Playground
Transcription
Playground
Playground A mobile service for social interaction Martin Sandström February 4, 2007 Master’s Thesis in Computing Science, 20 credits Internal advisor at CS-UmU: Lars-Erik Janlert External advisor at Sony Ericsson: Michael Henriksson Examiner at CS-UmU: Per Lindström UMEÅ UNIVERSITY DEPARTMENT OF COMPUTING SCIENCE SE – 901 87 UMEÅ SWEDEN Abstract The mobile phone industry is evolving at a rapid rate and new applications and ways of communication are parts of the evolution. This master’s thesis presents a concept for an application for use in mobile phones, mainly targeted at people in their late teens. The application supports different types of social interaction with known and unknown users and has positioning and awareness features enabled by GPS and Bluetoothtechnology. The thesis describes already existing, text-based communication channels over the Internet and mobile phone net and tries to find distinctive features. Furthermore the design process used is described and discussed together with the different parts of the application. Sammanfattning Mobilindustrin växer i rekordfart och nya applikationer och sätt att kommunicera är en del av utvecklingen. Denna rapport presenterar ett koncept för en applikation för mobiltelefoner, huvudsakligen riktad mot tonåringar på gymnasiet. Applikationen stödjer olika typer av social interaktion med kända och okända användare och har positioneringsmöjligheter med hjälp av GPS och Bluetooth-teknologi. Rapporten beskriver redan existerande textbaserade kommunikationsformer över Internet och med mobiltelefon och försöker reda ut vad det är som gör dem unika. Designprocessen som pågått under projektets gång är förklarad tillsammans med applikationens olika beståndsdelar. ii Preface After four years in Umeå, one in Japan and one semester in Lund I now know what I am. I am an interaction designer. People still ask me what an interaction designer is and what I do as an interaction designer. The answer is I make things easy to use. Even better yet, I make them a pleasure to use. In a few years time I do not think I have to explain my occupation every time people ask; interaction design is up and coming and the companies are slowly starting to realize that a development team is not complete without a couple of interaction designers and usability experts. Interaction design is also about innovative solutions and new ways of interaction. This thesis is a part of my master's degree project in Interaction technology and Design and presents a concept for social interaction and positioning in an application for mobile phones. As the ever so polite female voice says on the train between Turku and Karjaa - Have a pleasant journey! I did. Lund, January 2007 iii iv Table of Contents 1. INTRODUCTION………………………………………………………………1 1.1 Goal ........................................................................................................................2 1.2 Target group..........................................................................................................2 1.3 Method...................................................................................................................2 1.4 Limitations ..............................................................................................................2 1.5 Outline of the report……………………………………………………………….3 2. BACKGROUND……………………………………………………………….4 2.1 Related work .........................................................................................................4 2.1.1 Lovegety ........................................................................................................4 2.1.2 Nokia Sensor ..................................................................................................5 2.1.3 Speck ..............................................................................................................5 2.1.4 KompisKompassen .......................................................................................6 2.1.5 Hummingbird .................................................................................................6 2.1.6 Proxy Lady......................................................................................................6 2.1.7 Meme Tags ....................................................................................................6 2.1.8 Spotme ...........................................................................................................7 2.1.9 WatchMe .......................................................................................................7 2.2 Privacy ....................................................................................................................8 2.3 Online habits of the target group .....................................................................8 2.4 An overview of the computer mediated communication of today .........9 2.4.1 Communication over the Internet ......................................................... 10 2.4.1.1 Email.......................................................................................................... 10 2.4.1.2 Instant Messaging................................................................................... 11 2.4.1.3 Chat rooms .............................................................................................. 11 2.4.1.4 Online communities and forums ......................................................... 11 2.4.1.5 Blog ........................................................................................................... 12 2.4.2 Communicating on the go...................................................................... 13 2.4.2.1 Text messages (SMS) .............................................................................. 13 2.4.2.2 MMS........................................................................................................... 14 2.4.2.3 Internet via mobile ................................................................................. 14 2.4.3 Differences in stationary CMC-applications and Mobile phone usage..................................................................................................................... 15 2.4.4 Discussion and future trends.................................................................... 16 3. WHAT IS PLAYGROUND?......................................................................17 vi 3.1 Key features........................................................................................................ 18 3.2 Jargon ................................................................................................................. 19 3.3 Modes in Playground........................................................................................ 19 3.3.1 User profile................................................................................................... 19 3.3.2 User presentation....................................................................................... 21 3.3.3 Remote mode ............................................................................................ 22 3.3.4 Close mode ................................................................................................ 23 3.3.5 Flirt mode..................................................................................................... 24 3.4 Message types ................................................................................................... 24 3.4.1 Street tag..................................................................................................... 25 3.4.2 Shoutout ...................................................................................................... 25 3.4.3 Local message ........................................................................................... 26 3.4.4 SMS ............................................................................................................... 26 3.4.5 Flirt message ............................................................................................... 26 3.4.6 Invitation message .................................................................................... 26 4. TECHNOLOGIES…………………………………………………………….29 4.1 Data transfer on distance................................................................................ 30 4.1.1 GPRS/EDGE ................................................................................................. 30 4.1.2 3G ................................................................................................................. 30 4.2 Positioning ........................................................................................................... 30 4.2.1 GPS ............................................................................................................... 31 4.2.2 Operator based services ......................................................................... 31 4.2.2.1 Telia FriendFinder .................................................................................... 31 4.2.2.2 Tre GURU................................................................................................... 32 4.3 Bluetooth............................................................................................................. 32 5. METHODS AND WORK PROCEDURE……………………………………33 5.1 The design process............................................................................................ 33 5.2 The research phase .......................................................................................... 34 5.2.1 Questionnaire ............................................................................................. 35 5.2.2 Focus groups .............................................................................................. 35 5.2.3 Social anthropological study .................................................................. 36 5.3 The idea phase .................................................................................................. 37 5.3.1 Brainstorm.................................................................................................... 37 5.3.2 Specification............................................................................................... 38 5.3.3 Scenarios and personas ........................................................................... 38 5.3.4 Graphic profile ........................................................................................... 39 5.4 The implementation phase ............................................................................. 40 5.4.1 Low-fi test .................................................................................................... 40 5.2 Hi-fi test ................................................................................................................ 41 vii 6. CONCLUSION……………………………………………………………….43 6.1 Discussion ............................................................................................................ 43 6.2 Future work ......................................................................................................... 