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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
    • Lots of commute time

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
    • Passive entertainmnt
  • 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