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Exploiting incidental interactions between mobile devices

               Jamie Lawrence                         Terry R. Payne                    Raul V. Kripalani
            Intelligence, Agents and             Intelligence, Agents and          Electronics and Computer
               Multimedia Group                     Multimedia Group                  Science Department
           Electronics and Computer             Electronics and Computer         University of Southampton, UK
              Science Department                   Science Department
         University of Southampton, UK        University of Southampton, UK
          jel03r@ecs.soton.ac.uk                  trp@ecs.soton.ac.uk

ABSTRACT                                                        for the majority of computer interfaces but it has the dis-
Not all human–computer interactions are directly derived        advantage of requiring the user’s attention for the planning,
from the concious intention of a user. There are a class of     execution and evaluation phases. Whilst this may not be a
interactions which occur as a side effect of the user’s cur-     problem when the user is fully occupied by the task, there
rent goals but which nevertheless, provide a useful modality    are circumstances where the user is neither capable, nor
for interacting with mobile applications. This paper dis-       required, to switch their attention to the computer. This
cusses the use of these ‘incidental interactions’ in mobile     ‘attention scarcity’ is more prevalent with mobile phones,
applications, particularly those that rely on the notion of     where the user is typically required to devote at least part
co-presence. This paper presents three projects that ex-        of their attention to other tasks. In contrast, applications
ploit incidental interactions: The first, Amigo, is a appli-     on a desktop computer are assumed to be the main and
cation that uses Bluetooth to construct a representation of     primary focus of the user.
a user’s social network and associate these with calendar
events; the second project, Co-presence Communities, takes      This paper advocates an interaction model for mobile de-
the Amigo concept further by mining the co-presence data to     vices that co-opts the user’s intentional actions for one task,
discover reoccurring group meetings; and finally, BluScreen      as inputs towards an entirely different goal. An example,
is a pervasive public display that utilises co-presence data    elaborated throughout this paper, is the goal of building a
to provide feedback to an agent-based marketplace, which        representation of your social network. A traditional system
is responsible for allocating the time slots for each presen-   would allow a user to input the names of their contacts and
tation.                                                         perhaps note when, where and how they maintained that re-
                                                                lationship1 . Our proposal, explored throughout this paper,
                                                                is that the goal of building the social network representation
Categories and Subject Descriptors                              should be a by-product of the actual social interactions. So,
H.5.2 [User Interfaces]: Interaction styles; H.4 [Information   the action of a user meeting someone would automatically
Systems Applications]: Miscellaneous                            update the corresponding entries in their profile.

Keywords                                                        This paper begins with an introduction to ‘incidental inter-
Incidental interactions, Co-presence, Mobile social applica-    actions’ (in Section 2) and specifically to Co-presence as a
tions, Bluetooth                                                form of interaction (Section 3). Section 4 provides a brief
                                                                description of three current research projects which employ
                                                                incidental interactions. In particular, Section 4.1 presents
1. INTRODUCTION                                                 Amigo, a web-based social networking site, that uses in-
Traditional literature in the field of human–computer inter-     formation derived from incidental interactions. Section 4.2
action assumes that the user has a particular goal in mind      introduces Co-presence Communities as an extension of the
when they start interacting with a computer. This is of-        Amigo project that provides a richer analysis of a user’s so-
ten characterised by Norman’s interaction model [11], which     cial network. BluScreen, in Section 4.3, is a public display
consists of two primary phases: execution (including plan-      that uses the incidental interactions of viewers to influence
ning) and evaluation. That is, the user begins with a goal      the future content. Finally Section 5 concludes this paper.