45 7. ACKNOWLEDGEMENTS…………………………………………………...47 References 49 Appendix A - Questionnaire – in Swedish Appendix B - Questionnaire results Appendix C - Results from the Focus group 061016, discussion with seven boys, years old...................................................I 061017, discussion with four girls, 17-18 years old .............................................I Appendix D - Results from the brainstorm session How you can get in touch with and meet new contacts ..............................I How a vibrant and dynamic feeling can be mediated .................................I How the service can be abused and solutions to this.................................... II Appendix E - Flow chart for Playground Appendix F - Personas Sabrina, 16, first year in upper secondary, natural science program ..........I Markus, 18, last year in upper secondary, social science program..............I Ida, 19, last year in upper secondary, performing arts program...................I Appendix G - Scenarios Dance partner .............................................................................................................I Tasty latte ..................................................................................................................... II Trip to downtown....................................................................................................... III Good luck! ................................................................................................................. IV Where are you?.........................................................................................V Appendix H - Mood board Appendix I - Colour map for various online communities viii List of Figures 2.1Lovegety 2.2 Meme Tag 2.3 Screenshot of Playahead and Lunarstorm 3.1 Zoomed-in state of Remote mode 3.2 The interface for creating a profile 3.3 Emoticons in Playground 3.4 Remote and Close mode 5.1 The design process 5.2 Screenshot of Nattstad 5.3 Sticky-notes from the brainstorm 5.4 Colour map for Playground 5.5 Concept art 5.6 Sheets from the low-fi test 5 7 8 18 21 22 23 34 36 37 39 39 41 x List of Tables 2.1 Summary of discussed applications 3.1 The choices when creating a profile B1 Persons belonging to an online community 16 20 Appendix B xii CHAPTER ONE INTRODUCTION Mobile phones of today are getting more and more integrated with other technology and more and more targeted against specific target groups. The first mobile phones that appeared on the consumer market had one key function; you could call with it. Today they are not just phones; they are gadgets and before you go and buy one you have to decide how you are planning on using it. Maybe you want to have a camera in it. Or maybe an mp3-player. Probably both, and an Internet browser and a calendar would not harm either. And it has to look cool; reflect your lifestyle, talk your language. With the mobile phone being a highly integrated part of people's lifestyle and the increasing possibilities of combining technologies in the mobile phone a concept for an application that uses GPS and Bluetooth for social interaction has been designed. The application is named Playground and aimed to attract people in their late teens. This report is a part of a degree project in the Master of Science program Interaction technology and Design at Umeå University in cooperation with Sony Ericsson Mobile Communications' Creative Design Center in Lund, Sweden. 1 2 Introduction 1.1 Goal The goal of this project is to present a concept of an application for mobile phones with focus on social interaction and positioning. A prototype implemented in Flash has been made to show the key features as well as a possible structure and graphic profile. 1.2 Target group The application is designed for a specific target group, namely Swedish people in their late teens, 16 to 19 years old. Defining a target group was essential for the application to proceed and therefore done in the initial phase of the project. Teenagers are keen on taking on new technology and also have a strong culture in online communities and computer mediated communication (CMC) and felt as a natural group to focus on for an application of this kind. For more on online cultures and messaging see section 2.4. 1.3 Method A typical design process for software development has been used, consisting of three main phases: a research phase, an idea phase and an implementation phase. The research phase consisted of a questionnaire, focus groups, a social anthropological study of online youth communities and an additional literature study on related work. The idea phase consisted of brainstorm sessions, creating scenarios and personas, a specification of the structure and functions of the application and a graphical profile including a colour scheme and concept art. The implementation phase consisted of low-fi tests followed by implementation and testing in Flash. 1.4 Limitations Since the goal of the project was to present a concept rather than a final product, less attention has been given to implementation issues, like network and positioning technologies, and only a semi functional prototype has been implemented. The prototype is displayed on a computer screen instead of in a mobile phone and the functionality has been restricted to the scenarios designed to show the key features of Playground. It should also Introduction 3 be mentioned that the graphics are conceptual and in case of a real implementation a graphic designer should be consulted. 1.5 Outline of the report Below is an outline in order to guide the reader through the report and make it easy to comprehend. Chapter 2 – Background Describes some related work and explains the usage and culture that is associated with computer mediated interaction. With this background knowledge the reader should be able to understand chapter three and how Playground fits in a bigger context. Chapter 3 – What is Playground? Here Playground is explained, first in a brief overview and then in detail. Chapter 4 – Technologies Chapter four covers the technologies that Playground is thought to use. This chapter is not necessary to read if the reader is interested only in the concept of social interaction. It is however included for those who want to know what technologies could be used if Playground would be implemented with real network and GPS-features. Chapter 5 – Methods Chapter five explains the work procedure from idea to prototype for the readers who are interested in the design process and what tools are used in product development. Chapter 6 - Conclusion Here the result of the project is discussed together with some conclusions. The different methods used are also reflected upon and the chapter concludes with a section that possible covers future work. CHAPTER TWO BACKGROUND In this section the background of the project is covered in an overview of related work, some words on the privacy issue, a look into online habits of the target group and a study of the culture and usage of messaging and CMC-applications. 2.1 Related work Playground is a tool for social interaction where you can communicate with your friends, meet new people and graphically see the location of your friends. Social interaction and positioning are easy to combine for a variety of interesting applications, especially if the application is implemented in a mobile device. Not surprisingly there have been many attempts, both commercial and scholarly, at creating an application that integrates social interaction with positioning. Below is a selection of work similar, or related to Playground. 2.1.1 Lovegety Released in 1998 by Erfolg, the same company that gave us the Tamagochi, Lovegety turned into a major commercial success in the crowded cities of Japan. The Lovegety is a small device that senses if another device is 4 Background 5 within a five-meter radius and then starts to sound and blink. It is a way to flirt and meet new people and comes in a female version and a male version. You can set the device on three modes; talk, karaoke and get2. If a device of the opposite sex enters the five meter sphere and your modes match you will be alerted and if they do not match you will still be alerted but with another sound. It was welcomed by the hectic Japanese as a new way to meet people when they did not have the time for club hopping [21]. Figure 2.1 Lovegety 2.1.2 Nokia Sensor Nokia Sensor from 2005 is a software downloadable for Nokia mobile phone owners. It is an application that uses Bluetooth to enable you to send messages and share files with other Sensor users. Nokia Sensor also detects if there is another user in the area and lets the users read and interact with each other’s presentations, called folios. The folio consists of five pages with a presentation, media files and a guest book [33]. 2.1.3 Speck Speck, also from 2005, is quite similar to Nokia Sensor. It is a program that comes as a small accessory but can also run on Bluetooth-equipped mobile phones and PDAs. Speck uses already existing buddy lists from a user’s IM-client and allows the user to share files with other Speck clients. Speck uses Bluetooth class one and alerts the user when a person in the buddy list is near and in addition one can also set one's status to invisible or add a location manually to one's user name [39]. 6 Introduction 2.1.4 KompisKompassen KompisKompassen is a prototype from 2004 developed at IT University of Göteborg, Göteborg University and Chalmers University of Technology. KompisKompassen is a handheld device that uses GPS to give a relative position to the target by displaying a direction and a distance. The prototype was designed as a friend finder-application but could be used in many fields of application [8]. 2.1.5 Hummingbird Hummingbird, developed in 1998 at the Viktoria Institute in Gothenburg, Sweden is a group awareness device that tells you if other members from the predefined group, also carrying a Hummingbird, are present (approximately within a 100 meter radius). The network is an ad-hoc and only detects Hummingbirds within the group, and if it does the Hummingbird sounds and displays who is near. The Hummingbird can be used as a tool for social interaction but can also be used in professional contexts [19, 47]. 2.1.6 Proxy Lady In 1999 researchers from the Viktoria Institute developed a prototype called Proxy Lady. Similar to the Hummingbird, Proxy Lady is a mobile device, running on a PDA equipped with a radio transceiver, that is used for detecting people within your personal sphere. What makes Proxy Lady different is that it is primarily used in work settings and associates people with "information items" such as an email or a meeting. This is made manually from a computer and when the person associated with the item is near, Proxy Lady alerts the user and by that supports "opportunistic communication" [9]. 2.1.7 Meme Tags Meme Tags from 1998 is part of a research on Group Wear at the MIT Media Laboratory. Meme Tags are interactive nametags that could be used at conferences to support social interaction among the participants. With the Meme Tag, you do not only display your name but also so called Memes; small messages and words of wisdom that are added via computer stations located at the conference. These Memes are then spread when participants meet and change Memes. In addition there are big screens in Background 7 the conference area that gather data from the Meme Tags and visualize a Meme's spread, popularity and other statistics [7]. Figure 2.2 Meme Tag 2.1.8 Spotme Like the Meme Tags, Spotme developed in 2000 is also designed with conferences in mind but is a commercial product available for companies to rent. Spotme comes as a PDA and contains all participants’ "business cards", together with possibility to scan the surroundings to know who is around. It is also possible to arrange surveys distributed to the units and involve the participants in meetings through interactive games [40]. 2.1.9 WatchMe WatchMe, from 2004, is another device developed at the MIT Media Laboratory. It comes in a wristwatch design and supports communication and awareness in an emotionally close group like a family, or close friends. It supports synchronous voice communication, voice messaging and text messaging and can in addition tell where the user is, restricted to the user’s predefined locations, like "School" or "Office" and if he or she is moving or engaged in a conversation (sensed by an accelerometer and a microphone). If a person in the group wants to know where another person is, that person’s face will appear on the display of the watched person's WatchMe to let him or her know that someone is thinking about him or her [32]. 8 Introduction 2.2 Privacy Privacy will always be an issue when working with positioning. People want to be in control of their personal information. They want to know if they are being watched or tracked. There are many benefits from positioning and tracking services, like for instance safety and a more personal and targeted service, but it comes with a price. A general rule is to always inform the user what information he or she must give to the system to be able to access a certain service and then let the user decide if he or she is willing to do so. it should also be on equal terms; if you can watch a person, as an individual, that person should have the right and option to watch you, like in friend-finder applications as Telia's FriendFinder (see section 3.2.2.1) or Playground. Two issues that were discussed in the focus groups and which the participants found crucial to be designed for in order to use an application like Playground were the option to be invisible and to have control of who has access to the data that tracks your whereabouts. This has been thought of together with other privacy issues in order to always let the user have control and make active decisions regarding his or her visibility and accessibility. For more on the details of Playground see chapter five. 2.3 Online habits of the target group The target group is Swedish late teens, aged 16 to 19. This group is much represented on the Swedish online communities and their activities online are to a great extent integrated with their daily lives [5]. Most of the teenagers that belong to a community online are members of one or both of Sweden's biggest youth communities Lunarstorm and Playahead. Lunarstorm is bigger and have a target group between 12 and 24 year olds. Playahead is more popular in the big cities and is more niched towards clubbing and nightlife in general. Their target group is 13 to 25 year olds [1, 4, 25]. The questionnaire made at the beginning of the project showed that besides all the activity associated with communities, the target group also communicates with their friends via instant messaging-clients such as MSN Messenger but online dating services are not popular. A reason for this could be that Dating services have a clientele with higher average in age and that flirting is already possible in the youth communities. Background Figure 2.3 Screenshots of 9 Playahead and Lunarstorm 2.4 An overview of the computer mediated communication of today What happened to face-to-face communication? It still exists, off course, but with the introduction of the Internet communication has found a strong competitor in textual based communication. 