: Ethical and Practical Considerations For Compensation of Crowdsourced Research Participants, Proc. ETHICS, LOGS and VIDEOTAPE @ CHI, 2011. [Girardello2010DSZ] A. Girardello, F. Michahelles, Explicit and Implicit Ratings for Mobile Applications. In 3. Workshop “Digitale Soziale Netze” and der 40. Jahrestagung der Gesellshaft für Informatik, September 2010, Leipzig. [Riccamboni2010IB] Rodolfo Riccamboni, Alessio Mereu, Chiara Boscarol: Keys to Nature: A test on the iPhone market. Tools for Identifying Biodiversity: Progress and Problems, 2010. [Kuhn2010MM] Michael Kuhn, Roger Wattenhofer, Samuel Welten: Social Audio Features for Advanced Music Retrieval Interfaces. Proc. MM, 2010. [Yan2011MobiSys]Bo Yan, Guanling Chen: AppJoy: Personalized Mobile Application Discovery. Proc. MobiSys, 2011. [Budde2010IoT] Andreas Budde, Florian Michahelles: Product Empire - Serious play with barcodes. Proc. IoT, 2010. [Karpischek2011RiL] Stephan Karpischek, Geron Gilad, Florian Michahelles: Towards a Better Understanding of Mobile Shopping Assistants - A Large Scale Usage Analysis of a Mobile Bargain Finder Application. Workshop on Research in the Large @ UbiComp, 2011. [Henze2010MobileHCI] Niels Henze, Susanne Boll: Push the Study to the App Store: Evaluating Off-Screen Visualizations for Maps in the Android Market, Proc. MobileHCI, 2010 [Henze2010NordiCHI] Niels Henze, Benjamin Poppinga, Susanne Boll: Experiments in the Wild: Public Evaluation of Off- Screen Visualizations in the Android Market, Proc. NordiCHI, 2010.
  • 114. References [Hood2011IJTR] Jeffrey Hood, Elizabeth Sall, Billy Charlton: A GPS-based Bicycle Route Choice Model for San Francisco, California. Transportation Letters: The International Journal of Transportation Research, 2011 [Henze2011MobileHCIa] Niels Henze, Enrico Rukzio, Susanne Boll: 100,000,000 Taps: Analysis and Improvement of Touch Performance in the Large, Proceedings of MobileHCI, 2011 [Henze2011MobileHCIb ] Niels Henze, Susanne Boll: Release Your App on Sunday Eve: Finding the Best Time to Deploy Apps, Adjunct proceedings of MobileHCI, 2011 [Henze2012CHIa] Niels Henze, Enrico Rukzio, Susanne Boll: Observational and Experimental Investigation of Typing Behaviour using Virtual Keyboards on Mobile Devices, Proceedings of CHI 2012. [Henze2012CHIb] Niels Henze: Hit it!: an apparatus for upscaling mobile HCI studies. Proceeding of CHI Extended Abstracts, 2012. [Henze2012Text] Niels Henze: Ten male colleagues took part in our lab-study about mobile texting, Proceedings of the Workshop on Designing and Evaluating Text Entry Methods in conjunction with CHI, 2012. [Watzdorf2010LocWeb] Stephan von Watzdorf, Florian Michahelles: Accuracy of Positioning Data on Smartphones. Proc. LocWeb, 2010. [Ferreira2011Pervasive] Denzil Ferreira, Anind K. Dey, Vassilis Kostakos: Understanding Human-Smartphone Concerns: A Study of Battery Life. Proc. Pervasive, 2011. [Buddharaju2010CHI] Pradeep Buddharaju, Yuichi Fujiki, Ioannis Pavlidis, Ergun Akleman: A Novel Way to Conduct Human Studies and Do Some Good. Adcunct Proc. CHI, 2010. [Sahami2011CHI] Alireza Sahami, Michael Rohs, Robert Schleicher, Sven Kratz, Alexander Müller, Albrecht Schmidt: Real-Time Nonverbal Opinion Sharing through Mobile Phones during Sports Events, Proc. CHI 2011. [Verkasalo2010MB] Hannu Verkasalo: Analysis of Smartphone User Behavior, Proc. Ninth International Conference on Mobile Business, 2010. [Böhmer2011MobileHCI] Matthias Böhmer, Brent Hecht, Johannes Schöning, Antonio Krüger, Gernot Bauer: Falling Asleep with Angry Birds, Facebook and Kindle – A Large Scale Study on Mobile Application Usage. Proc. MobileHCI, 2011. [Agarwal2010HotNets] Sharad Agarwal, Ratul Mahajan, Alice Zheng, Victor Bahl: There’s an app for that, but it doesn’t work. Diagnosing Mobile Applications in the Wild. Proc. Hotnets, 2010. [Morrison2010RiL] Alistair Morrison, Matthew Chalmers: SGVis: Analysis of Mass Participation Trial Data. Proc. Research In The Large Workshop at Ubicomp, 2010. [Lane2010CM] Nicholas D. Lane, Emiliano Miluzzo, Hong Lu, Daniel Peebles, Tanzeem Choudhury, Andrew T. Campbell: A Survey of Mobile Phone Sensing. IEEE Communications Magazine, 2010.

