Wearable ESM: differences in the experience sampling method across wearable devices

Javier Hernández, Daniel J. McDuff, Christian Infante, P. Maes, K. Quigley, Rosalind W. Picard
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引用次数: 49

Abstract

The Experience Sampling Method is widely used for collecting self-report responses from people in natural settings. While most traditional approaches rely on using a phone to trigger prompts and record information, wearable devices now offer new opportunities that may improve this method. This research quantitatively and qualitatively studies the experience sampling process on head-worn and wrist-worn wearable devices, and compares them to the traditional "smartphone in the pocket." To enable this work, we designed and implemented a custom application to provide similar prompts across the three types of devices and evaluated it with 15 individuals for five days (75 days total), in the context of real-life stress measurement. We found significant differences in response times across devices, and captured tradeoffs in interaction types, screen size, and device familiarity that can affect both users' experience and the reports made by users.
可穿戴ESM:不同可穿戴设备体验采样方法的差异
经验抽样法被广泛用于收集人们在自然环境中的自我报告反应。虽然大多数传统方法依赖于使用手机来触发提示和记录信息,但可穿戴设备现在提供了新的机会,可能会改进这种方法。本研究定量定性地研究了头戴式和腕戴式可穿戴设备的体验采样过程,并将其与传统的“口袋智能手机”进行了比较。为了实现这项工作,我们设计并实现了一个自定义应用程序,在三种类型的设备上提供类似的提示,并在实际压力测量的背景下对15个人进行了5天(总共75天)的评估。我们发现不同设备的响应时间存在显著差异,并捕获了交互类型、屏幕大小和设备熟悉度方面的权衡,这些都会影响用户体验和用户报告。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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