15 years ago people still related on telephones when they wanted to set up a meeting or just talk when they could not meet face to face. You actually went to the local post office or bank to do your errands and meeting friends and new acquaintances was something you did at your workplace, some cultural association or at parties. Today we still go to parties and some people love talking gossip over the phone for hours but is has been found that Americans involvement in group-oriented activities has declined in recent years [23] and a lot that was taken care of face to face have moved to the Internet and are today done by email, instant messaging, online forums and Internet communities and dating services. But why all this multitude? Different channels have different purposes and maybe there is a reason why we do not invite people to our wedding with an SMS-message or why we add our friends to our IM-buddy list but not our head of division. In a study on American postgraduate students it showed that they preferred different channels for different situations. They would for instance use instant messaging or email for making plans but not for apologizing, which preferably was made face-to-face [41]. What nonverbal communication channels are used over the Internet and the mobile net today? How are they used and what differs them from each other in aspects of levels of formality? It should be mentioned that usage of computer mediated communication tools and mobile phones differs with culture and age but this study tries to find general usage aspects that can be applied on most users and situations. 10 Introduction 2.4.1 Communication over the Internet Today there are a variety of channels to choose among if you want to communicate on the Internet, so called Computer Mediated Communication (CMC). They all have different purposes and different levels of formality. The language is always the bottom line message carrier in textual based communication and the use of language usually sets the level of formality. You could for instance write an email in very sloppy English and it would be considered all right if sent to family members or friends but not all right if sent to a job client [6]. Who the message receiver is clearly affects the level of formality and since we tend to use different channels for different audiences and message receivers there is an informal distinction of formality also in the channels. It is also evident that different channels develop their own form and syntax that suit the purpose of the channel [26]. Divided in three general groups the purposes could be summarized as group one; communicate with an already established contact, group two; meet new friends and group three; share your opinion and experiences. Although many of today’s applications fit in all of these categories an application usually has a main purpose and with that in mind it is my intention to describe some of the biggest and widely used applications in each group and look at their key features. Email, instant messaging, communities, (chat rooms) Communities, chat rooms, (IM) Forums, blogs 2.4.1.1 Email Email was one of the first way of communication to hit the masses when the Internet was introduced in the early nineties and today it is widely spread all over the globe as the most common way of communication over the net for professional and non-professional use [10]. Email is maybe the most formal and safe way to communicate on the Internet, however it is still inferior to regular mail and telephone. Is it because the longer the channel has been in use, the more refined and formal it gets? Or is it because you loose the personal touch that would come with a person’s voice or hand written signature? Anyhow it was noted as early as in 1978 that email was not associated with the formality that was expected in a typed letter [11] and the phone is still superior all textual based communication forms over the Internet when it comes to socio-emotional content due to the vocal cues it provides [41]. Background 11 2.4.1.2 Instant Messaging Instant messaging (IM) is growing in popularity in the personal sphere, and especially among young people [26]. The communication made over IM is fairly close to a face-to-face conversation due to its real time chat style of private interaction between two individuals. However, it has been found differences in the way males and females use IM. Males generally have a more speech-like style while the communication of females is similar to traditional writing [27]. Misinterpretations exist but cues given by facial and verbal expressions are exchanged for a variety of smileys and emoticons; facial expressions illustrated by a set of characters, acronyms or small graphics. Since the conversation is in real time emphasis is not on a correct use of language but rather on getting the message through before the conversation dies. IM is considered less formal than email, but with new features like recording options IM too might transform into a more formal way of communication, at least in the work sphere [30]. It may as well be that we keep separate IM accounts for work and leisure as many already do with email. On the other hand, IM is considered more suitable for personal, informal communication due to its similarities to face-to-face and telephone-mediated communication. IM is also a success thanks to its ability to enable multitasking. While on the phone, you can do things simultaneously but your conversation partner might still sense that you are doing something else at the same time. With IM you can have several conversations running at the same time while still doing something else and you can also set your availability so that others can see if you are busy, available or not present [41]. 2.4.1.3 Chat rooms Chat rooms works much like virtual mingle parties, synchronous in the time domain but asynchronous in the space domain. Chat rooms were popular in the early days before communities and IM took over, and were quite analogous to real meeting facilities as bars, parties etc. Strangers met and talked openly, sometimes with the option to go private. If you wanted to "meet" again you had to decide on a time and date when both could. It was used mostly for meeting new and already established online contacts. The writing style in chat rooms are casual and filled with abbreviations in order to keep up with the sometimes very fast pace. 2.4.1.4 Online communities and forums The concept of online communities is much debated, much due to the fact that there are so many definitions of the word community [22]. Here online community refers to online community spaces that enable exploration and interactivity with other members, but with its foundation in the offline 12 Introduction world, hence it is not a virtual world or any kind of arena for role-play. The basic structure for an online community is that you have to become a member to gain full access to forums, presentations etc. Members interact through discussion boards, or forums, labelled by subject (the community space), or they can send private messages on an internal message system (the personal space). Usually there is a more or less detailed profile page for each member, depending on what kind of community it is. There are all sorts of communities on the Internet. There are forums, which descend from email-based newsgroups and bulletin boards, with a very narrow target group based on an interest in a specific subject like a computer game, a car model or an illness, as well as communities for youths with millions of members where you can write diaries, upload pictures, keep in touch with your offline friends and meet new online friends. The structure of online communities is always changing and new kinds of communities are brought to life. With online dating services the focus is on the users; the presentation, or profile page, becomes crucial whereas there is less need for interest groups and forums. There are also communities that focus on media for entertaining, like small games and video clips. Here the members post the media files and other members enjoy and comment the files but with less care for whom the other members are. The jargon used on an online community varies depending on the community but generally the language used is relaxed and informal. 2.4.1.5 Blog Blog is a portmanteau of web log and is a channel that has gained a lot of popularity in a few years time. There are over 60 million blogs on the Internet [44] and surely more to come. The blog descends from online diaries, chronicles and perzines and is a website with journal-style entries. The blog is dedicated to a specific subject giving the authors view on that subject and often pictures and external links for an interesting reading. It is also common to write about yourself, your thoughts on society, life and your daily experiences in a more diary-like form but still for an audience in mind [49]. The blogs usually keep high quality-language and layout, probably because the purpose with the blog is to share an opinion with others and therefore should be interesting and easy to comprehend. We have seen that there are many CMC-applications on the Internet and they all have their specific usage domains. These domains may change with time and span both the personal and the work sphere and they may also be put aside by future applications. There seem to be a need for various formality levels in order to know how to interpret the message and the level is set both with language and choice of channel. But what happens when we introduce a new playground, with the mobile phone as platform? What do we use our mobile phones for, except for talking, and where do the new ways of communicating on the go fit in in our formality scale? With Background 13 mobility things can be seen from a different perspective and in the next section we take a look at textual and graphical communication with the mobile phone in focus. 2.4.2 Communicating on the go Besides verbal communication, the most obvious way of communicating with a telephone, there are many other channels one can find in a modern mobile phone. A mobile phone does not only have access to the telephone net but also the Internet via a variety of protocols developed in order to take second generation mobile telephony into the third generation, and in practice increase data transfer speed thus enabling streaming of richer media. WLAN is on the rise on the mobile phone front and many mobile phones also have Bluetooth, which enables local peer-to-peer networks. With all this technology the mobile phone is not just a phone anymore but also a multimedia and communication gadget that offers applications for every occasion. Except for CMC-applications that have been adopted from the computer world, like email and IM, there are two relevant applications especially developed for communication with mobile phones; SMS and MMS. 2.4.2.1 Text messages (SMS) Text messages sent by mobile phones, or Short Message Service (SMS), are very popular in Europe and are growing in popularity in the United States [39, 40]. SMS is limited to the small display of the mobile phone in its presentation and one message contains a maximum of 160 characters [42] (even though modern mobile phones can link several messages to one long message) which makes it a strong alternative to calling someone if you just want to give a quick information update like "I'll be home at nine." or "Go ahead, I catch up with you later." SMS is usually cheaper than a phone call and has also the advantage that you can communicate in silence, for your privacy and without disturbing people around you. Furthermore it is asynchronous so you are not dependent of the receiver’s availability, nor do you have to engage in any conversation and greeting rituals if you are in a hurry [17, 27]. SMS is widely used in the personal sphere, especially among youths and is mostly used for informal communication [17, 27, 42] including so called "lightweight" communication where you use SMS to maintain more distanced relations in your social network. This could be a colleague or a friend introduced by a friend where a phone call would feel awkward but there still is a need to say something that can be interpreted as "You are still in my network, I haven't forgotten about you" [20]. However, SMS does not seem to be well suited as a work tool. Possible explanations for this could be its informal style inherited from the personal sphere or 14 Introduction simply that the effort in writing and sending an SMS is too large compared to making a phone call when costs and privacy are no factors [42]. 