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應用行動科技紀錄與研究
人們日常生活行為與脈絡
張永儒 (Stanley	Chang)
ASIS&T
10.13.2017
關於我…
• 交大資工助理教授
• 密西根大學資訊博士
• 領域
– Human	Computer	Interaction	(HCI)
– Ubiquitous	Computing	(Ubicomp)
– Information	Behavior
– Interaction	Design	
人機互動
普及運算
資訊行為
互動設計
今天你不會聽到:
• 行動科技一覽介紹
• 如何設計和製作行動科技
• 研究案例的細節
• 建議買哪一台來研究
廣告一下
啊?
但你會聽到:
• 傳統方法研究日常生活行為的
缺點
• 行動科技的研究方法,例子,和
趨勢
• 三個研究案例摘要
• 行動科技研究過程&注意事項
日常生活
食 衣 住
行 育 樂
通訊 交友 購物
健康 心情 運動
上網 工作
其他你
自己想
傳統方法
問卷調查 (Survey)
Facts,	attitudes,	opinion,	tendency,	general	
behaviors
• Large	and	broad	samples
• Quantitative	analysis
質性研究 (Qualitative)
Focused	on	why and	how in	addition	to	what,	
where,	when,	how	often
• Usually	relies	on	small,	in-depth	samples
• Requires	interpretation
日誌研究 (Diary	Study)
• Reporting	experiences	&	events	in	context.
• Hourly,	daily,	weekly,	monthly
• More	burden
調查時間
你早上幾點出門?	
花了多少時間吃午餐?
你今天看了FB幾次?
看了多久?
什麼時候看? 看了什麼?
看完愉悅的程度?(1-5分)	
中間切換到別的App幾次?
現在請大家拿
出你的手機
花一分鐘自拍
(歡迎跟旁邊一起,也歡迎打卡 J )
你剛自拍了幾張?
存了幾張?
跟誰一起自拍?
有打卡嗎?
Retrospective	
vs.	
Introspective
(回顧)
(內省)
Encoding	Problem
Storage	Problem
Retrieval	Failure
Reconstruction	Errors
為何Retrospective不
Reliable?
當然可能還有其他原因
可透過Memory	Cues
來幫助回憶
(e.g.	Prompted	Recall	Diary,	
Daily	Reconstruction	Method)
行動科技
特性:
• 你常常帶著它
• 離你很近
• 有感應器
• 有計算能力
• 有通訊能力
Real	Time	
Data	Capture
Dr.	Saul	ShiffmanDr.	Arthur	Stone
Experience	Sampling
Method	(ESM)	
也稱為Ecological	Momentary	Assessment	
(EMA)
Capture	in	situ experiences
調查不同情況裡的行為
調查不同族群的行為
早期ESM工具
早期ESM工具
飲食,健康
隱私感受
Patil et	al.	2014
心理狀態
Atz 2013 Weppner et	al.2013
活動情境
Dunton et	al.	2011 Pejovic et	al.	2015
Figure 1. An exemplary multi-device environment with a laptop, smart-
phone, tablet and smartwatch.跨裝置通知接收度
Weber	et	al.	2016
mpact of interruptions caused by notifications,
nly focused on detecting opportune moments,
points, to notify the user. In a diary study, Cz-
howed that returning to tasks after being inter-
4]. Fisher et al. investigated episodes of mobile
as indicators of opportune moments to deliver
]. Iqbal and Bailey investigated effects of in-
ation management on users and their tasks [8].
s built a system that uses statistical models to
ons until breakpoints, resulting in reduced frus-
ction time. Using a context-aware computing
Intille detected activity transitions [7]. They
sages delivered in this activity transitions were
Figure 2. Screenshots of the ESM questionnaire app.
UBICOMP '16, SEPTEMBER 12–16, 2016, HEIDELBERG, GERMANY
act of interruptions caused by notifications,
y focused on detecting opportune moments,
ints, to notify the user. In a diary study, Cz-
owed that returning to tasks after being inter-
Fisher et al. investigated episodes of mobile
indicators of opportune moments to deliver
Iqbal and Bailey investigated effects of in-
on management on users and their tasks [8].
built a system that uses statistical models to
s until breakpoints, resulting in reduced frus-
on time. Using a context-aware computing
ntille detected activity transitions [7]. They
ges delivered in this activity transitions were
Figure 2. Screenshots of the ESM questionnaire app.
