28/5 PENCK in Metal, Milk and Bitter
Beautiful AU Design by Makoto Saito:
Design Principles (M. Saito):
- Keeping it simple
- Making it unlike a normal mobile phone.
- Giving it a presence that was attractive even when it is not being used.
- Giving it a futuristic feel while keeping design aspects to a minimum.
- Making it something people won't get tired of.
Via Moco Tokyo (February 17th)
26/5 Texting versus Email
Email, text and Metcalfe's Law (again)...
In essence, email is not person-to-person communication because very often the sender senses - and exploits - that their message is really being posted to an inbox, not directly to a person.
On the other hand, texting is more real-time and more like "talking". The sender has a view that their message is going straight to a person, not to their inbox.
[...] With email, a great deal of emotional emphasis is placed on sending. With texting, the emphasis is on the receiving. The technical reason for this is that texting has always been push-based. Therefore, a sent message is immediately brought to the attention of the recipient who will have their device with them at all times. This immediacy quality is missing with email, which is why the perception remains that emailing is to an "in-tray", not to a person..
Paul Golding goes on to speak about the small success Blackberry had so far - in his eyes. He concludes about the use of mobile email.:
[...] There is also the possibility of reaching a tipping point where the number of active mobile email users creates a shift in usage patterns and our sense of time-sensitivity changes. Suddenly we might expect more rapid reaction to information changes than we currently do. There is no doubt that once exposed to mobile email and the "connectedness" it brings, it is easy to get used to.
I think the big difference between SMS and email is the amount, the size and most importantly the cost. Where SMS is often used for one-to-one personal short messages which are worth 20 Rappen, email is cheap and you can get a lot which is not really necessary. That's also why I think email push is highly problematic.
Push services should always remain expensive for the "pusher" somehow otherwise I think we will be quickly overwhelmed on "always on devices" like the mobile phone. Certainly you should be able to accept a push service, but only for a special purpose and easy to cancel. Somehow SMS and the Pager share the same origin, and I wouldn't want a pager for all the email I get. But if I can chose a push service for some time, why not.
Personnally I believe that push is not that important, and that pull services (RSS is the best example) are still much more friendly to overstressed humans. - Give us a break:)
20/5 ... and increasingly, that device is a mobile telephone
This time I really quote a lot and I do hope that this is ok with Ellen D. Wagner. I'll send her an email to confirm that. If not I'll remove some of the quotes.
Until the early months of 2005, there would have been no strong reason for looking beyond notebook and handheld computers—at least not in North America. However, with the expansion of 3G (third-generation) networks and the increasing availability of “smartphones”—integrated communications devices that combine telephony, computing, messaging, and multimedia—users in Asia and Europe are finding that their broadband connectivity and their computing needs can be met through a single device. And increasingly, that device is a mobile telephone.
[...] unlike most other mobile devices used in education, devices such as PDAs or tablet computers, there is very little extra effort required to get people to adopt and use mobile phones. Rather, people can be offered more things to do with the mobile phones to which they are already attached and with which they are already reasonably competent.
[...] As we shared what we called our “insiders’ view” on where mobile learning is headed, Colleen Carmean, a session attendee, made the following observation in her conference weblog: “Scanning international horizons makes them [Robson and Wagner] much more optimistic than the people in the room, but they seem to sweep away much of the resistance and heel-digging, as they ask us to clap our hands, say ‘I believe,’ and imagine a higher ed that is capable of adaptation and change.”
- Learning is a deeply personal act that is facilitated when learning experiences are relevant, reliable, and engaging.
- Different kinds of learning demand appropriate strategies, tools, and resources.
- Technology in and of itself may not guarantee better learning.
- The better the experience and the more intentional the results, the greater is the likelihood that learning will occur.
The rich mobile Internet experience
A rich mobile Internet experience includes the following attributes:
- Ubiquity: How widely available is the media player that will be required for the viewer to see the application on the device display?
- Access: How widely available is the wireless network that will distribute the mobile content?
- Richness:Do pages load quickly? Do animations play in a smooth and seamless manner? Does the streaming media (media that is consumed—read, heard,
viewed—while it is being delivered) flow at a sufficiently rapid rate?
- Efficiency: How large is the client that will be required to make use of a particular media player? How fast will the application load and play?
- Flexibility: Will the application be viewable on a variety of devices? Can content designed for use with one kind of device or operating system be played on other devices with some expectation of comparable quality?
- Security: Is the interactive mobile device protected from worms and viruses? Is the shared content protected from being intercepted by unintended recipients?
- Reliability: Will content be displayed in a consistent manner, regardless of the browser, device, and screen size?
- Interactivity:Does the application allow users to interact freely with the display and the content?