2.4.2.2 MMS Multimedia Messaging Service (MMS) is the next generation mobile message service, similar to SMS but with one large upgrade: it enables sending multimedia (pictures, video and sound) as well as text. MMS was predicted to be a big, revolutionary success in 2001 [34] but unfortunately for the industry that never happened [13, 15]. One key to the success of SMS is the simplicity in the short, text-message. MMS however, suffered from many teething problems when it was released and required quite a bit of an effort to use [36] and this might have stopped MMS from reaching the masses. It is also more expensive to send an MMS compared to an SMS and it has been argued that people do not bother to send pictures etc. with their phones when they can get the same file with better quality using their computers and Internet [13]. Even though MMS has been compared to SMS they are in fact two very different applications. With SMS you communicate with text, hence mainly written language as the message carrier whereas with MMS you communicate with media files as the main message carrier combined with additional text. You could also use MMS as a mere media transfer application, as for example if your friend wants the same background image as you have and you send it in an MMS. Either way of use MMS needs to be required as a unique genre of communication with its on characteristics in order to be successful [28]. 2.4.2.3 Internet via mobile Today it is possible to access the Internet with your mobile phone and use mobile versions of email, communities, blogging and IM. This opens up new ways of communication; the applications are more or less the same but now they are used outside the home and in an environment that can affect the communication. The involvement in the environment per se makes for stories to be spread, as for example with mobile blogging (moblogging) [14]. With mobility and constant availability some of the formality linked with a channel might disappear, as with the Japanese youth and their usage of mobile email, which is used in the same way SMS is used in Europe [38]. Also moblogging might develop into a less formal way of communication compared to regular blogging due to the inconvenience of long text input on a mobile phone. Instead of formal language the focus is rather on conveying the ambience of the settings of the moblogging. Background 15 2.4.3 Differences in stationary CMC-applications and Mobile phone usage The biggest difference between stationary and mobile CMC-applications is undeniably that with the stationary applications, mainly used from your home or your workspace, the environment probably does not affect the message very much, whereas with messages sent from outside your home or workspace, which off course is strongly supported by a mobile phone, the very environment may shape the content of the message. Mobile CMCapplications seem to have their biggest usage domain in the personal sphere, often used for hypercoordination (an expression coined by Ling and Yttri meaning short notice change of plans made over a mobile phone)[17, 29], lightweight communication or killing time, thus giving it a less formal touch than stationary CMC-applications. The circumstances in which the communication is taking place have to be taken into consideration. It is for example hard to write long messages while walking or with cold fingers and you do not want to share your conversation with strangers on the bus. This makes mobile communication not always the best choice but is still a good alternative to stationary communication if you need to send an email or other type of message but are on the road. It can also be the choice of preference if the environment is a part of the interaction, as in the moblogging trend. Not only the environment but also the technical restrictions set limits. A keyboard and a big display, which is the ordinary HCI-setting for stationary computers, make communication run smoothly and we do not have to think about the tool itself and can concentrate on the message. Fixed payments enable us to communicate without having to worry about big bills. On a mobile phone however, we have to struggle with small displays, small buttons and limitations in text input. As if this would not be enough, many have to think about expenses in terms of money as well. Below is a table summarizing all the application discussed with respect to formality, field of application and environmental context. 16 Introduction Table 2.1 Summary of discussed applications 2.4.4 Discussion and future trends Nonverbal CMC has changed rapidly in 15 years going from email to IM to all sorts of interaction in online communities along with SMS, MMS and recently Internet-based mobile phone usage. Different channels suit different occasions and have different levels of formality. Email still holds strong ground as a formal and secure application spanning all communication domains, but with mobile phones enabled to send and receive emails there might be a new way of usage, more informal with shorter messages and more similar to SMS. For IM, considered as a foremost informal channel, to gain domains in formal use might be harder due its similarities to verbal communication but without the socioemotional cues in a person’s voice. IM is being used in some workplaces, and even though the conversations are mostly job related the channel is also used for off-topic conversations and then on a lower level of formality [2, 42]. With more CMC-applications in the mobile phone new issues regarding privacy and safety arise. SMS has been spared from spam but with email, IM and web browsers in the mobile phone, spam and virus protection becomes crucial if people are to use the applications freely. There will also have to be strong policies regarding tracking and positioning if this kind of services becomes more frequent. But if these issues are covered there will surely be many new CMC-applications for both mobile and stationary use including tagging [35], positioning and lifestyle and friend-finder applications as the recently released Utatomo by the Japanese phone company KDDI where you can interact with others with similar music taste [24]. Looking at the trend of today the mobile platform and the stationary platform will get more integrated, with the Internet as common factor. Today you can send SMS from your home computer and you can read and Background 17 post online community-messages from your mobile phone but the platforms will always have their specialties. On a stationary platform you will have lucidity, easy editing and easy text input, whereas a mobile phone can take advantage of mobility and the changing surroundings when on the go. However, mobile network operators have a big responsibility for new mobile technologies to be a commercial success. They have to work between the different operators and data transfer prices also have to be under the limit where users choose a cheaper alternative of communication. What the future holds is hard to predict and sometimes applications do not even end up being used as expected, as with the pager for example [35]. Bill Gaver [35] puts it this way: "Rather than dictating what a system is for, or even what it means, it is often more effective to design systems that are suggestive and open to interpretation. For it is in the act of making meaning from ambiguous situations that we are often at our most playful." With this in mind maybe future applications should be released without too many intentions and let the users themselves set the usage area and level of formality. Just keep it simple and the users will set the direction and come up with demands. CHAPTER THREE WHAT IS PLAYGROUND? This chapter thoroughly explains the application and the concept behind it. It states the key features first and then goes into detail for every mode. Playground is an application for mobile phones with its fields of application in social interaction, targeted to 16 to 19 year-olds. Playground is a community-like application in that you can add your friends and keep in touch with them, and you can also meet other Playground users based on searchable profiles. All users have a profile as well as an ideal-match profile. They also have a presentation consisting of a photo, interests and a short text. Most of the functions in Playground use GPS-technology to keep track of the locations of your contacts and location-based messages. The profile matcher uses Bluetooth-technology and can be used both for flirting and finding new friends. Playground consists of three modes and a menu for navigation. The modes are called Remote mode, Close mode and Flirt mode. Remote mode is the start-up mode and consists of a map of the area where the users is located and nodes, in the shape of animals, that represent users from the contact list together with street tags – interesting spots around the city posted by other users. 17 18 What is Playground? Figure 3.1 Zoomed-in state of Remote mode. A street tag and three animals are visible. In Close mode you can get a feeling of what kind of Playground-users are in the area. You can see which animal, interest and mood is highest represented. Flirt mode appears when you have a profile-match in the area and allows you to read the presentation of your match and send short-range messages. In these three modes you send different types of messages to other users and thereby interact with them. The message types are described in section 3.4. 3.1 Key features The profile matcher lets the user have an exciter and icebreaker wherever he/she is, right into his/her pocket. The Playground map lets the user locate and get in touch with his/her friends without making a single call. The street tag gives the user a dynamic wikipedia on people’s favourite spots in the city he/she is present at. The Right here, right now-mode gives the user an orientation to the people in the surroundings’ mood and character. What is Playground? 19 The user can also send local messages and mass messages, which give him/her the possibility to select the type of message that suits the situation best. Playground combines many different communication channels in one application and in addition uses GPS and Bluetooth for positioning and awareness. 3.2 Jargon The jargon mediated via the music, graphics and text in Playground is inspired by the online youth communities studied in the research phase and should reflect the feeling of playfulness, exploration and urban lifestyle. The name Playground was chosen as a metaphor for a place where people play, have fun and interact with old as well as new found friends. The whole city is the playground and this is also the message in the slogan in the mood board; "Discover life, come out and play!” (see Appendix H). 3.3 Modes in Playground Playground is a fairly complex application, which lets the user interact with other Playground users in different ways. In this section all the modes, or parts, of Playground are explained. See the flow chart in appendix E for an overview of the different parts and how they are bound together. 