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Truly Mobile Services Kristina Höök Professor at Stockholm University also at SICS (Swedish Institute of Computer Science)
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Mobile Life 2007 - 2016 Mobile Life 2001 – 2007 iPerG 2005 – 2008 4 senior researchers and their groups: Kristina Höök, Professor Lars Erik Holmquist, Associate Professor Oskar Juhlin, Associate Professor Annika Waern, PhD Industrial collaboration Ericsson, TeliaSonera, SonyEricsson, Microsoft Research, etc.
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Mobile & Ubiquitous Stronger success in Japan and recently in Korea Different conditions in Europe and US People are surrounded by a mixed media and technology landscape: Internet Mobile interaction Ubicomp Bodily interaction Context-dependant New use contexts – noisy, mobile, mixed tasks, public environments, … Impact on every aspect of society will be (already is becoming?) as strong as PC and Internet TV Newspapers Email/SMS/MMS Games Arts …
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Research foundations Truly mobile A web of buildings, roads, people, nature, intermixed with invisible wireless infrastructure and social practices Usage- and user-centred Ethnographic observation, participatory design and experimental studies Situated and embodied Study and understand everyday practices – social practices and physical, bodily interaction with various tools
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baby interfaces: small screen, small buttons context of use: not in the office, noisy environments, out in the "wild" realistic usage situations: laboratory testing becomes meaningless, small bursts of usage throughout the day require new methods Challenges to our field
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Mobile Services? All services should be mobile – accessible everywhere But some services explore particular properties of the mobile setting: Context Specifically position Ad-hoc connections between devices Merging the physical and the digital Limitations imposed by size and situation
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GeoNotes Per Persson, Petra Sundström and Fredrik Espinoza
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GeoNotes 78 users, 1 month, 283 notes, 84 placelabels, 28 access points
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GeoNotes: Placelabels
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Hocman: Ad-hoc transfer during quick encounters Mattias Esbjörnsson, Oskar Juhlin and Mattias Östergren
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Back-seat gaming Liselott Brunnberg, Oskar Juhlin, Mattias Östergren
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MobiTip: Social Positioning of Tips Martin Svensson, Kristina Höök, Rickard Cöster and Åsa Rudström
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Hot Potato: invisible magic circle in a pervasive game Annika Waern, Martin Svensson, Markus Bylund
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Mobile Services? All services should be mobile – accessible everywhere But some services explore particular properties of the mobile setting: Context Specifically position Ad-hoc connections between devices Merging the physical and the digital Limitations imposed by size and situation
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Challenges Service discovery? Interaction overload/stress? Interaction model? Seamfulness Seamful design Design for appropriation: open but familiar surfaces User-generated content User-generated seams, “meaning” Web 2.0 with context? Lessons learnt
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Seamlessness according to telecom-industry “Optimally connected anywhere, anytime”
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CityWide
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Seams between what? Within networks – coverage Between different kinds of networks Between the ’virtual’ world and the ’real’ architecture
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Context and Seamfulness Context awareness - when the service is made aware of the user’s context Seamfulness – when the user is made aware of the system’s context Seamful designs go beyond mere accommodation of seams; they let users find ways to take advantage of seams and appropriate them for their own ends. (Chalmers, Dieberger, Höök, Rudström, 2004)
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Mobile Services? All services should be mobile – accessible everywhere But some services explore particular properties of the mobile setting: Context Specifically position Ad-hoc connections between devices Merging the physical and the digital Limitations imposed by size and situation
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OpenTrek: OS for shared games Johan Sanneblad and Lars Erik Holmquist
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Context-aware camera Implemented on camera phones Nokia 6600 and 6630 Four different visual effects, based on sensor input Sound (level and frequency) Movement (vectorial input) Maria Håkansson, Sara Ljungblad and Lars Erik Holmquist
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Total recall Lars Erik Holmquist, Johan Sanneblad and Lalya Gaye
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Ubiquitous graphics Johan Sanneblad and Lars Erik Holmquist
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eMoto: bodily interaction to express emotions Petra Sundström, Anna Ståhl, Kristina Höök
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Affective Diary
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Demo!
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Example: Affective Diary Meaning-making, reflection and change ”[pointing at the first slightly red character] And then I become like this, here I am kind of, I am kind of both happy and sad in some way and something like that. I like him and then it is so sad tht we see each other so little. And then I cannot really show it.”
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Mobile Services? All services should be mobile – accessible everywhere But some services explore particular properties of the mobile setting: Context Specifically position Ad-hoc connections between devices Merging the physical and the digital Limitations imposed by size and situation
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Challenges Embodied interaction – but how? Lack of body in HCI? Unified interaction model - similar to Kay’s original desktop vision? Make the world the screen Connect place and information Connect devices to create big screen Extend screen by using devices that interact with position Use other modalities: sound, gestures, music Mobile as big sensing device? Lessons learnt
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Mobile service ecosystem Questions we have avoided (in most of HCI and for mobile services in particular): who pays? user experience of paying? how can we construct an open “market” for mobile services? how can we provide access to ALL services? where is the service? stop downloads!
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Methods Fantastic product! Design Interpretation Design study In the Wild! Brainstorming Persona Bodystorming Early testing: staged lived experiences Wizard of Oz Cultural probes Technical probes Tiny fingers Experience clip (self-evaluation) Ethnography
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Experience clip (self evaluation (Isomursu, 2004) Minna Isomursu
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Cultural probe for evaluation Petra Sundström, Anna Ståhl, Kristina Höök To subjects To partner
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Challenges to our field baby interfaces: small screen, small buttons context of use: not in the office, noisy environments, out in the "wild" realistic usage situations: laboratory testing becomes meaningless, small bursts of usage throughout the day require new methods new mobile eco-system needed: open platforms, no download, no operator-dependence, etc new, unified, interaction model needed: let’s do what Alan Kay did in the ’70ies? new design and evaluation methods: in the wild! include cost in user experience: what does it feel like to pay?
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Examples from ”Mobile Life” http://www.mobile-life.org
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Mobile 2020 competitions Mobile 2020 What will the mobile phone look like in the year 2020? Winner gets 6 month employment to work with their design idea Utopian/Dystopian Mobile Life in year 2020 Short story competition Winner gets small monetary prize www.mobile-life.org/mobile2020/
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