Mobile Multimedia Presentation Editor: Enabling Creation of Audio

advertisement
CHI 2008 Proceedings · Stories and Memories
April 5-10, 2008 · Florence, Italy
Mobile Multimedia Presentation Editor: Enabling
Creation of Audio-Visual Stories on Mobile Devices
Tero Jokela, Jaakko T. Lehikoinen, Hannu Korhonen
Nokia Research Center
P.O. Box 1000, FI-33721 Tampere, Finland
{tero.jokela, jaakko.t.lehikoinen, hannu.j.korhonen}@nokia.com
ABSTRACT
written and printed media and more recently electronic and
digital media. Digital storytelling [7] involves creating a
personal narrative and then utilizing digital media like
photographs, video, and audio to illustrate the narrative in
the form of an integrated multimedia presentation.
A mobile device provides an attractive tool for creating and
sharing audio-visual stories. Earlier research has shown that
the users enjoy creating digital stories with their mobile
devices. However, designing editor interfaces that support
creation of rich audio-visual presentations has been a major
challenge due to the constrained input and output
capabilities of mobile devices. In this paper, we present the
design and evaluation of the Mobile Multimedia
Presentation Editor, an application that makes it possible to
author sophisticated multimedia presentations that integrate
several different media types on mobile devices. Based on a
user study, we present design principles for multimedia
presentation editors on mobile devices. We describe an
application design that supports these principles and so
demonstrate that editing of sophisticated multimedia
presentations is feasible on mobile devices. We report
evaluations which indicate that the editor application was
easy to use and supported the creativity of the mobile users
well.
Over the last years, mobile devices have evolved from
voice-centric communication devices to powerful personal
multimedia devices, which enable the users to consume
multimedia content like listen to music or view videos. In
addition, the mobile devices provide a wide range of
features for creating and sharing content, including an
integrated camera for capturing images and video clips,
microphones for recording audio, a powerful generalpurpose computing platform for manipulation of digital
content, and broadband wireless network connections for
effective sharing of content. The mobile devices are almost
always with the user, enabling the capture of interesting
events anywhere as they occur, and they also have a broad
user base that makes it possible to provide capabilities to
produce and share content for large numbers of users.
Together, these features make the mobile device an
attractive tool for creating and sharing digital stories.
Author Keywords
Mobile devices, multimedia presentations, SMIL,
multimedia messages, MMS, content creation, authoring,
editor, storytelling, user interfaces, interaction design.
Earlier research [9, 6] has indicated that the users enjoy
editing and creating digital stories on their mobile devices.
However, designing editor interfaces that support the
creation of rich audio-visual stories has presented a major
challenge due to the constrained input and output
capabilities of mobile devices. Commercially-available
mobile devices provide multimedia presentation editors that
are primarily intended for authoring simple e-mail like
multimedia messages consisting of text with image and
audio attachments. Some of these editors also provide some
support for creating more sophisticated multimedia
presentations, although this support has been based on
templates that a user is expected to fill in with appropriate
images, sounds, and texts. Such a template-based approach
severely restricts the creativity of the users.
ACM Classification Keywords
H.5.1 Information Interfaces and Presentation (e.g., HCI):
Multimedia Information Systems.
INTRODUCTION
We all have stories to tell. The practice of telling stories
“goes back as far as time allows us to remember” [8].
Storytelling has a strong history as an oral tradition, but it
has evolved and extended to utilize new technological
advances and media types as they have emerged, including
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that copies
bear this notice and the full citation on the first page. To copy otherwise,
or republish, to post on servers or to redistribute to lists, requires prior
specific permission and/or a fee.
CHI 2008, April 5–10, 2008, Florence, Italy.
Copyright 2008 ACM 978-1-60558-011-1/08/04…$5.00.
In this paper, we present the design and evaluation of the
Mobile Multimedia Presentation Editor, an application for
creating rich and expressive audio-visual stories on mobile
devices. Our key contribution is an editor interface that
enables authoring of sophisticated multimedia presentations
that integrate several different media types on mobile
devices. The created presentations can be stored locally on
63
CHI 2008 Proceedings · Stories and Memories
April 5-10, 2008 · Florence, Italy
the device for later use or shared using any suitable
distribution mechanism, including sending as multimedia
(MMS) messages, which was the primary focus of our
work, but also sending over e-mail, showing to others on
the device display or on TV, sharing in proximity using
Bluetooth, or publishing to the Internet on mobile blogs.
We also believe that the application serves as an example of
how complex tasks like editing of multimedia presentations
can be made possible on mobile devices by systematically
following a user-centered design approach from initial user
studies through prototyping and usability evaluations to
field trials in realistic user environments.
others. The most common forms of editing were selecting
the photographs to be shared from a larger set and
organizing the selected photographs in the desired order.
Overall, the editing process was something that the
participants said they enjoyed.
Balabanovi! et al. [1] present StoryTrack, a prototype
device for storytelling with digital photographs. While
StoryTrack allows creation of image sequences with audio
clips attached to each image, our work aims to enable
composition of more integrated and versatile multimedia
presentations. The StoryTrack device is also considerably
larger than current mobile devices and it has a set of
hardware controls specifically designed for constructing
and telling stories. Our work targets general-purpose mobile
devices with much more restricted input and output
capabilities.