UBICOMP '16, SEPTEMBER 12–16, 2016, HEIDELBERG, GERMANY
資訊需求Every	year	since	2011	Google	has	run	an	annual	study	
to	learn	what	people	really,	really	want	to	know,	
whether	it’s	something	Google	provides	or	not. It’s	called	
Daily	Information	Needs,	but	the	psychologists	at	Google	involved	with	the	project	just	call	
it	DIN.
Here’s	how	the	DIN	study	works:	Google	recruits	subjects	who	agree	to	report	their	
information	needs	to	Google	on	demand. Eight	times	a	day	Google	
randomly	pings	them,	and	they	instantly	respond	
with	the	questions	they	want	answered	at	that	
moment. At	the	end	of	the	day,	subjects	compile	a	summary	of	their	needs,	noting	
what,	if	anything,	they	did	to	get	their	questions	answered	and	whether	they	were	
successful.	The	study	began	with	50	people	in	2011,	grew	
to	1200	in	2012, and	this	year	has	a	similar	number.	In	addition	to	those	US	
numbers,	Google	runs	the	study	in	a	number	of	other	countries.
新聞來源:	https://medium.com/backchannel/googles-secret-study-to-find-out-our-needs-eba8700263bf
Kathy	Baxter
Google	I/O	2014	- Don't	Listen	to	Users,	Sample	Their	
Experience! Video:	https://www.youtube.com/watch?v=v1KKsLukIBE
相關ESM影片
1. 沒有Recall	Error的問題
2. 資料貼近現實生活的行為跟情境
3. 可研究較大量受試者
優點:
1. 你需要肯配合的受試者(是個挑戰)
2. 可能中斷受試者目前活動
3. 不宜太長 (e.g.	一個月)
4. 不適合研究需要注意力的活動
5. 不適合研究太頻繁或太少發生的
行為
6. 不適合需要打字較多的問題
缺點:
Mobile	Sensing
Quantified	
Self
Mobile	Phone	
Sensing
Health	
Monitoring
Traffic	
Monitoring
Environment	
Monitoring
Social	
Interaction
Special	
Purpose
Human	
Behavior
Commerce
Khan	et	al.	2013
Mobile	Sensing
App使用行為
TMT	Do		et	al.	2011,	Nokia
App使用行為
TMT	Do		et	al.	2011,	Nokia
移動與通勤行為
移動與通勤行為
Fan	et	al.	2012
運動行為
加上 Feedback
Lane	et	al.,	2011
Froehlich	et	al.	2009
越健康跟
越環保,動
物越多
1. 耗電,	隱私及安全性上的顧慮
2. 可觀察趨勢,	但要靠自己腦補原因
3. 需要操作和分析資料的人材
缺點:
1. 大量觀察點,	可找趨勢,	相關性,	和作行
為預測
2. Log有雜訊,	但不會騙人
3. Scalable,	且有現成的App
優點:
行動科技研究
近年趨勢
把已記錄特定事件,	行為,	或情境放
到日誌幫助受試者回顧
趨勢一:
手機Logging	+	Diary
(Event-based	Diary,	Prompted	Recall	Diary)
Tjondronegoro and	Chua,	2012
旅行日誌
Lane	et	al.,	2011
健康日誌
n
a
e
t
,
M
n
r
r
.
