Social net: using patterns of physical proximity over time to infer shared interests
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Wearable Communities: Augmenting Social Networks with Wearable Computers
IEEE Pervasive Computing
Personal privacy through understanding and action: five pitfalls for designers
Personal and Ubiquitous Computing
Social Serendipity: Mobilizing Social Software
IEEE Pervasive Computing
DigiDress: a field trial of an expressive social proximity application
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
To Share or Not to Share: Supporting the User Decision in Mobile Social Software Applications
UM '07 Proceedings of the 11th international conference on User Modeling
Cluestr: mobile social networking for enhanced group communication
Proceedings of the ACM 2009 international conference on Supporting group work
MobiClique: middleware for mobile social networking
Proceedings of the 2nd ACM workshop on Online social networks
Social pocket switched networks
INFOCOM'09 Proceedings of the 28th IEEE international conference on Computer Communications Workshops
"Merolyn the phone": a study of Bluetooth naming practices
UbiComp '07 Proceedings of the 9th international conference on Ubiquitous computing
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In May 2005, Nokia Sensor application became available to the public (www.nokia.com/sensor). This new mobile software allows mobile phone users to communicate within short-range distance via Bluetooth wireless technology without going through network operator. Creating the personal identity expression is at the core of Sensor. From there, Sensor users can discover each other's identity expressions and utilize a number of communication features as long as they are within the range of Bluetooth. This paper presents the process through which Sensor came about, through design exploration, iteration through prototypes, user trials on prototypes and finally the product creation process. Based on this process, a set of general design principles for this kind of mobile software were proposed and validated. Managerial, business-related and technical issues encountered during the various phases are also described.