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    <article-meta>
      <title-group>
        <article-title>Designing social mobile interfaces: experiences with MobiMood, a mobile mood sharing application</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Karen Church</string-name>
          <email>karen@tid.es</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Eve Hoggan</string-name>
          <email>eve@dcs.gla.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nuria Oliver</string-name>
          <email>nuriao@tid.es</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dept. of Computer Science, University of Glasgow</institution>
          ,
          <addr-line>Glasgow, G12 8QQ</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Telefonica Research</institution>
          ,
          <addr-line>Via Augusta 177, 08021, Barcelona</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The exploration of mood and emotions in HCI is emerging as an important field of research. Our moods are affected by many different factors and can change multiple times throughout each day. Furthermore, our moods can have significant implications on our social interactions and our willingness to interact with others. We have developed MobiMood, a novel proof-of-concept social mobile application that enables groups of friends to share their moods with each other. In this paper, we present some high level results of an exploratory field study of MobiMood and highlight key implications in the design of future social mobile interfaces.</p>
      </abstract>
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    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
The exploration of mood and emotions in HCI is emerging
as an important field of research. Our moods are affected
by many different factors and can change multiple times
throughout each day. Sharing our moods and learning about
the moods and emotions of others is a common theme in
conversations among friends, thus highlighting the extent to
which mood plays an important role in our daily life [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
Furthermore, our mood can have significant implications on
our social interactions. For example, it has been shown that
when we are happy we are more inclined to interact with
others, while when we are sad we tend to distance ourselves
from friends and family [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        A rich body of research has been generated to explore the
challenges involved in establishing, monitoring and
communicating individuals moods with physiological sensing,
mood blogs and diaries, all offering a range of trade offs
in terms of validity, accuracy and privacy [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
More recently, a variety of mobile services and applications
have emerged that help users communicate status updates in
the form of a short textual messages [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. These status
messages often convey mood information, e.g. “I feel fine”.
Current mobile devices include a range of sensors that allow
monitoring of contextual factors such as location, time and
activity of users. Given that mobile phones are personal
devices, always on and always with us, they provide a great
opportunity to capture mood information and gather
feedback from users anytime, anywhere, in addition to serving
as an almost constant communication channel to friends
and family. Mobile users may also be interested in sharing
moods with each other and may actually be able to positively
impact each others moods.
      </p>
      <p>However, mobile environments present a number of key
challenges. Mobile devices are inherently limited; their small
screens and restricted input and interaction capabilities present
a number of usability and interface challenges. Mobile users
are on-the-move and as such their needs are affected by
changing contexts, e.g. location, temporal, social. Designing
social interfaces is also difficult. Social applications aim to
increase communication, collaboration and awareness among
groups. As such social media tends to be awkward because
social interfaces are designed to be used by multiple users
and are dynamic in nature.</p>
      <p>MobiMood1 is a social mobile application, combining both
the social and mobile spaces. MobiMood allows users to
submit and share moods and their associated mobile
contexts with friends and others while on-the-move. It supports
sharing moods in a similar way to microblogging services
such as twitter2, which allows status updates to be submitted
and shared easily and quickly in the form of short snippets
of text, however, mood input via MobiMood is much more
visual in nature. In this paper we describe the MobiMood
prototype and provide a high level overview of the results
1Note that the MobiMood prototype was developed while Eve
Hoggan was an intern in Telefonica Research, Barcelona, Spain.
2www.twitter.com
obtained from a 2-week user study involving 5 different
social groups. Using the lessons learned during the design and
evaluation of MobiMood in the wild, we highlight key
implications in the design of future social mobile interfaces.
RELATED WORK
In this section we highlight two areas of related work to the
MobiMood project. The first related to mood tracking and
mood detection, while the second relates area focuses on
visualization of mood data.</p>
      <p>
        Mood tracking and detection
The earliest research projects focusing on moods originated
in psychology and investigated methods of mood detection
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. For example, there have been several studies
investigating the discovery of moods in blog posts, analysing large
amounts of text to capture national responses to news or
sporting events, e.g. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. This topic has generated a lot of
interest online recently3 with websites such as We Feel Fine4.
The We Feel Fine project scans blog posts for the phrases “I
feel” and “I am feeling” periodically. The project has been
running since 2005 and over 12 million feelings have been
collected to date.