b
f
sensation, comfort sensation, current activity, indoor
location, clothing level, and brief notes that might help
them recall the reasons for their sensation and comfort
report when completing the end-of-day diary entry. We
Figure 1: (Left) The ESM interface; (Right) The Web-based
人體舒適度
Huang	et	al.	2015
• 可以針對特定事件發問
• 受試者回應可用來註釋該期間收集資料
• 可記錄不同形態資料來幫助受試者回憶 (問卷回
應, 照片, 聲音,影片,Location,	Sensor)
• 受試者回應可解釋記錄資料, 記錄資料可驗証受
試者回應
優點:
缺點:
• Diary變得很耗電
• 可能要自己開發工具(App	&	Backend)
• 整合不同形態Data給受試者檢視需要功夫
透過穿戴式相機捕捉日常生活
趨勢二:
Wearable	Life-Logging
Lam	et	al.	2013
研究外出時間及活動
Chen	et	al.	2013
飲食行為
Gouveia &	Karapanos,	2013
Wearable	Logging	+	Diary
• 穿戴式相機或攝影機被認為較準確的方法
• 照片或影片比Sensor容易解讀,情境資料更豐富
• 可和手機Logging一起併用
• 可放在Diary幫助受試者記憶
優點:
缺點:
• 受試者顧慮他人看法
• 可能需要大量時間人力整理及分析
• 多數照片沒有資訊性
• 目前沒有夠快拍攝速度的穿戴式相機可撐 >1天
– 電力限制, 容量限制
針對偵測到特定事件,	行為,	或情境
發問
趨勢三:
Context-Triggered	ESM
(event-contingent	ESM)
研究手機Micro-Usage
Ferreira	et	al.	2014
研究手機通知
Chang	et	al.	2017
Meschtscherjakov et	al.	2011
研究開車行為
透過ESM拿到的情境資料和受試者
回應來讓手機學習,偵測,跟預測
行為
趨勢四:
ESM	&	Logging	For	Anticipatory	
Systems
預測會不會
接電話
預測可不可
以打擾
Pejovic &	Musolesi 2014	Smith	et	al.	2014
透過ESM拿到的情境資料給予行為
回饋來改善使用者行為或狀態
趨勢五:
ESM	for	Behavior	Change	
Interventions	(BCI)
SociableSense,	Lathia et	al.	2013
促進社交行為
透過ESM回應來建立預測模型。之
後偵測到使用者可能狀態後給予回
饋來改善使用者行為或狀態
趨勢四 + 五:
Anticipatory Behavior	Change	
Interventions
趨勢四 + 五:
Anticipatory Behavior	Change	
Interventions
Pejovic et	al.	2016
Happy	Hour,	Carmona et	al.	2015
建議運動改善心情
透過遊戲化機制來增加(ESM)資料
品質與數量
趨勢六:
Gamification	for	ESM
比較貢獻,	內容跟分數,增加限時機制
Geo	Oulu,	Van	Berkel et	al.	2017
one or
study
he list
led by
estions
archer.
value
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. The
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aining
ol that
archer
it can
in a
er 5.).
rently,
make a
oup of
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t, e.g.
on can
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r the
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mobile
of the
et, but
oblem
that it
le data
opinion, especially if they do it for a good research
purpose, they can do it anonymously and with little
effort. On the other hand, in experience sampling
studies in real world there is a risk that the participants
will be too busy, too concerned or too tired to answer
the questions systematically. Therefore we decided that
we should provide the participants with additional
motivation by including some gamification elements.
The first element is based on assumption that the
participants are curious about responses of other people
and the overall results of the studies. The fact that they
agreed to take part in a study suggests that they are
interested in the case, so we believe our assumption is
right. When a participant subscribes to a study, they
have access to a summary of responses to one of the
study’s questions. There is also an information that in
order to unlock the summary of another question, the
user has to give 10 responses themselves. With each
unlocked question the amount of required responses
shall increase – e.g. 10 – 25 – 50 – 80 – 120 responses.
The participants that have given a big number of
responses shall be allowed to add their own question to
Figure 3. A summary of responses, described in Section 5.
.
ght
Crowdpinion,	Machnik et	al,	2015
‘survey’. Our participants were required to install our GeoOulu application on their personal An
To assess the impact of gamification on the participants’ ESM responses, we developed two v
application that only differ in their gamification elements.
Our experimental design is between subjects, with two experimental conditions: gamified softw
gamified software. The outcome variables include: ESM response rate, ESM response quality, a
ESM responses.
3.1 GeoOulu
Our Android application GeoOulu consists of four screens, as shown in Fig. 1. There are numero
between the gamified and non-gamified versions of our game, as summarised in Table 1.
Fig. 1. (1) Application start screen, including leaderboard. (2) Submission of new word.
(3) Rating of words. (4) Feedback (+ score) and option to return to the start screen.