The rest of this paper is structured as follows. We first
review the relevant related work. Next, we describe a user
study we arranged to gain understanding of how users
would like to edit multimedia presentations on their mobile
devices and present design principles for mobile
multimedia presentation editors based on the results of the
user study. Then, we present our approach, giving a detailed
description of the design of the Mobile Multimedia
Presentation Editor. Finally, we report the results of
laboratory and field evaluations, followed by discussion and
conclusions.
Commercially available mobile devices include editors for
creating multimedia messages. These editors are usually
based on the earlier SMS and e-mail message editors and
are optimized for creating simple e-mail like messages
consisting of text with image and audio attachments.
Support for editing more complicated multimedia
presentations, if any, is typically based on templates that a
user is expected to fill in with appropriate images, sounds,
and texts. Such a template-based approach allows only
coarse control over the presentation structure and sets strict
restrictions on the creativity of the user.
RELATED WORK
Mäkelä et al. [9] report the results of an early field trial on
the use of camera phones and the sharing of images in the
mobile environment. The trial participants were provided
with PC-based prototype devices which enabled them to
take digital images, to do simple image editing, and to share
images wirelessly. Additionally, it was possible to make
short, maximum five-pictures-long series, which were
enhanced with transition and sound effects. The results
indicate that the participants, especially the children, loved
to create stories with series of images. The image editing
possibilities were also commonly used and the participants
wished that they could have more editing possibilities.
Additionally, it was found that the images alone were not
enough for functional communication and therefore it
should be possible to annotate the images with text or
audio. While these results give important support for our
work, we aim to provide the users with a broader set of
editing functions than the prototype system used by Mäkelä
et al., enabling the creation of richer content.
Probably closest to our work, Salovaara [10] describes a
case study on the use of Comeks, a mobile tool for creating
and sharing comic strips as MMS messages. Salovaara
focuses on the appropriation of the application and only a
high-level description of the design and features of Comeks
is given. While Comeks has many similarities to our work,
we aim to enable creation of more continuous media, giving
the user more fine-grained control over the temporal
structure of the presentation, and also enabling the use of
audio in the created presentations.
Fono et. al [2] present Sandboxes, a mobile tool for
collaborative composition and sharing of a 2D multimedia
collage. Compared to Sandboxes, our work focuses on
personal creation of multimedia content. We also aim to
enable creation of more continuous and integrated media
content than the 2D canvas used in Sandboxes allows.
Other studies have also identified the importance of editing.
Koskinen et al. [6] present the results of another early trial
with mobile devices and accessory digital cameras. The
results indicate that the users should be able to do
lightweight image editing on mobile devices and to send
series of images as integrated stories. Attaching textual and
also audio comments to the images should be possible.
Special attention should be paid on making the features
easy to learn and use. Kirk et al. [5] studied people’s
practices between the capture and eventual sharing of
photographs. The study found that all study participants did
at least some editing before sharing the photographs with
Finally, some solutions have also been presented for video
editing on mobile devices. Wu et al. present mProducer
[11], a system for point-of-capture archiving and editing of
video with mobile devices. mProducer includes a key-frame
based user interface for simple cutting of video but it does
not support merging of video clips or advanced features like
special effects or audio. Jokela et al. [3] present a more
advanced video editing solution, which enables also the
merging of several video clips to longer videos and
enhancing the videos with text, images, music, and special
effects. The user interface is based on the timeline metaphor
familiar from desktop video editors, but redesigned for
64
CHI 2008 Proceedings · Stories and Memories
April 5-10, 2008 · Florence, Italy
small displays and keyboard navigation. Field trial results
[4] indicate that some, especially younger, users eagerly
adopted the video editor, but for others full video editing
proved to be too complicated and time consuming. In our
work, we aim to create an editing solution that would
enable creation of rich and expressive content but that
would be simpler to use and require less effort than fullscale video editing.
with a personal text or audio comment and then send it as a
multimedia message.
In the beginning of the study, the aim and the tasks were
explained to the participants. They were instructed to use
the devices as they usually did in their everyday lives and
encouraged to use multimedia messages in those situations
where it felt natural for them. Also, editing the images
before sending them was encouraged. In addition, the
participants were instructed on how to use the editing
applications, in order to avoid potential frustration due to
the known usability problems with the applications.
USER STUDY
As a starting point for the design of the Mobile Multimedia
Presentation Editor, we conducted a user study on user
habits on composing, sending, and editing multimedia
messages. The study was made in Finland in 2003. The
objectives of the study were two-fold. First, the study aimed
to gain understanding on current behaviors and practices
related to the usage of multimedia messages. Special
attention was paid to composing and editing of multimedia
messages. Second, the study aimed to provide first insights
into users' motivations for employing, and requirements for
composing, more complex multi-page multimedia
messages, i.e., multimedia presentations. Overall, the study
produced design principles for the Mobile Multimedia
Presentation Editor.
