35. 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
54. 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
73. 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
ve and
. The
in the
her.
aining
ol that
archer
it can
in a
er 5.).
rently,
make a
oup of
an list
t, e.g.
on can
n tool
r the
uously
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
75. 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.
76. 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?
86. “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