• The start screen of the application welcomes the participant to the application and a
participant to choose a nickname upon initial launch of the app. The gamified versi
scoreboard in this screen.
• The second screen asks participants to enter a keyword that describes their current
’. Our participants were required to install our GeoOulu application on their personal Android phones.
ss the impact of gamification on the participants’ ESM responses, we developed two versions of the
tion that only differ in their gamification elements.
experimental design is between subjects, with two experimental conditions: gamified software, and non-
d software. The outcome variables include: ESM response rate, ESM response quality, and number of
sponses.
GeoOulu
droid application GeoOulu consists of four screens, as shown in Fig. 1. There are numerous differences
n the gamified and non-gamified versions of our game, as summarised in Table 1.
Fig. 1. (1) Application start screen, including leaderboard. (2) Submission of new word.
(3) Rating of words. (4) Feedback (+ score) and option to return to the start screen.
The start screen of the application welcomes the participant to the application and also allows the
participant to choose a nickname upon initial launch of the app. The gamified version includes a
scoreboard in this screen.
The second screen asks participants to enter a keyword that describes their current location. The
‘survey’. Our participants were required to install our GeoOulu application on their personal
To assess the impact of gamification on the participants’ ESM responses, we developed tw
application that only differ in their gamification elements.
Our experimental design is between subjects, with two experimental conditions: gamified so
gamified software. The outcome variables include: ESM response rate, ESM response quality
ESM responses.
3.1 GeoOulu
Our Android application GeoOulu consists of four screens, as shown in Fig. 1. There are num
between the gamified and non-gamified versions of our game, as summarised in Table 1.
Fig. 1. (1) Application start screen, including leaderboard. (2) Submission of new word
(3) Rating of words. (4) Feedback (+ score) and option to return to the start screen.
• The start screen of the application welcomes the participant to the application and
participant to choose a nickname upon initial launch of the app. The gamified ve
scoreboard in this screen.
• The second screen asks participants to enter a keyword that describes their curre
透過不同裝置來發ESM問卷來提高
回答率
趨勢七:
Pervasive/Cross-Device	ESM
Hernandez	et	al.	2016
透過不同裝置(Glass,	Watch,	Phone)
來發送ESM	問卷
nces in the Experience Sampling
oss Wearable Devices
stian
nte2
Pattie
Maes1
Karen
Quigley3
Rosalind
Picard1
tute of Technology, Cambridge, United States1,2
tern University, Boston, United States3
media.mit.edu1
, cinfante@mit.edu2
, k.quigley@neu.edu3
sed for
natural
using a
earable
ove this
tatively
orn and
to the
s work,
tion to
devices Figure 1. We developed a novel ESM application that can be
Figure 3. Example of daily scheduled prompts for the three devices of one of the participants.
smartwatch, the volume down button of the phone, or swipe
two fingers down on the Glass (see Figure 2). The
application also records time stamps for every user
interaction and other relevant events such as the time when
the prompt is triggered, the time when the first user
interaction occurs, and the time when the reports are
provided. Table 1 provides an overview of the main
interaction differences for each device.
• Time Variability. The standard deviation of the triggering
time for each device has to be at least 3 hours ensuring
the prompts are distributed throughout the day.
• Device Variability. No more than two consecutive
prompts can happen on the same device in order to
minimize the anticipation of users.
Figure 3 shows an example of triggering times for one day.
Each person had a different pattern on each different day.
透過Bluetooth	Low	Energy	(BLE)	裝置放在
主要活動位置來發送ESM問卷
Paruthi et	al.	2017
ND IMPLEMENTATION
situations populations research q
gle purpose self-report devices to lower the burd
reporting in specific contexts?
SIGN AND IMPLEMENTATION
es Limited coverage of
situations
Limited coverage of
populations
Limited coverage of
research questions
sign single purpose self-report devices to lower the burden of self-
reporting in specific contexts?
Study 1: Activity Tracking Study 2: Stress and Sleepiness
or
d
rgy
“
”
ty Tracking Study 2: Stress and Sleepiness
TATION
-report devices to lower the burd
pecific contexts?
各式各樣裝置,問卷機制, 跟
資料型態,跟額外效果
當然你可以全部加在
一起..