Participants and Procedure
Ten participants were recruited for the study. The
participants consisted of three groups: a friends group and
two family groups. The friends group comprised of three
psychology students, all 24 years old. The family groups
included adults between 24 and 60 years old, consisting
primarily of young couples with small children and their
grandparents. The participants in the family groups had
various educational backgrounds, including technology,
economics, politics, and health care.
Figure 2. Example of a comic message created by a study
participant.
Figure 1, Examples of ready-made animations pre-installed on
the devices provided to the study participants.
After a four-week period of using the devices with the
installed editing applications and animations, individual
interviews were conducted. The interviews included two
parts. In the first part, the experiences around the usage of
multimedia messages and image editing applications were
discussed in detail. The interviews consisted of the
following themes: general experiences of multimedia
messages, context of use, message dialogs, content types
(like text, images, and audio), and editing of messages. The
participants were asked to explain some of the messages
they had sent and received during the usage period in order
to get a realistic idea of the usage. In this paper, we mainly
report the results related to the composing and editing
behavior as they affected the design of the Mobile
Multimedia Presentation Editor the most.
The participants were provided with Nokia 7650 mobile
devices to be used as their primary mobile devices for a
period of four weeks. The devices were equipped with two
commercially available image editing applications, Image
Plus and Camera FX. With these editing applications, the
participants could add speech bubbles, frames, and
properties to the images and apply some image effects like
adjusting the colors or mirroring the image. Additionally, a
set of ready-made animations (animated GIF graphics) was
pre-installed on the devices (see Fig. 1). These animations
were designed to serve some particular purposes, like
birthdays, or expressing moods, such as being happy or sad.
The idea was that the user could customize the animation
The second part of the interview was designed around a
task of composing a “comic message” (see Fig. 2). We
wanted to investigate the first intuitions of usage needs of
more complex multi-page multimedia messages, and thus
gave the participants free hands to come up with whatever
kind of message they liked. Hence, we provided them with
pens and an empty comic template on paper. Additionally,
some ready-made image materials were given as a backup
for those who felt uncomfortable with drawing. The
participants were asked to choose two or three situations
where they had sent a multimedia message in real life
during the study period and to compose a comic message to
the original recipient(s) in that situation. This was done in
65
CHI 2008 Proceedings · Stories and Memories
April 5-10, 2008 · Florence, Italy
order to make the situation in which the message was sent
and the contents of the message as realistic as possible.
However, the participants were allowed to choose whatever
situation if they so wished. While drawing the message, the
participants were encouraged to think aloud, in order to
shed light to the process of composing the message.
seconds and the maximum time around 15 minutes,
according to the participants’ own estimations. The
participants reported that they used two to five minutes for
composing a message on the average. However, a more
important factor affecting the decision on whether to start
editing a multimedia message or not was, the often
unconscious, idea of the ability to complete the message
within the available time. One participant put it as follows:
All interviews were video recorded and transcribed for data
analysis. In addition, the comic messages that the
participants produced were analyzed in detail. Finally, 135
multimedia messages that were sent during the study period
were analyzed.
“I think about the time I use for a message unconsciously, I
mean, can I make it within the time I have.”
Intuitions of Using Multi-Page Messages
All of the study participants composed one to three comic
messages during the interview sessions. The contents of the
messages were mainly different kinds of events, e.g.,
parties, birthdays, exhibitions, and trips. In addition,
greeting cards, driving instructions, and instructions for
hobbyists (e.g., how to assemble a part of a miniature
model) were chosen as topics for the comic messages.
Further, the participants seemed to have a tendency of
composing “before and after” type of messages, e.g.,
describing the situation before and after attending to a
party.
Results
This section presents the main results of the user study
emphasizing the composing and editing of multimedia
messages as well as the intuitions of composing multi-page
multimedia messages.
The average frequency of sending multimedia messages
varied from one per week to two per day during the study
period. Multimedia messages contained mostly images.
Other content types, like animations or voice or music,
were rarely attached to the messages.
The main content of the comic messages was images. The
role of text was smaller than in the actual multimedia
messages created during the study period. Attaching speech
bubbles seemed to be an intuitive way to add text to the
messages as they enabled fitting all material into one
screen. Some of the participants brought up that they would
also like to use background music to enlighten these kinds
of messages.
Composing and Editing Messages
Of the analyzed 135 messages, 90 % contained text in
addition to the image. In 30 % of the messages, the image
was edited. The most common ways to edit the image were
to attach a speech bubble to the image (44 % of the
messages) and to attach a photo frame (37 % of the
messages). Only two of the analyzed messages included
ready-made animations. One of the participants reported
that:
When discussing the participants’ thoughts of using multipage messages in their everyday lives, a typical message
was seen to contain two to three images with little or no
text. According to the participants, more complex multipage messages would be created only in special occasions,
like during a trip. Such messages would consist of several
images taken over a longer period of time. Some of the
participants commented that they would like to use video
clips in the messages as well as animations that were
downloaded from the Internet.
“It was boring that everyone had the same animations. I
think that they are not personal.”
This quote brings out one of the most important motivations
to edit messages, namely making the message more
personal and thus more valuable.
