Mobile Experience Network
Handheld tools for creative people

International symposium on Mobile Creativity

journal day 1

 

Symposium
15.-16. June 2005

overview
schedule
participants
venue

Pressemitteilung
Team

journal day 2



written by Tamiko Thiel

Wednesday, 15. June 2005

14:00 opening
Dr. Christian Gögger, ZKMax
- welcome to second symposium
- short description of history and purpose of ZKMax:
o ZKMax as prototype of a satellite station for ZKM

Horst Konietzny, xinober
- symposium looks at mobile technology not from business but from cultural side
- what will this medium bring, what can we do with it?
- medium is developing, changing extremely quickly
- exhibit of works done in the augsburger technical university (where?)
- tomorrow evening Taiwanese ring tones concert, will be able to load ring tones free
- party tomorrow night thanks to Zündfunk

14:15
mobile tools for creative people

Prof. KP Ludwig John, xinober, univ. of applied sciences Augsburg
Purpose of symposium:
- what will be the developments in the next 5 to 8 years?
- new utopia?
- or continuation of current developments?
Example:
- 1997: (In year when Augsburger FHS got first PC)
o interactive art goldene nica award for “music plays images x images play music”
o connections between artists and machines were important
o computer, machine, media
- 2005 goldene nica, in contrast:
o MILKproject – like a normal daily conversation between people
o i.e. connections between people were important
o stories, mobility
- i.e. as technologies develop, fascination for technology loses importance
- then we can focus on purpose, not tools
Current state of technology:
- technical communication and media is now totally digital
- anywhere and always on – technology is mobile
- developing toward embedded systems (technology embedded in reality, embedded in normal objects)
- virtual and physical realities are smoothly connected
Consequences:
- device is not so important in perception of user, experience of user is more important
- device becomes mobile personal companion
- device has potential to be universal interface
Perspective
- takes a while for technology to mature, develop
- new technology develops next to current media and slowly replaces them (e.g. relationships of photography to painting)
- human experience become more and more mediated
Functional spectrum
- telecommunications (e.g. telephone)
- mobile media player: music, TV (in 2005 already some programs developed just for mobiles)
o micromovies kurzcodiertes (serena stoerlein)
o xPOSTEN – sends little digital „gifts“
- mobile universal interface
o previous: chaos computer blinkenlights 2002, could play pong via mobile phone
o microwars by peuker. based on artillery ballistics system, cell phone to cell phone
o FHA mobile experience Urmel lebt!: cell phone as interface
- content producer
o photos, videos, sounds, notes -> position will come
o GPS drawing wood & pryor: drawings recorded by satellite, public participation
o mobile blog – very popular – images, text comments
o raises the old question: is really everybody an artist???
o brechts radio theory: listener as sender – utopia or possibility?
o potential directions to go in:
• wikipedia, open source
• what standards?
• inclusion of real space in interface concept
o too much data to trust to one mobile device? what if it is stolen?

