Editor’s Note: This article proposes several models of community, including a model of “mobile community”—an extension
of physical community merged with online community. The authors also provide examples of how these models have contributed to the development of community applications in their work at Samsung.—Hugh Dubberly
A Model of Mobile Community:
Designing User Interfaces to
Support Group Interaction
Youngho Rhee
Samsung Electronics SAIT CS Lab | yh.rhee@samsung.com
Juyeon Lee
Samsung Electronics SAIT CS Lab | florial.lee@samsung.com
[ 1] “Uniting
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November + December 2009
[ 2] Newman, D.
Sociology: Exploring the
Architecture of Everyday
Life. Thousand Oaks,
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interactions
For the past decade, mobile phones have been used
primarily to make phone calls. However, with an
increase in the number of mobile phone users and
improvements to mobile phone technology, new
forms of interaction and new kinds of applications
become possible. Now the role of mobile phones
is expanding to support forming and maintaining
“community”—both geographic-based communities and communities based on diverse cultural
interests—creating new ways for people to connect
and communicate.
The rise of online communities is one of the most
exciting commercial and social opportunities of this
decade. Today anyone working in the converging
worlds of communications, media, and technology knows that communities are perhaps the most
influential factor and value-added service in the
emerging market—potentially exceeding games,
voting or polling applications, or music and video
downloads—because of their long-term sustainability. In fact, a public report estimates that the market
value of community will be around €673 billion by
2010 [ 1].
Traditionally, the term “community” defined a
group of people living in a common location [ 2]. But
as the Internet reduced the limitations of distance,
“community” has expanded to include groups organized around common values and common interests. Early Internet community applications limited
online interaction for members—the community
was active only when members were in front of
a personal computer. In contrast, mobile phones
support interaction virtually anywhere, but until
recently mobile phones did a poor job of support-
ing community. A new generation of mobile phone
applications is beginning to support not just one-to-one communications, but also one-to-many, many-to-one, and many-to-many communications—an
essential part of creating, reinforcing, and managing a community (see Figure 1).
Consumers expect mobile devices to support rich
forms of media: audio, text, photo, and video. And
they expect to use rich media to communicate.
Consumers will also expect mobile community
applications to support rich media. And they will
expect applications to be aware of users’ context—
both their physical environment as well as their
virtual environment:
their location, •
the tasks in which they are engaged, •
the information they are browsing, •
the people with whom they are interacting, •
and the history of each. •
These contextual elements (location, task,
domain, contacts, and history) may combine to
“trigger” realization of both individual and group
goals. Some goals and activities will already be “in
play,” while others will emerge from interaction.
Browsing a library shelf may lead to the discovery
of a new book. Stepping into a cafe may involve running into a friend. Mobile community applications
become especially valuable when they support
serendipity—spontaneous or unplanned events—
and aid the formation of ad hoc communities or
“flash groups” (which may dissolve after the event).
This last feature is a main difference between
mobile communities and communities in the online
and physical worlds.