Bluetuna is an application running on bluetoothenabled mobile phones. It allows users to share information about their favourite music. People can interact with each other through their mobile phones while sitting in cafes.
Bluetuna is an application running on bluetoothenabled mobile phones. It allows users to share information about their favourite music. People can interact with each other through their mobile phones while sitting in cafes.
Bluetuna is an application running on bluetoothenabled mobile phones. It allows users to share information about their favourite music. People can interact with each other through their mobile phones while sitting in cafes.
Abstract BluetunA is an application running on Bluetooth- enabled mobile phones that allows users to share information about their favourite music. With BluetunA people can select a list of favourite artists or songs and see who else in proximity share their taste in music, or they can search whom nearby has selected specific artists, and check out what other preferences in terms of music these people have. Moreover, BluetunA users can exchange messages with each other over Bluetooth, connect to the Internet to download their profile and obtain music recommendations from Last.fm website. To enrich this experience, people can interact with each other through their mobile phones while sitting in cafes by accessing the BluetunA hotspots and a wider range of music sharing options.
Keywords Mobile music, metadata sharing, Bluetooth applications, proximity-based interactions, social awareness.
ACM Classification Design, Human Factors H.5 Information Interfaces and Presentation (I.7) H5.1. Multimedia Information Systems Copyright is held by the author/owner(s). CHI 2007, April 28-May 3, 2007, San Jose, California, USA. ACM 978-1-59593-642-4/07/0004. Stephan Baumann DFKI GmbH / Competence Center Computational Culture Erwin Schrdinger Str 57 67657 Kaiserslautern Germany stephan.baumann@dfki.de
Arianna Bassoli Media and Communications The London School of Economics and Political Science London, UK a.bassoli@lse.ac.uk
Bjrn Jung bjoern.jung@dfki.de
Martin Wisniowski mw@khm.de
CHI 2006 Interactivity April 22-27, 2006 Montreal, Quebec, Canada 1941 April 28-May 3, 2007 San Jose, CA, USA CHI 2007 Interactivity
The power of (meta) data The recent success of social network websites (MySpace), online music recommendations (Last.fm), picture sharing (Flickr) and bookmarks sharing (Del.icio.us) has been supported by peoples desire to share information about themselves and their personal interests. More than a proper sharing of content, many of these systems are based on the sharing of metadata, which provide information about the content itself. By searching specific keywords, I can now find specific pictures, or songs, or preferences selected by other people that are subscribed to the same system I use, would it be Flickr, Last.FM or other. Although this massive sharing of personal information is mainly Internet-based and relies on a fixed and centralised infrastructure, other network technologies are increasingly allowing people to perform a more distributed and dynamic communication using their mobile devices. WiFi and Bluetooth are wireless technologies which already allow, at least in theory, people to share personal data without having to access services provided by current operators. Short-range wireless technologies have the peculiarity of being able to connect only people who are in proximity; this gives the opportunity to people to communicate with others (friends or strangers) who share the same physical space at any given time. Moreover, mobile phones and other mobile devices that have already reached mass consumption are increasingly acquiring the power and complexity of small computers, and this is slowly changing their role within the consumers society.
To create applications that allow people to communicate and exchange data over mobile phones is now in the hands of designers/developers, for whom it is still non-trivial to build new programs that can run on a variety of mobile phone models. Beside these technical problems we foresee a multitude of open research issues concerning the socio-cultural embedding of technology-mediated interaction patterns. While prominent researchers in the domain of human-computer interaction have tackled those problems [1], mainly specific market-oriented [2] as well as ethnographic studies [3] have highlighted how cultural differences play a major role in this field. Just to name a few, anthropomorphised angst, junior elites and open- vs. back vs. closed-door cultures are social phenomena being either reinforced by mobile technology or representing major barriers for certain use cases.