Notas del editor

  1. http://en.wikipedia.org/wiki/File:Large_number_of_flamingos_at_Lake_Nakuru.jpg
  2. http://henriklundqvisthockey.blogspot.com/2011/07/henrik-lundqvist-construction-worker.html
  3. Award for a paperwith 8 participants
  4. Evaluate mobile systems in the lab
  5. In textentrypeopleareaskedtocopytext
  6. Guys fromthe lab
  7. ~5 participants: Tactics for homing in mobile life - a fieldwalk study of extremely mobile people
  8. [Park2008MobileHCI] Y. S. Park, S. H. Han, J. Park, Y. Cho: Touch key design for target selection on a mobile phone. Proc. MobileHCI, 2008.
  9. Park et al.
  10. Park et al.
  11. http://mangelnoah07.blogspot.com/2010/10/victory.html
  12. [Wang2009NIME] Ge Wang: DesigningSmule’siPhoneOcarina. Proc. NIME, 2009.Image from: http://www.zdnet.com/blog/apple/shapewriter-must-try-iphone-app/4263
  13. previously developed an innovative gesture-based keyboardpublished notepad with that keyboard to Apple&apos;s App Storedownload rate peaked at about 30,000 per day.Provide qualitative feedback from App Store comments[Zhai2009CHI] Zhai, S., Kristensson, P.O., Gong, P., Greiner, M., Peng, S., Liu, L. Dunnigan, A., Shapewriter on theiPhone: fromthelaboratorytothe real world. AdjunctProc. CHI, 2009.
  14. http://www.mattcarlisle.com/webministry/church-ethnography/
  15. ported their location-based game Hungry Yoshi to iPhoneparticipants 94,642 unique downloader 24,408 agreed to be part of the trial 8,676 active usersInvestigated how to get subjective feedback &quot;task&quot; with dynamically loaded questions (e.g age, gender, open questions) Integration with Facebook Interviewed 10 people over VoIP or telephone for $25Used user feedback for iterative design[McMillan2010Pervasive] Donald McMillan, Alistair Morrison, Owain Brown, Malcolm Hall &amp; Matthew Chalmers: Further into the Wild: Running Worldwide Trials of Mobile Systems, Proc. Pervasive 2010.
  16. [Henze2011IJMHCI] Niels Henze, Martin Pielot, Benjamin Poppinga, TorbenSchinke, Susanne Boll: My App is an Experiment: Experience from User Studies in Mobile App Stores, accepted by the International Journal of Mobile Human Computer Interaction (IJMHCI), 2011.
  17. [Henze2011IJMHCI] Niels Henze, Martin Pielot, Benjamin Poppinga, TorbenSchinke, Susanne Boll: My App is an Experiment: Experience from User Studies in Mobile App Stores, accepted by the International Journal of Mobile Human Computer Interaction (IJMHCI), 2011.
  18. http://www.redmondelptsa.org/enrichment/sciencefair.html
  19. [Girardello2010DSZ] A. Girardello, F. Michahelles, Explicit and Implicit Ratings for Mobile Applications. In 3. Workshop “Digitale Soziale Netze” and der 40. Jahrestagung der Gesellshaft für Informatik, September 2010, Leipzig.
  20. [Henze2010MobileHCI] Niels Henze, Susanne Boll: Push the Study to the App Store: Evaluating Off-Screen Visualizations for Maps in the Android Market, Adjunct. Proc. MobileHCI, 2010[Henze2010NordiCHI] Niels Henze, Benjamin Poppinga, Susanne Boll: Experiments in the Wild: Public Evaluation of Off-Screen Visualizations in theAndroid Market, Proc. NordiCHI, 2010.
  21. http://www.mattcarlisle.com/webministry/church-ethnography/
  22. [Böhmer2011MobileHCI] Matthias Böhmer, Brent Hecht, Johannes Schöning, Antonio Krüger, Gernot Bauer: FallingAsleepwithAngry Birds, Facebook andKindle – A Large Scale Study on Mobile ApplicationUsage. Proc. MobileHCI, 2011.