Prof. Russel Beal PhD, Advanced Interaction Group, University of Birmingham
mobiles for social interaction
the vision:
- connected digital world
- fast, free easy access to info
- widely networked, simple comm
- free opinions and ability to express them
- knowledge society (assumes well educated, diverse, connected society)
- absent buy virtually present – location not so important
the reality
- closed, insular world
- ipod, sms, mobile creates autistic beings tuned out of the immediate reality
- blogs, news feeds – write and read only what you know and agree with, only talk to the choir
- ignorance society, not knowledge society
- present in body, absent in mind
possible to support social interactions instead?
- use systems as tool to enhance interaction
mobiles provide a good platform:
- pervasive, ubiquitous
- easy to use
- personal device with personal, private info
- expectation of increased functionality
so what is important in life?
- love, friendship
- communication
- health
- i.e. categories should not be “work and play” but rather overarching human needs
LOVE
bluedating, to help nerdy students find a potential partner
- help with sifting of potential partners
- profile of own interests, personality
- profile of desired person
- system exchanges profiles over bluetooth to find match
- flagged with match found
- worked pretty well, and then needed content as well (now that we’ve met, what do we talk about?)
- is local, personal, discreet (good use of personal device, not so exposed as on internet website)FRIENDSHIP:
shared space
- friendship is about sharing experiences, thoughts with each other
- sharing documents, images, comments, etc.
- bluetooth wireless peer to peer networking with security
- allow friends to share with you and you with them, without effort
- allows building up sense of community
- used within his group
- each little piece of info may not be important, but sharing of these smalls bits are important to cement friendships, build community
projected public space – extend system into more public realm, open it up to visitors
- on your own device you get a personalized view into that space
- text, images etc. posted from all sorts of sources (including phones, laptops, web)
- but you run out of space very quickly, so use AI for automatic summaries
o e.g. for news feed, expand entire text only if you select it, otherwise only summary
- peer review – community based rating
- articles organized by score and personal preference
- made coffee rooms more chatty
o people had more to talk about when they ran into each otherCOMMUNICATION
situated interaction (like ZKMax – have to come down here to see the videos)
- door to his office is good example: he can be found here at this location
- but students and lecturers often miss each other, come and go at different times
- system puts electronic screen on door accessible via web/phone interface
o lecturer can leave messages for visitors
o visitors can leave messages, forwarded by system to lecturer’s phone
o faster and easier to update than website or direct SMS
o current version: device with small screen – like a small electronic chalkboard
o should be built into environment, more a part of the environment, not stealable
moblogging (mobile blogging)
- blogging is
o personal, chronological reflections
o stream of consciousness
- need for immediacy -> mobile blogging
- but need to manage blogs as well a post to them
- moblog client allows user to edit blogs
- no hassle, easy to use, one click functionality
general design issues
- approach to design is critical
- users may appropriate tech in different ways, but if it is designed well they will be willing to take up new tech
- use AI (“appropriate” intelligence)
o i.e. not make machines like they do in movies
o develop context awareness, use user modeling, personalization, profiling etc.
• i.e. appropriate to the task at hand
• make reasonable guesses based on personal profile
o user centered rather than technology driven development
o must incorporate wider social contexts of interactions
• e.g. are camera phones good or evil? what is cost to society? loss of privacy?
conclusions
- mobile is powerful tool
- can support existing social interactions
- can extend interactions because it is:
o personal
o pervasive
o confident users
o already interwoven into society
thoughts
- tech can be used for good and bad
- opportunity now to drive things one way or the other
- need to have ethical and citizenship awareness as well as commercial acumen

Steffen P. Walz, ETH Zürich, Pervasive games
“A not so far future mobile experience: serious pervasive games (spg)”
Walz: game design researcher, PhD candidate in architecture dept.
what are serious pervasive games? what is the nature and future of games?
- the world is a game board
o but the gamer is the most important part [why did he SAY this but not WRITE it in his notes? - Tamiko]
- the game is where YOU are
o what is this place? how can it be used in the game?
- ideas come first, then co-texts and contexts, then media and tech
- spg have dialectics:
o empower novel subjective experiences
o are near-perfect surveillance and motivation tools
history digging: technologized game and play architectures
- coliseum, labyrinths, carrousels, Disney world, doll houses etc.
definition: serious game
- serves non-entertainment purposes like training, learning, health, security, military (very important in the development so far!), management, marketing, public policy
definition: pervasive games
- use mobile, wireless, sensor, positioning tech for new type of play experience, merge virtual and physical game components
- cross spectrum from physical reality to virtual reality
definition: spg
- surveillance (to know what user is doing)
- pervasive computing
- players engage in an artificial conflict defined by rules
- results in quantifiable outcome
- is entertaining and experiential, but non-entertainment purpose
o with games, learning is the drug
- spans spectrum from control to resistancePROJECTS
not so obvious serious fun technologies
- face recognition
- gait identification
- DNA fingerprinting
- vehicle traffic tracking
- electronic tagging
- location tracking
- wiretapping bugging
- project echelon
- data warehouse
- id cards
- closed circuit TV video surveillance
third party spg examples
- Microsoft “I love bees”
o marketing for halo2 xbox
o website, world is under attack, list of public payphones, w/password hear part of radio play, real actors
o had half million players
- MIT environmental detectives emergency bio learning
o PDA and GPS virtual actors interviewed OWN PROJECTS:

exemplary prototyping methods
- take location, turn into site of game
- use board game structure to prototype techno games
example: security
- team of 5 players have to find hidden atom bomb, defuse
- real actors, collaborative play experience
- world in PDA, WLAN
- large social component
o got a bit out of hand people were locked up, doors broken down
o have to make sure that experience is good for players
o shouldn’t become emotionally TOO real
policy: Spirits of Split / tourist marketing
- people, buildings, objects
- collective cube puzzle, citizen participation, live action role playing
- you exchange objects with actors in order to get a piece of the puzzle
- actors are local residents
health: lightFight
- wearable biofeedback device
- IP enabled room functionalities
- ETH media room: can also control temperature of room, etc.
o if user confronts dragon, raise temperature in room
o user can “blow out” light
o useful in rehabilitation – teach people to redevelop their lost abilities
education ETHGame
- e-learning and community building
- as game becomes more difficult, must work together with others
fundraising game ETH fundraising
- aliens land in Zurich
- have to buy 40k of these objects to find out secret message
business
- like chaos computer clubs “blinkenlights:” mobile phone and media augmented façade
- at this point it is possible to use any telephone and provide any control and functionality
o i.e. mobile phone is like joystick
- film:
o call number from telephone
o choose user ID via number pad
o play “snake” via number pad
o could also use voice

Dr. Patrick Robertson, DLR, Institut für Kommunikation und Navigation
European Integrated Project „Daidalos“
- involves very large consortium of Telco operators, industry, research labs
- wants to create truly networked pervasive applications
- Scenario Based Development (rather than technology motivated development)
challenges:
- how to coordinate 200 plus people working on same research project?
- technical solutions:
o networks,
o comm tech,
o software platforms,
o GUIs
- Users / people orientation - look at:
o people’s goals
o groups
o advantages
o visions
How to bridge gap:
- media (content, services)
- pervasiveness
- ease of use
- seamless
- costs
- fun
one simple view of pervasiveness
- global access (fixed/wireless/mobile) versus user experience/intuitiveness levelKEY SCENARIOS
mobile university
- game in which students should fall in love
- narrative centers centered around students
- uses pervasive networks, services and devices
- to study, interactive, find each other, be entertained
- dynamic reconfiguration
o who is there?
o what are they doing?
o who needs what?
o what do I need now?
o how do we do things efficiently?
o is it private? (e.g. if professor is around, don’t show private photos – context sensitive!)
automotive
- narrative: person uses car for business, personal tasks (meeting people, getting things, holiday, getting somewhere, helping in emergency)
- seamless transitions between in-car devices and PDA, PCs
- different networks are used
- only those services are displayed that are of use now
overall approach:
- project has strict auditing requirements
- therefore they developed formal approach in order to fulfill those requirements
- start with scenario
o some people look at environment
o others at technical scenario
- out of that feedback, developed a refined key scenario
o better understanding of associated business models
o technological needs
o system architecture
o usability
example story: seamless transitions between different environments
- Bart is at home watching newscast, receives call from boss on PDA
- must go to airport to pick up Rosalyn – boss sends virtual ID of Rosalyn to PDA
- Bart’s newscast AND voice call follow him into car
- but car’s PC knows that he is driving and shouldn’t be distracted with visuals so newscast is on hold
- car’s PC at airport shows info from airport’s system on Rosalyn’s flight
- as Bart leaves car, flight info is transferred seamlessly from car’s PC to his PDA
- message comes in – she’s already landed.
- Bart messages her that she should meet him at meeting point 5
- when Rosalyn lands her PDA she turns it on, receives Bart’s message
daidalos demonstrator: context management and personalization
- manage health situations
- diabetes patient is wearing a monitoring device, connected to hospital server
- also carrying a PDA
- if insulin levels become too low, she receives a message on her PDA
- is she doesn’t react, system will notify friends or helpers
- context management: sensor values, location
- privacy and access control
Conclusion: even in technologically motivated project, use scenario based user perspective to understand what is needed and what SHOULD be done


15:30

spatial turn


Horst Konietzny, xinober, univ. of applied sciences Augsburg
we are turning away from the virtuality of the last decade to the spatiality of this decade
• space affects time – and history
• can this be captured? communicated?
multimedia omnipresence
- video surveillance
- reading, monitoring space and spatial experience
- dynamic information system in space
- ubiquitous computer networks
- market penetration
- multimedia clothing
- proliferation of hotspots
Form:
- the immobile becomes mobile
- tendency to the volatile and the flexible
- Philips pavilion 1958/expo Brussels -> kas oosterhuis water pavilion 1997
o interactive architecture
o architecture in data space
o media facades
Interactive architectures
- user, environment changes environment
- liebeskind, Jewish museum:
o used coordinates of former living areas of Jews in Berlin to determine building shape
- facades of buildings become symbols, screens – crosses to mourn death of john paul II
- New York – via mobile phone can change color of shoes on
   “billboard”
We have transitioned from:
- immersion in virtual spaces
- to augmented space
- to dynamic networking of the real and the virtual
Examples:
- grafedia: words written anywhere, then linked to images, video, sound files online
- Urban Diaries– can send messages to real spaces
- dynamic networking, passing glances: entertainment for people in waiting rooms
- murmur: oral history, collects stories of residents, hearable on mobile devices
- mediaattori – urban mediator – hybrid infrastructure for neighborhoods – how can we help residents affect their own community
- adding spice to the space: filling empty spaces of consumption with meaningful content
- delete – remove texts from an environment and replace with plain bright yellow areas
Conclusion:
in order to make content for urban spaces that are already overwhelming we have to develop means of
CONTEXT SENSITIVE DRAMTURGY
Examples:
- wurfsendungen
- MIT projects
- REACT