代價就是:	1. 容易失焦
2. 要做得更多
三個研究個案
• 使用科技
• 研究流程
• 部分記錄到的結果
案例 I:	
Investigating	Mobile	Users'	Ringer	Mode	
Usage	and	Attentiveness	and	
Responsiveness	to	Communication	
工具:自行開發App
方法:Logging,	Event-based	Diary
(Chang	and	Tang,	2015)
研究目的:	了解Mobile	User如何使用
鈴聲系統,	以及鈴聲對觀看與回應訊
息的相關性
• Pre-Study
• 2	–week	Collection
– Logging
– Event-Based	Diary
• Post-Study	
– Label	Acquisition
– Survey
– Interview
• 38位Android手機使
用者(完成人數:28)
• 16男12女,年紀大多
介於18-35
• 每日用手機傳收訊息
• 各種全職職業和研究
生
研究流程 受試者
監控事件:
• 所有語音通話,傳收訊息,發送E-
mail動作
• 與通知有關的動作(移除,選取,觀
看)
• 調整鈴聲模式
記錄資訊:
• 位置,各種Sensor,網路,電量,聯
絡人(如果有)
監控,	偵測,	記錄
82
追蹤受試者資料
• 要求受試者至少每兩天要將手機連一
次Wifi來上傳資料
• 發現兩天以上有異樣情況寫信給受試
者
– 沒有Data	(Android各式各樣問題很多)
– 沒有回Diary
• 必要時要延長研究時間
84
事件問題
偵測到事件
• Unread	notifications
• Missed	calls
• Changing	ringer	modes
Event-Based	
Diary
85
Post	Study:	標記位置
“一個”事件的記錄:
1.37687E+12 OUTGOING_MSG 8/18/2013 18:46:17
OutNoResponse NA NA 46.56389999 -81.13970184 1.37687E+12
-685505735 NULL
com.android.mms.ui.ComposeMessageActivity
com.android.mms null Normal	Mod 1 5 still61 gps1 1
-9999 -87 -9999 Wifi 1 1 0.867367983 0.15388
6.400090218 6.513850212 FaceUp 6 5 NA NA NA NA NA
NA NA 3.51746E+14 46:24.3 null null 0.899999976 Not	
Charging 7 null Home MondayBaseballCaptain NULL NULL
記錄到434,525事件,	81.3%是收到手機通知
87
Post	Study:	回顧訪談
一些記錄到的例子…
0%
20%
40%
60%
80%
100%
Inferred	Ringer	Mode	Usage	From	Logs
Ringer	Silent	Mode	(%):
Ringer	Vibrate	Mode	(%):
Ringer	Normal	Mode	(%):
0%
20%
40%
60%
80%
100%
Self-Reported	Ringer	Mode	Usage	(From	Survey)
Ringer	Silent	Mode	(%):
Ringer	Vibrate	Mode	(%):
Ringer	Normal	Mode	(%):
對照Self-Report和Log
1.期待有通知進來
2.怕被干擾
3.怕打擾環境
Diary	:
三個主要調鈴聲的理由
a.Missed
51%
b.Busy
12%
c.Chose
20%
d.Ignore
6%
e.OtherDev
6%
???
5%
Diary:
沒看手機通知的理由
832	
Valid	Responses
0
50
100
150
200
250
300
350
From	Normal From	Silent From	Vibrate
To	Normal
To	Silent
To	Vibrate
Log:	使用者比較常切換成
什麼鈴聲模式
0
2
4
6
8
10
12
14
16
18
20
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
Catchup
Home
NA
Other
Social
Station
Work
Log:	使用者比較常幾點在
哪裡切換成靜音
調成Silent
0%
20%
40%
60%
80%
General	Attentiveness	
0%
20%
40%
60%
80%
Attentiveness	to	
Incoming	SMS	New
0%
20%
40%
60%
80%
Attentiveness	to	
Incoming	SMS	Chat
Log:	不同鈴聲下看通知和
SMS訊息的速度和模式
Responsiveness	to	
New Message
Responsiveness	to	
Chat Message
0.0%
20.0%
40.0%
60.0%
80.0%
100.0%
Responsiveness	to	
Attended	SMS
Overall	
Responsiveness
Silent
Vibrate
Normal
Overall
0.0%
20.0%
40.0%
60.0%
80.0%
100.0%
Responsiveness	to	
Attended	SMS
Overall	
Responsiveness
Silent
Vibrate
Normal
Overall
Log:	不同鈴聲訊息回應率
案例 II:	
What	Do	Smartphone	Users	Do	when	
They	Sense	Phone	Notifications?