Generally, participants’ ways to compose and edit
multimedia messages can be described as unorganized or
even chaotic. Often, the participants did not have a clear
image of the end-result in mind when they started to
compose a message. Especially, when editing messages
with Image Plus, the participants tried various options,
adjusted a position of speech bubble, or tried out different
photo frame styles. Also, the added items affected the
content of the text. Thus, the user’s idea of the end-result
developed during the process of editing the message.
Design Principles
The study provided useful insights for designing and
developing the Mobile Multimedia Presentation Editor.
Four main design principles were derived as a result of
analyzing the interviews, the comic messages, and the
actual messages that the participants had sent during the
study period. The design principles were as follows:
flexibility, awareness of the task context, expressiveness,
and personalization.
Images that were sent needed to be of high quality and it
was common that several images were taken in order to get
a good and representative one for the message. A criterion
was that the image needed to convey the point clearly.
The principle of flexibility was mainly derived from
participants’ unorganized manner of composing both the
messages they actually sent during the usage period and the
comic messages they created during the interviews. Also,
One of the interesting factors we wanted to examine was
the time used for composing a message. On the average, the
minimum time for composing a message was around 15
66
CHI 2008 Proceedings · Stories and Memories
April 5-10, 2008 · Florence, Italy
Constraints
the fact that the idea of the end result typically changed
during the composition process led us to bring this as one of
the main design principles. By flexibility we mean that the
presentation editor needs to support composition of multipage messages in an unorganized way. Users need to be
able to move back and forth in the presentation easily and
to have means to determine the contents and to be able to
edit the messages according to their current idea. On the
other hand, this means that template based editors that force
users to proceed with the presentation in a certain order
from the beginning to the end do not meet the flexibility
principle.
The design of the Mobile Multimedia Presentation Editor
was primarily constrained by the restricted input and output
capabilities of mobile devices. Our target device was Nokia
6600 (see Fig. 3), which provided a representative example
of the typical characteristics of current mobile devices.
Nokia 6600 has a 2.2-inch 65,000-color graphical display
with the resolution of 176x208 pixels. The primary input
mechanism is the keyboard, consisting of a four-way
navigation key set with a selection key in the middle, two
softkeys, whose functions are context dependent and
indicated with textual labels on the display, and an extended
alphanumeric ITU-T keypad. The user interface is based on
S60.1 The device has a built-in microphone for recording
audio and a VGA resolution camera for capturing still
images and low resolution video clips.
The second principle was awareness of the task context and
it is tightly related to the flexibility principle. When
composing a remarkably more complex entity than a single
page multimedia message, the users need to be well aware
of the task they are doing and the part or the page of the
presentation they are in. This becomes essential when the
users are allowed to compose the presentation freely, and is
further emphasized by the limited input and output
capabilities of mobile devices and the complex nature of the
editing task.
The third design principle was expressiveness. The
participants paid particular attention to the expressiveness
and elegance of the messages they were about to send. The
images needed to be of high quality and the message
needed to clearly convey the idea or “the point” that the
participant had in mind. Each page had to fit on the screen
so that the receiver would not need to scroll to view it. In
single page messages sent during the study period, this was
clearly a problem; sometimes the receiver did not notice
either the text explaining the image or even the image itself.
Figure 3. Nokia 6600.
Application Overview
Figure 4 shows the top-level structure of the user interface
of the Mobile Multimedia Presentation Editor application.
The user interface consists of several full-screen views and
a number of dialogs that together form a complete
application. The arrows illustrate the possible transitions
between the views and the dialogs.
The fourth principle was personalization. Personal look of
the messages was highly appreciated among the participants
and ready-made graphics and animations were rarely used
due to their nature of being too generic and common.
Therefore, the presentation editors should provide a rich set
of editing features and these features should support editing
of all the elements in the presentation, also including readymade content items like frames or music.
The Presentations View allows the user to browse and
manage the presentations stored in the device and to open
presentations for viewing and editing. It also allows the user
to create new presentations. The presentations are listed in
reverse chronological order, and for each presentation, the
list shows a thumbnail icon, a textual name, and the time
and date when the presentation was last modified. The
thumbnail icon is an image of the first page of the
presentation (scaled down and cropped). Additionally, the
list contains a special item “Create new”, which creates a
new presentation and moves to the Edit Presentation View.
DESIGN
Based on the design principles derived from the user study,
we began the design of the Mobile Multimedia Presentation
Editor application. The design proceeded incrementally
from rough sketches to detailed designs through numerous
iterations. In early phases of the design, informal usability
evaluations with hand-drawn prototypes were made
between iterations and the results were used to improve the
design. As the design matured, more detailed prototypes
were prepared and systematically evaluated in the
laboratory environment (see section Usability Evaluations).
While several alternative designs were considered during
the design process, we present here only the resulting final
design.
The Play Presentation View enables the user to view the
selected presentation. The presentation player displays over
the full screen when playing a presentation. The user can
pause the playback or re-start the playback from the
beginning. The user can also open the presentation being
currently viewed for editing in the Edit Presentation View.