Dr. Katja Kwastek (Ludwig Maximilian Universität München)
Assistant for art history, media art, will talk about new organization of public space through artistic interventions
media art in public spaces – from physical spaces to data spaces
- new type of public space – net activity etc.,
- traditional public art: cathedrals, public artworks for rulers etc
- in 1960s first “media” art: mail art (letters), fax, satellite
- today: network art, mobile or wireless art
- locational art versus virtual (data space or mobile user as moving object)
“ohne schnur”
- art and wireless communication exhibit
- total work of art – space and artist’s intervention/additions via data
example
- user w/backpack, compass, GPS travels along a part of the coast
- landscape is stage for crime story
- depending on location hears parts of story told from different angles
- voices fight with each other – “don’t listen to him” – trying to confuse user
- also hears natural science details about location
- all voice texts deal very specifically with the location where user is at that point
- voice texts enhance real spatial location
- what is role of user? purposefully confusing, changing,
Terri ruep, Drift
- not so narrative, more a meditation
- “islands” of sounds distributed over the wattenmeer (mudflats)
- “islands” of sounds move also in and out with the tides
- GPS system, audio headphones
- user can “search” for texts, sounds in space
- user can decide to activate, or lets system “surprise” them when they enter the right location
- texts: james joyce, thomas mann, dante – all question the place of mankind in the world
both works define location in real world where individual texts are played.
“blinkenlights:”
- user has feel of sending data directly from own mobile device to façade – although this is not really the path the data takes.
“counterhobby” – virtual race en masse
- user registers on website for a space ship
- gets SMS messages on cell phone – have to move your space ship on website out of danger
- user pulled out of daily life into game life
strohmeyer
- game organized via a website
- packets of data send to users cell phones
- do you really want to install this program? game plays with uncertainties in today’s viral world
- cell phones become our interactive partners
elderly woman with device
- mobile feelings
- send smells, tactile experiences (like virtual hugs)

Horst Hoertner, Ars Elektronica Center, Linz
mobile interactions
Futurelab has sociologists, artists, technical people – wide variety – to focus not just on art and tech but also society
intelligent ambience
- mobile computing
- location based services
- augmented reality
- RFID tech
simple user metaphors: example: book as interactive interface
mixed reality installations
- small box, can be positioned on table
- can free “creatures” out of box, participate in fairy tale story
urban interventions
- mobile interactions with facades, wraparound projections
- acoustic interaction affects animations on facades
- SAP headquarter der landesgesellschaft deutschland
o projection on façade of building
o user’s pulse, heartbeat is measured and affects images on facade
interactive design
- digital mockups
- virtual version of Rheingold in stereo onstage with live orchestra, live singers
interactive media performance
- apparition, klaus obermaier & hirokazu kato
- dancer’s body is also a projection surface
mobile interactions (siemens and university cooperation)
- INSTAR
- reality based car navigation system
- camera looks through windshield
- display in car combines live feed from video camera overlaid w/car navigation information
gesture garden
- gestures leave traces in the space
- can “record” gestures as graphic objects
Blimp
- user can control virtual blimp with handheld
- can take “real” images of the city at its current position (images come from out of archive)
StarGate
- user can chose image of night stars
Rauchzeichen
- user leaves texts as “smoke signals” in location where they are standing
mental maps, and private mekka
- subjective mental maps of a location like bookmarks in the landscape
- Universal Persons Locator
- send messages tied to specific locations
songlines
- acoustic texts accompany listener step for step
- progress of narrative depends on location and speed of user
- if he leaves the path, he leaves the text
kalt/heiss
- a thermal display that gives the user feedback whether he/she is going in the right direction, like the game
billboards
- certain billboards function as anchor points for personal AR environments
- AR environments can only be seen with mobile devices, otherwise they look like normal billboards
virtual bells – as if the kid was wearing bells
PARIS
- developed out of the car navigation system INSTAR project
- orientation sensor, GPS on mobile device
- horizontal position gives you map function
- vertical position gives you camera function
digital graffiti
- when user is in right location, can read message
- leave notes for friends in specific places