工具:自行開發App
方法:Logging,	Event-based	Diary
(Chang	et	al,	2017)
研究目的:	了解Mobile	User在收到通
知後的感知與猜測如何影響他們看
通知行為
• Pre-Study
• 2	–week	Collection
– Logging
– Context-Triggered	
ESM
• Post-Study	
– Prompted	Recall	
Interview
• 37位Android手機使
用者(完成人數:34)
• 17男17女,年紀大多
介於20-36
• 使用不同種鈴聲與震
動模式App
• 使用靜音模式不超過
8小時
• 16全職工作,18學生
研究流程 受試者
Context-Triggered	ESM:
• 當使用者剛開始使用手
機10秒鐘後跳出ESM問卷
• 詢問使用者1-3則三十分
鐘內收到的通知
• 每個ESM之間至少隔90分
鐘
Logging:
• 通知,位置,各種
Sensor,網路,電量,手機
使用,能抓的都抓了。
ESM,	紀錄,訪談
為了之後訓
練預測模型
Post-Study	Interview:
• Prompted	Recall	
Interview
• 訪談前寄信給受訪者所
有他們回答的資料跟記
錄到的通知統計
• 訪談針對最新的事件詢
問。
ESM	問卷
101
追蹤受試者資料
• 要求受試者每天要將手機連一次Wifi來
上傳資料
• 發現兩天以上有異樣情況寫信給受試
者
– 沒有Data	(Android各式各樣問題很多)
– 沒有ESM
– 沒有isAlive的紀錄
• 必要時要延長研究時間
Category % amount
Messenger 51.7 86989
System 17.1 28756
Utility 14.4 24188
Mail 5.2 8732
Social 4.7 7965
Research	App 2.2 3765
Reader/News 2 3378
713,866	通知事件。168,262 有效個別通知。
Log:	手機通知
ESM	問卷通知
3833 問卷被產生
75% 問卷填答率
4412 通知得到回應
ESM:	猜測通知來源
53% 通知有感受到
71% 被感受到的通知有被猜測來源
49%
猜
40%
猜
4%
猜
app app
7%
+
ESM:猜測通知準確率
猜
87%
都正確
猜
94%
正確
猜
55%
正確
app app+
ESM:	感覺到通知比例
0%
20%
40%
60%
80%
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
messenger social mail
Accuracy	on	app Accuracy	on	person
ESM:	猜測正確率
猜Email傳送者特別不準
ESM:	觀看通知比例
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
Speculated	
about	both
Speculated	
about	the	
sender
Speculated	
about	the	
app
Was	not	able	
to	tell
Did	not	
speculate
最近手機上有動作
最近手機螢幕有亮
最近手機有通知
最近有用一樣的App
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
1 5 10 30 60 >60
Log	+	ESM:	猜測通知與最
近手機狀態相關性
最近有用該App更容易感知到該通知
案例 III:	
A	Field	Study	Comparing	Approaches	to	
Collecting	Annotated	Activity	Data	in	
Real-World	Settings	
工具:自行開發App	(Minuku)
方法:Logging,	ESM,	Diary,	Wearable	
Camera
(Chang	et	al.,2015a)
研究目的:	比較並找出透過Mobile	
User收集行為資料的有效方式
收集交通行為資料
任務:
錄下並標記交通
行為(e.g.	開車)
Logging
Annotating
三種方式:
• Participatory	(PART)
• In	Situ	(SITU)
• Post	Hoc	(POST)
Participatory	(PART)
受試者主動參與
In	Situ	(SITU)
ESM:偵測交通模
式後通知註記
Post	Hoc	(POST)
Prompted	Recall:偵測
交通模式後記錄,晚
點註記
要(請)求受
試者整天戴
穿戴式相機
為了保護隱私權,我們允許受試者
不舒服時拿掉相機,他們有七天可
檢視並刪除照片.但我們強調我們
很想要戶外照片
收集Ground	Truth
當時候選相機:
SenesCam
MeCam
Narrative	Clip
Parashoot
Looxcie
GoPro
選擇穿戴式相機
選擇條件:
• 容量跟電力可以撐
至少兩天 (受試者很
可能忘記上傳照片
或充電)
• 拍攝速度越快越好
• 容易上傳照片
• 相機不顯眼
最終選擇Narrative	Clip
• Pre-Study
• 12-Day	Data	
Collection
– Logging
– Photos
– Event-Based	Diary
– (ESM)
• Post-Study	