Facing these challenges, researchers are currently suggesting new ideas and prototypes that are building a new generation of mobile phones applications able to support the personal sharing of information. As part of this community of researchers, we are suggesting a system that operates on Bluetooth-enabled mobile phones, and that allows people to share information about their music preferences. BluetunA represents the follow up of the tunA project, originally developed at Media Lab Europe. tunA [4] was a pioneer system in the field of mobile music technology, combining aspects of music sharing on the move and mutual awareness of people in physical proximity. tunA was designed for people to access each others playlists when in WiFi range, to listen to other peoples music in a synchronised way, to chat and finally to keep a list of bookmarks containing songs and users encountered on the way. While tunA was developed on WiFi-enabled PDAs, we now chose to use Bluetooth because of the high penetration of this short-range wireless connection which is built-in various new models of mobile phones. CHI 2006 Interactivity April 22-27, 2006 Montreal, Quebec, Canada 1942 April 28-May 3, 2007 San Jose, CA, USA CHI 2007 Interactivity
Moreover, mobile phones also have a higher penetration compared to PDAs. While tunA allowed the streaming of music between devices, BluetunA is mainly based on the exchange of music metadata and not of music files.
Related work Apart from tunA, other mobile music systems have been developed for research purpose. SoundPryer [5] is a software running on WiFi-enabled PDAs that has been designed for sharing music between cars. Push!Music [6], running on PDAs as well, relies on agents to provide people in range with music recommendations and allows users to deliberately send to others their music files. The MobileMusicMessenger of the Potato System [7] is a commercial approach which allows users to download, recommend and resell music via their mobile phone. It is part of the general Potato framework which introduced super-distribution of digital content as a means for motivating artists and users to join commercial download scenarios.
Compared to these systems, BluetunA is not focused primarily on the sharing of music content. We believe that often the exchange of music information is sufficient for supporting peoples habit of talking with peers in order to enrich their music knowledge. Also, BluetunA represents a lightweight application aimed at increasing peoples awareness of their surrounding.
Bluetooth all around you Although Bluetooth presents some disadvantages (limited range, transfer rate, security) compared to other wireless technologies, its main attraction is the penetration it has recently reached. Most of the latest models of mobile phones come, in fact, with Bluetooth built-in. In addition to this it offers two unique features: transmission of digital items or metadata is free of charge and the transmission is not regulated by an ISP or a telco.
Originally developed to connect and manage devices in short range, it is mostly left unused by most people because of the lack of applications that rely on it. It is not clear how people might use Bluetooth in their everyday routine (if not to connect to their computers); however, when scanning for Bluetooth devices in western cities, it is very common to find few of them in range.
Researchers involved in the Cityware project conducted a pilot study through which they found that approximately 10% of people walking on the streets of Bath, Uk, had their Bluetooth turned on [8]. An informal Bluetooth scanning that was performed by us periodically in the London Underground highlighted that a similar percentage of people had Bluetooth turned on while travelling, among which approximately 30% had given nicknames to their devices.
Nicknames probably constitute the minimum amount of personal information that people are willing to let others in proximity access. While it seems unlikely that someone would broadcast to strangers other personal details such as mail or email address and even pictures, people could be inclined to share their music preferences with others nearby, as it is a less intrusive way to communicate aspects of their identity. Participants of our tunA qualitative user study demonstrated, for instance, to be highly inclined to let strangers in proximity access information about the music they have in their playlist and to use alias to
Figure 1: person listening to music from his mobile phone in the crowded London Tube
Figure 2: what is your neighbour listening to? CHI 2006 Interactivity April 22-27, 2006 Montreal, Quebec, Canada 1943 April 28-May 3, 2007 San Jose, CA, USA CHI 2007 Interactivity
broadcast their presence; on the other hand, they expressed the fear of letting strangers know other details of their identity or current location.
Music Proximity BluetunA could constitute a starting point for letting people gain more control over their "Bluetooth presence, by making them more aware of what it means to broadcast aspects of their identity to co- proximal people in public places, the same way they already do through clothing and gestures. If we think about concerts, either open-air or in dedicated clubs or halls, the user is already embracing a specific music- related context. We recently started a second informal study trying to evaluate such environments in relation to objective measures such as size of the location, number of visitors and the affinity to technology regarding the presented music genre. Since we know that there are some psycho-sociological relations between music listeners and their preferred music genres [9, 10] we may detect extensions to such work which started decades ago in the human sciences. There has been some recent research in the area of Music Information Retrieval (MIR) considering situation- specific mood or emotional underpinnings while listening to music (e.g. D.Hurons listening modes). Nevertheless there is still a lack of quantitative research about the concrete influence of different contexts (time, space, environment, etc.) and their trajectories to the perception of music by individuals and the way they socialise through music.