in mind, executes a plan to achieve this and then evaluates
the results against the intended state. This model accounts
                                                                2. INCIDENTAL INTERACTIONS
                                                                In contrast to the Norman model of intentional actions, Dix
                                                                has proposed ‘incidental interactions’ to describe those ac-
                                                                tions that are co-opted by a system to serve a different goal
                                                                from that which the user was currently undertaking [3]. Dix
                                                                defines incidental interaction as the situation “where actions
                                                                performed for some other purpose, or unconscious signs, are
                                                                1
                                                                  indeed, this is the model for all ‘social networking services’
                                                                currently available on the Internet
interpreted in order to influence/improve/facilitate the ac-
tors’ future interaction or day-to-day life” [2]

This emphasises the user’s focus on one task, whilst the sys-
tem is surreptitiously using those interactions to actually
fulfil a different goal. The canonical example of an inciden-
tal interaction is the interior light of a car: When the user
opens the car door, the interior lights are activated. The
user’s goal is to enter or exit the car, but the system uses
the interaction with the car door to fulfil the unstated goal
of illuminating the car interior. Note that ‘incidentalness’
does not imply that an action or subsequent goal is uninten-
tional, just that the user may have previously specified it to
the system and not be consciously thinking about it whilst
performing the actions. Incidental interactions also differ in
the feedback that the user receives. Whereas a traditional
application would provide direct, explicit feedback to the
user regarding their actions, feedback from an incidental in-
teraction will often be minimal, unobtrusive and delayed.
The de-emphasis of explicit user interaction and feedback        Figure 1: The Amigo architecture consisting of Blu-
provides incidental applications with a strong requirement       Mobile client, BluDesktop and the Amigo web ser-
for autonomous software, and an obvious connection to the        vice
field of agent-based computing [10].

                                                                 of real-world interactions, the user can participate in co-
3. CO-PRESENCE                                                   presence systems, without resorting to activities outside of
Co-presence refers to the spatio-temporal conditions under       their normal daily routine. This aligns well with Dourish’s
which people can interact with each other. Goffman defined         argument that embodiment “does not simply mean ‘physical
it as the condition when people “sense that they are close       manifestation.’ Rather, it means being grounded in every-
enough to be perceived in whatever they are doing, including     day, mundane experience... [embodiment] is the property of
their experiencing of others, and close enough to be perceived   our engagement with the world that allows us to make it
in this sensing of being perceived ” [7]. Co-presence (or more   meaningful ”. The real–world embodiment facilitated by a
formally, corporeal co-presence [14]) is the condition under     co-presence modality (i.e., that the interaction is “grounded
which two or more people are in the same place, at the same      in everyday, mundane experience”) neatly matches the char-
time. In general, co-presence is not an intentional action by    acteristics of an incidental interaction, which should result
itself but rather a by-product of some other goal, which         from some other real–world goal (that “mundane experi-
makes it a useful form of incidental interaction.                ence”).
Humans experience co-presence through one or more sen-
sory inputs but, since computational systems lack that ca-       4. CO-PRESENCE PROJECTS
pability, it is necessary to develop a technological solution    The three recent projects described in this section utilise a
to co-presence detection. If we take Goffman’s view of co-        co-presence interaction modality in a similar way to previ-
presence, then any technological co-presence sense should be     ous applications (such as the selection in [1]). In particular,
roughly equivalent to human sensory inputs. The class of         the Serendipity application [5] detects co-presence between
technologies called Personal Area Networks (PAN) provide         two individuals using Bluetooth-enabled phones, attempts
a good match with Hall’s work on our sensory abilities [8].      to match their two profiles and, if successful, provides an in-
In particular, the effective range of PANs corresponds to the     troductory service. This has obvious dating applications but
distance at we can perceive individual characteristics in peo-   the actual usage scenario was to enhance corporate collab-
ple. Most wireless PANs, such as Bluetooth, are effectively       oration. Moving beyond the immediate interaction, Eagle
confined to a single room due to their short-range and lim-       & Pentland have used Bluetooth phones as mobile sensors
ited wall-penetration abilities. Bluetooth also the advantage    from which to determine a user’s activity and location [6].
that it has been widely adopted in mobile devices, from lap-     In another direct example of incidental interactions from
tops to PDA’s and mobile phones. For the purposes of this        co-presence, the Jabberwocky device used Bluetooth to de-
work, the wireless ‘bubble’ formed by a Bluetooth device is      termine a user’s ‘Familiar Strangers’ [12]. This also demon-
used as a co-presence sensor and the presence of that device     strated how a user might come to subvert the co-presence
is assumed to indicate the presence of its owner. Whilst it      interaction by deliberately straying away from their usual
is also assumed that there is one-to-one correlation between     patterns to seek out new pastures and avoid their familiar
a mobile device and human owner, it is also accepted that        strangers.
