Metrocode's blog

The Grid: a metroCode work in progress





Going back to the earliest days of Mobile MUSE our tireless leader David Vogt had a vision for an 'Art Grid', a digital framework through which the public could tag and curate art in public spaces -- sanctioned or unsanctioned -- so theoretically anything from a permanent art installation to a particularly evocative tree)


metroCode's work with the Vancouver Sculpture Biennale has been a step in this direction, with a cell phone tour that offered participatory features such as voting and commenting via voice, text message, or multimedia message. In terms of uptake of the participatory features voting was the most popular (approximately 5% of those who dialled into the system cast a vote for their favourite sculpture), with voice messages falling a distant second, and virtually no uptake on the text or multimedia commenting. As
the rich media add-on was approached as part of the applied R&D side of Mobile MUSE we are able to assess the relevance and feasibility of these types of features for future implementations and further refine our work in the area of mobile user experience.


In parallel with the professionally-created content that constituted the bulk of the Biennale cell phone tour, metroCode worked with new media students from UBC and SFU on a pilot project called The Grid. The results and additional background on the project can be found here:


http://www.metrocode.net/thegrid.html


The idea behind Grid is that of a digital creative commons, a place where anyone can use their portable/mobile media device to post rich  media content about places and things that they find interesting and/or significant. The content can then be accessed by passersby, on their cellphones.  At present, unless there is physical signage of some sort that marks a site or object of interest a passerby would not know that content exists in that place. With the Biennale sculptures there was official physical signage (the result of an apparently a long, involved process with the Parks Board and the City, something that the organizers of the art exhibit dealt with, vs metroCode).  Most of us are familiar with projects such as Yellow Arrow (www.yellowarrow.net), in which a more 'outlaw' approach to marking locations is taken. Our dilemma is that it's difficult to be both government funded * and * outlaw.  (Pick one or the other...or prepare to incur the wrath of the side you didn't pick.)


An alternative to physical signage would be electronic alerts, an area that is being investigated by the team at the MAGIC lab at the UBC. The idea here is that in lieu of plaques or stickers pings or pop ups on our mobile devices would let us know that we have entered a rich media content zone. And if we're interested we can explore things further. Again, a nice theory but how many pings and pop ups could you endure before they became a nuisance factor vs an enhancing experience. So perhaps the issue becomes one of customization and information management; e.g. only alert me when i'm in a content zone related to sports, or local history, or modern art. The trouble here is that serendipity is removed from the equation, and one of the key features of urban life is happening upon things we don't expect to. Unpredictability. Otherness. What the heck was that-ness. These are complex issues to factor into our design decisions and certainly ones that are worthy of further examination.  In the meantime we invite you to check out our pilot project of The Grid, courtesy of metroCode and the students of Communications 386 (SFU, Fall 2006) and UBC's Multimedia Certificate Program (Fall/Winter 2006). 


A downloadable map that identifies the locations of the community-created rich media content will be posted shortly. We encourage you to sample the very thoughtful work that has been created, whether on your cell phone or on the web (where we promise the carriers won't sting you).


For those wishing to add their own content to The Grid, we have made a style guide available online at 

http://www.metrocode.net/thegrid/styleguide_1.html


MUSE 2: it ain't over till the fat lady sings...metroCode and the MUSE mini projects



For MUSE 2 metroCode worked with Jason Mogus and Phillip Djwa to help fulfill the project's cultural engagement program, providing mobile strategies in collaboration with local arts and culture groups. Our first project was with local independent music label Mint Records, for their "Ridiculously Early Christmas Party", held the first weekend of December 2006.  


The metroCode / Mint cell phone campaign was hosted by guerilla journalist and Much Music personality Nardwuar the Human Serviette and featured musical selections of each of the bands performing at the event, general ticket and event information, and a special Christmas clip from rapper Snoop Dogg, (introduced as 'a guy who says ho ho ho all year long').

While at UBC why not check out metroCode's GreenMUSE prototype...



March madness continues at metroCode..this week we have also launched a cell phone prototype on the UBC campus via a partnership with Mobile MUSE, Industry Canada, and UBC's Design Centre for Sustainability, publishers of the Green Guide (www.greatervancouvergreenguide.ca).


Mobi-economics: how do we charge? why do we charge?




Greetings to all from LK and team metroCode.

As we head into the final stretch of phase II of Mobile MUSE we are being asked to evaluate our performance, synopsize our learning, and come up with at least some educated guesses and at best some solid models for creating a sustainable business from mobile cultural applications.

Back in early December metroCode's tech lead Nick Simon posted a blog entry entitled "Who do we charge?".

The future of persuasion is mobile...or is it?


"The future of perusasion is mobile", or so says BJ Fogg, head of the Persuasive Technologies Lab at Stanford, and chair of last week's Mobile Persuasion conference that I was fortunate enough to attend.

