Cross-device media: a review of second screening and multi-device television <s> Multi-device computing <s> The number of computing devices that people use is growing. To gain a better understanding of why and how people use multiple devices, we interviewed 27 people from academia and industry. From these interviews we distill four primary findings. First, associating a user's activities with a particular device is problematic for multiple device users because many activities span multiple devices. Second, device use varies by user and circumstance; users assign different roles to devices both by choice and by constraint. Third, users in industry want to separate work and personal activities across work and personal devices, but they have difficulty doing so in practice Finally, users employ a variety of techniques for accessing information across devices, but there is room for improvement: participants reported managing information across their devices as the most challenging aspect of using multiple devices. We suggest opportunities to improve the user experience by focusing on the user rather than the applications and devices; making devices aware of their roles; and providing lighter-weight methods for transferring information, including synchronization services that engender more trust from users. <s> BIB001 </s> Cross-device media: a review of second screening and multi-device television <s> Multi-device computing <s> With the selection of devices encompassing a wider range of computing surfaces, along with the near ubiquity of wireless networks, the nature of the workspace has become distributed over multiple locations and digital artifacts. We interviewed 22 professionals across a wide range of industries about their use of artifacts in their workflows to dis-cover new cross-device interaction paradigms and issues. We explore the impact of today's cloud services and app-based computing on how devices are used together. Gaps in data management and cross-device interactions were identified as the main obstacles and opportunities for improvement for multi-device interaction. <s> BIB002 </s> Cross-device media: a review of second screening and multi-device television <s> Multi-device computing <s> We present Panelrama, a web-based framework for the construction of applications using distributed user interfaces (DUIs). Our implementation provides developers with low migration costs through built-in mechanisms for the synchronization of a UI state, requiring minimal changes to existing languages. Additionally, we describe a solution to categorize device characteristics and dynamically change UI allocation to best-fit devices. We illustrate the use of Panelrama through three sample applications which demonstrate its support for known interaction methods, we also present the results of a developer study, which validates our belief that cross-device application experiences can be easily implemented using our framework. <s> BIB003 </s> Cross-device media: a review of second screening and multi-device television <s> Multi-device computing <s> We revisit Alan Kay's early vision of dynamic media that blurs the distinction between documents and applications. We introduce shareable dynamic media that are malleable by users, who may appropriate them in idiosyncratic ways; shareable among users, who collaborate on multiple aspects of the media; and distributable across diverse devices and platforms. We present Webstrates, an environment for exploring shareable dynamic media. Webstrates augment web technology with real-time sharing. They turn web pages into substrates, i.e. software entities that act as applications or documents depending upon use. We illustrate Webstrates with two implemented case studies: users collaboratively author an article with functionally and visually different editors that they can personalize and extend at run-time; and they orchestrate its presentation and audience participation with multiple devices. We demonstrate the simplicity and generative power of Webstrates with three additional prototypes and evaluate it from a systems perspective. <s> BIB004
Related to, but distinct from multi-screen environments, are multi-device systems, which involve computing experiences that span two or more devices. The focus of this articlecross-device media-is a clear manifestation of the latter. The ultimate goal of multi-device computing is in step with Weiser's 1991 vision of ubiquitous computing  , wherein computers cease to act as single entities, but as one. Multi-device eco-systems exist because there is no device which does everything optimally; each has its associated affordances. For instance, in a field study of multi-device workflows, Santosa and Wigdor BIB002 found that devices' form factors and capabilities are exploited in suitable tasks and that many of their study participants used their mobile to monitor emails, switching to their mail client on their personal computer when a call to action was initiated. Such diverse usage introduces some interesting challenges around how we can create unified experiences with this multitude of devices. Dearman and Pierce's 2008 paper 'It's on my other computer!' BIB001 makes evident the clear problems around multi-device computing, which manifest strongly around continuity between tasks on devices, the roles assigned to each device, and how we shared information between devices. More recently, since the explosion of capacitive touch-screen mobile devices, this has become an increasingly important domain of research, with Sheridan et al.  arguing that the smartphone is now indeed the ubiquitous input device. With the increase in computing power, and the dawn of cloud computing, many cross-device use cases are now being supported. Apple, for instance, offer Continuity 2 -a service which allows all major services on one's devices to be integrated, for example, to be notified and reply to a message on both mobile device and desktop. Towards unifying cross-device experiences, much HCI research of late has focused on device-agnostic, multi-device applications. Pearson et al. express the importance of cross-device consistency in their work on the collaborative reading of documents  . Such design principals are reflected in many popular collaborative document applications, such as Google Docs,  which allows users to share and edit documents in real time. Towards proving crossdevice interfaces, much recent work has more focused on using web technologies to distribute UIs across multiple devices BIB003 and explore methods to afford the user(s) the possibility of sharing real-time dynamic media across multiple devices BIB004 . Though the emerging multi-device world has clearly transformed the way we interact with computers, it has also affected many other aspects of our lives. The way we watch television is a striking example of this. Although we have not always been fully focused on our televisions in lieu of talking with loved ones or reading a book, the mobile device has overtaken the television as the main screen in our homes. We now examine the origins of this use case, towards understanding the origins, and the potential future of, multi-device television.