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Gifts from friends and strangers: A study of mobile music sharing
Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. (Mobile Life Centre)
Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
2007 (engelsk)Inngår i: Proceedings of the 2007 Tenth European Conference onComputer-Supported Cooperative Work / [ed] Liam Bannon et al., London: Springer , 2007, 311-330 s.Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Mobile technology has turned the traditionally collective activity of enjoying music into an often private one. New technologies such as wireless ad hoc networks have the potential to re-connect listeners who are now separated by headphones. We report on a field study of Push!Music,a novel mobile music sharing system. Push!Music allows both manual and automatic sharing of music between users through ad hoc wireless networking, and also provides a social awareness of other users nearby. The system was used by 13 subjects for three weeks. In post-study interviews, we identified four categories of results: social awareness, sharing music with friends, sharing music with strangers, andsharing automatically. Based on this, we present implications for design that can be applied not only to mobile music sharing systems, but to mobile media sharing in general: Allow division into active and passive use; enhance the awareness of who, where and when; support reciprocity; and finally, support identity and impression management.

sted, utgiver, år, opplag, sider
London: Springer , 2007. 311-330 s.
HSV kategori
Identifikatorer
URN: urn:nbn:se:su:diva-25705DOI: 10.1007/978-1-84800-031-5_17OAI: oai:DiVA.org:su-25705DiVA: diva2:200313
Konferanse
ECSCW 2007: 10th European Conference on Computer-Supported Collaborative Work, 24-28 Sept 2007, Limerick, Ireland
Tilgjengelig fra: 2009-02-04 Laget: 2009-01-26 Sist oppdatert: 2013-02-01bibliografisk kontrollert
Inngår i avhandling
1. Playing with Context: Explicit and Implicit Interaction in Mobile Media Applications
Åpne denne publikasjonen i ny fane eller vindu >>Playing with Context: Explicit and Implicit Interaction in Mobile Media Applications
2009 (engelsk)Doktoravhandling, med artikler (Annet vitenskapelig)
Abstract [en]

This thesis contributes with insights into how aspects of the surrounding physical and social context can be exploited in the design of mobile media applications for playful use. In this work, context refers to aspects of the immediate surroundings – outside of the device – that can be identified and measured by sensors; for instance environmental aspects like sound, and social aspects like co-located people. Two extensive case studies explore the interplay between users, mobile media, and aspects of context in different ways, and how it can invite playful use. The first case study, Context Photography, uses sensor-based information about the immediate physical surroundings to affect images in real time in a novel digital camera application for everyday creativity. The second, Push!Music, makes it possible to share music both manually and autonomously between co-located people, based on so-called media context, for spontaneous music sharing.

The insights gained from the designs, prototypes, and user studies, point at the value of combining explicit and implicit interaction – essentially, the expected and unexpected – to open for playful use. The explicit interaction encouraged users to be active, exploratory, and creative. The implicit interaction let users embrace and exploit dynamic qualities of the surroundings, contributing to making the systems fun, exciting, magical, ‘live’, and real. This combination was facilitated through our approach to context, where sensor-based information was mostly open in use and interpretation, ambiguous, visible, and possible to override for users, and through giving the systems a degree of agency and autonomy. A key insight is that the combination of explicit and implicit interaction allowed both control and a sense of magic in the interaction with the mobile media applications, which together seems to encourage play and playfulness.

sted, utgiver, år, opplag, sider
Kista: Institutionen för data- och systemvetenskap (tills m KTH), 2009. 184 s.
Serie
Report Series / Department of Computer & Systems Sciences, ISSN 1101-8526 ; 09-002
Emneord
context, human-computer interaction, interaction design, mobile media, play, ubiquitous computing
Forskningsprogram
människa-maskin-interaktion (mmi)
Identifikatorer
urn:nbn:se:su:diva-8463 (URN)978-91-7155-793-3 (ISBN)
Disputas
2009-02-26, sal D, Forum, Isafjordsgatan 39, Kista, 13:00
Opponent
Veileder
Tilgjengelig fra: 2009-02-04 Laget: 2009-01-26bibliografisk kontrollert
2. Mobility is the Message: Experiments with Mobile Media Sharing
Åpne denne publikasjonen i ny fane eller vindu >>Mobility is the Message: Experiments with Mobile Media Sharing
2013 (engelsk)Doktoravhandling, med artikler (Annet vitenskapelig)
Abstract [en]

This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system – Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today.

Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffman’s understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhan’s way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility.

While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in people’s everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like.

sted, utgiver, år, opplag, sider
Stockholm: Department of Computer and Systems Sciences, Stockholm University, 2013. 101 s.
Serie
Report Series / Department of Computer & Systems Sciences, ISSN 1101-8526 ; 13-002SICS dissertation series, ISSN 1101-1335 ; 59
Emneord
mobile, media, sharing, design, studies, mobility, trials, foursquare, music sharing, co-present interaction, goffman, ubicomp, hci, mobile hci
HSV kategori
Forskningsprogram
människa-maskin-interaktion (MMI)
Identifikatorer
urn:nbn:se:su:diva-87218 (URN)978-91-7447-643-9 (ISBN)
Disputas
2013-03-11, sal C, Electrum, Isafjordsgatan 20-26, Kista, 13:00 (engelsk)
Opponent
Veileder
Prosjekter
Mobile Life Centre
Merknad

At the  time of doctoral defense, the following paper was unpublished and had a status as follows: Paper 4: Submitted.

Tilgjengelig fra: 2013-02-14 Laget: 2013-01-29 Sist oppdatert: 2013-02-14bibliografisk kontrollert

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