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Mobile Services Now And In The Future
Kristina HöökSICS (Swedish Institute of Computer Science)
Professor Human-Machine Interaction at DSV
Stockholm University/KTH
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SHow do we support the future mobile life?> What?
– Services– Methods – Technology– Business models
> Who?– Industry– Society– Researchers
> The timing is right!
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SMobile Life Competence Centre 2007 – 2016 > A centre at Stockholm University> Partners:
– Ericsson Research – TeliaSonera – Sony Ericsson – Microsoft Research– SME
> ~ 25 researchers, 21+ MSEK year
• Stockholm City
Municipality• FOI• STING • SICS-group• Kista Science City
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SBuilds upon existing collaborationsMobile 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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> 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
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SMobile 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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SIn the real world: GeoNotes
Per Persson, Petra Sundström and Fredrik Espinoza
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S78 users, 1 month, 283 notes, 84 placelabels, 28 access points
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SPlacelabels
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SHocman: ad-hoc transfer during quick encounters
Mattias Esbjörnsson, Oskar Juhlin and Mattias Östergren
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SMobiTip: Social Positioning of Tips
Martin Svensson, Kristina Höök, Rickard Cöster and Åsa Rudström
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SBack-seat gaming
Liselott Brunnberg, Oskar Juhlin, Mattias Östergren
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SPervasive games
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SMobile 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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STotal recall
Lars Erik Holmquist, Johan Sanneblad and Lalya Gaye
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SUbiquitous graphics
Johan Sanneblad and Lars Erik Holmquist
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SLomograph-inspired context-aware camera
> Hue, saturation & value (e.g. affected by temperature, pollution and sound)
> The effects of the sensor input can be seen in real-time
Maria Håkansson, Sara Ljungblad and Lars Erik Holmquist
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SOpenTrek: OS for shared games
Johan Sanneblad and Lars Erik Holmquist
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SeMoto: bodily interaction to express emotions
Petra Sundström, Anna Ståhl, Kristina Höök
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SAffective Diary (with Microsoft)
Anna Ståhl, Kristina Höök, Martin Svensson, Marco Combetto
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S“It was right about there I started to think like this: ohhh, how I am going to make this work, this thing here with buying a present and da, da, da. So right here, there is so MUCH that is represented here: Oh, I am not going to make it this weekend, and not then nor then nor then. And then I just thought: it will sort itself. I’ll just grab something at Kista Galleria.”
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SMaking sense of Bluetooth
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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
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SThink outside the box
> 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
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SAndrew Herbert, Microsoft Research
Bildskärm på skrivbord är den sjätte föråldrade idén. Framtidens bildskärmar är av plast, och de är sammanbyggda med väggar och vardagsföremål. Mus och tangentbord ersätts med tal, gester eller beröring.
Tal på SICS 20-årsjubileum om 7 föråldrade data-tekniker
Finns i Fo&Framsteg
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SDifferent devices for different people?
For example, elderly users:> Positive!> Twice as long!> Almost double n:o of clicks> Small icons difficult> Differences correlate with age, (working) memory ability, experience of mobiles & Internet
(Sony Ericsson T68i, WAP-services) Marie Sjölinder
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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
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SMethods
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
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SPersona (Cooper 1999)
Sandra is a confident 29 year old woman who likes to spend
time with her friends and family. She works as a trainee at a city
planning office in Stockholm. Sandra does not care about how things work technically, but she
likes new cool technological features and she is very happy with her new mobile phone that
has a camera and MMS functionality.
Persona and anti-persona
Petra Sundström, Anna Ståhl, Kristina Höök
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SCultural probe (Gaver et al. 1999)
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SBodystorming (Oulasvirta et al 2003)
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STiny fingers (Rettig, 1994)
All in ONE DAY!
Åsa Rudström, Martin Svensson, Kristina Höök, Rickard Cöster
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SExperience clip (self evaluation (Isomursu, 2004)
Minna Isomursu
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SCultural probe for evaluation
Petra Sundström, Anna Ståhl, Kristina Höök
To subjects
To partner
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SMethods
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
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SCosts
> Persona: find a basis for the persona-character, write it up – two days?
> Ethnography (quick and dirty): 2 (1?) weeks
> Cultural probe: two days to put together, then users do it all
> Bodystorming: one day> Wizard of Oz: two weeks> Experience clip: depends on application> Cultural probe as evaluation: for the evaluator, 3 – 4 days, for the subjects 2 – 3 weeks
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SCollaboration?
> Planning a competence centre, 2007-2016, funded by VINNOVA
> Ericsson, Sony Ericsson, TeliaSonera, Microsoft Research, Stockholm City Municipality, FOI, STING, Kista Science city, and others
> Will build and explore a micro-economy (testbed) with new business models, innovative mobile services, new operator role, with real users
mobile music
pervasivegames
second skin
truly mobile
embodied
user-centred
mobile eco-systems
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SCreating the future mobile life> Invent & explore mobile services
– IT for the whole life– Major consumer market– Important research area
> Industry and researcher working together to influence the development substantially
> A unique research angle: user- and usage-centred, situated & embodied, truly mobile
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SResearch 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
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SMobile Service Ecosystem: theme projects> Experiments with an abundant mobile marketplace
> Generalised interaction models> Mobile Life and its social properties
> Methods for user-centred design
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SMobile services: domain projectsExamples:> Affective Diary> Backseat Playground> Alternative Reality Game> Mobile Media: Mobile 2.0
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SExamples from ”Mobile Life”
http://www.mobile-life.org