Smartphone use usually refers to what happens after users unlock their devices. But a large number of smartphone interactions actually take place on the lock screen of the phone. This paper presents evidence from a mixed-methods study using a situated video-ethnography technique (SEBE) and a dataset of over 200h of first-person and interview recordings with 221 unique lock screen checks (n=41). We find eight categories contextual antecedents to locked smartphone use that influence the nature and the content of the subsequent smartphone interaction. Overall, locked smartphone use emerges as a means to structure the flow of daily activities and to balance between not getting too distracted and not experiencing fomo (the fear of missing out). It also appears as highly habitualised, which can cause over-use and disruption. Based on this analysis, we provide recommendations on how intervention and design approaches can leverage differences in context and purpose of locked smartphone use to improve user experience.
Interactive virtual conferencing has become a necessity in adapting to travel reductions during the global pandemic. This paper reports experience with a recent 5-week VR conference with participants from academia and leading industry experts. Drawing on Activity Theory and Installation Theory, a structural grid for virtual conferencing activity analysis is described. We argue that for successful interactive virtual conferencing, the installation must facilitate both the development of knowledge and informal social interaction, the 'epistemic' and the 'relational'. We focus on three specific aspects of the conference activity-onboarding, networking, and intersession transitions-to highlight key issues and illustrate the process of design thinking based on distributed architecture. We discuss lessons learned to inform this fast-growing field: provisions for meaningful social interactions remain underdeveloped in current conferencing systems.
CCS CONCEPTS• Human-centered computing → Human computer interaction (HCI); Interaction paradigms; Virtual reality; Human computer interaction (HCI); Interaction paradigms; Collaborative interaction; Collaborative and social computing; Empirical studies in collaborative and social computing;This work is licensed under a Creative Commons Attribution International 4.0 License.
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