BluetunA-on-the-go When travelling in the London Underground it is almost impossible not to spot the crew of iPOD users, but it is also not uncommon to see people listening to music on their mobile phones. Owners of mobile phones with MP3 capabilities are seen as the main target group for BluetunA, especially young people who decide to use or carry around these multifunctional devices instead of dedicated MP3 players such as iPODs. In a variety of everyday occasions, BluetunA could provide an interesting and engaging experience for all music lovers. For instance, if I feel like I want to listen to something new, I can receive music recommendation on the move by accessing services provided by Last.FM. Alternatively, I can connect to others in proximity and run a search for artists they know who might make music similar to the one I already like. If I see someone sitting close to me who looks interesting, and I become suddenly curious to know his/ her taste in music, I can fulfil this curiosity by checking his/ her list of favourites. In case I feel bored waiting at the airport, I can see who else among the people waiting around me has similar music taste to mine. If I see that someone who has music that Ive heard of but Im not sure about, I can send him/ her a message asking what he/ she thinks about it.
In order to select my favourite music, I can have BluetunA create an automated list based on the MP3s that are already contained in my mobile phone. Alternatively, I can access Last.FM and download from there my profile, which makes my list of favourites be less ad hoc but more long term. There could be benefits in each of these two options; because this list represents my music identity that others in proximity can access, I can chose if I want them to know what I am listening to these days, or if I want them to know what my preferences are over a longer period of time. Whenever I search for other BluetunA users, I receive a list that shows them with their nicknames and different icons that are created by the application to show if they
Figure 4: BluetunA screenshot: main menu and my favourites
Figure 3: person scanning the neighborhood with Bluescan (http://mobile.processing.org) CHI 2006 Interactivity April 22-27, 2006 Montreal, Quebec, Canada 1944 April 28-May 3, 2007 San Jose, CA, USA CHI 2007 Interactivity
are friends, total strangers, or people whom I dont know but have already crossed my path a certain number of times (familiar strangers). To search for people in proximity who might have music that interest me, I can select a number of keywords that are kept in my search list and run an automated search periodically, or I can perform a custom search in case Im looking for something in particular at a certain time. Depending on the number of songs others have of the artists I searched for, I will receive a list where BluetunA users are displayed in order of their matching rate. I can then choose to browse the list of favourites of the people BluetunA found in range, and to send them a message in case I need clarifications.
Details of the BluetunA Prototype BluetunA has been prototyped in J2ME, the Java2 Platform, Micro Edition. The MIDP2.0 profile was used and the extensions JSR-75 and JSR-82. The JSR-75 is used to access the phones file system, especially the mp3s. The implementation had to be optimized in order to keep it small and efficient. For practical reasons a lot of the standard packages, e.g. for XML parsing, have been too complex. We decided to use plain text instead of XML-based formats. A central plain text parser was implemented for the message handling and the interpretation of the external profiles delivered by Last.FM. The components interact by using a compact message format for data exchange.
The matching algorithm as contained in Bluetuna-on- the-go is a lightweight version of heuristic AI-based matching strategies. Basically it is computing a weighted sum of the normalized local matchings between: my.searchterms and your.MP3.ID3tags, my. favouriteartists and your.favourite artists. The application consists of a Java Archive (BluetunA.jar) and a Java Application Descriptor (BluetunA.jad); depending on the device only the .jar or both files are required. It has been tested so far with Nokia 6230i and Nokia 3250. We plan to offer the required files for the most popular models of different manufacturers on our project website for public download.