1
67
http://www.s60.com/
CHI 2008 Proceedings · Stories and Memories
April 5-10, 2008 · Florence, Italy
Presentations View
Play Presentation View
Edit Presentation View
Insert Object Dialog
Preview Presentation View
Edit Object Dialog
Figure 4. The top-level structure and navigation of the Mobile Multimedia Presentation Editor user interface.
(MMS) and it is widely supported by currently available
mobile devices. SMIL is a very sophisticated language and
even the restricted mobile profile provides a huge number
of different features and options that can be used when
creating presentations. The first important design decision
we made was that we did not try to design a user interface
that would support all the features provided by the SMIL
language. Instead, we aimed to understand the kinds of
features the users wanted to express in the presentations
they created based on the findings of the user study. Then
we tried to find user interface solutions for these
presentation features and finally describe the features in the
SMIL language in a standards compliant and interoperable
way.
The Edit Presentation View is the primary view of the
Mobile Multimedia Presentation Editor. It provides the user
with the tools for creating and editing presentations. The
Edit Presentation View and the related dialogs are presented
in more detail in the next section.
The Preview Presentation View allows the user to preview
the presentation being currently edited in the Edit
Presentation View. The user can preview the presentation at
any point during the editing process and then return back to
the Edit Presentation View. The Preview Presentation View
provides functionality similar to the Play Presentation
View.
Edit Presentation View
The primary challenge in the design of the Mobile
Multimedia Presentation Editor was how to enable the
creation of sophisticated multimedia presentations on
mobile devices with constrained input and output
capabilities. In the Mobile Multimedia Presentation Editor
application, this functionality is provided by the Edit
Presentation View.
A second important design decision was related to the
editing features to be included in the editor. There exists a
very large number of potential editing features and we
wanted to provide the users with tools for creating rich and
expressive presentations. However, it was clear that a
mobile user interface could not incorporate a very large
number of features. Therefore, we selected a strategy that
instead of providing a number of advanced and very
specialized features, we aimed to identify the fundamental
basic editing operations and then provide as much freedom
in using each of the individual operations as possible and
also enable freeform combinations of the different basic
operations. As an example, we decided to support free and
exact positioning of visual objects on the display (instead of
defining the position, e.g., with higher-level concepts like
top, bottom, left, right, and center). Further, we allowed the
Technically, the presentations created with the Mobile
Multimedia Presentation Editor are represented in the
Synchronized Multimedia Integration Language (SMIL)2,
which is a W3C standard for authoring audio-visual
presentations. SMIL has been selected by 3GPP as the
standard format for the multimedia messaging service
2
http://www.w3.org/AudioVideo/
68
CHI 2008 Proceedings · Stories and Memories
April 5-10, 2008 · Florence, Italy
move position operation to be freely combined with any
other operation, e.g., rotation or scaling of the object.
selection key, the user can bring up a context menu, which
shows the available editing commands for the currently
selected object.
Several alternative approaches were considered for
modeling the temporal dimension of the multimedia
presentations. Finally, we selected to model the
presentation as a sequence of pages. Each page consists of a
number of visual objects (images, speech bubbles, etc.),
which remain visible for the entire duration of the page.
While this approach sets some restrictions on the structure
of the presentation, it was considered to be easy to
understand and adequate for the vast majority of the
presentation types identified during the user study. On the
audio side, we decided to allow free temporal positioning of
the sound clips – the sound clips may begin and end at any
time independent of the page durations and the sound clips
may also freely extend over several pages. This enables,
e.g., background music that plays through the entire
presentation.
The editor user interface provides a generic structure that
can support a wide range of different visual object types. In
the application design phase, the following object types
were designed in detail: images (e.g., photographs), stickers
(small icons, e.g., smileys), texts, and text bubbles (e.g.,
speech or thought bubbles). The design could easily be
extended to support other visual object types, e.g., video or
image frame objects. The editor defines a number of basic
editing operations that are supported by all visual objects,
including move, scale/resize, rotate, and remove.
Additionally, each object type can define object-typespecific editing commands, e.g., selecting the font and color
of a text object.
For visualizing the temporal structure, we decided to use a
modified and enhanced version of the timeline described by
Jokela et al. [3] (see Fig. 5 a). As we wanted to enable the
creation of full screen presentations, the timeline floats on
top of the presentation on a translucent background. As
other editing operations are activated, the timeline is
automatically hidden when not needed. The timeline
consists of two tracks: the upper track shows the pages and
the lower track shows the audio objects. The width of the
page or audio object rectangle represents the duration of the
page or object, and the duration of the currently selected
page or object is also indicated with a small number on top
of the rectangle. The timeline initially shows a duration of
20 seconds. If the presentation becomes longer, the timeline
duration is increased step by step (30 seconds, 45 seconds,
60 seconds, etc.). The timeline always shows the shortest
possible duration so that the presentation still fits on the
timeline.
The user may use the left and right navigation keys to move
to the previous or the next page or audio object on the
timeline and the up and down navigation keys to move
between the page track and the audio track. If an audio
object is selected, the Edit Presentation View shows an
audio icon and the name of the audio object (see Fig. 5 b).
