Bursting the Mobile Bubble
@inproceedings{Lundgren2013BurstingTM, title={Bursting the Mobile Bubble}, author={Sus Lundgren and Olof Torgersson}, booktitle={ECSCW 2013}, year={2013} }
Bursting the Mobile Bubble is a design program (i.e. design approach) aiming at designing collaborative, co-located experiences using mobile devices. In our research we have chosen to explore this field via games and gameplay design, since games open up the design space and allow for design solutions that may seem unusual at first but soon become mainstream. The issues we have found to be interesting arise from combining several connected devices: the division of private vs. public information…
18 Citations
Butter It! - A collocated game
- Computer Science
- 2015
Butter It!, a multiplayer game for iOS that encourages people to interact with collocated individuals via their mobile phones, while an iPad serves as the virtual stick of butter that players scoop.
The CoCe Design Space: Exploring the Design Space for Co-Located Collaborative Games that Use Multi-Display Composition
- ArtConference on Designing Interactive Systems
- 2021
By applying the CoCe design space with game instances, this paper illustrates how it can be used both as an analytic tool for analysis of games and also as a generative tool in the design or re-design of cooperative games that use multi-display composition.
WeWave - a Collocated Cheering Application
- Computer Science
- 2016
This paper explores how to subtly break down the social barriers through a mobile game application based on the simple gesture of lifting a finger based on Lundgren et al.
TurnApp55 - The Social Music App
- Computer Science
- 2016
This report explores one such option in the app TurnApp55, an app that relies on people’s interest in sharing music they like with others nearby, leading to them being able to communicate outside the app and hence bursting the mobile bubble.
Co-curator: designing for mobile ideation in groups
- ArtMindTrek
- 2016
We introduce Co-Curator, a prototype mobile app designed to support collection and sharing of referential sources of inspiration in face-to-face design ideation meetings. The design of the app stems…
Evaluating the Disruptiveness of Mobile Interactions: A Mixed-Method Approach
- BusinessCHI
- 2018
A mixed-method evaluation procedure for assessing the disruptive impact of mobile interruptions in conversation that combines quantitative eye tracking, qualitative analysis, and a simulated conversation environment to enable fast assessment of disruptiveness is contributed.
Using Mobile Phones in Pub Talk
- SociologyCSCW
- 2016
The findings from a study of how people interleave mobile phone use with conversation in pubs are presented, informed by ethnomethodology and conversation analysis and relate the findings to the CSCW and HCI literature on collocated interaction.
Off the Cuff – an improvisation game supporting face-to-face interaction
- Computer Science
- 2014
The design of the Off the Cuff mobile application aimed to support face-to-face interaction is presented, based on playful exercises used in improvisation theater.
Reflecting on the Study of Mobile Collocated Interactions: The Changing Face of Wearable Devices
- SociologyMobileHCI Adjunct
- 2015
This position paper discusses some of existing qualitative methodologies employed in observational studies of mobile collocated interactions, and questions the suitability of these approaches with respect to the changing form that devices can take.
Slime Attack! A forced collaboration game across four iPads designed for children in primary school
- Education
- 2018
Slime Attack! was shown to encourage collaboration amongst children by fueling a discussion of strategies concerning the expansion of their outpost, and also in supporting each other when the amount of enemies increased.
References
SHOWING 1-10 OF 12 REFERENCES
Interweaving mobile games with everyday life
- Computer ScienceCHI
- 2006
It is concluded that seamful design provides a route to creating engaging experiences that are well adapted to their underlying technologies.
Hybrid Reality Games Reframed
- Education
- 2006
Hybrid reality games (HRGs) employ mobile technologies and GPS devices as tools for transforming physical spaces into interactive game boards. Rather than situating participants in simulated…
A Review of Mobile Location-based Games for Learning across Physical and Virtual Spaces
- SociologyJ. Univers. Comput. Sci.
- 2012
This paper reviews mobile location-based games for learning, focusing on their narrative structure, the interaction modes that they afford, their use of physical space as prop for action, the way this is linked to virtual space and the possible learning impact the game activities have.
MobiComics: collaborative use of mobile phones and large displays for public expression
- PsychologyMobile HCI
- 2012
We explore shared collocated interactions with mobile phones and public displays in an indoor public place. We introduce MobiComics, an application that allows a group of collocated persons to…
Mobiphos: a collocated-synchronous mobile photo sharing application
- Computer ScienceMobile HCI
- 2008
This paper presents the design, implementation, and evaluation of a mobile photo sharing application, Mobiphos, that gives a group of collocated users the ability to capture and simultaneously share photos in real-time with each other.
Pass-them-around: collaborative use of mobile phones for photo sharing
- Computer ScienceCHI
- 2011
A phone-based application that allows a small group of collocated people to share photos using the metaphor of passing paper photos around using the proposed interaction techniques shows that people are willing to share and connect their mobile phones to engage in collaborative interactions.
Designing Games: Why and How
- Education
- 2008
Six different players negotiate the distribution of 11 jewels of nine different colors—in 60 seconds [1]. Teams of children are competing to get the right set of keys to open a treasure chest; is it…
Locating Play and Politics: Real World Games & Activism
- Art
- 2007
This paper explores locative media projects involving play and games, and their potential to act as a tool for empowerment, community building, and cultural change. Locative media, as a genre of…
Bridging the physical and digital in pervasive gaming
- EconomicsCACM
- 2005
A new generation of entertainment technology takes computer games to the streets and beyond, and shows how they can be used for good and ill.
All You Need is Love: Current Strategies of Mediating Intimate Relationships through Technology
- ArtTCHI
- 2012
This article provides a review of 143 published artifacts and presents six strategies used by designers/researchers to create a relatedness experience: Awareness, expressivity, physicalness, gift giving, joint action, and memories as starting points for the experience-oriented design of technology.