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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Interstitial Interfaces for Mobile Media</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>J. Wickramasuriya</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>V. Vasudevan</string-name>
          <email>venu.vasudevan@motorola.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>N. Narasimhan Pervasive Platforms</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Architectures Lab</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Applications Research</institution>
          ,
          <addr-line>Motorola Labs 1295 E. Algonquin Road, Schaumburg IL 60196</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>ions, impact evaluation) but also on the ecosystem concerns (provisioning costs, business models) that often prove critical to developing commercially-viable solutions.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Ambient interfaces</kwd>
        <kwd>mobile media</kwd>
        <kwd>information awareness</kwd>
        <kwd>presence</kwd>
        <kwd>context-awareness</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
Ambient information systems help users stay connected to
relevant but non-critical information in a non-intrusive way.
Mobile handsets make ideal personal ambient information
appliances due to both their penetration among the global
consumer population and their rich contextual knowledge.
The always-on, always-connected nature of handsets could
conceivably enable “what’s happening” style interfaces [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ],
allowing users to remain up-to-date with their community
information anytime, anywhere. However, this potential is
underutilized because a number of mobile interfaces offer a
‘miniaturized browsing’ experience that is at odds with
users’ desire for a ‘passive awareness’ interface – one that
exposes them to a breadth of relevant information but with
minimal interruption. By definition, browsing requires a
degree of user attentiveness (in querying, navigating and
selecting content) that lends itself better to a lean-forward
tethered PC experience than to a lean-back mobile one.
What then constitutes an effective ambient interface for the
mobile device? In our experience, users expect mobile
phones to act as an interstitial information appliance – one
that allows them to grab an ‘information bite’ quickly and
opportunistically during the interstices between other
activities (e.g., while standing in the airport security line or
      </p>
      <p>
        The latter can be segmented further into distributed display
architectures (e.g., Eye-Q [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]) where a primary display is
augmented with a secondary display that interoperates
seamlessly with the primary, and primary display adaptors
(e.g., Sideshow[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]) that repurpose an existing primary
interface for ambient information delivery. Under this
categorization, we view mobile devices more as information
monitors than as specialized ambient displays. Both the
monitor-based approaches are viable for mobile phones.
However, the distributed display architecture approach
presupposes the development and existence of an ‘accessory’
ecosystem – this is likely to happen only over much longer
time horizons. By contrast, the primary adaptor solution can
co-exist easily with currently-supported mobile hardware.
Our classification of mobile phones as information monitors
gains further credibility in the light of recent user studies by
Schmidt [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] that show how screensaver-like visualizations
of ‘communication meta-information’ can help users track
the strength (or lack thereof) of their social ties. This
metainformation includes data on frequency of communications,
identity of the initiator, last in-person encounter (based on
proximity) and other contextual cues. Their work also
explores design cases which attempt to tie various technical
capabilities of the device (e.g. GPS, Wi-Fi, accelerometer)
to what can be presented via the ambient display The focus
is on utilization of the mobile device as a sensor which
inherently provides rich, personalized information that can
be used both to drive content on the ambient information
display and to influence how it is presented to the user.
Many desktop-resident ambient information systems (e.g.,
“What’s Happening” [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], Apple Dashboard [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], and Yahoo!
Konfabulator [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]) have also pointed out the desirability of a
passive click-free (lean-back) user experience. These
zeroclick experiences become particularly important for mobile
interfaces given device input constraints – industry reports
show that the proportion of engaged mobile users decreases
in almost geometric progression with the effective
“clickdistance” of the relevant item from the main screen.
Finally, we note commercially-available technologies such
as Widsets (Java-based widgets) [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] and the SCREEN3
(0click idle screen interface) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] provide ideal vehicles for
mobile interstitial consumption experiences. All of these
factors collectively influenced our thinking and guided our
exploration of basic design principles for mobile ambient
information systems.
      </p>
      <p>
        DESIGN PRINCIPLES
We begin by defining the dimensions of an effective mobile
interstitial display. We borrow heavily from Pousman and
Stasko’s taxonomy of ambient information systems [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
which identifies four dimensions of design – information
capacity, notification level, representational fidelity and
aesthetic emphasis. In particular, we refined the definition
of ‘ambient’ and its dimensions to better characterize the
mobile domain and to introduce additional elements that are
unique to the mobile ecosystem.