Current Mobile Trends in Education
Current trends suggest that the following three areas are likely to lead the mobile movement: educational games, language instruction, and performance-support and decision-support tools. In particular, gaming has taken the wireless world by storm, and there is every reason to believe that educational gaming will provide mobile learning with its first big “win,” in terms of adoption.
from Enabling Mobile Learning
19/5 QR Codes soon in Switzerland too?
Visual Code Recognition for Camera-Equipped Mobile Phones
In this ETH project we evaluate the feasibility of using the CCD cameras built into off-the-shelf mobile phones to act as sensors for 2-dimensional visual codes. The codes can be attached to physical objects and act as a key to access object-related information and functionality. The use of mobile phones is interesting in this scenario, because mobile phones are ubiquitously available devices providing constant wireless connectivity, and models with integrated cameras are getting more and more popular. Using the integrated camera as a sensor thus offers a natural way of detecting objects in the user's immediate surroundings.
German non-technical introduction (PDF)
Foto-Handys als mobile Interaktionsgeräte im Alltag – Klicken in der realen Welt
Durch Anvisieren eines aufgedruckten Visual Codes kann Zusatzinformation zum Papieraushang angezeigt werden. Foto-Handys lassen sich auf eine neuartige, interessante Weise als Geräte zur Interaktion mit Gegenständen einer „smarten“ Umgebung nutzen. Indem die Mobiltelefone beispielswiese spezielle „Visual Codes“ erkennen, die auf Produkten oder Plakaten angebracht sind, können sie zugehörige Informationen unmittelbar via Mobilkommunikation aus dem Internet holen und dem Nutzer anzeigen – Dinge „kommunizieren“ so mit dem Menschen. Ferner lassen sich durch den Vergleich schnell hintereinander aufgenommener Bilder die Bewegungen des Handys in rein optischer Weise ermitteln. Das Mobiltelefon agiert damit als persönlicher Mediator zwischen Objekten in der Umgebung und mobilen Informationsdiensten – es wird zu einer Art „Computermaus“, mit der man in der realen Welt surfen und klicken kann. Die hierfür erforderlichen Techniken wurden am Institut für Pervasive Computing der ETH Zürich entwickelt und werden derzeit in Zusammenarbeit mit verschiedenen Firmen in der Praxis erprobt.
19/5 Camera Phones as Storytelling Devices by HP
StoryCast: simple, digital storytelling with photos and narration
StoryCast is an experimental digital storytelling service that lets people use their camera phones and other mobile devices to easily create and instantly share stories with friends and family. Each story consists of a sort of narrated slide show of photos accompanied by the storyteller's voice.
Plog -- Unlocking the Revolutionary Power of Cameraphones as Storytelling Devices
Plog seizes and extends this exciting new opportunity in a couple key ways:
Plog is not a photoblog. It is not about publishing a list of pictures on a web page. Plog is about telling stories that are easy to create, fun to watch, and interactive.
- Plog makes it easy and effortless to capture and share photos with rich metadata
- Plog automates and enriches the organization and presentation of photos by turning them into stories
Via Dan Gillmor's Bayosphere
16/5 Nokia Sensor
15/5 Risto Sarvas's Research on Cameraphone Behavior
15/5 Mobile Web Initiative (MWI) was launched May 11
MWI: Making Web access from a mobile device as simple, easy and convenient as Web access from a desktop device
What is the Mobile Web Initiative?
World Wide Web technologies have become the key enablers for access to the Internet through desktop and notebook computing platforms. Web technologies have the potential to play the same role for Internet access from mobile devices. However, today, mobile Web access suffers from interoperability and usability problems that make the Web difficult to use for most mobile phone subscribers. W3C’s "Mobile Web Initiative” (W3C MWI) proposes to address these issues through a concerted effort of key players in the mobile production chain, including authoring tool vendors, content providers, handset manufacturers, browser vendors and mobile operators.
Currently, the W3C MWI is focussing on developing "best practices" for "mobileOK" Web sites, work on device information needed for content adaptation, and marketing and outreach activities.
Mobile Web Initiative Working Groups
The mission of the Mobile Web Best Practice (MWBP) Working Group is to develop a set of technical best practices and associated materials in support of development of Web sites that provide an appropriate user experience on mobile devices.
The mission of the MWI Device Description Working Group (DDWG) is to enable the development of globally accessible, sustainable data and services that provide device descriptions in support of Web-enabled applications having an appropriate user experience on mobile devices.
Russell's thoughts about the one web idea (via Smoothplanet)
I agree with him almost certainly;)
15/5 Geoblogging on mobile and the Muse Blog
This is a cell phone application that promotes the sharing of knowledge. It allows to send and receive encyclopedia-type inquiries between specific, pre-defined groups of users, through Text messaging. Users can register here on this site and start building the quick-reference Cellphedia-type encyclopedia entries, by asking other users and answering other users' questions where-ever cell phone service is available.
Another push service;)