Addressing Mobile Phone Diversity in Ubicomp Experience Development

  • Chris Greenhalgh
  • Steve Benford
  • Adam Drozd
  • Martin Flintham
  • Alastair Hampshire
  • Leif Oppermann
  • Keir Smith
  • Christoph von Tycowicz
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4717)

Abstract

Mobile phones are a widely-available class of device with supporting communications infrastructure which can be appropriated and exploited to support ubicomp experiences. However mobile phones vary hugely in their capabilities. We explore how a single dimension of phone application type embodies the critical trade-off between capability and availability, i.e. between what can be done and the fraction of potential participants’ phones that can do this. We describe four different mobile phone ubicomp experiences that illustrate different points along this continuum (SMS, WAP/Web, and J2ME, Python and native applications) and the common software platform/toolkit, EQUIP2, that has been co-developed to support them. From this we propose four development strategies for addressing mobile phone diversity: prioritise support for server development (including web integration), migrate functionality between server(s) and handset(s), support flexible communication options, and use a loosely coupled (data-driven and component-based) software approach.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    TimesOnline: Mobile madness consumes the UK (2006), http://technology.timesonline.co.uk/article/0,19510-2189680.html
  2. 2.
    Ofcom (Office of Communications): The Communications Market 2006 (2006), http://www.ofcom.org.uk/research/cm/cm06/main.pdf
  3. 3.
    Floerkemeier, C., Mattern, F.: Smart Playing Cards – Enhancing the Gaming Experience with RFID. In: Proc. PerGames, pp. 27–36 (2006)Google Scholar
  4. 4.
    Cheok, A.D., Sreekumar, A., Lei, C., Thang, L.N.: Capture the flag: mixed-reality social gaming with smart phones. Pervasive Computing 5(2), 62–69 (2006)CrossRefGoogle Scholar
  5. 5.
    Raento, M., Oulasvirta, A., Petit, R., Toivonen, H.: ContextPhone - A prototyping platform for context-aware mobile applications. Pervasive Computing 4(2), 51–59 (2005)CrossRefGoogle Scholar
  6. 6.
    Sohn, T., Li, K.A., Lee, G., Smith, I., Scott, J., Griswold, W.G.: Place-Its: A Study of Location-Based Reminders on Mobile Phones. In: Beigl, M., Intille, S.S., Rekimoto, J., Tokuda, H. (eds.) UbiComp 2005. LNCS, vol. 3660, pp. 232–250. Springer, Heidelberg (2005)Google Scholar
  7. 7.
    Smith, I., Consolvo, S., Lamarca, A.: The Drop: Pragmatic Problems in the Design of a Compelling, Pervasive Game. ACM Computers in Entertainment 3(3), 1–14 (2005)CrossRefGoogle Scholar
  8. 8.
    Metrics, M.: M:Metrics Unveils Industry’s First Definitive Mobile Marketing Metrics (2006), http://www.mmetrics.com/press/PressRelease.aspx?article=20061003-sms-shorttext
  9. 9.
  10. 10.
  11. 11.
    Jegers, K., Wiberg, M.: Pervasive gaming in the everyday world. IEEE Pervasive Computing 5(1), 78–85 (2006)CrossRefGoogle Scholar
  12. 12.
    Kumar, V., Parimi, S., Agrawal, D.P.: WAP: present and future. IEEE Pervasive Computing 2(1), 79–83 (2003)CrossRefGoogle Scholar
  13. 13.
  14. 14.
    Huebscher, M., Pryce, N., Dulay, N., Thompson, P.: Issues in developing ubicomp applications on Symbian phones. In: Proc. Future Mobile Computing Applications, International Workshop on System Support, pp. 51–56 (2006)Google Scholar
  15. 15.
    Coulton, P., Rashid, O., Edwards, R., Thompson, R.: Creating entertainment applications for cellular phones. Comput. Entertain. 3, 3 (2005)CrossRefGoogle Scholar
  16. 16.
