I: top-level uses
-content capture ---> Flip camera, audio recorder
-content access (downloaded or copied)
news or information
-social connection (different speeds, synch and asynch)
II: some principles
-different time levels (immediate download, eventual upload) --> Photos that get left on my camera for months vs. geotagging
-integration with Web services (Facebook, Twitter for phone)
-richness of small device experience (PSP)
-convenience matters
-new interfaces
-tiny but beloved keyboard
-stylus
-touchscreen
-mouse might wane (http://let.blog.nitle.org/2008/07/21/the_mouse_soon_to_decline_gartner/)
-open vs closed battle
III: selected emergent social and cultural practices
-device and social multitasking
- variable levels of multitasking, depending on situation
- difficulty predicting
- getting students off of earbuds
- different demographics of expectation
- changes in social environment
- phase change
-represented Web content (http://books.google.com/m)
-podcasts
-predicated on moving audio content
-downloadable apps
Apps stores
open markets
browsing, or quick use and discard
(http://let.blog.nitle.org/2009/02/22/iphone-apps-store-research-on-user-behavior/)
-digitally annotating physical space
-geotagging content
example: YouTube-Google Maps (2007 on:
http://google-latlong.blogspot.com/2007/10/now-playing-youtube-videos-in-google.html)
-QR codes
-mobile games
-ex: http://www.persuasivegames.com/games/game.aspx?game=jetset
-device bans
-airplanes
-cf Phil Greenspun
-incremental growth of wifi (http://xohm.com/en_US/about/news-events/press-release/news-092908.html)
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