      </p>
      <p>
        Wanner et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] explores the use of sentiment analysis
with visualization to extract and convey the emotional
content of RSS news feeds from the 2008 US presidential
election. Others have applied machine learning to interpret the
emotions of bloggers [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Such approaches which attempt to
extract mood data from short pieces of text may eventually
enable the development of innovative applications that
automatically detect emotion and adapt to changes in users
emotions. However, these approaches are limited in that they can
only detect moods in text if bloggers use certain key phrases
or terms to convey their moods.
      </p>
      <p>
        Several mobile applications are already commercially
available that use mood information obtained through manual
user input. In particular, Nokia developed the ContextWatcher
application [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] that associates mood information to context.
The My-Mood5 iPhone/iPod Touch application allows users
to share their mood on the web with one of its unusual
characters. Users can set their mood and publish it online to blog
or other webpage.
      </p>
      <p>
        Other methods of mood detection include physiological
measurements such as heart rate, temperature, blood pressure
and even posture. Gluhak et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] used physiological
signals to determine the moods of users and then proposed
using mood as an additional element of context much like
location or time for instant messaging style applications. In
their application, physiological measures are displayed
beside messages so friends know how the user was feeling at
the time of the message.
3Mining the web for feelings:
http://www.nytimes.com/2009/08/24/technology/internet/24
emotion.html? r=1&amp;th=&amp;emc=th&amp;pagewanted=all
4http://www.wefeelfine.org
5http://video.yahoo.com/watch/3981791/10793640
      </p>
      <p>
        There has also been some previous research with a focus
on using mood detection in health applications. The
Mobile Heart Health project by Intel [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] also uses physiological
sensing to detect moods through the Mood Phone
application and then combines this with mobile feedback for
preventative cardiology. The goal of the project was to enable
users to become more self-aware of their emotions and
feelings so they may develop better coping mechanisms when
they encounter stressful situations.
      </p>
      <p>These applications attempt to provide accurate measurements
of moods and some have made use of this information to
promote awareness of the emotional state of user. However,
they have not examined the impact of contextual factors such
as location and social situations on the moods of users nor
have they investigated the effects of sharing moods on users
and their friends or the best way to present this information.
Visualizing moods
Also related to this work is the visualization of moods. This
is an interesting research area, and a particularly
challenging one for mobile environments where screen real-estate
and interaction capabilities are limited. The We Feel Fine
project mentioned in the previous section includes dynamic
visualizations that attempt to convey the collective mood of
a variety of users around the globe. These playful and
interactive visualizations include a montage of pictures
submitted, detailed metrics by feeling, gender, age, location and
weather, as well as a visualization called mobs in which
colours, shapes and sizes are used to convey mood and
intensity. The We Feel Fine project also provides an API designed
to allow artists to access and explore these human emotions.
Similarly the MoodJam project6 from the Human Computer
Interaction Institute at Carnegie Mellon University provides
a visualization of moods and other peoples moods based on
color strips. The website allows users to keep a record of
their moods, to learn about mood trends and to share moods
with others. The goal of the project is to increase mood
awareness among users and groups.</p>
      <p>
        Using a more abstract approach, Boehner et al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]
developed Miro, a prototype system that projected a
representation of the overall emotion of workers based on responses
to an online emotional survey through an animated abstract
painting. Changes to the background colour, the number and
cluster of dots in the painting, and the speed of animation
reflected averages of the survey answers (e.g. happy or sad).
Although not incorporated in the current MobiMood
prototype, the goal would be to provide interesting visual
feedback to the end user regarding their past mood histories, the
moods of their friends and the moods of their group. We will
return to this topic at a later stage in this paper.
      </p>
      <p>MOBIMOOD
MobiMood is a proof of concept mobile prototype that
enables groups of friends to record and share their moods with</p>
    </sec>
    <sec id="sec-2">
      <title>6http://moodjam.org/</title>
      <p>each other while on-the-move, thus increasing awareness
within social groups. MobiMood is a visually rich and highly
interactive iPhone application. The software architecture of
MobiMood consists of two components: (1) an iPhone
application that allows users to record and share moods as well as
comment on the moods of others; (2) a server that
synchronizes and stores all mood details in the MobiMood database7.
