truly mobile services kristina höök professor at stockholm university also at sics (swedish...

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Truly Mobile Services

Kristina HöökProfessor at Stockholm University

also at SICS (Swedish Institute of Computer

Science)

Mobile Life 2007 - 2016

Mobile Life 2001 – 2007iPerG 2005 – 20084 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.

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• …

Research foundations

Truly mobileA web of buildings, roads, people, nature, intermixed with invisible wireless infrastructure and social practices

Usage- and user-centredEthnographic observation, participatory design and experimental studies

Situated and embodiedStudy and understand everyday practices – social practices and physical, bodily interaction with various tools

• 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

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

GeoNotes

Per Persson, Petra Sundström and Fredrik Espinoza

GeoNotes

78 users, 1 month, 283 notes, 84 placelabels, 28 access points

GeoNotes: Placelabels

Hocman: Ad-hoc transfer during quick encounters

Mattias Esbjörnsson, Oskar Juhlin and Mattias Östergren

Back-seat gaming

Liselott Brunnberg, Oskar Juhlin, Mattias Östergren

MobiTip: Social Positioning of Tips

Martin Svensson, Kristina Höök, Rickard Cöster and Åsa Rudström

Hot Potato: invisible magic circle in a pervasive game

Annika Waern, Martin Svensson, Markus Bylund

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

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

Seamlessness according to telecom-industry

Core PAN

Home network

Corporate network

Interconnecting structure (Internet, UMTS, WLAN, Ad Hoc, etc.)

Vehicular area network

PAN

Smart building

Personal Network Remote personal devices

Local foreign devices

Remote foreign devices

“Optimally connected anywhere, anytime”

CityWide

Seams between what?

• Within networks – coverage• Between different kinds of networks• Between the ’virtual’ world and the ’real’

architecture

Context and Seamfulness

Context awareness -• when the service is made aware of the user’s

contextSeamfulness –• 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)

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

OpenTrek: OS for shared games

Johan Sanneblad and Lars Erik Holmquist

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

Total recall

Lars Erik Holmquist, Johan Sanneblad and Lalya Gaye

Ubiquitous graphics

Johan Sanneblad and Lars Erik Holmquist

eMoto: bodily interaction to express emotions

Petra Sundström, Anna Ståhl, Kristina Höök

Affective Diary

Affective Diary

• Demo!

Example: Affective DiaryMeaning-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.”

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

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

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!

Methods

Fantastic product!

Design

Interpretation Designstudy

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

Experience clip (self evaluation (Isomursu, 2004)

Minna Isomursu

Cultural probe for evaluation

Petra Sundström, Anna Ståhl, Kristina Höök

To subjects

To partner

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?

Examples from ”Mobile Life”

http://www.mobile-life.org

Mobile 2020 competitions

Mobile 2020What 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 2020Short story competitionWinner gets small monetary prize

www.mobile-life.org/mobile2020/

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