Fogg's work centres around what he terms persuasive techhnologies and the resulting field of "captology, which he explains as follows:

Like human persuaders, persuasive interactive technologies can bring about positive changes in many domains, including health, business, safety, and education. With such ends in mind, we are creating a body of expertise in the design, theory, and analysis of persuasive technologies, an area called “captology.” (from http://captology.stanford.edu/)

Unbeknownst to us at Mobile MUSE we too have been working in the field of captology, creating, studying, and evaluating applications in the emerging mobile field.  Of course the word 'persuasion' comes across as heavy on the marketing speak, but like it or not whether we talk about contextualizing, interpreting, or guiding, we are nudging people to come over to our point of view.  And when communities get involved the persuader moves from being an individual to being a group. The dynamics are a lot more interesting, and that's a big part of why we all do what we do. If we were merely trying to distribute coupons for retail products and services (not that there's anything wrong with that) things would be much more straightforward.

Fogg himself said that his epiphany came at the moment at which he made the leap from the supposition of the 1990's that the future of technology could overlap with marketing persuasion to the supposition of the 21st century that the future of persuasion is mobile. A bold statement, and one that bears further scrutiny.

The Mobile Persuasion Conference (www.mobilepersuasion.org) brought together computer scientists, social scientist, content creators, and businesspeople, in order to create as broad a snapshot as possible of activities in the mobile space in February 2007 and where the sparks of interest and viability seem to be.

Interestingly, in the course of a day long conference featuring dozens of speakers, two panels were devoted to the field of mobile technologies and health care/lifestyle management/personal performance coach. I'm not personally convinced that my cell phone reminding people to not eat a slab of cheesecake or smoke or have that 2nd martini is going to make anyone comply, but who knows a) there may be a business in it and b) mobile devices may indeed be so personal and unique from other technologies that they do have the ability to alter people's behaviours in ways other technologies haven't. time will tell.

I'll share some highlights from the conference that are relevant to the various projects and groups affiliated with Mobile MUSE and if you're interested in learning more just drop me a line (leora@ubiquityinteractive.com) or google away.

Justin Oberman, whose day job is at Rave Wireless talked about mobile phones for social change (his after hours job), citing the central role of cell phones in stirring up social change and influencing political behaviour; he referenced projects such as People Power 2 in the Phillipines in 2001 and the Ukraine's Orange Revolution in 2004. And of course we're aware of the very impressive results netted by the Get Your Vote On team in the provincial election of 2005, if I recall correctly. Justin made some really great points about the uniqueness of mobile experience, some of which may seem obvious but they're certainly worth repeating. 

1) at present the carriers' concerns are 90% voice traffic
2) that SMS is not email; you can't compare 160 character communication to a full message
3) mobile is not the internet; it is about the immediate, about simple co-ordination, about the ability of each  mobile user to be a personal broadcaster
4) that mobile is best for mobilizing those who are already persuaded (vs using it as the primary tool/channel for making the persuasion happen)

Marcus Yoder of www.veeker.com then spoke about social-cause based networks for the world's youths, such as www.youthnoise.com, in which they partnered with a local media outlet (San Francisco's KRON), encouraging citizen journalism by setting up an email account (KRON@veeker.com) to which people could send media from their phones directly to the broadcaster. In terms of persuasion and lobbying Marcus said he believes that 2 minutes of video is more powerful than 10,000 signatures.

On the formal research side Mirjana Spasojevic (ex of HP now with Nokia) encouraged us to think uniquely mobile, vs thinking of the cell phone as a mini PC. Some of her current work looks at when the mobile form factor is an advantage, not a liability, such as being able to use our cell phones to take a photo of a bar code, something not possible with a desktop machine (unless you want to carry it to Safeway).

Adobe also had representation at the conference, with designer Josh Ulm talking about the importance of not just creating usefulness, but also desirability. We need to thrill the user (ring tones, for better or worse, are a prime example of this; they create an emotional response/connection for users). Josh also made the very salient point that the mental model when navigating the mobile device is very different from the mental model when navigating the web. Case in point: compare Yahoo's web portal to their new mobile "Go" service.

So, what are the common themes and challenges that emerged? There were a number that I see as relevant to our various endeavours at Mobile MUSE, such as:

- the importance of ease of use/usability for all ages & backgrounds
- the walled garden approach of the carriers has to change
- 'empathic design' was a hot topic; applications and devices that coach and feed back
- personal identity management or "peer-suasion" as it was called; this is not traditional data mining by marketers, this is P2P data; eg my pal Steve knows that I like X and therefore makes that recommendation to me, based on his knowledge of my tastes and preferences.
-and finally; people don't want to admit they're being persuaded. 

So, who's convinced?

LK




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