The server feeds the mobile application with an up-to-date
list of all moods. The server also comprises an email and
SMS notification facility that informs members of the
appropriate social network about new moods and new mood
comments from friends. In addition, the server logs all the
interactions between the user and the GUI of the iPhone
application for off-line analysis of user behaviour.</p>
      <p>
        Mood Entry
When a user launches the MobiMood application, they are
presented with a mood input screen. The mood input
interface shows six different coloured buttons at the bottom
of the screen, each representing a different mood. Users
can choose from one of five standard moods (sad, energetic,
tense, happy and angry) or they can input their own custom
mood, e.g. ‘bored’, ‘very excited’, etc. The standard moods
are all derived from a subset of moods found in Russell’s
Circumplex of Affect [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] and XMPP [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Russell’s
Circumplex is widely used in psychology and XMPP is a comon
standard used in Web based social applications. Both
contain a similar set of moods. The Circumplex model of affect
proposes that all affective states arise from two fundamental
neurophysiological systems: one relates to valence (a
pleasure - displeasure continuum) and the other relates to arousal
or alertness. Each mood can be understood as a linear
com7We use Apache for the server requirements of the application and
all data is stored in a MySQL database.
bination of these two dimensions, i.e. varying degrees of
both valence and arousal. We chose a set of standard moods
from each of these dimensions. To increase the visual aspect
of the user interface, each mood category is associated with a
different colour based on those established by Wexner:
bluesad, green-energetic, purple-tense, red-angry, yellow-happy
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. We chose orange to represent the custom mood (see
Figure 1b).
      </p>
      <p>Given that the application is iPhone based, we decided to
focus heavily on visually rich touch-based input and
interaction to allow users convey the intensity of their mood at a
given point in time. To input a mood, the user presses one
of the buttons at the bottom of the screen and a bubble will
begin to grow in the rounded box in middle of the screen
(Figure 1a). The longer the user holds their finger on the
button, the bigger the bubble will grow. The size of the
resulting bubble is mapped to the intensity of the mood (1 to
10, where 1 is represents the lowest intensity and 10
represents the highest intensity). The intensity is also displayed
on a progress bar so that more absolute feedback is provided.
For example, if the yellow button is pressed and held until
the bubble grows to its largest size, the participant’s mood is
considered to be ‘happy’ with an intensity of 10.
Contexts
Once the user has selected his/her mood and intensity level,
(s)he clicks ‘next’ and is taken to the context-input screen.
On the context-input screen users record their situational and
social contexts. The situational context allows us to
determine more about the location of the user and is given by
selecting one of four options: at home, at work,
commuting, other. The social context allows us to determine more
about who the user is in the presence of when submitting
a new mood. The social context is introduced by selecting
one of five pre-defined options: alone, partner, colleague,
family, other. Both contexts are inputting using the standard
iPhone picker input. In addition, the device ID, the date and
time and the physical location (in latitude/longitude form)
of each user, are logged with each mood. Storing the
physical location of each user allows us to map meanings to the
situational contexts.</p>
      <p>Mood Lists
After submitting a mood, a final screen is presented that lists
the last thirty moods of their friends. The mood lists shows
the name of the user who submitted the mood, the mood in
both textual and colour format, the date and time and the
situational context. By using the tabs at the bottom of the
screen, the user can also view their own previous moods (My
Moods tab) or the moods of everyone else (Everyone tab)
(see Figure 1c). Users can view the details of any of the
listed moods by double-tapping on the mood in question.
Supported Interactions
This mood detail screen (Figure 1d) provides more
complete details about the users mood. The detail screen lists
the user’s name, the mood, the date and time submitted, the
intensity of that mood as well as any comments submitted
by the users friends about the mood. This screen also
includes 3 buttons that allow a user’s friend to interact with
the mood entry. Specifically the screen includes a button to
add a comment, a button which initiates a phone call to the
user in question and a button which initiates an SMS to the
user in question.</p>
      <p>USER STUDY
In this paper we are interested in investigating the lessons we
learned in terms of designing social mobile interfaces based
on user experiences with the MobiMood prototype. As such
we provide an high-level overview of the user evaluation we
carried out and describe some basic usage results. Later we
discuss more details of the user study in relation to
implications for the design of social mobile interfaces.</p>
      <p>Participants and Procedure
In order to take part in the user study participants were
required to own an iPhone and be part of a group willing to
participate in a 2-week study where they input and share their
moods with friends. We chose to study the use of MobiMood
in five close-knit groups who lived, worked and studied in
different countries around the world. In total 15 participants
took part in the study (11 male and 4 female), ranging in age
between 23 and 43 years (avg=28.6). The participants had
a diverse set of occupations, including a journalist,
solicitors, teacher, IT professionals and students. The participants
were given a small incentive of £20 for taking part and a
£200 raffle was held at the end of the study and given to one
participant. Table 1 shows more details about each of the
five groups: number of users per group, the ratio of males to
females and the country of origin for each group.