If a page is selected, the Edit Presentation View shows a
snapshot image of the page (see Fig. 5 a). The snapshot
image covers the whole screen. All visual objects on the
page are visible. If the user navigates up from the page
track, the focus is transferred to the visual object closest to
the bottom of the page (see Fig. 5 c). The user can then
continue navigating up (and down) to traverse through the
other visual objects on the page. Navigating to left or right
moves to the previous or the next page, respectively. This
simple navigation method was selected as, based on the
user study, the typical number of visual objects on a page
was expected to be small and the users commonly moved
back and forth in the presentation, so fast navigation
between the pages was seen essential. By pressing the
a)
b)
c)
d)
Figure 5. Edit Presentation View with the focus on a) a page,
b) an audio object, and c) a sticker object, and d) with the
Insert Page dialog active.
During the initial evaluations of the application design, we
identified that in some cases the users repeated long series
of commands again and again. This was especially common
when inserting new pages to the presentation. E.g., the user
would first insert an empty page, then select and insert an
image object, position it, then insert a text object, and
finally edit the text. Fono et al. report similar observations
with Sandboxes [2]. To reduce the needed user effort, we
introduced a set of standard page layouts and wizard-like
functionality for the insert page operation. When the user
selects the Insert Page command, a dialog showing a set of
possible page layouts is displayed (see Fig. 5 d). If the user
selects, e.g., the “Image and Text” page layout, the editor
adds a new page to the presentation and then opens another
69
CHI 2008 Proceedings · Stories and Memories
April 5-10, 2008 · Florence, Italy
dialog for selecting the image. When the user selects the
image, the editor automatically positions the image on the
page and activates the move image command for fine
tuning the position if needed. Finally, when the user has
positioned the image, the editor activates the edit text
command for editing the text. Note that the page layouts are
only a tool for efficient creation of the initial version of the
page. The user can later freely modify any part of the page.
were able to complete the given tasks without major
difficulties. Even though the idea of creating presentations
was new to all participants, they rapidly learned how to use
the editor and at the end of the evaluation session they were
smoothly creating new presentations. Overall, the
participants considered the editor to be easy to use and
commented that they would like to use it in their everyday
lives.
Considering the first design principle, flexibility, the
participants enjoyed the freedom that the application
provided them on how to create presentations. The
participants were able to do editing operations in any order
they liked and modify any part of the presentation.
Navigation between the pages was considered
straightforward and fast. While it was possible to preview
the presentation at any point by using the Preview View,
the participants often used the fast page navigation feature
in the Edit View to preview the presentation. Still, some
needs that we were not able to predict during the design
emerged in the evaluations – e.g., our design supported only
importing of photographs captured earlier, while some
participants would have wanted to take pictures during
editing directly from the Edit Presentation View. Some
participants also requested keyboard shortcuts for the most
common operations.
USABILITY EVALUATIONS
Participants and Procedure
In order to assess the usability of the application and to gain
initial response from the users, we arranged a series of
laboratory usability evaluations during the application
development. In particular, we were interested in how well
the application design met the design principles derived
from the user study. A total of four usability evaluations
were made and they were spread over a period of 18
months in 2003-2004 as the development of the application
proceeded.
Each usability evaluation was carried out with six
participants, so overall a total of 24 users participated in the
evaluations. We recruited both persons working in our
laboratory as well as external participants in the tests. None
of the participants had previous experience in using the
application before the evaluations. Several different devices
were used in the evaluations. The first evaluation was made
with Nokia 3650, while Nokia 6600 and Nokia 6630
devices were used in the later evaluations. Each device was
the latest model available at the time of the evaluation. We
decided to utilize the latest models in order to benefit from
the increasing hardware capabilities of the devices.
Regarding the awareness of the task context principle, the
page-based structure that was used to model the temporal
dimension of the presentation was well understood. The
primary tool for indicating the current task context in the
editor user interface was the timeline. For approximately
half of the participants, it was immediately obvious how the
timeline works – for the rest, it took a moment to figure it
out. After that the participants considered the timeline to
provide an illustrative visualization of the presentation
structure and to be intuitive to use. The main challenges
were related to navigation between the page and audio
tracks, which we addressed by improving the timeline
visualizations. Scaling of the timeline depending on the
presentation duration did not confuse the participants.
The evaluations were carried out following a standard
procedure in our usability laboratory. The participants
completed a set of pre-defined tasks. We used two types of
tasks in the tests. Descriptive tasks were presented in the
form of use scenarios defining high-level objectives (e.g., to
create a Valentine’s Day greeting) that the participants were
free to complete using the application in any way they
liked. These tasks were used to find out how the
participants understood the structure of the application and
they also helped us to understand in which order they
carried out different tasks. Other tasks were more detailed
and focused on finding usability problems related to
particular features. The participants also answered
questionnaires and were briefly interviewed by the
moderator about their experiences with the application.
Each session lasted for approximately one and a half hours.
All necessary content (images, audio clips, etc.) for
completing the tasks were pre-installed on the device.
Related to the expressiveness and personalization
principles, the participants commented in the post-test
interviews that they were able to create the kinds of
presentations they wanted to and that they were satisfied
with the presentations they created. Some of the
participants requested additional editing features, including
more advanced image and audio editing functions and more
detailed control over the appearance of text.
