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| FLIRT |
1998-2000
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| FLexible Information
and Recreation for mobile Telephone
users |
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A European Commission funded research project to investigate
the potential of mobile phones for displaying location-specific
information, not only as an information resource, but also
a medium for social interaction and play.
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mobile
displays Helsinki
cellular
city simulations
Pixel Kissing Lost
Cat Stampede |
Background
The development of digital cellular structures by the
mobile communications industry has generated a genuine fusion
between information space and urban territory. City location,
time, day and date can all shape relationships to information
sources. The tight constraints of mobile
displays, juxtaposed with the spontaneity, unpredictability
and transience of everyday mobility requires a fresh approach
to how this relationship might work...
What we did
The potential of cellular data structures lies in local
situations and the local community. The design team initially
made a visit to the very cold and frozen city of Helsinki,
the place where the phone company was based and any project
user testing was to take place. We undertook various exercises
as a process of familiarisation with the city: randomly following
people as a way making journeys to places not normally encountered
as a visitor; identifying places where people gathered to
get a sense of how the city was structured culturally, and
cellularly;
and identifying places where information exchanges took place,
and the media that facilitated these exchanges (public transport
systems, advertising billboards, libraries, bookshops...).
The three-day visit formed a mini study which was extremely
valuable in forming a foundation to the work that followed.
Fueled by constant discussion within the group and a number
of diverse investigations, a territory of ideas emerged following
the Helsinki visit. A conceptual landscape of service proposals
was mapped out with reference to our project partners and
their areas of interest. At one end of the map we placed the
'grassroots' services such as city information services to
provide train timetables and news. At the opposite end of
the map were those ideas dealing with pure fiction and narrative
the realm of game playing. In the middle space of the
map which we called 'daydreaming' we placed
service ideas that drew both from reporting the factual city
and our imagination.
We created multimedia simulations
to explore the look and feel of selected service ideas
particularly ideas that fell in to the 'daydreaming' category
that we had previously identified. These simulations also
provided material that could be used to help develop the technical
system being designed by the project partners. User feedback
from the focus groups was contradictory since the concept
of mobile connectivity was, at the time, not within the popular
imagination and the different age groups responded according
to different criteria. We evaluated our ideas so far and chose
which ones could be adapted to take forward. This involved
a process of simplification and strict adherence to technical
feasibility.
The team proposed three experiments for the trial with real
phones and a user group in Helsinki: Pixel
Kissing, Lost
Cat and Stampede.
Each explores a different form of interaction: Pixel Kissing,
between the proximity of people; Lost Cat, in relation to
place and unpredictability of time; and Stampede, using people's
spatial imagination. Each experiment also proposes a different
graphic representation within the tight constraints of the
mobile phone display and memory: Lost Cat uses a simple silhouette
but with realistic movement; Stampede, although a very simple
representation of both movement and form, demands input from
the imagination; while Pixel Kissing, although fundamentally
text-based, uses pattern as a recognition device rather than
relying on concentrated reading of text. Although each uses
a simple representation and interaction, the underlying structures
of behavior are far more complex.
Project team
Fiona Raby, Ben Hooker, Shona Kitchen, Brendan Walker (and
others) at the Royal College of Art in collaboration with
Philips Research Laboratories (UK), Philips Consumer Communications
(France), Helsinki Telephone Company (Finland), Infogrames
Entertainment (France)
Other information and links
flirt_hci2003_paper.pdf
http://www.cordis.lu/esprit/src/itfmaprj.htm#EP26765s
http://www.rca.ac.uk/pages/showcase/interaction_design_481.html
http://www.amazon.co.uk/exec/obidos/ASIN/1874175292/
qid=1065811796/sr=1-12/ref=sr_1_0_12/202-9333660-3666264
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