individuals without mobile phones (or without Bluetooth
activated) will not be discoverable.                             4.1 Amigo
                                                                 Amigo is an social networking service built upon real inter-
A Bluetooth sensor attached to an individual allows the          action data collected by Bluetooth phones. It keeps a history
computation of co-presence to be embodied within the real–       of co-presence encounters and a calendar of events, and uses
world [4]. This embodiment means that through the medium         these to infer social relationships and attach occurrences of
co-presence with particular diary entries. Amigo consists
of three main components: a client application, BluMobile;
a desktop application, BluDesktop; and the central Amigo
web service. The architecture is sumarised in Figure 1.

The BluMobile client is a J2ME application that can be in-
stalled on a Bluetooth-equipped mobile phone (a W800i was
used in our trials), and regularly scans for other Bluetooth
devices in the vicinity. These encounters are logged to the
phones internal memory and may be displayed in a textual
or graphical form. However, the main purpose of BluMo-
bile is not the visualisation of these co-presence encounters,
but as a means of collecting the co-presence data. Due to
the storage and processing limitations of mobile phones, the
                                                                           Figure 2: The BluScreen installation
co-presence data is then transferred to the user’s PC for
processing by the BluDesktop client. BluDesktop acts as
the user’s main store of co-presence data, calendar entries        tine and conceptual clusterer [9]. However, the details of
(in RDF iCal format2 ), and social network representation          that algorithm are outside the scope of this paper.
(in FOAF format3 ). The representation of the user’s so-
cial network is built from the co-presence data, using the         A Co-presence Community is formed by the repeated co-
simple rule that any person who has been co-present with           presence between a group of individuals at approximately the
the user for more than a specified total amount of time (de-        same time period ; a Monday morning project meeting or a
fault: 1 hour) is considered a ‘friend’ 4 . Anyone who doesn’t     daily coffee break at 3:00 would be two examples. These co-
meet the criteria of ‘friendship’ is just considered to be a ca-   presence communities are probabilistic representations that
sual encounter. A mapping between calendar events and the          cluster together co-presence events on both temporal (start
people associated with it is constructed by considering any        and end times) and membership dimensions. A commu-
person who was co-present with the user for more than a            nity may be stable to a varying degree across these two di-
specified percentage of the event’s duration (default: 20%)         mensions. For example, the co-presence community formed
to be related to that event. These event-person connections        by weekly project meetings would have stable membership
are used to form a representation of the event’s social group.     and temporal dimensions (the same group of people at the
The resulting user profile, which incorporates the social rela-     same time interval). In contrast, the community formed on
tionships and event groups, is created as an RDF document          a commuter bus might have a stable temporal dimension
and uploaded to the Amigo web service. This profile is used         (because you always catch the same bus) but an unstable
by the Amigo site to provide a mechanism for browsing the          membership (because it’s not always the same people on
profiles of those members of the user’s social network (where       that bus). By obtaining these community memberships via
authourised) or the co-presence history by events, time or         wireless sensors, it is be possible to build a dynamic, self-
device.                                                            updating model of the people that a user is normally in the
                                                                   proximity off at any given time.
Amigo is an example of an application based upon inciden-
tal interactions because the act attending of a social event       AIDE, the Ambient Information Dissemination Environment,
(e.g. Salsa dancing) has the incidental effect of building          is one possible application of co-presence communities. AIDE
up a representation of the social group around that event.         allows users to distribute content in a peer-to-peer manner,
Another functionality of BluMobile is the ability to be noti-      using their co-presence communities as a self-updating dis-
fied, through an audio or vibration alert, when one of your         tribution list. The advantage of co-presence communities for
‘friends’ comes into range. Admittedly, this isn’t a terribly      this application is that they allow dissemination in differ-
useful feature with the typical 10 m range of Bluetooth, how-      ent contexts: sharing jokes with strangers on the commute
ever it does highlight the incidental effect of a co-presence       home (i.e., a time-stable community) or disseminating the
interaction: as the user approaches a friend (for whatever         latest call-for-proposals to a research group (a fully stable
intentional reason), their phones will incidentally vibrate.       community formed by weekly meetings). AIDE ambiently
                                                                   determines which community a detected device belongs to
                                                                   and transfers the selected content in the background, based
4.2 Co-presence Communities                                        on the source user’s specified preferences. With the AIDE
Co-presence Communities is a project that aims to discover         application, the user is expected to pursue their normal goals
socio-temporal patterns from co-presence data (much like           and the dissemination of their content (being a longer-term
Amigo) but relies on the user to add contextual information        goal) is carried out as a side-effect of their daily routine.
