Creating the ideal digital self: 3G mobile phone content production and distribution as social communication

Satchell, C, Zic, J and Singh, S 2005, 'Creating the ideal digital self: 3G mobile phone content production and distribution as social communication', in M. Spasojevic et al. (ed.) Pervasive Image Capture and Sharing: New Social Practices and Implications for Technology, Tokyo, Japan, 11-14 September 2005.


Document type: Conference Paper
Collection: Conference Papers

Title Creating the ideal digital self: 3G mobile phone content production and distribution as social communication
Author(s) Satchell, C
Zic, J
Singh, S
Year 2005
Conference name The 7th International Conference on Ubiquitous Computing
Conference location Tokyo, Japan
Conference dates 11-14 September 2005
Proceedings title Pervasive Image Capture and Sharing: New Social Practices and Implications for Technology
Editor(s) M. Spasojevic et al.
Publisher Nokia Research Center
Place of publication Tokyo, Japan
Abstract Mobile phone ownership presents users with the opportunity to regularly update others of their actions through the digital documentation and circulation of their experiences. There is a sense that an event is not complete until it is shared through text, voice or images. An empirical study of 35 users aged 18-30, conducted for the Smart Internet Technology CRC [3] revealed that when members of a social group cannot be together physically, circulating digitised accounts of an activity becomes an authentic way to share the event. Furthermore, the study indicated that with the convergence of 3G mobile phones, digital cameras and the Internet, users are taking advantage of the best of all three communication channels to create, circulate, distribute and archive content in new and dynamic ways. Through this process users are creating the 'ideal digital self' by which to communicate socially. However, the effectiveness of these new practices is eroded by specific design and technological limitations, thus a distinct set of user problems emerged. This paper illustrates how the Trophy Room scenario, which is a 3G phone and web application, was developed to address the user needs identified in the study.
Subjects Innovation and Technology Management
Keyword(s) 3G mobile phones
content production
convergence
digital identity
social communication
Copyright notice © 2005 The author/s
ISBN 3-540-28760-4
Versions
Version Filter Type
Access Statistics: 96 Abstract Views  -  Detailed Statistics
Created: Mon, 01 Feb 2010, 15:13:05 EST by Catalyst Administrator
© 2014 RMIT Research Repository • Powered by Fez SoftwareContact us