Leisure Time in Tokyo: Mobile Phones, Mobile Media, and Mobile Fun
a Brain Jam talk at Y!RB by Ame Elliott
August 22nd, 2006
Summary: Ame Elliot's group did sociological research, followd by a series of field experiments in Tokyo to create empathy with mobile device end-users.
Initial Research Questions
- What tools are used to plan leisure outings?
- What resources are used to plan leisure outings?
- What is the structure of leisure outings?
- What modern technologies support leisure practices?
Tokyo is a very vertical city
- Many entities associated with one street address
- Very safe (4-5 year olds on public transit alone!)
- Highly mobile
Methods
- Background Research
- Naturalistic Observations
- shadowing
- impromptu interviews
- Two survey and Two in-depth interviews
- leisure resources
- planning practice
- Three Focus Gropus
- One "geek" evaluation gropu
- Leisure Diary
First findings
- Refinement of target group
- 16-33 -> 18-25
- Extremes had no free time (school or career)
- 18-25 called "Golden Years"
- These are formative years for ideas and style!
- Top planning resources
- Friends/Family
- TV
- PC-based internet
- Lowest-used
- Mobile WWW
- ease of use issues
- proprietary content control
- News papers
- Printed leisure guides
- Most Popular Leisure
- Stay-in
- WWW/Email (PC)
- Mobile Messaging
- TV
- Music
- Go-Out
- Shopping
- Go-out with friends
Discussion
- Trends
- Relaxing
- Community building and maintenance (friends)
- Shopping
- People have very full schedules, and in transit a lot
- Most sleep <8 hrs
- Down time is essential
- Often desire to relax at home
- Physical alone, but logically hyperconnceted
- Cultural norm: MUST answer phone/respond to message
- Frequent messaging fights lonliness
- Planning trends
- Serendipity is key
- Effortless discovery
- "Let's get together and then figure out what to do"
- Tends to be a single planner
- Common goals
- Minimize average commute
- Maximize options
- One specific "plan"
- Serendipitous "follow-up" actions
- Example: Let's go to a movie, and then go to dinner or drinks or whatever
- Group size 4-6 people
Three Design Issues
- Competition to Inform Leisure
- Space is crowded
- People want personalization and reccomendation
- Overloading Mobile Phone
- Want small phone
- Want big display
- Multi purpose
- Ease of use
- Carrying Lots of Things Already
Summary: Supporting Leisure Planning
- Sociality is Central
- Companionship
- Maintain privacy
- Personal Recommendations
- Manners
- Don't Make Me Work
- Relaxing is a priority
- Coordinating is difficult
- Passive accumulation of information throughout the day
End Notes
- Notable Dichotomies
- Planning on PC, Coordination on Phone
- Chronic planner vs. chornic participater
- Connecting PC-Phone doesn't happen much
- Location awareness not really used