AROMA: abstract representation of presence supporting mutual awareness
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Communications of the ACM
Informative art: using amplified artworks as information displays
DARE '00 Proceedings of DARE 2000 on Designing augmented reality environments
Heuristic evaluation of ambient displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Mobile Connection: The Cell Phone's Impact on Society
The Mobile Connection: The Cell Phone's Impact on Society
IN-Visible: perceiving invisible urban information through ambient media
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 7th international conference on Human computer interaction with mobile devices & services
Place lab: device positioning using radio beacons in the wild
PERVASIVE'05 Proceedings of the Third international conference on Pervasive Computing
Always-on information: services and applications on the mobile desktop
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Designing for social context of mobility: mobile applications for always-on users
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
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Mobile phones have become a ubiquitous technology and for many people a daily companion. The prime function is to enable communication and information access anywhere and anytime, but the fact that the phone is accompanying the user makes it an interesting platform for building persuasive applications and for use as ambient display. It offers means for collecting information and sensing behaviour as well as for the presentation of recommendations (in specific situations as well as in an ambient way). We analyze the technical capabilities of mobile phones that can support the creation of persuasive technologies. The focus of the work is to explore the domain of ambient displays and persuasive technology with regard to communication. We present designs of how the screen saver on a phone can raise users' awareness of their personal communication behaviour. Additionally, we show how this concept is applicable to further application areas such as increasing the awareness of the user on how his time is spent or creating stronger bonds in peer groups.