3.3.1 User profile The first thing a user does when starting Playground for the first time is making a profile and a presentation. In the profile page the user both set his/her own information and the preferences for the match Playground should look for. The information that should be entered for both parts can be seen in table 3.1, including the alternatives that can be chosen. In the match-profile options include "Doesn't matter" for all categories whereas the user has to be more specific when describing him/herself and also give a precise age since the age becomes a part of the user name. The interests are chosen from a list of icons that also appear in close mode. The rest is displayed with radio buttons, drop-down menus and sliders. The user also has to choose a user name but it does not have to be unique since identification is made with the telephone number. 20 What is Playground? Table 3.1 The choices when creating a profile Playground will search for. Depending on the choices when creating the profile the user then gets a power animal that is thought to characterise the users personality. The user is also informed which power animal he/she is looking for based on the preferences. Obviously the power animal does not tell much of how the user is as a person but also function as an avatar used in both close and remote mode, and also in the user's presentation if not a photo is added. The power animals available are the crazy monkey, the sophisticated parrot, the wild lion and the indifferent crocodile. If a profile is too diverse, or the match-profile has too many "Doesn't matter" the power animal will be the diverse elephant. It should be possible to tell what character the power animals mediate by looking at them, but for this a graphical designer should be consulted and in the prototype they are neutral and rather childish looking. What is Playground? 21 Figure 3.2 The interface for creating a profile. In the final stage of the making of the profile the user can set how sensitive Playground should be when looking for matches. If the sensitivity scale is set to 100% only profiles that match the preference profile exactly will be registered. If the scale is set to 0% all profiles in the area will be registered as a match (but in order to be alerted the match has to work both ways, i.e. if the user does not match the match's preference profile nothing will happen). 3.3.2 User presentation The presentation is available for other users when a contact is established in flirt mode and as a signature when a street tag is placed. The presentation contains the user's user name, a space for a picture that can be loaded from the phone's picture folder and space for a tag line and a short presentation text. The tag line functions as a head line for the presentation and has a 22 What is Playground? bigger font than the presentation text. It also displays the interest icons that were chosen in the profile mode as well as an emoticon that mediates the user’s mood. Emoticons that can be picked are happy, sad, angry, lost, in love, naughty, tipsy and cool. Figure 3.3 Emoticons in Playground 3.3.3 Remote mode The remote mode, also called "Your Playground", is the main mode. Here the user can see his/her contacts that are in the same part of town as well as local Street tags. The map is centred around the user, who appears as an avatar like the other contacts. The map reloads every five minutes so if the user moves, so does the map. There are two map views; zoomed in and zoomed out with zoomed out as default. When zoomed out, the map covers an area of approximately 3.3 km x 3.6 km and when zoomed in, 1.2 km x 1.3 km. By navigating among the avatars and Street tags and selecting one, options regarding that object appears on the screen. If an avatar is selected the options are send an SMS or view that users’ presentation. If a Street tag is selected the options are to save, delete or read the tag. If the user selects his/her own avatar the option to see his/her own presentation appears. If an avatar seems to be asleep (an animation of "Z"s is attached to the avatar) it means that the contact has stayed within the same area, approximately a 30 meter radius circle, for seven position updates, i.e. 30 minutes, or more. The coordinates are checked by the GPS-enabled server that tells the Playground clients where to draw the avatars and if to add the sleepanimation or not. If a user is at a location not covered by the map he/she is still traceable. In the contact list, to the right of the user name is the town he/she is located in at the moment. If he/she would be invisible or in a place What is Playground? 23 not registered in the database with cities and places, for instance abroad or a rural area the text "Unknown location" appears to the right of the user name instead. 3.3.4 Close mode Contrary to remote mode, close mode tells nothing about specific objects. Close mode, which is also called "Right here, right now" rather functions as a live feed survey of other Playground users around the user. The Playground server gathers all user profiles within approximately a 50-meter radius and sorts out the three most frequent power animals, interests and moods. This is then displayed in the user’s close mode. This feature was added to Playground to give a feeling of socio-contextual awareness. Close mode can tell the user what kind of Playground users that are in the area. By looking at your Playground's close mode you can find out if the power animal you have as preference is strongly represented, or you can see if there are many others with the same interests as you in the area. An implementation option could also be to add gender awareness by letting the rays in the background be red and white if the majority would be girls and blue and white if the majority would be boys. It should however be understood that Playground does not measure the people in the area but only other Playground clients. The result of the survey might therefore be heavily misleading if the user interprets it as if it was based on every single person in the area. Figure 3.4 Remote and close mode 24 What is Playground? 3.3.5 Flirt mode In order to add excitement through unanticipated interaction with other users the original idea of a mobile dating service was kept alive and resulted in Playground's flirt mode. Flirt mode is designed to support flirting but practically, it can work equally well if the user just wants to use it to meet new friends. By setting the preferences in the profile (section 5.3.1) the user can control the search criteria and in addition form his/her presentation to be either flirt or friend-finder oriented. The flirt mode only appears when there is a mutual match, and this is locally restricted to the Bluetooth class two-limit of ten meters. When a user has a match Playground enters flirt mode, alerting the user with vibration, sound or both. The user can watch the presentation of the match and decide if to ignore the match, send a message via the Bluetooth connection or block the match. If the match is blocked it means that that Playground client is ignored by the profile matcher in the future. There is no way to manually unblock a client so it should be used with caution and is foremost for prevention of stalker-like abuse. If the users decide to message each other they do so over the Bluetooth connection, thus if the ten meters limit is exceeded the connection will end. If a connection is unintentionally ended or ignored the profiles are still searchable, however not before twenty-four hours have elapsed. There is one alternative if the user is still interested and wants to get to know the match better but is not yet ready to meet face to face, and that is to save the presentation of the match for later. Flirt mode is however mainly for local communication, hence the Bluetooth-based message type, and therefore if the user wants to contact a saved match the only way to do so is by a local message. This is thought to encourage a fast transfer to face-to-face communication as well as, again, protect the user from stalker-like abuse. 3.4 Message types With all the different types of messages that Playground supports it can be a bit confusing. This section helps the reader to sort them out and understand the differences. What is Playground? 25 3.4.1 Street tag The Street tag has its name from the graffiti culture where a tag is a person's, or crew's signature that they spread over town to mark their turf and show where they have been. A Street tag in Playground works in a similar way, hence the name. A Street tag is a message the user associates with a certain place and place on the Playground map for all users to see. The Street tag is only visible for one hour and only for those who have the tag's coordinates represented on their map, i.e. other users will not see the tag unless they are in the same part of town or travel there within an hour. The one-hour limit has been set as to prevent the map from becoming cluttered. The tag has a genre attribute attached to it so other users know what kind of tag it is and may discard it without reading it if they are not interested. If they are interested they can save the tag (and later also delete it), which then becomes a permanent icon on the map. The genres a Street tag can have are café, shopping, nightlife and cool stuff. It is foremost a way to communicate your opinion and inform other users of something that have caught your eye. If Playground would become a commercial success and widely used the Street tag would probably fast become a victim to commercial ads from beckoning shops but as for today there is no way to prevent this. An idea not implemented in this version of Playground, though a possible development, could be Private tags. Those could be visible only for the user that places it or a group selected from the contact list. 3.4.2 Shoutout The Shoutout is a mass message that goes out to everyone in the user’s contact list. The Shoutout appears at the top of the map as a single-line scrolling horizontal text and is limited to 90 characters in order to make it comprehensible since the screen is limited to 28 characters per line. The message is on a scrolling loop for five minutes or shorter if another message takes its place. The Shoutout can be used for messages that concern all of your friends, like in arranging a spontaneous party or for small greetings. There is a setting in preferences that can disable Shoutouts from all, or individuals. 26 What is Playground? 3.4.3 Local message The local message has similarities with the Street tag in that it is bound to specific coordinates and delivers a message to a receiver, but in this case the receiver is unique and chosen from the contact list. The receiver receives the message if and when he/she enters the area around the given coordinates. It is the server that keeps track of the local messages, its coordinates, receiver and if the receiver is in the area. When the message is received and read it can not be saved and should be treated as a message that has both a place and a certain time associated with it, something as perishable as a face-to-face conversation. 3.4.4 SMS SMS is actually not a message type in Playground. The reason it is brought up here is that it can be used from Playground. When choosing a contact from the contact list or from remote mode, the user has the option to send an SMS. Then Playground creates a link to the phone's SMS-interface and when the message is sent jumps back to the Playground client. On the receiver side the SMS does not appear within Playground but acts as a usual SMS. The collaboration between the two applications is possible due to the fact that both SMS and Playground use telephone numbers as identification. 3.4.5 Flirt message The message sent in flirt mode is sent over a peer-to-peer Bluetooth connection and as with the local message, it is not possible to store the received messages. For more on the message and communication in flirt mode see section 3.3.5. 3.4.6 Invitation message Before you add your friends to your contact list, you will not be able to see where they are by using Playground. Since positioning is a delicate issue regarding privacy it is important that the users have strict control of who can locate them. This is solved with an invitation that needs the clients telephone number for identification, and then the permission to add the user to the contact list. The adding is mutual, so is the deletion of a contact, i.e. a user can not have a contact without that contact having the user in his contact list as well. The adding is made from the contact list as the first What is Playground? 