– Interview
• 37位Android手機使
用者(完成人數:29)
• 16男13女,年紀大多
介於18-35
• 每天固定通勤的人
• 公車:10,車子:13,
走路:4,腳踏車:2
• 各種全職職業和研究
生
研究流程 受試者
受試者提供的旅程Recording:
• 三個方式都要使用, 一個方式四天,
順序隨機
• 每天至少錄兩段,多錄一段就給15台幣
被動記錄資料:
• 位置,Google	Activity	Recognition,手機
電量
(手機靜止的時候不記錄Location)
Logging
• 使用雲端硬碟上傳
照片
• 受試者每天將相機
連結電腦上傳照片
到雲端資料夾,並
順便充電
122
錄了但沒標記
到的旅途
沒錄到的旅途
1. 詢問沒錄到或沒標記
到的旅途的原因
2. 每天遇到的挑戰困難
Event-Based	
Diary
123
追蹤受試者資料
• 要求受試者至少每兩天要將手機連一
次Wifi來上傳資料
• 發現兩天以上有異樣情況寫信給受試
者
– 沒有Data	(各種問題都可能出現)
– 沒有回Diary
• 必要時要延長該受試者參與時間
124
追蹤受試者照片
• 要求受試者至少每兩天要將電腦連一次Wifi
來上傳照片
• 照片上傳不像Log這麼快
– 量多
– 受試者要花時間檢視和刪除照片,所以通常只能
追蹤數量而不看內容
• 需要檢查照片看鏡頭是否有被衣服遮
住
125
Post	Study:	回顧訪談
• 每個方式遇到挑戰困難
• 每個方式的標記策略
• 喜歡每個方式的什麼地
方
• 希望怎麼改進每個方式
• 有效照片117,000張
• 兩位Coder從照片找旅程
Start
End
Post	Study:	Code照片
(Chang	et	al.,2015b)
Post	Study:	Activity	Logs
AR 2014-08-14	15:06:08	-0400 1408043168971 still:69;;in_vehicle:31 42.2793599,-83.7473669
Screen_off
AR 2014-08-14	15:06:08	-0400 1408043168974 still:69;;in_vehicle:31 Screen_off
AR 2014-08-14	15:06:19	-0400 1408043179130tilting:100 42.2798329,-83.7473109 Screen_off
AR 2014-08-14	15:06:19	-0400 1408043179133tilting:100 Screen_off
AR 2014-08-14	15:06:28	-0400 1408043188915
in_vehicle:35;;unknown:31;;still:23;;on_bicycle:6;;on_foot:6;;unknown:6 42.2800935,-
83.7472938 Screen_off
AR 2014-08-14	15:06:28	-0400 1408043188942
in_vehicle:35;;unknown:31;;still:23;;on_bicycle:6;;on_foot:6;;unknown:6 Screen_off
AR 2014-08-14	15:06:49	-0400 1408043209704in_vehicle:75;;still:21;;on_bicycle:2;;unknown:2
42.2804274,-83.7466806 Screen_off
AR 2014-08-14	15:06:49	-0400 1408043209707 in_vehicle:75;;still:21;;on_bicycle:2;;unknown:2
Screen_off
PROBETR 2014-08-14	15:06:55	-0400 1408043215177 Cancel	Suspection:state:Confirmed Screen_off
AR 2014-08-14	15:06:55	-0400 1408043215440 in_vehicle:77;;on_foot:8;;still:8;;unknown:8;;unknown:8
42.280416,-83.746497 Screen_off
AR 2014-08-14	15:06:55	-0400 1408043215443 in_vehicle:77;;on_foot:8;;still:8;;unknown:8;;unknown:8
• 搜尋交通模式關鍵字判斷時間
• 模糊地帶很多
Post	Study:	Location	Logs
• 用Google Earth播放Location
結合照片與Log產生:
1,414 旅程
受試者產生:
3,070 Recordings
2,587	Valid	Recordings
1919 Labeled	Recordings
994 Noted	Recordings
一般研究步驟:
Pre-Study
Data	
Collection
Post-Study
• 確認研究問題和目標群眾
• 想好Incentive
• 準備收集資料的Mobile	App
• 測試 (lab	&	pilot	testing)	
• 尋找研究受試者
• 研究的行前確認
Pre-Study
Data	
Collection
Post-Study
確認研究問題
• 要研究的行為和情境是否適合透過手機
研究?抓得到嗎?多常發生?一次發生多久?
