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Facilitating Mobile Music Sharing and Social Interaction with Push!Music
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. (Mobile Life Centre)
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
2007 (English)In: Proceedings of the 40th Hawaii International Conference on System Sciences, IEEE Computer Society Washington , 2007, p. 87-Conference paper, Published paper (Refereed)
Abstract [en]

Push!Music is a novel mobile music listening and sharing system, where users automatically receive songs that have autonomously recommended themselves from nearby players depending on similar listening behaviour and music history. Push!Music also enables users to wirelessly send songs between each other as personal recommendations. We conducted a two-week preliminary user study of Push!Music, where a group of five friends used the application in their everyday life. We learned for example that the shared music in Push!Music became a start for social interaction and that received songs in general were highly appreciated and could be looked upon as 'treats'.

Place, publisher, year, edition, pages
IEEE Computer Society Washington , 2007. p. 87-
National Category
Information Systems
Identifiers
URN: urn:nbn:se:su:diva-25704DOI: 10.1109/HICSS.2007.225ISBN: 0-7695-2755-8 (print)OAI: oai:DiVA.org:su-25704DiVA, id: diva2:200312
Conference
HICSS '07
Available from: 2009-02-04 Created: 2009-01-26 Last updated: 2022-02-25Bibliographically approved
In thesis
1. Playing with Context: Explicit and Implicit Interaction in Mobile Media Applications
Open this publication in new window or tab >>Playing with Context: Explicit and Implicit Interaction in Mobile Media Applications
2009 (English)Doctoral thesis, comprehensive summary (Other academic)
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.

Place, publisher, year, edition, pages
Kista: Institutionen för data- och systemvetenskap (tills m KTH), 2009. p. 184
Series
Report Series / Department of Computer & Systems Sciences, ISSN 1101-8526 ; 09-002
Keywords
context, human-computer interaction, interaction design, mobile media, play, ubiquitous computing
Research subject
Man-Machine-Interaction (MMI)
Identifiers
urn:nbn:se:su:diva-8463 (URN)978-91-7155-793-3 (ISBN)
Public defence
2009-02-26, sal D, Forum, Isafjordsgatan 39, Kista, 13:00
Opponent
Supervisors
Available from: 2009-02-04 Created: 2009-01-26Bibliographically approved
2. Mobility is the Message: Experiments with Mobile Media Sharing
Open this publication in new window or tab >>Mobility is the Message: Experiments with Mobile Media Sharing
2013 (English)Doctoral thesis, comprehensive summary (Other academic)
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.

Place, publisher, year, edition, pages
Stockholm: Department of Computer and Systems Sciences, Stockholm University, 2013. p. 101
Series
Report Series / Department of Computer & Systems Sciences, ISSN 1101-8526 ; 13-002SICS dissertation series, ISSN 1101-1335 ; 59
Keywords
mobile, media, sharing, design, studies, mobility, trials, foursquare, music sharing, co-present interaction, goffman, ubicomp, hci, mobile hci
National Category
Human Computer Interaction
Research subject
Man-Machine-Interaction (MMI)
Identifiers
urn:nbn:se:su:diva-87218 (URN)978-91-7447-643-9 (ISBN)
Public defence
2013-03-11, sal C, Electrum, Isafjordsgatan 20-26, Kista, 13:00 (English)
Opponent
Supervisors
Projects
Mobile Life Centre
Note

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

Available from: 2013-02-14 Created: 2013-01-29 Last updated: 2022-02-24Bibliographically approved

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