27 selection, "New contact" and then the new contact's mobile phone number is asked for. With the phone number known Playground knows where to send the invitation. In case the given number does not have a Playground client installed a pop up message will alert the user. On the invited person's Playground a pop up message appears, informing the person of the invitation. The adding procedure works much like the one in flirt mode; after the alert pop up the user can choose to block the inviting person from future invitations or see the person's presentation. From the presentation page the user can choose to add or block the person. If added, the person is added to the contact list and also appearing as an avatar in remote mode if visible and in the area. The person that initiated the invitation receives a pop up alert saying the invitation is approved and the new contact is added to the contact list. 28 What is Playground? CHAPTER FOUR TECHNOLOGIES This project has focused on the concept of computer-aided social interaction and is nothing more than a proposal for how an application of this kind could be designed. However it is still of value to look at the positioning and data transfer technologies of today to see if an actual implementation of Playground is doable. There are many standards and protocols if you want to transfer data to and from your mobile phone. You could use the GSM-net, the faster GPRS technology or the even faster standards of the third generation mobile telecommunication. You can then add wireless local area networks (WLAN), Bluetooth and Infrared data transfer possibilities to your list. With regard to positioning the list is not as long, but at least offering global positioning system (GPS), net supported techniques like trilateration or finding the nearest base station, or Bluetooth-solutions giving directions relative to your own Bluetooth device. 29 30 Technologies 4.1 Data transfer on distance Playground will integrate SMS as one way to communicate with your friends. In addition, there will also be three other types of messages irrespective of the distance to the receiver and one type of message for short-range messages. Two of the long-range messages will be bound to the location where they are posted and must therefore go via a system that keeps track of the coordinates. For the long range messages GPRS, or any newer data transfer technology, could be possible alternatives. 4.1.1 GPRS/EDGE GPRS, General Packet Radio Services, is sometimes called 2.5G and EDGE, Enhanced Data rates for GSM Evolution, is sometimes called 2.75G. This is because they still use the GSM-net but offers fairly high transfer speeds (around 40 kbps for GPRS respectively 200 kbps for EDGE [37]). 4.1.2 3G 3G, or third generation mobile telecommunication, offers a range of new technologies for sending and receiving data, all with high bandwidth. Universal Mobile Telecommunications System (UMTS) is based on GSM and is planned to be the next standard for telecommunication. WCDMA is the radio technology used in UMTS technology and can deliver a transfer speed of 350 kbps that is said to be increased to two mbps in the near future [3, 46]. The technologies for 3G is constantly improving and even higher data transfer bitrates are anticipated in the next few years [37]. 4.2 Positioning One of the key features of Playground is that you can see where your friends are. You can also send them messages bound to a specific location as mentioned above. For this, some kind of positioning technology has to be used. GPS seems to be the best alternative of today, but it also has its drawbacks. Technologies 31 4.2.1 GPS Ground Positioning System (GPS) is a technology that takes use of three or more satellites in space to calculate a terminal’s position on earth. GPS has many fields of application, for instance in navigation systems, surveying, mapping and positioning. The error is often less than ten meters but GPS requires free line of sight in order for the receiver to establish contact with the satellites. For this reason GPS does not work very well in urban areas and not at all inside buildings. Since the application of this project is thought to be used primarily in cities and also should work inside as well as outside it is crucial to bypass this problem. That is possible thanks to Assisted GPS (AGPS). AGPS-terminals are connected to a network and assisted by ground stations with more computing power resulting in a more accurate position. A great benefit with AGPS is that with the help from the ground stations it works in urban areas and inside buildings [8]. Today regular mobile phones are not equipped with GPS, which is a requirement for this application. Even if they were they would be quite expensive and not targeted for teenagers with their limited income. But in the future, GPS might be more integrated into the mobile gadgets as we have seen with cameras and music players and likewise those technologies, prices for GPS-enabled phones might become quite reasonable. 4.2.2 Operator based services The positioning services provided by the mobile network operators are not of immediate interest because they are not very precise but it is still of interest to see what they offer their customers since the operators could have an essential role in a real implementation. 4.2.2.1 Telia FriendFinder FriendFinder is a positioning service provided by Telia. As a customer you pay a small fee every time you use the service. You access FriendFinder by WAP, SMS or an ordinary web browser. You invite the people you want to share the service with and you can also send group messages to several people. The person you want to find appears as an icon on a map if he or she is not in invisible mode or has turned off the phone. The position is not very precise however and only tells you the city and in which part of that city your friend is. FriendFinder uses a positioning technique called CellID, based on trilateration. Three ground stations sense you and from the distance to each station your position is calculated. In urban areas, where 32 Technologies the ground stations are closer to each other, the accuracy will be 100 to 200 meters, whereas in rural areas it might be as much as kilometers [45]. 4.2.2.2 Tre GURU With the GURU service that Tre provides, you can access Hittakompis.se, a positioning service for you and your invited friends. As with FriendFinder you can choose if you want to be positionable or invisible, and if you are found you appear on a map. You pay for GURU on a monthly basis but can then use Hittakompis.se as much as you want. Hittakompis.se uses both Cell-ID and AGPS since Tre has AGPS in their ground stations, but their more precise AGPS-service does not work inside buildings [18]. 4.3 Bluetooth Bluetooth is the preferable technology to use when two persons communicate with Playground on a short distance basis. With Bluetooth, one system can detect another and, in the case with Playground, match the users’ profiles to see if they match. If they match, a virtual handshake is established and the rest is up to the users, deciding if they want to send messages via the Bluetooth connection or end the connection. Bluetooth comes in three effect classes; class one, two and three, where more effect means longer range. Class one can communicate within a 100 meter radius, whereas class two has a ten meter limit and class three only five meter. Class one is also the most power consuming one and not suitable for battery powered devices [50]. However, this would not be a big problem for Playground since a ten-meter radius would be enough, and a 100-meter radius would be too big when you want to find your match. To always have Bluetooth on, looking for matches, takes battery power. Bluetooth does not consume that much energy, but it might suggest a more deliberate usage anyway, affecting the intentional spontaneity of the application. CHAPTER FIVE METHODS AND WORK PROCEDURE The following section covers the work procedure and the methods used in each project phase. 5.1 The design process A design process is the process something goes through to become a final product. The product can be hardware as well as software and services. Depending on what is to be designed the design process differs somewhat but there are some stages all "from vision to product"-design processes contain. Below is a general idea of what stages need to be included in the design process. 33 34 Methods and work procedure Figure 5.1 The design process All products start with a vision; an idea of how something could improve or enrich our lives in some way. In the starting point the vision is specified and the outline of the project is set. The feasibility study consists of research, interviews with the stakeholders, a market analysis etc. This is done in order to understand the current situation and find out how the new product would be welcomed. In the feasibility study the technical feasibility is checked as well to see what technology is available today or will be in a near future. The next step is to produce one or several concept-proposals and test them with prototypes, scenarios etc. The proposals are then evaluated and one is chosen for the final product [43]. The implementation should go hand in hand with testing and when the final product has been out on the market for a while it should go through a follow-up and a new evaluation; is this what we expected? Are we pleased with the result? Should there be follow-up products? The design process of Playground is divided into three phases; the research phase, the idea phase and the implementation phase. Roughly each phase correspond to two of the stages from the model above. 5.2 The research phase The research phase consisted of a study on related work and a questionnaire followed up by two focus groups. In addition an social anthropological study was carried out at different online communities during a period of approximately two months. Methods and work procedure 35 5.2.1 Questionnaire A questionnaire (see Appendix A) was designed and handed out to students at an upper secondary school in Lund. At this stage it was not yet specified what kind of an application Playground would be, more than that it would support social interaction and maybe be some sort of dating service. 137 students, 62 girls and 75 boys, aged 16 to 18 answered the questionnaire. The answers revealed that the interest for mobile dating was not very high (2.1 on a 5-graded scale) whereas the interest for IM in the mobile and the possibility to see where your friends are were quite high (A 4 each on a 5graded scale). The answers also showed that the interest for blind dates (which were of interest because of their connection to online dating) was a 2.8 on a 5-graded scale and that the most popular online communities were Lunarstorm and MSN Messenger. See Appendix B for the complete results. The results spoke for a change of plans and the planned dating service moved towards a mobile community where you could interact with other users and easily locate your friends. 5.2.2 Focus groups Focus groups are more or less strict group interviews. The focus group often represent the target group and topics related to the product are discussed with one or two group leaders that control the discussion so that everyone is participating and no opinion goes unheard [48]. There were two focus groups involved in the Playground project. They took place shortly after the questionnaire and the groups consisted of students that had agreed to continue helping out. One group consisted of seven boys, all 18 years old, and the other group consisted of four girls, 17 to 18 years old. The genders were kept separated hoping that they would speak more freely that way. Some new ideas were born and existing concepts were evaluated. The following ideas was later implemented in the prototype: • • • The sensitivity in the match-search is adjustable. Playground should support a quick initiation of contact between two matching profiles. It should be able to save the matching profile for later use. Privacy was also discussed and given much concern. Preferences in graphics were close to the "bright colours on dark background"-style that is found at Playahead.se and Nattstad.se among others. See Appendix C for the complete results from the focus group sessions. 