• 如果用其他研究方法,得到的資料差異性
在哪裡?
• 目標群眾是否有手機,是否可安裝你的
App,有多少手機使用經驗?
準備收集資料的系統
• 要記錄什麼? 要偵測什麼? 要不要受
試者input? 受試者需不需要檢視記錄
的資料?
• 資料收集頻率與方式?會不會用到他們
的手機網路?
• 需不需要自己開發App?後端?
• 存資料的格式: 效能 vs. 好處理
• 每款手機sensor設定皆可能不同
找研究受試者
• 建議先用問卷過濾受試者
• 問卷包含以下問題:
–手機使用經驗,常用App
–使用手機廠商,型號,OS
• 找接下來不會長期旅行的受試者
• 先說明會記錄跟追蹤的資料
行前確認
• 敘述研究目的
• Informed	Consent
–說明如何收集,	處理,	和保存資料
–先提醒他們App	Logging會耗電
• 同意參與後安裝App
• App使用教學
–最好有文件可供參考
• 追蹤資料收集進度
• 與受試者互動
Pre-Study
Data	
Collection
Post-Study
追蹤資料
• 記得將身份與手機做連結
• 1-2天追蹤一次並記錄
• 請工程師設計一套好追蹤資料
的機制
• 若為透過Wifi上傳資料,多給予
時間
與受試者互動
• 儘量客氣跟保持善意
• 定期主動跟受試者聯絡(代表你有
在注意)
• 不要討論細節,他們會認為你在持
續偷窺他們 (就算你真的是)
• 鼓勵他們研究過程遇到問題或不順
心就與你聯絡,
• 問卷(如果需要)
• 訪談(建議有)
• 給獎勵
• 彙集和處理資料, 移除個人聯絡資訊
• 分析資料
Pre-Study
Data	
Collection
Post-Study
研究後調查及訪談
• 有些資訊需要受試者給予有意義的
註解:地方,聯絡人關係
• 看是否需要了解General	behavior
• 看了資料後,決定是否需要更深入
調查特定行為及情境
• 若要訪談,	帶著(視覺化後)的資料幫
助他們回憶
彙集處理資料
• 以研究目標為主軸來處理資料
–因為整理的方式太多種
• 注意Log裡的雜訊,例外,和模棱兩
可情況,魔鬼常藏在細節裡
• 質性與Log可分開分析, 但結合在
一起資料會更有意義
• 記得移除與身份聯結的資訊
結論
用行動裝置研究的挑戰
• 收集,	整理,	和處理不同形態的資料
–需要有技術人才
• 讓受試者長期合作
• 隱私,	信任,	和安全性問題
• Log只能用來”推測”行為
• 耗電問題
• 行動科技有其他方法無法取代的優
點, 但也有其缺點和限制
• 質化解釋量化,量化驗證質化
• 非適用所有研究,也非所有行為都
可以感測的到
• 回到原始點: 你想研究什麼?
Takeaways
免費Sensing	&	ESM	APP
MIT	Funf PACOIntel	Sensing	SDK
Emotion	Sense	 ohmage AWARE
需要ESM靈感?試試這些
https://www.onx.ms/
https://ifttt.com/
相關書目
Stanley	Chang:	armuro@cs.nctu.edu.edu
FB:	armuro.chang
謝謝聆聽

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