(whereas Amigo utilises calendar information). An initial al-
gorithm for discovering these co-presence communities has
been developed that incorporates a feature extraction rou-         4.3 BluScreen
                                                                   BluScreen is another project that derives its functionality
2
  http://www.w3.org/2002/12/cal/ical.rdf                           from the incidental interaction between co-present devices.
3
  http://xmlns.com/foaf/0.1/                                       However, in this case, the co-presence activity is used to
4
  A ‘friend’ in this sense is the simple binary relationship       auction off display time for a pervasive public display to au-
provided for by the FOAF representation rather than any            tonomous advertising agents [13]. Figure 2 shows one of the
deeper sociological construct                                      BluScreen installations mounted near a major thoroughfare.
The user’s interaction with the screen (such as pausing to       [4] P. Dourish. Where the Action Is. MIT Press, 2001.
view the contents) is co-opted by the BluScreen to inciden-
tally provide feedback to the agent marketplace about your       [5] N. Eagle. Can serendipity be planned? MIT Sloan
implied preferences, and thereby change the content you re-          Management Review, 46(1):10–14, Fall 2004.
ceive in the future.                                             [6] N. Eagle and A. Pentland. Reality mining: Sensing
                                                                     complex social systems. Journal of Personal and
5.   CONCLUSIONS                                                     Ubiquitous Computing, pages 1–14, February 2006.
This paper has concentrated on a class of interaction which
is not normally considered interesting in HCI research: those    [7] E. Goffman. Behaviour in Public Places. The Free
interactions that are incidental rather than being explicitly        Press, 1966.
intentional. These incidental interactions are more impor-       [8] E. T. Hall. The Hidden Dimension. Anchor Books,
tant to mobile applications since the user’s attention can           1969.
be productively directed at other tasks. The examples and
projects discussed in this paper are all based on co-presence    [9] J. Lawrence, T. R. Payne, and D. D. Roure.
interactions: Amigo uses them to build up a semantic rep-            Co-presence communities: using pervasive
resentation of a user’s social network; Co-presence Commu-           communities to support weak social networks. In
nities exploit the interactions to build a more comprehen-           Proceedings of the Distributed and Mobile
sive social model and, through the AIDE application, al-             Collaboration Workshop (DMC). IEEE, June 2006.
low content to be disseminated without repeated, explicit,
intentional actions; finally, the BluScreen project uses the     [10] P. Maes. Agents that reduce work and information
co-presence interaction between viewers and a pervasive dis-         overload. Commun. ACM, 37(7):30–40, 1994.
play device to enhance the quality of the displayed content.
                                                                [11] D. A. Norman. The Psychology of Everyday Things.
For some mobile applications, the focus needs to be moved
                                                                     Basic Books, 1988.
away from the traditional modalities of the mobile phone
and towards less attention-demanding, more autonomous,          [12] E. Paulos and E. Goodman. The familiar stranger:
and more context-aware, interactions.                                anxiety, comfort, and play in public places. In
                                                                     Proceedings of the 2004 conference on Human factors
6.   REFERENCES                                                      in computing systems, pages 223–230. ACM Press,
 [1] R. Beale. Supporting social interaction with smart              2004.
     phones. IEEE Pervasive Computing, 4(2):35–41,
                                                                [13] T. R. Payne, E. David, N. R. Jennings, and
     April–June 2005.