36 Methods and work procedure Figure 5.2 Screenshot of Nattstad 5.2.3 Social anthropological study A Social anthropological study is a field study of a culturally bonded group. The anthropologist spends time with the inhabitants and observes their daily lives [11]. During the research phase an social anthropological study was done in order to find out what the jargon was on different online communities and also to see what kind of people was attracted to different communities. Membership was created on following communities: Playahead.se - The second biggest online youth community in Sweden. Spraydate.se - Online dating service that is free of charge. Piccaboo.com - Community with focus on nightclubs and party photos. Next follows a description of the tested communities based on the observations made. Playahead is a very dynamic community with many activities going on. You can browse the users’ presentations, photos and blogs, interact in guest books or private messages and engage in competitions, forums. You can create teams, read magazines or buy Playahead merchandise. Playahead is a solid online community but it is still obvious that it has its roots in the offline community. The articles and photo reports are centred around nightlife, music, celebrities and fashion trends. The jargon is hip yet humorous in a laid back style. The pace at Spraydate is much slower than on Playahead. The community's foundation is the users' presentations. There are interest groups but most of the activity is taking place in people's guest books or in private conversations. Spraydate obviously attracts a different target group and the community is foremost a place where you meet possible dates and after some messaging go on to the next step, whether it is IM, telephone or a date IRL (in real life). Methods and work procedure 37 Piccaboo is probably the most anonymous community of the three tested. Focus is on nightclubs where Piccaboos's photographers are taking pictures that are posted on the community. You can then add the photos to your favourites and comment them. You can also read about new clubs, events and celebrities. Every user has a presentation but the interaction among users seems to be quite less than at for instance Playahead. The study of Piccaboo was not of very much use in the making of Playground. The studies of Playahead and Spraydate, however, resulted in inspiration to the user-profile as well as to the jargon. The study of Spraydate, where the users under twenty were quite few, also supports the result from the questionnaire that suggests that teenagers are not very interested in dating services. 5.3 The idea phase With the input from the research phase it was time to start thinking about the look and feel of the application, as well as specify its functionality. This started out with a brainstorm session with interaction design colleagues. 5.3.1 Brainstorm Figure 5.3 Sticky-notes from the brainstorm Four interaction designers participated in the brainstorm session. Ideas were spoken out loud and illustrated on sticky-notes. It was open for the other participants to develop and discuss the idea in order to generate new 38 Methods and work procedure ideas. All the ideas was put up on a white board and arranged in topics. The goal was to generate ideas around three topics: • • • How do users get in contact and interact with each other? How do you create a dynamic and vivid feeling in the application? How could the application be abused? The session lasted for about 90 minutes and generated many good ideas that was written down and later used when all the modes and functions were specified. 5.3.2 Specification A strict specification for functions, navigation etc. is crucial when it is time to build high-fidelity prototypes. If the specification is exhaustive the implementation of the prototype can run smoothly and there is no need for questions like "What happens next?". In the specification all the states, navigation and interaction types was decided. It was later experienced that the specification needed some changes but it was however a very good tool to start out with. A flow chart visualised the specification. See Appendix E for the flow chart. 5.3.3 Scenarios and personas To really understand the fields of applications and the benefits from an application that is not yet out on the market scenarios are often used. Scenarios are short stories that usually are visualised with pictures in a cartoon-like way. A scenario should emphasise a key feature and show how it is used in a typical situation. Scenarios are good both for presentation purposes but also for the designers themselves to understand how the application is to be used in a concrete way [31]. The scenarios could be backed up by personas, typical users made up by the designers to be used in scenarios or on their own to facilitate the understanding of the application's usage [31]. For Playground five scenarios (see Appendix G) and three personas (see Appendix F) were created. Three of these scenarios were later implemented in the Flash prototype to display the key features. Below is an example of a persona used for Playground. "Markus, 18, last year in upper secondary, social science program For Markus life is all about having a good time. Since finding a job nowadays is just contacts anyway he reasons that being out partying and meeting a lot of people is more important than good grades. Markus lives in Methods and work procedure 39 Malmö with his divorced mother and lives after the motto “two is better than one, three is even better” that is up for individual interpretation. He has a lot of acquaintances and also fairly many he refers to as good friends. In order to keep in touch with everyone he uses both Internet communities and instant messaging, however on a Friday night his cell phone is his most important tool." 5.3.4 Graphic profile Parallel with the other work a graphic profile took form. A colour scheme was decided based on observations on youth-targeted web sites and the preferences of the target groups. Some concept art were also drawn and, together with a mood board, set the feeling of Playground. The graphics were not a priority but the intention was to at least mediate a feeling of urban streets, nightlife and playfulness. Figure 5.4 Colour map for Playground Figure 5.5 Concept art 40 Methods and work procedure 5.4 The implementation phase The implementation is the result of all the earlier stages in the design process. With Playground the result of the implementation is far from a real product. Implementation here rather refers to the making of a prototype in Macromedia Flash, displayed on a computer screen. From the beginning the prototype was planned to span the whole application but it was later decided that it was better to focus on the key features since much of the interaction is alike and there would not be time to cover the whole application in the final presentation anyway. Before the work in Flash begun a low-fi test was executed, testing the navigation in the three scenarios. After the implementation in Flash, a hi-fi test was executed, working in the same way as the low-fi test but this time with the prototype. In addition questions were asked about the icons and the navigation in general. 5.4.1 Low-fi test Low-fi prototypes are made and tested in order to test major structures and concepts before too much effort is made on implementation. They are rough and short on details [31]. The Playground low-fi prototype was made out of paper sheets, where each sheet represented a new state on the display. A pilot test resulted in a few changes in the navigation but otherwise it worked fine and was then tested on three university students. All the test persons owned a mobile phone and were used to the components you use to interact with the phone, for instance physical buttons mapped to actions displayed on the screen. The test persons read three scenarios and after each scenario their task were to recreate that scenario using the low-fi prototype. Methods and work procedure 41 Figure 5.6 Sheets from the low-fi test The tests resulted in a back-function that were displayed on the display in addition to the hardware back-button, as well as an idea to introduce genres to the street tags to let users know what kind of tag it is without reading it. 5.2 Hi-fi test When the changes in the structure and navigation from the low-fi test were registered the implementation in Flash begun. The finished prototype was tested on five university students, different from the low-fi testers but with equivalent knowledge about mobile phones. The test tasks were: • • • • • Explain the icons displayed and what they are supposed to represent. Zoom in and out in "Your Playground"-mode Move between "Your Playground" and "Right here, right now". Place a street tag about the café you are at and check that it is displayed correctly in "Your Playground"-mode. Post a local message to Anna in your contact list. The test showed that the icons were correctly interpreted except for the icon for the shopping-street tag, which most users thought meant bank. However, they later said that it felt quite natural with a dollar sign for shopping and that it was anyway cooler than a shopping cart that could have been an alternative. The rest of the tasks were easily solved and the navigation felt intuitive. The one problem that occurred for some users was to understand how to navigate between the nodes (friends and street tags) 42 Methods and work procedure on the map. This could be due to the navigation cross that gives directional input (since you navigate with the up and down buttons) that has a quite discreet design, and when displayed on a screen even the tactile attributes and feedback are lost. However, after they found out by trial and error, the users said that it was easy when they had tried it once. CHAPTER SIX CONCLUSION The outcome of this master's thesis project is the conceptual design and prototype for Playground; a mobile positioning and friend-finder service. Chapter six discusses the result, the workflow and future work. 6.1 Discussion When this project started the goals were not yet clearly decided, all that was known was that I would design and propose a concept for a mobile phone application that enabled social interaction and dating for Sony Ericsson. In the project specification the goal was stated as follows. "The goal of the project is to present a concept for a dating service for use with mobile phones. The concept should work as a guide for a commercial application and result in a survey of demanded functions, implemented in a prototype in Flash." Obviously the goal was changed when it became clear that the target group was not very interested in a pronounced dating service. Others than that the results answer to the goal statement. The final product has many features and it was sometimes hard to find a balance between a solid concept and all 43 44 Conclusion the ideas that was brought up during the process. Playground still needs evaluation in order to see if there is a natural use for all the functions, or if the application would remain more or less the same conceptually even if some function were discarded. For instance, would Playground still be Playground if the Shoutout message was discarded or is it too much of a key feature? If Playground would hold as a commercial product or not is arguable but even if the whole concept is not implemented in one single application, it can still work as inspiration for smaller applications. Judging from test users’ comments and the trend with mobile applications today, the concept of a community-like application for mobile phones and the usage of positioning are hot topics for application planners. If an application like Playground is still interesting for the users when GPS are as common in mobile phones as cameras are today is hard to tell, but the interest for application that support social interaction will probably always be there and then Playground is one alternative. Working with Playground has been a great challenge and put theory into practise in a way that summarise the knowledge learned at Umeå University in a good way. Working with every part of the design process has been very stimulating yet demanded careful planning in order to have time for all parts, also those at the end of the project. Many times I have been forced to stick to the deadline even though new ideas called for my attention or I was not completely satisfied with a result. It has also been an interesting experience to work all alone with such a big project. My experience is that working in a team gives a better result thanks to more ventilation and reflection of ideas and problem solving, and a faster progress when the project can proceed simultaneously on several fronts. Now the project has proceeded in a very linear way with one moment following another. However, working alone has also given me the rare privilege to not having to compromise with other wills and been a good exercise in self-discipline knowing there is no one expecting me to get up in the mornings and work all day. If I could choose I would still have chosen to work in a team however, thinking it would have taken the project one notch up. Looking at the methods used during the process I think they have worked overall well and suited their purposes. I would have liked to