Dr. Rainer Malaka, European Media Lab, Heidelberg
intelligent mobile media – new forms of computer assistance
- medium means “in the middle” and this is where it should be
- intelligent media: computer should be mediator between computer and person or between person and person
- i.e. medium as tool and communicator
smart Kom: accessible from
- information kiosks
- PDAs
- home
- symmetrical multimodalities: gesture, facial grimaces, speech
- situated delegation oriented dialogue paradigm
- ubiquitous computing and semantic web
- user can receive info but also ask questions
virtual Heidelberg / AR
- when user asks what is it camera recognizes building, gives info on what it is
- how did it used to look? overlay existing state with previous state
- “stages” – 3D models for these specific areas
o “ghost stories: embedded in specific areas
o interactive story
o intelligent access to various databases
o animated characters can tell about history, etc.
o right now is large backpack with lots of gear, augmented reality headset
o one version is on PDA
o small version for WAP cell phonesNathalie Singer, Deutschlandradio Kultur Wurfsendung
did not present

17:00
mobile communities

Prof. Dr. Thomas Rist, univ. of applied sciences Augsburg
what are mobile communities?
- groups of people sharing values, interests, etc.
- some or all of whom are nomads
- interaction between member is mediated by mobile technology
- time scale: long lasting or temporary?
- organizational form: managed versus self-organized
examples: teams with mobile members (e.g. some traveling in autos, some in office)
- how to support team members w/mobile technologies?
o communication
o sharing representations
o telepresence
- enabling technologies
o multimedia messaging
o broadband networks
o convergence e.g. text -> voice, but also graphics -> voice
o presence services
mobile multiplayer gaming
- sharing representations
- communication
- team formation
- enabling technologies
o multimedia messaging, broadband networks
o game server
o ad hoc networks
mobile collaborative learning
- sharing representations
- communication
- mutual remote control
- team formation
- enabling technologies
o multimedia messaging, broadband networks ...
o tailorable platforms administrated by users
supporting communities by mobile tech
- handhelds used as
o collaboration tools
o remote control device
o universal sensing units
o memory aids
- enabling technologies
o multimedia messaging
o broadband networks
o service discovery
o information management
giving voice to the people
- ad hoc formation of interest groups
- participation tool, e.g. for voting
- coordination tool
- [ see 2005 election in the Ukraine! - Tamiko]
- enabling technologies
o profile matching
o management of users’ needs for security, privacy
catching a glimpse of the future
- how can communities (mobile or not) benefit from mobile technologies?
- what can be learned from the past?
o technology waves
o timelines for market penetration
o mobile voice telephony since 1990
o mobile access to internet since 1997
o mm content and messaging since 2000
o location awareness from here on?
o next: context awareness, smart environments, intelligent agents?