                                                                     M. Sharifi. Auction mechanisms for efficient
 [2] A. Dix. beyond intention - pushing boundaries with              advertisement selection on public displays. In
     incidental interaction. In Proceedings of Building              Proceedings of European Conference on Artificial
     Bridges: Interdisciplinary Context-Sensitive                    Intelligence, page in press, Trentino, Italy, 2006.
     Computing, Sept 2002.
                                                                [14] S. Zhao. Toward a taxonomy of copresence. Presence,
 [3] A. Dix, J. Finlay, G. D. Abowd, and R. Beale. Human             12(5):445–455, October 2003.
     Computer Interaction. Prentice Hall, 2004.

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Exploiting incidental interactions between mobile devices

  • 1. Exploiting incidental interactions between mobile devices Jamie Lawrence Terry R. Payne Raul V. Kripalani Intelligence, Agents and Intelligence, Agents and Electronics and Computer Multimedia Group Multimedia Group Science Department Electronics and Computer Electronics and Computer University of Southampton, UK Science Department Science Department University of Southampton, UK University of Southampton, UK jel03r@ecs.soton.ac.uk trp@ecs.soton.ac.uk ABSTRACT for the majority of computer interfaces but it has the dis- Not all human–computer interactions are directly derived advantage of requiring the user’s attention for the planning, from the concious intention of a user. There are a class of execution and evaluation phases. Whilst this may not be a interactions which occur as a side effect of the user’s cur- problem when the user is fully occupied by the task, there rent goals but which nevertheless, provide a useful modality are circumstances where the user is neither capable, nor for interacting with mobile applications. This paper dis- required, to switch their attention to the computer. This cusses the use of these ‘incidental interactions’ in mobile ‘attention scarcity’ is more prevalent with mobile phones, applications, particularly those that rely on the notion of where the user is typically required to devote at least part co-presence. This paper presents three projects that ex- of their attention to other tasks. In contrast, applications ploit incidental interactions: The first, Amigo, is a appli- on a desktop computer are assumed to be the main and cation that uses Bluetooth to construct a representation of primary focus of the user. a user’s social network and associate these with calendar events; the second project, Co-presence Communities, takes This paper advocates an interaction model for mobile de- the Amigo concept further by mining the co-presence data to vices that co-opts the user’s intentional actions for one task, discover reoccurring group meetings; and finally, BluScreen as inputs towards an entirely different goal. An example, is a pervasive public display that utilises co-presence data elaborated throughout this paper, is the goal of building a to provide feedback to an agent-based marketplace, which representation of your social network. A traditional system is responsible for allocating the time slots for each presen- would allow a user to input the names of their contacts and tation. perhaps note when, where and how they maintained that re- lationship1 . Our proposal, explored throughout this paper, is that the goal of building the social network representation Categories and Subject Descriptors should be a by-product of the actual social interactions. So, H.5.2 [User Interfaces]: Interaction styles; H.4 [Information the action of a user meeting someone would automatically Systems Applications]: Miscellaneous update the corresponding entries in their profile. Keywords This paper begins with an introduction to ‘incidental inter- Incidental interactions, Co-presence, Mobile social applica- actions’ (in Section 2) and specifically to Co-presence as a tions, Bluetooth form of interaction (Section 3). Section 4 provides a brief description of three current research projects which employ incidental interactions. In particular, Section 4.1 presents 1. INTRODUCTION Amigo, a web-based social networking site, that uses in- Traditional literature in the field of human–computer inter- formation derived from incidental interactions. Section 4.2 action assumes that the user has a particular goal in mind introduces Co-presence Communities as an extension of the when they start interacting with a computer. This is of- Amigo project that provides a richer analysis of a user’s so- ten characterised by Norman’s interaction model [11], which cial network. BluScreen, in Section 4.3, is a public display consists of two primary phases: execution (including plan- that uses the incidental interactions of viewers to influence ning) and evaluation. That is, the user begins with a goal the future content. Finally Section 5 concludes this paper. in mind, executes a plan to achieve this and then evaluates the results against the intended state. This model accounts 2. INCIDENTAL INTERACTIONS In contrast to the Norman model of intentional actions, Dix has proposed ‘incidental interactions’ to describe those ac- tions that are co-opted by a system to serve a different goal from that which the user was currently undertaking [3]. Dix defines incidental interaction as the situation “where actions performed for some other purpose, or unconscious signs, are 1 indeed, this is the model for all ‘social networking services’ currently available on the Internet