include even more user participation; more focus groups and also interviews. But as I am a novice in interview technique I alone would not have used the resources in the most efficient way. Furthermore it is always time consuming to work with people, demanding time for administration and analysis of the material. To counter the brainstorm with another focus group meeting would probably have been a good idea to check with the target group that Playground was heading in the right direction. Finally, I should mention the two most important things I learned from working with this project: Conclusion 45 The importance of a feasibility study The feasibility study should be the first thing to conduct when initiating a project. The feasibility study tells you if it is even worth the effort, confirms your assumptions and helps you calibrate the product with the target group. The questionnaire made in the beginning of this project gave a good indication of what the target group was interested in, and foremost showed that the dating service I had in mind had to be modified to attract the target group. The importance of releasing a first version of the product As I worked with the prototype new ideas kept coming though the specification was already set. The bigger ideas I had to reject, but smaller ideas concerning graphics or navigation I could implement in the prototype. What I noticed was that being a designer, it will never be perfect due to new inputs and how the brain likes to chew on ideas for a while and then come up with some, at that point, obvious improvements. So the only thing to do if the product ever is to be released is to release an alpha version. When that is done, the bug fixing and refinements go on and eventually a beta version is released and the big wheel keeps turning but before that someone has to push it out from the developer's cave. 6.2 Future work Playground is still a concept and has a long way ahead before an implementation of a real, functional application is possible. Disregarding the technical issues, there are still many things that could be done on a conceptual level. Evaluation is the most critical one. Now that a prototype exists it should be tested on the target group, not for usability testing but for feedback regarding the concept with positioning, different messages, flirt mode and so on. Furthermore should the whole application be implemented in the prototype and undergo profound usability testing. In case of a complete implementation the graphics should be revised and redone in collaboration with a graphic designer. The profile should be reworked together with target users. As it is now the subjects and alternatives are to a high extent based on the profiles in online communities and my own opinion. Since the match making is based on the profile, the profile's content is of great importance if flirt mode is going to be a success. 46 Conclusion There should also be an investigation on who will run Playground. Playground is depending on a network, that in addition has GPS installed in its ground stations. This inevitably requires a mobile network operator it seems, and thus the question is: should it be a pure operator supplied service or should there be more parties involved? That issue is beyond the scope of this report but would be a most delicate question if Playground would become reality. CHAPTER SEVEN ACKNOWLEDGEMENTS Many people have been of great help during this degree project. I wish to thank all people I met at Sony Ericsson and especially my external supervisors Michael Henriksson and Sara Mirdal. Thanks to Michael for letting me do this project at CDC and thanks to Sara who always supported me and gave me useful input even though she had her own job to think about. I also wish to thank my internal supervisor, Lars-Erik Janlert for reading and commenting all the stuff I sent him. Thanks to all teachers and students at Polhemsskolan that let me invade their classes with my questionnaire. Special thanks to Jonas and Sofia for being my friends and colleagues and helping me with valuable discussions and brainstorms during our stay in Lund. Finally I wish to thank all the users involved in the testing of the prototype, i.e. my neighbours in my student corridor at Wild Duck where I enjoyed many late morning cups of coffee. 47 48 Acknowledgements References 1. V. Almstrom. Tronskifte bland nätets communities. Internerworld, 1:66–69, 2006. 2. 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Total: 137 Age: 16-18 Internet communities Generally the girls mostly use Lunarstorm and MSN, whereas the boys also are members in communities for people with special interests. Table B1 Persons belonging to an online community. X-axis is how many and Y-axis is the names of the communities represented Appendix B Average from the questionnaire answers 137 students answers on a 5-graded scale where 5 is very likely and 1 not likely at all in claim 1-3 and completely agree respectively do not agree at all in claim 4. 1. I could go on a blind date: 2.8 2. I could sign up on a dating service for mobile phone use: 2.1 3. I could use instant messenger (MSN, ICQ etc) for mobile phones: 4.0 4. I would like to see in my phone where the contacts in my contact list are: 4.0 Boys’ and girls’ answers separately on a 5-graded scale where 5 is very likely and 1 not likely at all in claim 1-3 and completely agree respectively do not agree at all in claim 4. (boys | girls) 1. I could go on a blind date: 2.6 | 3.0 2. I could sign up on a dating service for mobile phone use: 2.3 | 1.9 3. I could use instant messenger (MSN, ICQ etc) for mobile phones: 4.0 | 3.9 4. I would like to see in my phone where the contacts in my contact list are: 4.2 | 3.7 The answers do not differ very much between the boys and the girls. The interest for blind dates is moderate and the interest for a dating service in the mobile phone is even a bit lower. However, the interest for IM and positioning is high and should be considered when the application is designed. Appendix C Results from the Focus group Place: Ekmanska salen, Lunds university library 061016, discussion with seven boys, years old It was harder than expected to have a discussion where everybody were involved. The opinions were quite unanimous and showed strong mental models based on the existing net communities and MSN Messenger regarding how you meet people, search for profiles etc. Most of the participants wanted a high rate of graphical content, yet a simple interface. The profiles should have a picture and a presentation text. You should be able to find everyone with an account, like in MSN Messenger, and be able to add and block users. Privacy features, like controlling who can see your profile, was considered important. Graphical themes for a personal touch were attractive. I was most interested in the design of the profile and flirt mode. Following ideas are worth noticing. Different profiles for flirts and friend-finding. A match can be saved in a special flirt mode-contact list. Be able to set the sensitivity in the profile match-search (0-100%). Contact is preferably established fast in flirt mode. The profiles are sent and then the communication can continue via SMS or Bluetooth messages. 061017, discussion with four girls, 17-18 years old The girls were more talkative than the boys. I had changed approach slightly and was more generous with my own ideas that we discussed. The girls also thought that privacy was one of the highest priorities. Shoutouts and Street tags received good response. The Street tag should be visible to all users but only for a short period of time. An idea of widening the contact list with semi-contacts; the contacts from your friends’ contact lists, was not very popular however. More than one picture should be viewable in flirt mode for a more accurate judgment of the person’s appearance. The profile should cover interests, age, personality and maybe length. The graphical user interface should be dynamic and with dark colours combined Appendix B with bright highlight-colours. Animations could preferably exist in an intro but could be distracting in the interface. Appendix D Results from the brainstorm session The brainstorm took place October 23. Participants: Martin Sandström, Sara Mirdal, Jonas Dahl and Sofia Carlander How you can get in touch with and meet new contacts Show your profile, like flirt mode or with a separate friend-profile with more focus on interests. You look for missing parts of a “puzzle”, for example: “I got Kahlua, who got milk?” You search for shared interests, taste in music etc. You search for general, predefined icons: animals, non-smokers etc. A friend recommends you and the contact is passed on. You can visually se the contacts of your friends and decide if you want to contact them. You represent yourself with an icon and find similar or related icons. You can send messages to the people in the area and communicate with them. Instead of seeing individuals you can only see moods, interests etc. in the area. Contacts are established without help from the application. How a vibrant and dynamic feeling can be mediated See yourself in relation to others. Mass-messages to everybody in the contact list. Appear and disappear by themselves. Vibrations corresponding to the activity in the area. Position-history so you can path-trace and see where a user has been. See other users as flowers that are open or closed depending on how outgoing they are. Virtual tags that tell something about the place they represent. Communication with GPS-drawing, step tracker, photos etc. You see users from an intimity aspect; good friend, aquaintance, stranger etc. Instead of seeing where the users are you see directions of where they are heading. You can see if a user is still or moving. Leave tags at specific places. Your friends can receive them when they get there. You have to be at a place to to access the information asociated with that place. Appendix D Visualize activity in the area with colours. How the service can be abused and solutions to this Guerilla marketing Viruses People that claim to be someone they are not in order to get in contact with others. Never reveal the exact position of people, or have a time delay. Different circles of trust with different access of personal information. Always be able to turn the application off or be invisible. Control of who can add you to their contact list. Appendix E Flow chart for Playground Appendix F Personas Sabrina, 16, first year in upper secondary, natural science program Sabrina lives a sheltered life with her parents, younger brother and the family’s dog in a suburban area outside of Stockholm. She spends most of her time doing her homework, training soccer or hanging out with her boyfriend or friends. Most of her friends are on the soccer team so they often meet in large groups, going in to Stockholm for shopping or playing soccer in the park. Sabrina’s favourite subject is biology and she likes taking long walks with her boyfriend in the local hiking area. Markus, 18, last year in upper secondary, social science program For Markus life is all about having a good time. Since finding a job nowadays is just contacts anyway he reasons that being out partying and meeting a lot of people is more important than good grades. Markus lives in Malmö with his divorced mother and lives after the motto “two is better than one, three is even better” that is up for individual interpretation. He has a lot of acquaintances and also fairly many he refers to as good friends. In order to keep in touch with everyone he uses both Internet communities and instant messaging, however on a Friday night his cell phone is his most important tool. Ida, 19, last year in upper secondary, performing arts program Ida has recently come back from an exchange year in Italy. Her passion is acting and besides her acting classes in school she is also involved in an improvised acting group with strong left-wing sympathies. When not performing she likes to chill out at cafés discussing and chatting with her friends. Though she is very social and easy going and likes to meet new people she has not yet found any good boyfriend material. Ida lives in Stockholm but a lot of her friends that have already graduated have moved to other cities to study and Ida often visit them on weekends. She is not fond of computers but has found it very convenient to use email to keep in touch with her Italian friends. Appendix G Scenarios Dance partner Appendix G Tasty latte Appendix G Trip to downtown Appendix G Good luck! Appendix G Where are you? Appendix H Mood board Appendix I Colour map for various online communities