FIELD TRIAL
Participants and Procedure
While the laboratory tests allowed us to evaluate the
usability of the Mobile Multimedia Presentation Editor, i.e.,
how well the users could achieve the given tasks with the
application, the laboratory evaluations provided less insight
on the utility of the application, i.e., how well it met the
Results
In general, the results of the usability evaluations were
encouraging. While numerous minor usability issues were
identified and fixed related to, e.g., menu structures,
terminology, navigation, and visualizations, the participants
70
CHI 2008 Proceedings · Stories and Memories
April 5-10, 2008 · Florence, Italy
user needs in a more realistic environment of use. Of the
design principles, the laboratory evaluations provided a
good tool for evaluating the usability-related design
principles of flexibility and awareness of the task context,
but they provided only limited insight on the more utilityrelated principles of expressiveness and personalization. To
shed more light on these aspects of the application, we
arranged in 2004 a field trial during which a group of users
used the Mobile Multimedia Presentation Editor in their
everyday lives for a period of several weeks.
the application stabilized around 30-60 presentations per
week. There was quite a lot of variation in the activity of
use between the participants. The two most active users
created more than 50 presentations, while six users created
ten or less. The remaining seven users created between 20
and 40 presentations each.
The presentations were primarily created for sharing with
others and the presentations were typically shared
immediately after they were completed. Of the created
presentations, 88 % were sent to others as multimedia
messages. The presentations were primarily used for
personal communication – 67 % of the shared presentations
were sent to a single recipient only. Of the remaining
presentations, only a few were shared with more than four
persons. In addition to the study participants, the
presentations were shared also with other persons, mostly
with friends and work colleagues.
We recruited a total of 15 participants for the field trial. The
participants were divided into two groups: a family group
and a friends group. The family group consisted of relatives
and friends of a couple and it had a total of nine
participants. There were eight female participants and one
male participant. During the trial, the actual number of
participants was actually larger since some presentations
were created, e.g., by the participants’ husbands, who were
not originally recruited in the trial. The friends group was
formed around two brothers and their friends. In this group,
there were two female and four male participants. In both
groups, the participants formed an existing social network,
which enabled natural communication and provided reasons
to communicate. This was considered to be important due
to the nature of the application, which relied on personal
communication. The ages of the participants varied between
18 and 56 years old and, on average, they had five or six
years of experience of using mobile devices. However,
none of the participants had used multimedia messages
before the trial. The participants had both technical and
non-technical backgrounds.
Presentations were created for a wide variety of purposes.
The topics included sharing of everyday events, invitations
to get together, and entertaining and cheering up the
recipient (e.g., inside jokes). The presentations were also
used for utility purposes, e.g., shopping or homework. Of
the created presentations, 64 % contained more than one
page. Most of these longer presentations consisted of 2-4
pages. The longest presentation had 18 pages. The average
time to compose a presentation was approximately five
minutes, which the participants did not consider too long.
Considering the design principles of flexibility and
awareness of the task context, the results supported the
earlier findings in the laboratory evaluations. In the
interviews, the participants indicated that the application
was easy to use and that the threshold of using it was low,
resulting in a large number of created presentations.
All participants were provided with Nokia 6600 mobile
devices with the Mobile Multimedia Presentation Editor
prototype to be used as their primary mobile devices. The
mobile call and data charges were covered during the trial.
Regarding the principles of expressiveness and
personalization,
the
participants
considered
the
presentations created with the application to be more
expressive and personal than normal multimedia or text
messages. The participants continued to use the application
also over the last weeks of the trial, shared a high
percentage of the created presentations with others,
including persons outside the trial groups, and created
presentations about a broad range of topics – all these
findings provide further indicators that the application
provided the participants a versatile tool for more
expressive and personal communication. Creating longer
presentations was considered to be challenging but
rewarding. The average amount of text in the created
presentations was approximately 30 characters, suggesting
that other media forms were used to substitute text in the
created presentations. Audio was found to be much more
important during the field trial than what was indicated in
the laboratory evaluations. Audio was used as a part of
storytelling, as a structural element, and for creating the
right atmosphere. The participants considered presentations
that contained audio to be better than others.
The field trial period lasted for 42 days including
introduction sessions for both groups. Every participant was
interviewed twice during the trial. The first interview was
made approximately three weeks after the beginning of the
trial and the participants were interviewed again at the end
of the trial. In addition, the participants were encouraged to
keep a diary of their experiences and the Mobile
Multimedia Presentation Editor was modified to record a
log of all application usage. We did not give any specific
tasks to the participants during the trial, but advised them to
create and send presentations as they liked.
Results
The field trial resulted in a large amount of detailed data
about the usage of the Mobile Multimedia Presentation
Editor. In this paper, it is only possible to highlight some of
the key findings.