      </p>
      <p>Information Capacity
This denotes the nature and amount of information that can
be effectively depicted on an ambient display. The passive
nature of these systems and the low interruption-tolerance
of mobile users suggest that interstitial information systems
are best used to convey non-critical, delay-tolerant content
for casual consumption. Deployment experience and user
studies indicate that environmental information (e.g., local
weather), general news (e.g., sports, entertainment) and
updates from the user’s primary social group (e.g., music
and motion presence) are viewed as being appropriate for
interstitial consumption. From the mobile perspective, the
amount of information conveyed can be characterized by
factors like the channel bandwidth (number of concurrent
information channels supported as ambient interfaces), the
information density (ratio of information value to message
size) and hysteresis (rate of decay in perceived value of
item over time).</p>
      <p>In our experience, effective mobile experiences may be able
to support channel bandwidths of 3-5 channels*, with
content characterized by a high information density coupled
with a low hysteresis (1-5 hours). However, future work
may discover ways of conveying more information in a
glanceable manner. High information density (e.g., a sports
score, or a stock quote that conveys high-value information
in just a few bytes) is especially important for mobile
devices, given the relatively high cost of cellular bandwidth
and the limited cognitive bandwidth display real-estate
available to users. Emphasis on ‘hysteresis’ is also a
function of the high cost of data delivery to the handset. To
conserve valuable bandwidth and battery, mobile
information appliances often resort to ‘cache-and-render’
models that leverage periodic bulk transfers to the mobile
device (in lieu of expensive incremental or continual
realtime information updates).</p>
      <p>
        Notification Level
Notification levels reflect the degree of interruption that is
acceptable to users. It is typically dependent on the user’s
interest in his current task – which varies from inattention to
divided attention to more focused attention. Accordingly,
researchers [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] have identified five notification levels for
peripheral displays namely ignore, change blind, make
aware, interrupt and demand attention ordered by their
increasing intrusion into user consciousness. However,
Pousman and Stasko observe that ambience is best-served
by change-blind and make-aware style notifications only.
We agree with this philosophy. In general, high levels of
interruption are especially heinous in mobile environments
where device constraints and the likelihood of users being
otherwise engaged, combine to make such alerts annoying –
leading to users questioning the utility of such interfaces,
and potentially tuning out all notifications subsequently.
However, interstitial consumption may require switching
between different notification levels based on known or
predicted level of user attention. By default, ‘idle screen’
behavior should be seen as user inattention – less intrusive
alerts suffice. However, a user action (e.g., click through)
indicative of user engagement in the content may be
perceived as divided or focused attention – more intrusive
alerts (e.g., to arrival of fresh content) may then be
acceptable within that interstitial consumption ‘session’.
* This is not an empirical figure, but a relative measure based on our
evaluation of a specific implementation of a mobile ambient interface
(SCREEN3). In particular, this takes into account screen real estate
limitations of mobile devices and cognitive user experience.
Representational Fidelity
The taxonomy for representational fidelity [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] focuses on
the diversity of symbols and notation used in depicting the
information on the ambient display. High bit and bandwidth
costs restrict the symbolic flexibility of mobile interstitials
to basic text and minimalist symbols. However, synthetic
media approaches (e.g., avatars) could leverage the fact that
such devices are rich in graphics capability even if network
bits remain expensive. Limited representational fidelity
enhances glanceability since the user does not have to
master a complicated set of notations in order to interact
with the information system.
      </p>
      <p>A second aspect of representational fidelity (from a mobile
perspective) focuses on nesting – i.e., allowing the user to
“snack” superficially on a number of content channels but
then enabling him to drill down further to obtain additional
details on items of specific interest.</p>
      <p>
        Aesthetic Emphasis
Aesthetics is essentially viewed as a subjective discussion
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] where focus can vary from the innovativeness behind
physical artifacts that blend into the user environment to the
ability to use other means to communicate the information
effectively. From the mobile device perspective, we rate
aesthetics in terms of the success of the user interface in
maximizing the user’s “ambient bandwidth” – i.e., how well
does the interstitial ambient interface adapt to the user’s
current need for information such that the user is able to
tradeoff breadth of information with depth of detail at any
given time. Given resource constraints, an
aestheticallypleasing interface must avoid clutter and yet be relevant.
We see different ‘modes’ of ambience (rendering
abstractions) in existence today that translate to mobile
devices with different levels of success.
•
• Carousel – interface limited to a small segment of
available real estate. Is ideal if sequential access to
information can be tolerated. Is good for low item
counts (allowing users to scroll through items quickly
to locate specific content) but can be adapted for higher
counts with intelligent design. E.g., SCREEN3 [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
• Widgets – interface is ideal for scattered usage over
larger display real estate. [
        <xref ref-type="bibr" rid="ref10 ref7 ref8">7, 8,10</xref>
        ] Is ideal if parallel
access to information sources is desirable. Is good for
moderate item counts, though user action may be
desired in order to “select” from large populations of
available widgets for display at a given time.