  23. [Ferreira2011Pervasive] Denzil Ferreira, Anind K. Dey, Vassilis Kostakos: Understanding Human-Smartphone Concerns: A Study ofBattery Life. Proc. Pervasive, 2011.
  24. Using a serious applications can be as close to the task you want to investigate as you can ever get. E.g. with the PocketNavigator [Pielot2010MobileHCI] the developers try to investigate tactile feedback for navigation systems with an app that IS a navigation system. Unfortunately the competition is very strong for navigation systems – including Google Navigation that is preinstalled on Android devices.games attract a lot of players *HungryYoshi*, off-screen stuffarteficial tasksrepetative tasks are natural [*off-screen stuff*] great for experimentsWidgets and Wallpapers no interaction/tasks great for collecting longitudinal data
  25. [Morrison2010RiL] askes “What is &apos;a user&apos;?” and discusses the difference to controlled studies. They provide different perspectives on how the number of participants can be counted.In a study using the game HungryYoshidescribed in [McMillan2010Pervasive] the authors provided the following numbers: 94,642 unique downloader 24,408 agreed to be part of the trial 8,676 active users[Morrison2010RiL] Alistair Morrison, Stuart Reeves, Donald McMillan, Matthew Chalmers: Experiences of Mass Participation in Ubicomp Research, Proc. Research In The Large Workshop at Ubicomp, 2010.[McMillan2010Pervasive] Donald McMillan, Alistair Morrison, Owain Brown, Malcolm Hall &amp; Matthew Chalmers: Further into the Wild: Running Worldwide Trials of Mobile Systems, Proc. Pervasive 2010.
  26. The Nielsen Company looked at the number of smartphone users in the US for different platforms in the third quater of 2010 [Nielsen2011]. Comparing the demographics of, for example, Android users with the US population [USCensusBureau2008] shows a clear difference. Gender and origin are obviously also biased. Furthermore, you cannot expect to get the same distribution for a specific app.[Nielsen2011] http://blog.nielsen.com/nielsenwire/online_mobile/mobile-snapshot-smartphones-now-28-of-u-s-cellphone-market/[USCensusBureau2008] http://www.google.com/publicdata/explore?ds=kf7tgg1uo9ude_&amp;ctype=c&amp;strail=false&amp;nselm=s&amp;met_y=population&amp;scale_y=lin&amp;ind_y=false&amp;idim=age_group:1:3:4:5:6:7:8:9:10:11:12:13:14:15:16:17:18:2&amp;ifdim=age_group&amp;tunit=M&amp;pit=1216850400000&amp;uniSize=0.035&amp;iconSize=0.5&amp;icfg
  27. Image from: http://theagecases.blogspot.com/2010_10_01_archive.html
  28. Image from: http://theagecases.blogspot.com/2010_10_01_archive.html
  29. Image from: http://theagecases.blogspot.com/2010_10_01_archive.html
  30. Image from: http://hellomynameisrichard.com/ethics-in-business-personal-writing-assignment/
  31. Image from: http://theagecases.blogspot.com/2010_10_01_archive.html
  32. Image from: http://theagecases.blogspot.com/2010_10_01_archive.html
  33. Image from: http://insidenorthpoint.org/kids/2010/01/13/groups-directors-best-practices/best-practice-pic/
  34. http://www.androlib.com/appstatstype.aspx
  35. Image from: http://www.nucleusnetworks.co.uk/3g-broadband-ports.htm
  36. Image from: http://www.nucleusnetworks.co.uk/3g-broadband-ports.htm
  37. Image from: http://www.nucleusnetworks.co.uk/3g-broadband-ports.htm
  38. Image from: http://www.nucleusnetworks.co.uk/3g-broadband-ports.htm
  39. Image from: http://www.nucleusnetworks.co.uk/3g-broadband-ports.htm
  40. Image from: http://www.nucleusnetworks.co.uk/3g-broadband-ports.htm
  41. Image from: http://www.nucleusnetworks.co.uk/3g-broadband-ports.htm
  42. Award for a paperwith 8 participants
  43. Award for a paperwith 8 participants
  44. Evaluate mobile systems in the lab
  45. Evaluate mobile systems in the lab
  46. In textentrypeopleareaskedtocopytext
  47. In textentrypeopleareaskedtocopytext
  48. Guys fromthe lab
  49. Guys fromthe lab