Before the field test began, users were asked to complete a
pre-study questionnaire and to install the MobiMood
application. The pre-study questionnaire was used to gather basic</p>
    </sec>
    <sec id="sec-3">
      <title>Group</title>
      <p># Users
# Male
# Female
Country
1
3
2
1
Scotland
demographic information, details about their use of online
social network sites as well as information about their moods
and the factors that contribute to their moods. The live field
study took place over two weeks in August 2009. During the
study, we collected a series of log data for post-task analysis
which included: listings of the calls and SMS sent between
participants8, the time, location, type and intensity of each
submitted mood (participants could choose to omit their
location data), what moods were viewed, comments on moods
as well as whom the participants were with at the time of
mood entry. Finally, participants were asked to complete a
post-study survey to gather subjective information on their
experiences with the application.</p>
      <p>In an effort to maintain the motivation amongst participants,
the ability to view moods was restricted. MobiMood only
allows users to view other moods and associated comments
once they have submitted a mood. There is no other way
to access this information. Furthermore, participants had to
submit at least 15 moods before being able to see the
submitted moods and comments of everyone in the study. Prior
to this, participants could only view and comment on their
own moods and those of their friends. At the end of study,
we provided two visualizations of the submitted moods to all
participants: one visualization at the group level and a
second visualization showing the moods of all 15 participants
over the 2-week period.</p>
      <p>We used email and SMS notifications to keep users informed
of the interactions of others within the study. Whenever
a participant submitted a new mood, all of the participants
friends received an email notification. When a comment was
added to a particular mood, the participant who originally
entered that mood received an SMS to inform her of the new
comment.</p>
      <p>RESULTS
In this section we present some high level usage results from
the field study.</p>
      <p>Basic Results
In total, participants submitted 311 moods over the 2-week
period. 112 were standard moods (36%), while 176 were
custom mood entries (56.6%)9. Figure 2 shows the
distribution of mood entries per type.
8Note that we could only count calls and SMS message initiated
from within the MobiMood application
9The type of the remaining 23 mood entries (i.e. standard or
custom) is unknown. The type is unknown for mood entries where the
user did not want the application to track their location. We will
discuss this later in the paper.</p>
      <p>The most common standard mood was “happy” and the least
common was “sad”, suggesting that users tend to share their
positive emotions more easily than their negative emotions.
In future work, we plan to investigate why users are ready or
not to communicate their moods with a view to
understanding how users might be persuaded to share their mood even
when they are sad.</p>
      <p>Of the custom moods, 103 (58.5%) were unique custom mood
entries, indicating that diverse sets of custom moods were
submitted by participants. Interestingly, we found 3 types
of custom mood entries: (1) basic moods, e.g. “tired”,
“excited” and “rushed”. 77% of custom moods fell into this
category; (2) status update moods (16% of the custom moods),
e.g. “hating busy hot slow bus in the rain” and “looking
forward to yoga”; and (3) combination moods, made up of
a combination of a basic mood followed by a description of
why the participant was in a particular mood: e.g., “grumpy
(about going back to work)”, “glad, Monday done”, and
“bored (of big brother!)”. 7% of custom moods fell into
this category.</p>
      <p>We found an average of 20.1 moods per participant and an
average of 62.2 moods per group. Figure 3 shows the
number of moods submitted per user per group. We can see that
even groups with only 2 participants (e.g. group 4) generate
a high number of mood entries (&gt; 70 moods submitted).
Context and Mood
We explored two different types of context in the MobiMood
study: (1) location and (2) social context. Note that the
majority of previous research into moods has been static, i.e.
