2010 · 18 citations · 9 references
ArtsDesignCommunication DesignMobile ComputingUser Experience DesignExperience DesignMobile Application DevelopmentMobile Human-computer InteractionMobile Interaction DesignMobile MediaMobile User ExperienceExperience Sampling In LearningHandheld Device DesignHandheld Device UseMobile Device DesignMobile UsageTwo-phase Sampling
Ten years ago we were on the verge of having cameras built into our mobile phones, but knew very little about what to expect or how they would be used. Now we are faced with the same unknowns with mobile projector phones. This research-in-progress seeks to explore how people will want to use such technology, how they will feel when using it, and what social effects we can expect to see. This paper describes our two-phase field investigation, with results and design recommendations from its first, experience-sampling phase.
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Interaction using a handheld projector
Paul Beardsley, Jeroen van Baar, Ramesh Raskar et al. · IEEE Computer Graphics and Applications · 2005 · 138 citations
Joking, storytelling, artsharing, expressing affection
Ann Mäkelä, Verena Giller, Manfred Tscheligi et al. · 2000 · 130 citations