      </p>
      <p>
        Clouds – can be rendered within a carousel or as a
widget. These abstractions adapt to real estate available
but focus on displaying aggregate data rather than
details [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Such “heat maps” are ideal for huge item
counts where user interest is likely to be in the overall
trend rather than in individual samples.
      </p>
      <p>Based on our experiences with SCREEN3’s carousel mode,
we see value to a comparative study of such ‘ticker-style’
interfaces that use wipe-based transitions for ambient
information visualization. Different classes of tickers can be
envisioned – continuous scrolling (steady rate), discrete
scrolling (employing scroll pause scroll cycles) and
serial presentation (no scrolling, just item replacement).
Our initial thoughts favor the use of discrete scrolling since
this allows users to consume sufficient information without
additional effort on their part – also giving them sufficient
time to react to information by clicking-through for details.
Fairness
We augment Pousman and Stasko’s taxonomy with the
dimension of fairness, as a way for passive interfaces to
support a larger information capacity without active user
navigation. It’s quite common in channel-oriented mobile
systems (e.g. SCREEN3 below) for the number of channels
to exceed the display capacity† of the device, and for the
number of items per channel to exceed what can be shown
to the user at one time. The definition of fairness for
ambient information systems parallels its usage in
distributed systems – namely that every ‘channelized’
information item will have fair access to “face-time” with
the user – even if the user does not actively navigate to it
directly. The carousel model adopted by SCREEN3 is a
good example of a fair ambient information system with a
non-weighted, round-robin selection scheme. However, one
can imagine a number of alternative ambient interfaces that
support fairness. We note that fairness becomes particularly
important in commercial systems where many third-party
providers of such ambient content have a vested interest in
having their content seen by the user at some point. This is
different from the case where users elected to receive
specific content of interest – i.e., the user knows the content
exists and can navigate to it if desired, while in the earlier
case users remained unaware of its existence unless they
‘stumbled’ upon it by accident.</p>
      <p>
        Privacy Concerns
The mobile phone is a deeply personal device, thus
naturally privacy concerns arise when talking about a
medium on which to display contextualized and possibly
personalized information that may be viewable by others.
As much as ambient visualization is a central means for
user awareness, the fact that in certain situations, it may be
publicly viewable raises concerns about how the
information needs to be presented. A lot of this concern is
with protecting the user from undesirable situations [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
Ambient interfaces (particularly multimodal ones), are not
as familiar in terms design and hardware ergonomics
compared to the PC for example. Therefore, it makes sense
to adopt an approach where any personal information is
tagged as sensitive (e.g. communication meta-information
such as call lists, contacts etc.) and filtered out when
† Here, display capacity represents the ‘viewing window’ provided to the
user within the available display real estate. It could equal the physical
display size (for full-screen ambient interfaces) or could be some subset
of it that is specifically allocated for ambient usage.
displaying ambient information. It may also be possible to
achieve finer-grained access control by utilizing more
dynamic, contextually-triggered filtering. There is certainly
a lot of scope for future work in this area, which should be
considered an integral part of the design process rather than
an afterthought.
THE SCREEN3 CONCEPT
Our exploration of mobile ambient interfaces was motivated
primarily by our experiences with using the SCREEN3
technology [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] developed at Motorola for mobile handsets.
SCREEN3 targets the idle screen of mobile devices as the
ideal delivery point for news, weather, sports, entertainment
and other updates. The SCREEN3 client (on the handset)
supports multiple channels of information (e.g., one for
sports, another for community updates), and multiple items
per channel. A SCREEN3 media gateway (server) manages
different content feeds, allowing the client to obtain the
freshest information for each feed (channel) of interest
(pull-based, with the capability of WAP push).
      </p>
      <p>The SCREEN3 model’s emphasis has been on providing
users with a zero-click, lean-back experience for lazy
content consumption – with the ability to transition to a
more lean-forward, interactive experience as desired.