Stefan Holtel, Vodafone Group R&D .DE
“A service is a service is a service”: rethink the term service in the future communication services
telephone heritage and its legacy – hasn’t changed since 19th century
- 1876: voice telephony
- general questions on nature of services driven by infrastructure
o broadband, signaling, dial tones …
- voice telephony merely taken over by mobile services, no real change
paradigm shifts in definition of communication services
- written-centric and asynchronous -> voice-centric and synchronous
- couriers -> letters -> telegram (first step away from written asynchronous)
-> wired phone -> cell phone (service uses the carrier or service IS the carrier)
different definitions of “service”
- set of actions, collection of functionality?
if there is no guiding principle
- it is unclear where further development should take us
- no unique selling/marketing position
comprehensive service definition 1
- activity (what is done?)
- communicator (participator, user)
- meaning (message, content)
comprehensive service definition 2 - service layers and compatibility:
- “blue sky” ideal vision level
o usability
o abstraction level close to “natural” human activity
o totally technology agnostic
- “surface of water” level
o partly techno driven
o features of applications
o abstraction level part human activity part technical concepts
- “under the sea” level
o mostly techno centered
o service abstraction due to technical viewpoint
o enables “blue sky and “surface of water” service levels
- i.e. enabling technologies are not in and of themselves services!
o e.g. selling “broadband” is selling technology, not service
comprehensive service definition 3:
- every service supports a communicator to achieve a goal
- if there is no goal, there is no service, even though the technology exists
o e.g. what is the service idea behind SMS or MMS?
[Sorry, I consider this to be a bad example: SMS is a GREAT service! It allows you to use your cell phone as a communication device even when it would be prohibitively expensive to use the voice service - e.g. when you and your communication partner are both overseas. - Tamiko]
o e.g. why is WLAN or UMTS no service at all?
o e.g. what could be the service idea in VolP?
Example of comprehensive service definition: iSense
- goal: relax though body control
- 1st communicator: you
- 2nd communication: you again
- activity: body feedback control
- meaning: body parameter
Example of comprehensive service definition: nTag interactive
- goal: get in touch with other conference attendees
- 1st communicator: attendee
- 2nd communicator: attendee
Example of comprehensive service definition: Pindices
- goal: express political attitudes
- 1st communicator: you
- 2nd communicator: everyone who is aware of your buttons
- activity: create your own button, carry it, publish on the internet
distinguishing services from enablers
- service
o added value from communicator’s viewpoint
o technology agnostic description of functionality
- enabler
o no added value from communicator’s viewpoint
o technologically limited specs of functionality
what to use comprehensive service definition for?
- specify new service ideas, understand relations to each other
- discover blind spots for future
- create lingua franca for people w/different skills when negotiating new services
- question acknowledged service categories
- identify general telecom services business cases
- create common service specification methodology
- assemble unified process for successful service creation

Christian Hauck, Deutsches Forschungszentrum für künstliche Intelligenz
Saarland Unwired: pilot project to learn from mobile users
concept:
- build several WLAND hotspot clusters in inner cities of Saarland
- target group: wide levels of society, not just businessman
- develop module w/low running costs and high availability
- place access points at store, commercial location where owner has large personal interest in having a hotspot
- commercial service after pilot phase
- avoid obvious problems:
o enable low usage fee of 1.5 euros, etc.
Hotspot cluster St Johanner Markt
- since July 2004, marketing and info (flyers)
WLAN at the university
- cooperation with and extension of university computer center
- students were informed where hotspots were located
- extend WLAN to outdoors places
further projects;
- St. Wendel, St Ingbert
- other cities
- will become regional market
- cooperation with several WLAN providers
problems:
- technology is invisible
- how to publicize location of hotspot cluster
- WLAN unknown in large sections of population – including students
- no culture of internet use in public spaces
experience from previous projects
- technical innovation as marketing factor
- acquisition of sponsors
- promotion team for hotspot cluster
- building up own promotion know-how
o e.g. demo projects cyclocross championship 2005
• web cam images available on cell phones
o multimedia initiative at CeBIT 2005
o UMTS usage, Internet access in university busses
o promotion team:
• female students
• in special team t-shirts
• demonstrating technology
• distributing information in publicProf. Dr. Jürgen Sieck, FHWT Berlin
“Information, communication and learning with mobile electronic devices”
pergamon museum in berlin: WLAN network
- user has PDA in museum
- map with overview, objects with background info
mobile info system for tourists
- user can choose which map features to show
- hotels, cafes, where are tourist attractions
- navigation suggestions how to get from a to b
- where is my partner, where can we meet

Kristijan Mihalic, ICT&S, University of Salzburg
”Context in Mobile Devices and Services”
what disturbs depends on context
- e.g. for movie theater, cell phone ring tone should sound like popcorn crunching!
Context:
- no place is context free
- in mobile systems, context is dynamic
- context-aware, adaptive systems will become more and more important
value of context
- context increases communication richness in human-computer interaction
- added value services for users
- less obtrusive
- more natural interaction
approaches
- technical: device capabilities (position, proximity)
- social: culture (rules, norms), social relationships (power), function (attempts, goals)
applications
- communication
- collaboration
- scheduling
- gaming
- tourism
Project COMODO
- context on mobile devices using ontologies
- user centered design w/focus groups, scenario based design
- how do users understand/perceive context?
- what user interaction patterns emerge by using context aware system? (i.e. adaptability)
- how can level of obtrusiveness be measured?
results of focus groups
- daily user of mobile phones (students, field workers)
- importance of social roles (boss versus friends/family)

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