  • 2. interpreted in order to influence/improve/facilitate the ac- tors’ future interaction or day-to-day life” [2] This emphasises the user’s focus on one task, whilst the sys- tem is surreptitiously using those interactions to actually fulfil a different goal. The canonical example of an inciden- tal interaction is the interior light of a car: When the user opens the car door, the interior lights are activated. The user’s goal is to enter or exit the car, but the system uses the interaction with the car door to fulfil the unstated goal of illuminating the car interior. Note that ‘incidentalness’ does not imply that an action or subsequent goal is uninten- tional, just that the user may have previously specified it to the system and not be consciously thinking about it whilst performing the actions. Incidental interactions also differ in the feedback that the user receives. Whereas a traditional application would provide direct, explicit feedback to the user regarding their actions, feedback from an incidental in- teraction will often be minimal, unobtrusive and delayed. The de-emphasis of explicit user interaction and feedback Figure 1: The Amigo architecture consisting of Blu- provides incidental applications with a strong requirement Mobile client, BluDesktop and the Amigo web ser- for autonomous software, and an obvious connection to the vice field of agent-based computing [10]. of real-world interactions, the user can participate in co- 3. CO-PRESENCE presence systems, without resorting to activities outside of Co-presence refers to the spatio-temporal conditions under their normal daily routine. This aligns well with Dourish’s which people can interact with each other. Goffman defined argument that embodiment “does not simply mean ‘physical it as the condition when people “sense that they are close manifestation.’ Rather, it means being grounded in every- enough to be perceived in whatever they are doing, including day, mundane experience... [embodiment] is the property of their experiencing of others, and close enough to be perceived our engagement with the world that allows us to make it in this sensing of being perceived ” [7]. Co-presence (or more meaningful ”. The real–world embodiment facilitated by a formally, corporeal co-presence [14]) is the condition under co-presence modality (i.e., that the interaction is “grounded which two or more people are in the same place, at the same in everyday, mundane experience”) neatly matches the char- time. In general, co-presence is not an intentional action by acteristics of an incidental interaction, which should result itself but rather a by-product of some other goal, which from some other real–world goal (that “mundane experi- makes it a useful form of incidental interaction. ence”). Humans experience co-presence through one or more sen- sory inputs but, since computational systems lack that ca- 4. CO-PRESENCE PROJECTS pability, it is necessary to develop a technological solution The three recent projects described in this section utilise a to co-presence detection. If we take Goffman’s view of co- co-presence interaction modality in a similar way to previ- presence, then any technological co-presence sense should be ous applications (such as the selection in [1]). In particular, roughly equivalent to human sensory inputs. The class of the Serendipity application [5] detects co-presence between technologies called Personal Area Networks (PAN) provide two individuals using Bluetooth-enabled phones, attempts a good match with Hall’s work on our sensory abilities [8]. to match their two profiles and, if successful, provides an in- In particular, the effective range of PANs corresponds to the troductory service. This has obvious dating applications but distance at we can perceive individual characteristics in peo- the actual usage scenario was to enhance corporate collab- ple. Most wireless PANs, such as Bluetooth, are effectively oration. Moving beyond the immediate interaction, Eagle confined to a single room due to their short-range and lim- & Pentland have used Bluetooth phones as mobile sensors ited wall-penetration abilities. Bluetooth also the advantage from which to determine a user’s activity and location [6]. that it has been widely adopted in mobile devices, from lap- In another direct example of incidental interactions from tops to PDA’s and mobile phones. For the purposes of this co-presence, the Jabberwocky device used Bluetooth to de- work, the wireless ‘bubble’ formed by a Bluetooth device is termine a user’s ‘Familiar Strangers’ [12]. This also demon- used as a co-presence sensor and the presence of that device strated how a user might come to subvert the co-presence is assumed to indicate the presence of its owner. Whilst it interaction by deliberately straying away from their usual is also assumed that there is one-to-one correlation between patterns to seek out new pastures and avoid their familiar a mobile device and human owner, it is also accepted that strangers. individuals without mobile phones (or without Bluetooth activated) will not be discoverable. 4.1 Amigo Amigo is an social networking service built upon real inter- A Bluetooth sensor attached to an individual allows the action data collected by Bluetooth phones. It keeps a history computation of co-presence to be embodied within the real– of co-presence encounters and a calendar of events, and uses world [4]. This embodiment means that through the medium these to infer social relationships and attach occurrences of