it was not conducted using mobile devices as the primary
recording mechanism. By conducting this research in a
mobile setting, it has been possible to log users moods at
different locations and in different social settings.</p>
      <p>Table 2 shows the distribution of location contexts
associated with mood entries. The most popular location context
chosen by participants was “home”, with 41.6% of moods
submitted at this location. Our preliminary results suggest
that location can affect the types of mood experienced by
users, however, given the volume and diversity of “custom”
moods submitted via the MobiMood application, this is
difficult to evaluate fully. For example, when the majority of
participants recorded their location as “at work”, energetic, sad
and angry levels were considerably lower (1.6% of moods at
work were energetic, sad and angry), while “tense” (9.8%)
was chosen more often. Whereas when location was set to
“home”, energetic levels were higher.</p>
      <p>According to the answers from the post study questionnaire,
users accessed the MobiMood application at home because
there were often “at a loose end” and had more time to
interact with their device.</p>
      <sec id="sec-3-1">
        <title>Location Context</title>
        <p>At home
At work
Commuting
Other Location
#
130
56
45
57
Table 3 shows the distribution of social contexts associated
with mood entries. We found that users submitted most of
their mood entries when they were alone (35.5%).
Interestingly, there were absolutely no recorded sad moods when
participants were with friends and no angry moods
submitted with family. Furthermore, a considerably higher
number of custom moods were submitted when participants were
alone (49% of custom moods).</p>
        <p>When we asked participants if the social context helped them
understand more about their friends’ moods, only 7 (46.7%)
answered yes. Of the users who said no, some of these users
reported not noticing the social context labels as one reason.
This is perhaps due to poor interface design choices in
representing and capturing context information. Overall, based on
user responses, it appears that social context has less of an
effect than location context in terms of understanding why
someone is in a particular mood.</p>
        <p>Self-awareness of Moods
Another interesting issue in this research is that of self
awareness. That is, what is the effect on the users’ moods if we
(a) Visualization 
of the average 
moods of 
everyone in the 
study after 2 
weeks
(b) Visualization 
of the average 
moods of 
participants of 
Group 2 in the 
study after 2 
weeks
(c) Visualization 
of the average 
moods of 
participants of 
Group 3 in the 
study after 2 
weeks</p>
      </sec>
      <sec id="sec-3-2">
        <title>Social Context #</title>
        <p>Alone 111
With friends 38
With family 34
With partner 30
With colleagues 54
Other social context 21
provide them with tools to visualize their moods and enable
users to become more self-aware of their moods? One
participant said: “I think that we often dismiss our state of mind
or our state of being because we’re so used to it. Like not
being able to see the wood for the trees. Having an objective
device track moods might make for some interesting and
unexpected revelation and patterns that can ultimately be used
as a foundation for improved health and happiness.”
Ideally the MobiMood application would have included
support for providing end-users with real-time, interactive
visualizations of their moods and the moods of their group.
However, this feature is not implemented in the current
prototype. However, at the end of the study we did provide each
participant with two mood visualizations. One visualization
for their group and a second visualization of all users across
the 2-week period. Figure 4 (a) shows this global
visualization, while Figure 4 (b) and (c) shows the group-based
visualizations for group 2 and group 3 respectively. When
asked how they felt about the visualization, 13 participants
agreed that it was useful.</p>
        <p>Some of the comments regarding the visualization included:
“It was cool to compare it to the public one. Also
interesting to see that we all used the custom mood the most”, “I
think that this showed me that the notion of mood becomes
complex when you try to think about it. Its hard to
distinguish between mood and ’current status’.”, “I liked the look
of it, and it’d be fun to see how you fit in.”, “It was a really
nice report and quite interesting to read” and “I seen that
the moods most used was custom and that suggested me that
everyone likes to tell precisely how feels himself”.