    LaMarca, A., Chawathe, Y., Consolvo, S., Hightower, J., Smith, I., Scott, J., Sohn, T., Howard, J., Hughes, J., Potter, F., Tabert, J., Powledge, P., Borriello, G., Schilit, B.: Place Lab: Device Positioning Using Radio Beacons in the Wild. In: Gellersen, H.-W., Want, R., Schmidt, A. (eds.) PERVASIVE 2005. LNCS, vol. 3468, pp. 116–133. Springer, Heidelberg (2005)Google Scholar
  17. 17.
    Suomela, R., Räsänen, E., Koivisto, A., Mattila, J.: Open-Source Game Development with the Multi-user Publishing Environment (MUPE) Application Platform. In: Entertainment Computing – ICEC, pp. 308–320 (2004)Google Scholar
  18. 18.
    Crabtree, A., Benford, S., Rodden, T., Greenhalgh, C., Flintham, M., Anastasi, R., Drozd, A., Adams, M., Row-Farr, J., Tandavanitj, N., Steed, A.: Orchestrating a mixed reality game ’on the ground’. In: Proc. CHI (2004) 391-398. Google Scholar
  19. 19.
    Murphy, A.L., Picco, G.P., Roman, G.-C.: Lime: A Coordination Middleware Supporting Mobility of Hosts and Agents. ACM Transactions on Software Engineering and Methodology (TOSEM) 15(3), 279–328 (2006)CrossRefGoogle Scholar
  20. 20.
    Fowler, M.: Patterns of Enterprise Application Architecture. Addison Wesley Professional, Reading (2002)Google Scholar
  21. 21.
    Segall, B., Arnold, D., Boot, J., Henderson, M., Phelps, T.: Content Based Routing with Elvin4. In: Proc. AUUG Winter Conference, AUUG2K, June 2000, Canberra, Australia (2000)Google Scholar
  22. 22.
    Gelernter, D.: Generative Communication in Linda. ACM Transactions on Programming Languages and Systems 7, 80–112 (1985)MATHCrossRefGoogle Scholar
  23. 23.
    Szyperski, C.: Component Software: Beyond Object-Oriented Programming, 2nd edn. Addison-Wesley Professional, Boston (2002)Google Scholar
  24. 24.
    Humble, J., Crabtree, A., Hemmings, T., Åkesson, K.-P., Koleva, B., Rodden, T., Hansson, P.: Playing with the Bits - User-configuration of Ubiquitous Domestic Environments. In: Dey, A.K., Schmidt, A., McCarthy, J.F. (eds.) UbiComp 2003. LNCS, vol. 2864, Springer, Heidelberg (2003)Google Scholar
  25. 25.
    Reenskaug, T.: The Model-View-Controller (MVC): Its Past and Present, http://heim.ifi.uio.no/~trygver/2003/javazone-jaoo/MVC_pattern.pdf
  26. 26.
  27. 27.
    Flintham, M., Smith, K., Benford, S., Capra, M., Green, J., Greenhalgh, C., Wright, M., Adams, M., Tandavanitj, N., Row Farr, J., Lindt, I.: Day of the Figurines: A Slow Narrative-Driven Game for Mobile Phones Using Text Messaging. In: Proc. PerGames (2007)Google Scholar
  28. 28.
    Oppermann, L., et al.: Love City: A Text-Driven, Location-Based Mobile Phone Game Played Between 3 Cities. In: Magerkurth, C., Röcker, C. (eds.) Pervasive Games - Concepts & Technologies (2007)Google Scholar
  29. 29.
    Grant, L., Benford, S., Hampshire, A., Drozd, A., Greenhalgh, C.: MobiMissions: The Game of Missions for Mobile Phones. In: Proc. PerGames (2007)Google Scholar
  30. 30.
    Fongen, A., Taylor, S.J.: Mobispace - A Distributed Tuplespace for J2me Environments. In: 17th IASTED International Conference on Parallel and Distributed Computing and Systems (2005)Google Scholar
  31. 31.
    OSGi Alliance: http://www.osgi.org/
  32. 32.
    Nokia: SNAP Mobile, http://snapmobile.nokia.com/

Copyright information

© Springer-Verlag Berlin Heidelberg 2007

Authors and Affiliations

  • Chris Greenhalgh
    • 1
  • Steve Benford
    • 1
  • Adam Drozd
    • 1
  • Martin Flintham
    • 1
  • Alastair Hampshire
    • 1
  • Leif Oppermann
    • 1
  • Keir Smith
    • 2
  • Christoph von Tycowicz
    • 3
  1. 1.Mixed Reality Lab, University of Nottingham 
  2. 2.University of New South Wales 
  3. 3.Hochschule Bremen 

Personalised recommendations