BluetunA-hotspot Although BluetunA has been designed for a mobile audience, we have also envisioned a scenario where people are sitting in a caf and have time to exchange music information with others. In these situations, BluetunA can take advantage of a fixed infrastructure, providing a higher degree of complexity and reliability at the same time. We are currently implementing a BluetunA server which acts as an open relay to BluetunA clients at urban hot spots. Moreover, we are working on a client application which is browser-based, and therefore accessible to all models of mobile phones. The server and the thin clients comprise the BluetunA-hotspot system, offering a more transparent P2P style of interaction, which implies that offering and searching for music and people can be done at the same time. Having the relay server in the background makes it now possible to run advanced global similarity measures including semantic representations of content and users as well as content-based audio descriptions. For research purposes, a central caching and traffic logging will finally allow for data mining.
Future Plans As Kjeldskov and Graham [11] pointed out, "mobility is very difficult to emulate in a laboratory setting, as is
Figure 5: BluetunA user communicating with another user in proximity and connecting online to Last.FM website.
Figure 6: BluetunA gives the possibility to see on a mobile phone how people in proximity represent their identity in terms of their music preferences CHI 2006 Interactivity April 22-27, 2006 Montreal, Quebec, Canada 1945 April 28-May 3, 2007 San Jose, CA, USA CHI 2007 Interactivity
the dynamism of changing context. Field studies offer the ideal opportunity for the study of rich real-world use cases. We want to test the application by providing 20 students with mobile phones where BluetunA has been installed for a period of 30 days. Participants will be asked to use the application on a regular basis, as this will show the progress of users getting acquainted with the features and interface of the application, and the evolution of usage over time.
A combination of qualitative (collected through diaries and in-depth interviews) and quantitative (collected through logs) data will highlight the main positive and negative aspects of BluetunA in terms of usability, desirability, entertainment, awareness of the surroundings, increase in social interactions and in music knowledge. Finally, the results of the study will serve as a feedback to the designers/ developers for planning iterations of the design process.
Acknowledgments Arianna Bassoli wishes to thank the former tunA-team at Media Lab Europe.
References [1] Canny, J. (2006), The Future of Human-Computer Interaction, HCI, Vol.4, No-6 - July/August 2006. [2] Benson, R., Radcliff, M., Armstrong, S., and Levine, R. (2006), Exploring the impact of 3G mobile phone technology on global communities, Motorola. [3] Ito, M., Okabe, D., and Matsuda, M. (2005), Personal, Portable, Pedestrian: Mobile Phones in Japanes Life, MIT Press, Cambridge, Massachusetts. [4] Bassoli, A., Moore, J. and Agamanolis, S. (2006) tunA: socialising music sharing on the move, in K. OHara and B. Brown (Eds) `Consuming Music Together, Netherlands: Springer [5] stergren, M. (2004), Sound Pryer: Adding Value to Traffic Encounters with Streaming Audio, in Proceedings of ICEC'2004 - the 3rd International Conference on Entertainment Computing. Springer Verlag, pp 541-552. [6] Jacobsson, M., Rost, M., Hkansson, M. and Holmquist, L.E. (2005), Push!Music: Intelligent Music Sharing on Mobile Devices, in Adjunct Proceedings of UbiComp 2005, Tokyo, Japan. Demonstration [7] The Potato System, www.potatosystem.com [8] O'Neill, E., Kostakos, V., Kindberg, T., Fatah gen. Schiek, A., Penn, A., Stanton Fraser, D. and Jones, T. (2006), Instrumenting the city: developing methods for observing and understanding the digital cityscape, in Proceedings of UbiComp 2006, OC [9] T. W. Adorno,T.W. (1962) Einleitung in die Musiksoziologie. Suhrkamp, Frankfurt [10] Bourdieu, P. (1984), Distinctions: A Social Critique of the Judgement of Taste, published by Harvard University Press [11] Kjeldskov, J. and C. Graham, C., (2003), A Review of MobileHCI Research Methods, in Proceedings of the 5th International Mobile HCI 2003 conference, Udine, Italy, 2003
CHI 2006 Interactivity April 22-27, 2006 Montreal, Quebec, Canada 1946 April 28-May 3, 2007 San Jose, CA, USA CHI 2007 Interactivity