Users did express some issues with the provided
visualizations that may have prevented them in getting as much value
from the visualization as possible. We will return to this
issue in the next section on design implications.</p>
        <p>DESIGN IMPLICATIONS
Designing social interfaces is a difficult task and when social
interfaces are deployed in a mobile setting the environment
becomes even more challenging. Our 2 week evaluation of
the MobiMood prototype has taught us a number of
important lessons when it comes to designing mobile social
interfaces. In this section we outline a number of key
implications and discussion points in the design of such interfaces
based on the set of results presented in this paper. We try
to focus in particular on the lessons that relate to interfaces
and/or visualizations.</p>
        <p>Give users control
As mentioned earlier, a large proportion of mood entries
were “custom” moods (almost 60%). The participants
tendency to express their moods through the “custom” option
suggests a need to express more information and to
provide a more in-depth insight into the participants submitted
mood. In terms of expressing moods, the post study
questionnaire revealed that participants would have liked to have
more control over mood categories. In the words of one
participant: “I found this a bit limiting”. Therefore when
designing social mobile interfaces it’s important to provide end
users with enough control so that they can interact with and
use the application in the way they wish without them
causing disruption to other users of the application.</p>
        <p>Before deploying the MobiMood user study we made the
conscious design decision to not allow users to view the
moods of others’ before submitting their own moods. One
of the issues with evaluating social applications is that often
they need to reach some mass level of usage before the
system can be useful to users. Our study was relatively short
and we wanted to ensure that enough mood entries were
collected and shared. Given the natural imbalance that exists
between producers and consumers of content within social
systems its unlikely that these behaviours could emerge so
quickly/naturally in a short time-frame. However, users did
feel this was too restrictive and in the deployment of a real
prototype, we would remove this constraint so that users
have more control over the interaction and flow within the
application.</p>
        <p>Users also wanted to control the visual elements of the
application. For example, one user commented on the colours
associated with the custom mood category: “you could be
able to pick the colour of the other mood rather than it being
the same colour all the time as most of the time you want
to personalise your own mood and when you look at the
results of friends/everyone it’s mainly in orange”, while
another user suggested being able to submit combinations of
moods, “Allow users to select combinations of more generic
moods. Remember often used custom moods and make these
easier to enter, with their own random colour.”.</p>
        <p>One approach in future versions of MobiMood is to increase
the visual elements of the interface. We need to support more
than 5 pre-defined moods, to allow users to submit a
combination of moods and to enable users to include a description
with each mood to enable users to explain their choice of
mood. From a user interface and interaction design
perspective, this presents a number of challenges, especially given
the limited screen real-estate and interaction capabilities
provided by mobile handsets.</p>
        <p>Increasing self-awareness through better visualization
We mentioned previously that at the end of the two week
study users were presented with two visualizations to convey
both the average moods of all participants and the average
moods of people within their group over the 2-week study
period. Most users enjoyed this visualization, however, it is
also clear that participants would have liked additional
information within the visualization. MobiMood is a novel
mobile application and as such provides support for
capturing contextual data such as physical latitude/longitude,
situational context and social context. This information was
not conveyed in the provided visualizations but it appears
that some users would have liked to see their mood
histories based on these dimensions. For example, one user
commented: “I thought it was interesting, but I was
looking forward to seeing how location and company affected
the moods, so I thought that ultimately, the visualisations
were quite superficial and contextless.”, while another user
commented: “No grouping of moods via location.....Lots of
potential for interesting visualisation though.”.</p>
        <p>It would also be possible to increase self-awareness if the
visualization’s were conveying mood data over a longer time
period. This preliminary study provided end users with
details about the average mood of others over a 2 week period.
However, there would be clear benefit to collect and
aggregate mood details over months, years, etc. One user
commented on this, “Fairly interesting, will be more interesting
over a longer period of time”.</p>
        <p>Integration other social systems
An interesting point that came out of this user study was
the potential of integrating MobiMood with other, existing
online social systems. For example, one user commented
that Mobimood was “cool but felt a bit like a supplement
to Twitter; it might be cool to somehow integrate the two”.
Likewise when asked what could be improved with the
MobiMood application, one user commented, “Maybe add to
the Twitter API so each update has a mood associated with
it.”.</p>
        <p>Integrating or utilizing MobiMood within existing social
systems would present a number of interesting research
challenges. For example how do we handle the extraction,
integration and representation of mood information from
various status updates? How do we design the social interface
and handle the resulting social interaction surrounding such
an integration. And finally, given the mobile environment in
which MobiMood is deployed, additional contextual
information should also be considered. We believe that there are
a number of existing research challenges awaiting us and we
have lots of food for thought for future work in this regard
in the MobiMood project.</p>
        <p>CONCLUSION
In this paper, we have described a proof-of-concept research
prototype called MobiMood. MobiMood is a social
mobile interface which enables groups of friends to share their
moods with one another. We carried out a 2-week field study
(involving 15 participants split across 5 groups) and use the
reported results of this study to outline a number of key
implications for the design of future social mobile interfaces
and visualizations.
of the lessons we have learned. We plan to carry out a
longitudinal field study involving more participants and more
groups of friends. We would like to explore the social
context of moods in more detail and investigate how to
facilitate more fruitful communications and conversations among
users. We also believe there is interesting work to be done in
the area of visualising moods over time and providing such
visualizations to mobile users to make them more aware of
their mood.
We are currently investigating a few areas of future work
related to the MobiMood prototype. We are in the process of
implementing an improved version which incorporates some</p>
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