These different degrees of user engagement are supported
by a “bite–snack–meal” approach to information delivery as
shown in the figure. The “bite” contains headline-quality
information for content items, enabling users to consume it
at a glance (passive awareness). For items of interest, users
can easily transition to a lean-forward (more interactive)
experience by clicking through to receive a “snack” –
typically a cached extended summary for the headline
article. For more information, users can then click through
the snack to request a complete “meal” – typically a link to
a network repository containing the complete article with
richer media attachments that the user can browse online or
download for consumption.</p>
      <p>SCREEN3 currently adopts a carousel model for displaying
information bites – the carousel can be navigated manually
(to enable scrolling through the channels, or through items
within a channel) but is typically animated, automatically
scrolling through channels and items in sequence for a true
zero-click consumption experience. The server caches
client state in order to decide what updates need to be
delivered to the mobile device. However, the content being
displayed remains still fairly static in terms of both its
applicability to the user (i.e., it may be a channel that the
user subscribed to in the past, but hasn’t actively in recent
times) and its visualization on the device.</p>
      <p>EFFICACY MEASURES FOR INTERSTITIAL SYSTEMS
User interactions convert “ambience” into “intent”. This
tipping point is of value from a business perspective, as it
bridges content and commerce. Where passive viewing a
news item represents casual interest in something, actively
interacting with it might indicate sufficient interest in the
topic or item to merchandise related goods and services.
Identifying user interests can also provide personalization
of ambient information. This improves not only system
efficiency (ability to prioritize fetching and caching of
content that is likely to be of more interest to this user) but
also the hit-rate (user click-through) for interstitial
consumption of related content.</p>
      <p>
        The latter is particularly important on mobile devices.
Display constraints limit the information capacity, allowing
only a few items to become visible in any limited time
window. Further, interstitial consumption patterns imply
that the face-time afforded to ambient information systems
is usually limited to short ‘windows of opportunity’ in
between other user tasks. Thus, items must now compete
for the user’s attention within a given opportunity. Item
selection becomes key to either holding the users’ interest
(thus providing opportunities for other items to be shown)
or losing it (thus ensuring that he or she remains unaware of
the existence of items that are relevant and interesting).
So how can we measure the impact of ambient information
systems? We propose various measures that reflect different
degrees of user engagement and for different rendering
abstractions (e.g., carousel-based, widget-based)
• Attention Measures. Identifies the minimal level of
engagement with ambient information. E.g., time spent by
user in scrolling through channels, or time for which an
item was in focus with user present at device. While the
notion of an attention measure could apply equally well
to PCs and TVs, the fact that the phone is a personal
device on which content consumption is a deliberate
decision, is likely to provide “clean”, high quality
attention data. As shared devices, both the PC and TV
suffer from the “who’s watching” drawback (according to
an industry statistic, over 50% of the time, the TV is on
with nobody watching). Simple context enablers can
disambiguate mobile-in-the-pocket and
mobile-to-one’sear situations, and allow more accurate measurements of
content viewing on the handset.
• Action Measures. Identifies a higher level of user
engagement related to a specific item or channel,
particularly since the user is potentially aware of possible
delays in fulfillment such as for network downloads. E.g.,
user click-through (bite snack meal) or hide reveal
transitions for specific widgets [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
• Transaction Measures. Identifies potentially the highest
level of user engagement related to an item or channel
E.g., {see concert notice (on music channel) buy
tickets or read interesting headline (on news channel)
blog it).
      </p>
      <p>Transaction measures are more interesting from a business
perspective since they translate more directly to commerce.
However, they are also a more difficult measure to evaluate
since the correlation between point-of-viewing (on ambient
interface) may be temporally or spatially distant from the
point-of-purchase (e.g., at a later time, on a potentially
different application). Correlations may be simplified in
cases where the transaction is driven directly off the
ambient interface (e.g., via menu actions).</p>
      <p>More complex solutions can involve correlating short-term
activity history to long-term monitored user behaviors. For
instance, short-term history can link an ambient display
item to the user (e.g., click-through captured showing user
viewed extended information about concert on the ambient
display). The long-term observations (across devices and
domains over a longer period of time) can be analyzed to
infer that a subsequent user activity was influenced by this
recently viewed item – e.g., a weather item indicating rain
in the forecast was viewed some time before the purchase of
an umbrella was recorded on the user’s credit card. In
general, we view handsets as ideal devices for gathering the
raw data required for deriving such metrics. It inherently
provides a source for fresh, personalized user data.
QUESTION FOR DISCUSSION
This discussion was motivated by a single but multi-faceted
question: What differentiates the design of a mobile
ambient information system that emphasizes interstitial
consumption of content? We believe these systems are
useful, are viable (given existing technologies) and are of
commercial interest (both for differentiating devices with an
enhanced user experience, and in creating opportunities that
convert ambience to action and ultimately to commerce).
With this paper, our goal is to initiate deeper discussions on
design issues and key applications for such systems.
ACKNOWLEDGMENTS
We thank the various members of Motorola Labs and the
SCREEN3 team who helped us gain a better understanding
of the operation and utility of this interface on the handset.</p>
    </sec>
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