  • 3. co-presence with particular diary entries. Amigo consists of three main components: a client application, BluMobile; a desktop application, BluDesktop; and the central Amigo web service. The architecture is sumarised in Figure 1. The BluMobile client is a J2ME application that can be in- stalled on a Bluetooth-equipped mobile phone (a W800i was used in our trials), and regularly scans for other Bluetooth devices in the vicinity. These encounters are logged to the phones internal memory and may be displayed in a textual or graphical form. However, the main purpose of BluMo- bile is not the visualisation of these co-presence encounters, but as a means of collecting the co-presence data. Due to the storage and processing limitations of mobile phones, the Figure 2: The BluScreen installation co-presence data is then transferred to the user’s PC for processing by the BluDesktop client. BluDesktop acts as the user’s main store of co-presence data, calendar entries tine and conceptual clusterer [9]. However, the details of (in RDF iCal format2 ), and social network representation that algorithm are outside the scope of this paper. (in FOAF format3 ). The representation of the user’s so- cial network is built from the co-presence data, using the A Co-presence Community is formed by the repeated co- simple rule that any person who has been co-present with presence between a group of individuals at approximately the the user for more than a specified total amount of time (de- same time period ; a Monday morning project meeting or a fault: 1 hour) is considered a ‘friend’ 4 . Anyone who doesn’t daily coffee break at 3:00 would be two examples. These co- meet the criteria of ‘friendship’ is just considered to be a ca- presence communities are probabilistic representations that sual encounter. A mapping between calendar events and the cluster together co-presence events on both temporal (start people associated with it is constructed by considering any and end times) and membership dimensions. A commu- person who was co-present with the user for more than a nity may be stable to a varying degree across these two di- specified percentage of the event’s duration (default: 20%) mensions. For example, the co-presence community formed to be related to that event. These event-person connections by weekly project meetings would have stable membership are used to form a representation of the event’s social group. and temporal dimensions (the same group of people at the The resulting user profile, which incorporates the social rela- same time interval). In contrast, the community formed on tionships and event groups, is created as an RDF document a commuter bus might have a stable temporal dimension and uploaded to the Amigo web service. This profile is used (because you always catch the same bus) but an unstable by the Amigo site to provide a mechanism for browsing the membership (because it’s not always the same people on profiles of those members of the user’s social network (where that bus). By obtaining these community memberships via authourised) or the co-presence history by events, time or wireless sensors, it is be possible to build a dynamic, self- device. updating model of the people that a user is normally in the proximity off at any given time. Amigo is an example of an application based upon inciden- tal interactions because the act attending of a social event AIDE, the Ambient Information Dissemination Environment, (e.g. Salsa dancing) has the incidental effect of building is one possible application of co-presence communities. AIDE up a representation of the social group around that event. allows users to distribute content in a peer-to-peer manner, Another functionality of BluMobile is the ability to be noti- using their co-presence communities as a self-updating dis- fied, through an audio or vibration alert, when one of your tribution list. The advantage of co-presence communities for ‘friends’ comes into range. Admittedly, this isn’t a terribly this application is that they allow dissemination in differ- useful feature with the typical 10 m range of Bluetooth, how- ent contexts: sharing jokes with strangers on the commute ever it does highlight the incidental effect of a co-presence home (i.e., a time-stable community) or disseminating the interaction: as the user approaches a friend (for whatever latest call-for-proposals to a research group (a fully stable intentional reason), their phones will incidentally vibrate. community formed by weekly meetings). AIDE ambiently determines which community a detected device belongs to and transfers the selected content in the background, based 4.2 Co-presence Communities on the source user’s specified preferences. With the AIDE Co-presence Communities is a project that aims to discover application, the user is expected to pursue their normal goals socio-temporal patterns from co-presence data (much like and the dissemination of their content (being a longer-term Amigo) but relies on the user to add contextual information goal) is carried out as a side-effect of their daily routine. (whereas Amigo utilises calendar information). An initial al- gorithm for discovering these co-presence communities has been developed that incorporates a feature extraction rou- 4.3 BluScreen BluScreen is another project that derives its functionality 2 http://www.w3.org/2002/12/cal/ical.rdf from the incidental interaction between co-present devices. 3 http://xmlns.com/foaf/0.1/ However, in this case, the co-presence activity is used to 4 A ‘friend’ in this sense is the simple binary relationship auction off display time for a pervasive public display to au- provided for by the FOAF representation rather than any tonomous advertising agents [13]. Figure 2 shows one of the deeper sociological construct BluScreen installations mounted near a major thoroughfare.
