Please see the Call for Workshops for information on how to prepare and submit a workshop proposal.
We are happy to announce the following workshops (ordered alphabetically). They will take place at Amalienstraße 73a which is located behind the main conference venue.
With the launch of 'app stores' on several mobile platforms and the great uptake of smartphones among the general population, researchers have begun utilizing these distribution channels to deploy research software to large numbers of users. Previous Research In The Large workshops have sought to establish baseline practice in this area. We have seen the use of app stores as being successful as a methodology for gathering large amounts of data, leading to design implications, but we have yet to explore the full potential for this data's use and interpretation. How is it possible to leverage the practices of large-scale research, beyond the current approaches, to more directly inform future designs? We propose that the time is right to re-energise discussions on large-scale research, looking further than the basic methodological issues and assessing the potential for informing the design of new mobile software.
The development of mobile Augmented Reality application became increasingly popular over the last few years. However, many of the existing solutions build on the reuse of available standard metaphors for visualization and interaction without considering the manifold contextual factors of their use. Within this workshop we want to discuss theoretical design approaches and practical tools which should help developers to make more informed choices when exploring the design space of Augmented Reality interfaces in mobile contexts.
This workshop addresses two strong fields within the Mobile HCI community: games & entertainment and transportation user interfaces. Using transportation technology (e.g., a car, plane, or traveling in public transportation) can be frustrating due to crowded streets, delays, and other travelers. Frustration may lead to aggression and negative experiences of other road members and passengers leading to irrational behaviors. Games & entertainment technology offer potential to resolve these negative user experiences. This workshop brings together entertainment and transportation user interface experts, who are willing to understand mobile entertainment technology as a potential solution to improve the experience of all travelers, drivers, and workers within the transportation field. The overall aim of the workshop is to create a common understanding of the challenges of entertainment in transportation, as well as further extend the research agenda for entertainment in this context from both from a scientific and an industrial perspective.
Sustainability is today one of the key factors for car manufacturers worldwide. Electric vehicles (EVs) are clean, quiet and efficient and offer a great opportunity to keep our environment healthy. After the first era of EVs in 1900 (28% of the vehicles in the US were electric at that time) the second era seems to have started: In the US and China one million electric vehicles are targeted for the year 2015. High effort has therefore been put into developing novel technologies, materials and infrastructure for EVs to reach this goal. On the downside, only little research has been done on how to lower the barriers for drivers to understand the characteristics of EVs. We argue that information systems for electric vehicles (EVIS) play a major role in communicating EV specific information in a transparent and understandable way to the driver and passengers. Developing appropriate EVIS that support a broad variety of e-mobility concepts is thus a key factor to raise the acceptance of EVs and to overcome issues like range anxiety. With this workshop, we continue to bring together researchers, designers or practitioners of this design space in order to define a list of Grand Challenges of an e-mobility future.
Light is one modality of conveying information to users. With the advent of minituarized LEDs, new design possibilities arise for creating interaction with light. Light displays can provide information continuously and unobtrusively. They can designed to be be perceived at a glance, do not require focused visual attention and ideally are aesthetically pleasing. On the other hand, they can be designed to be attention demanding and alerting. With this workshop, we want to address the challenges of conveying information with light displays in the mobile context. We invite work on mobile light displays and the human interaction with them as well as contributions focused on mobile interaction with (not necessarily mobile) light displays.
The SiMPE workshop series started in 2006 with the goal of enabling speech processing on mobile and embedded devices. The SiMPE 2012 workshop extended the notion of audio to non-speech “Sounds” and thus the expansion became Speech and Sound'. SiMPE 2010 and 2011 brought together researchers from the speech and the HCI communities. Speech User interaction in cars was a focus area in 2009. Multimodality got more attention in SiMPE 2008. In SiMPE 2007, the focus was on developing regions. With SiMPE 2013, the 8th in the series, we continue to explore the area of speech along with sound. Akin to language processing and text-to-speech synthesis in the voice-driven interaction loop, sensors can track continuous human activities such as singing, walking, or shaking the mobile phone, and non-speech audio can facilitate continuous interaction. The technologies underlying speech processing and sound processing are quite different and these communities have been working mostly independent of each other. And yet, for multimodal interactions on the mobile, it is perhaps natural to ask whether and how speech and sound can be mixed and used more effectively and naturally.
The Second Usable Privacy and Security for Mobile Devices Workshop (U-PriSM 2) is an opportunity for researchers and practitioners to discuss research challenges and experiences around the usable privacy and security of mobile devices (smart phones and tablets). Security often involves having non-security experts, or even novice users, regularly making important security decisions while their main focus is on other primary tasks. This is especially true for mobile devices where users can quickly and easily install apps, where user interfaces are minimal due to space constraints, and where users are often distracted by their environment. Accepted human-computer interaction (HCI) design principles may not apply because of the adversarial nature of security and privacy: attackers will actively try to breach the system, will leverage interface cues available to legitimate users, and will deceive users by spoofing trusted indicators. This workshop will enable interested researchers and practitioners to engage in discussion about the many issues surrounding security and privacy for mobile devices.
There is a growing interest in interaction research for immersive visualizations. Mobile technologies may address problems relating to efficiency and workflow. This half-day workshop intends to bring together researchers, developers, and users from multiple communities in mobile computing, visualization, and virtual and augmented reality to discuss issues and share ideas that relate to mobile technologies for interaction or as a display, the process, interaction modalities, natural user interfaces, hardware, software, selection, manipulation, quality of immersion, physical and cognitive fatigue, interface constraints, analysis tools, and users' goals and workflow as they relate to the problem of interacting with data in immersive visualizations. This workshop will serve as an opportunity for sharing and initiating cross-disciplinary work in mobile immersive visualization.
Recent changes in the mobile environments, such as multi-touch gestures, usage of sensors, or single- focused mobile apps; brought several challenges for interaction designers in communicating their ideas and thoughts enduring early design activities. Traditional prototyping techniques may not provide sufficient support due to the lack of mobile interaction paradigms in them. Therefore, a shift is required in prototyping techniques and approaches in order to support properly the interaction design process of mobile application development for the current mobile environments. Targeting these concerns, the workshop envisions that the research must address the need to change in existing prototyping techniques as well as focusing on novel prototyping approaches and frameworks that would support not only the interaction design process but the whole development process of mobile application development.