During the trial period, the participants created a total of
372 presentations. After the initial burst of activity (126
presentations were created during the first week), the use of
71
CHI 2008 Proceedings · Stories and Memories
April 5-10, 2008 · Florence, Italy
DISCUSSION AND FUTURE WORK
ACKNOWLEDGMENTS
Overall, the usability evaluations and the field trial
provided encouraging results and the feedback we received
from the participants was very positive. The evaluation
results show that the application design met well the initial
design principles – the participants found the application to
be easy and intuitive to use and felt that it enabled richer
and more expressive and personal communication than
what was possible with multimedia or text messages. The
participants actively utilized many of the advanced editing
features that the application provided: the majority of the
created presentations had more than one page, audio was
found to be an important element, and the role of text was
smaller than in traditional messaging. The results also
demonstrate that by careful user-centered design approach,
it is possible to overcome the input and output constraints
and enable the creation of sophisticated multimedia
presentations on mobile devices.
We would like to thank Timo Koskinen, Andrei Popescu,
Guido Grassel, Ari Koivisto, Mika Röykkee, Terhi Lukkari,
Kaj Mäkelä, Erika Reponen, Tero Hakala, Ciaran Harris,
and all the other persons who contributed to the
development of the Mobile Multimedia Presentation Editor.
REFERENCES
1. Balabanovi!, M., Chu, L., Wolff, G. Storytelling with
Digital Photographs. In Proc. of the SIGCHI Conference
on Human Factors in Computing Systems, 2000. Pp.
564-571.
2. Fono, D., Counts, S. Sandboxes: Supporting Social Play
through Collaborative Multimedia Composition on
Mobile Phones. In Proc. of the Conference on Computer
Supported Cooperative Work, 2006. Pp. 163-166.
3. Jokela, T., Karukka, M., and Mäkelä, K. Mobile Video
Editor: Design and Evaluation. In Proc. of the Int.
Conference on Human-Computer Interaction, 2007.
Vol. 2: pp. 344-353.
The work presented in this paper has focused on how to
utilize audio-visual stories created with mobile devices in
personal communication in the leisure-time context.
Beyond this, we see several other potential applications for
multimedia presentations created with mobile devices and
plan to extend our work to explore them. Instead of sharing
the created presentations as personal messages, the
presentations could be published to the Internet on mobile
blogs or distributed as podcasts or alternatively shared in
proximity using short-range communication technologies.
The Mobile Multimedia Presentation Editor might also be a
useful tool for professional purposes, e.g., it might provide
a tool for journalists to create, edit, and publish their stories
directly from the mobile device without the need to transfer
the material to other devices or to other persons for editing.
4. Jokela, T., Mäkelä, K., and Karukka, M. Empirical
Observations on Video Editing in the Mobile Context.
In Proc. of the Int. Conference on Mobile Technology,
Applications, and Systems, 2007. Pp. 490-497.
5. Kirk, D., Sellen, A., Rother, C., and Wood, K.
Understanding Photowork. In Proc. of the SIGCHI
Conference on Human Factors in Computing Systems,
2006. Pp. 761-770.
6. Koskinen, I., Kurvinen, E., and Lehtonen, T.-K. Mobile
Image. IT Press, 2002.
7. Landry, B. and Guzdial, M. Learning from Human
Support: Informing the Design of Personal StoryAuthoring Tools. In Proc. of CODE 2006 [online].
Available: http://www.units.muohio.edu/
codeconference/papers/papers/Landry_Guzdial.pdf
CONCLUSION
We have described the design of the Mobile Multimedia
Presentation Editor, an application that makes it possible to
author sophisticated multimedia presentations on mobile
devices. The application enables the creation of rich and
expressive audio-visual stories, supporting the creativity of
the mobile users. As a starting point for the application
design, we have presented a study on user habits on
composing and sending multimedia (MMS) messages, and
based on the results of the study, derived four design
principles for multimedia editors on mobile devices:
flexibility, awareness of the task context, expressiveness,
and personalization. We have presented a concrete
application design that supports these principles and
implemented a functional prototype of the application on a
Nokia 6600 mobile device. To validate and evaluate the
application design, we have conducted a series of
laboratory evaluations and a field trial. In these evaluations,
the participants found the editor easy to use and indicated
that it enabled richer and more expressive communication
than the traditional mobile messaging techniques.
8. Madej, K. Towards Digital Narrative for Children: From
Education to Entertainment: A Historical Perspective.
ACM Computers in Entertainment, 2003. Vol. 1: 1. Pp.
1-17.
9. Mäkelä, A., Giller, V., Tscheligi, M., and Sefelin, R.
Joking, Storytelling, Artsharing, Expressing Affection:
A Field Trial of How Children and Their Social
Network Communicate with Digital Images in Leisure
Time. In Proc. of the SIGCHI Conference on Human
Factors in Computing Systems, 2000. Pp. 548-555.
10. Salovaara, A. Appropriation of a MMS-Based Comic
Creator: From System Functionalities to Resources for
Action. In Proc. of the SIGCHI Conference on Human
Factors in Computing Systems, 2007. Pp. 1117-1126.
11. Wu, C., Teng, C., Chen, Y., Lin, T., Chu, H., and Hsu,
J.: Point-of-Capture Archiving and Editing of Personal
Experiences from a Mobile Device. Personal and
Ubiquitous Computing [online]. September 2006.
72
Download