  • 4. The user’s interaction with the screen (such as pausing to [4] P. Dourish. Where the Action Is. MIT Press, 2001. view the contents) is co-opted by the BluScreen to inciden- tally provide feedback to the agent marketplace about your [5] N. Eagle. Can serendipity be planned? MIT Sloan implied preferences, and thereby change the content you re- Management Review, 46(1):10–14, Fall 2004. ceive in the future. [6] N. Eagle and A. Pentland. Reality mining: Sensing complex social systems. Journal of Personal and 5. CONCLUSIONS Ubiquitous Computing, pages 1–14, February 2006. This paper has concentrated on a class of interaction which is not normally considered interesting in HCI research: those [7] E. Goffman. Behaviour in Public Places. The Free interactions that are incidental rather than being explicitly Press, 1966. intentional. These incidental interactions are more impor- [8] E. T. Hall. The Hidden Dimension. Anchor Books, tant to mobile applications since the user’s attention can 1969. be productively directed at other tasks. The examples and projects discussed in this paper are all based on co-presence [9] J. Lawrence, T. R. Payne, and D. D. Roure. interactions: Amigo uses them to build up a semantic rep- Co-presence communities: using pervasive resentation of a user’s social network; Co-presence Commu- communities to support weak social networks. In nities exploit the interactions to build a more comprehen- Proceedings of the Distributed and Mobile sive social model and, through the AIDE application, al- Collaboration Workshop (DMC). IEEE, June 2006. low content to be disseminated without repeated, explicit, intentional actions; finally, the BluScreen project uses the [10] P. Maes. Agents that reduce work and information co-presence interaction between viewers and a pervasive dis- overload. Commun. ACM, 37(7):30–40, 1994. play device to enhance the quality of the displayed content. [11] D. A. Norman. The Psychology of Everyday Things. For some mobile applications, the focus needs to be moved Basic Books, 1988. away from the traditional modalities of the mobile phone and towards less attention-demanding, more autonomous, [12] E. Paulos and E. Goodman. The familiar stranger: and more context-aware, interactions. anxiety, comfort, and play in public places. In Proceedings of the 2004 conference on Human factors 6. REFERENCES in computing systems, pages 223–230. ACM Press, [1] R. Beale. Supporting social interaction with smart 2004. phones. IEEE Pervasive Computing, 4(2):35–41, [13] T. R. Payne, E. David, N. R. Jennings, and April–June 2005. M. Sharifi. Auction mechanisms for efficient [2] A. Dix. beyond intention - pushing boundaries with advertisement selection on public displays. In incidental interaction. In Proceedings of Building Proceedings of European Conference on Artificial Bridges: Interdisciplinary Context-Sensitive Intelligence, page in press, Trentino, Italy, 2006. Computing, Sept 2002. [14] S. Zhao. Toward a taxonomy of copresence. Presence, [3] A. Dix, J. Finlay, G. D. Abowd, and R. Beale. Human 12(5):445–455, October 2003. Computer Interaction. Prentice Hall, 2004.