DigiDress: A Field Trial of an Expressive Social Proximity Application

  • Per Persson
  • Jan Blom
  • Younghee Jung
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3660)


In May 2005 Nokia Sensor application ( was launched, allowing mobile phone users to create digital identity expressions, seen by other users within Bluetooth range. This paper describes the design and mass-scale longitudinal field trial of a precursor prototype called DigiDress. 618 participants voluntarily used the application for an average of 25 days. The identity expressions created were both serious and playful, revealing and non-revealing. Factors influencing the identity expression included strategies for personal impression management, privacy concerns, and social feedback. The application was used with both acquainted and unacquainted people, and viewing the identity expression of people nearby was one major motivation for continued use. Direct communication features such as Bluetooth messages were not commonly adopted. DigiDress acted as a facilitator for ’real’ social interaction between previously unacquainted users. Privacy concerns and their alleviations, as well as use barriers, were identified.


Mobile Phone Privacy Concern Identity Expression Mobile Phone User Content Creation 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Kortuem, G., Segall, Z.: Wearable communities: augmenting social networks with wearable computers. Pervasive Computing, IEEE 2(1), 71–78 (2003)CrossRefGoogle Scholar
  2. 2.
    Redström, J., Dahlberg, P., Ljungstrand, P., Holmquist, L.E.: Designing for Local Interaction. In: Proc. Managing Interactions in Smart Environments (MANSE), Springer, Heidelberg (1999)Google Scholar
  3. 3.
    Esbjörnsson, M., Juhlin, O., Östergren, M.: Traffic encounters and Hocman: associating motorcycle ethnography with design, Personal and Ubiquitous Computing, vol. Personal and Ubiquitous Computing 8(2) (2004)Google Scholar
  4. 4.
    Eagle, N., Pentland, A.: Social Serendipity: Mobilizing Social Software. IEEE Pervasive Computing, Special Issue: The Smart Phone, 28–34 ( April-June 2005)Google Scholar
  5. 5.
    Terry, M., Mynatt, E.D., Ryall, K., Leigh, D.: Social net: using patterns of physical proximity over time to infer shared interests. In: CHI 2002 extended abstracts on Human factors in computing systems (2002)Google Scholar
  6. 6.
    Goffman, E.: Behavior in Public Places. Notes on the Social Organization of Gatherings, The Free Press, New York (1963)Google Scholar
  7. 7.
    Willis, P.: Common Culture. Symbolic work at play in the everyday cultures of the young. Westview Press, Boulder (1990)Google Scholar
  8. 8.
    Blom, J., Monk, A.: Theory of Personalization of Appearance: Why Users Personalize Their PCs and Mobile Phones. Human-Computer Interaction 18(3), 193–228 (2003)CrossRefGoogle Scholar
  9. 9.
    Gellersen, H.-W. (ed.): HUC 1999. LNCS, vol. 1707. Springer, Heidelberg (1999)Google Scholar
  10. 10.
    Lederer, S., Hong, I., Dey, K., Landay, A.: Personal Privacy through Understanding and Action: Five Pitfalls for Designers. Personal and Ubiquitous Computing 8(6) (November 2004)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2005

Authors and Affiliations

  • Per Persson
    • 1
  • Jan Blom
    • 1
  • Younghee Jung
    • 1
  1. 1.Nokia GroupNokia CorporationFinland

Personalised recommendations