Home » Community Model » Theoretical backgrounds » Mobile contexts of use 4 Time, place, space
Description | The use of a space that was intended by the constructor or owner of the space. |
Examples | The space may be aimed to serve only as corridor, not loitering around. Or, it is thought to work as playing room, not for chatting. |
Description | A place can be interpreted to appear as something between private, semipublic or public, or a combination of these. Especially in urban and online settings the in-between interpretations are crucial ones: there are lot of semi-public spaces. It is always a question of negotiations how private or public the semi-public spaces are in that particular case. Lots of implicit restrictions are in use. |
Examples | Habbo hotel’s public rooms are also used in private discussions, and private rooms are entered by not wanted habbos. These situations create a lot of harsh conversations. |
Description | Assumptions come from memories, gossips, or one’s own imagination (or from learned knowledge). They cause certain kind of preparations before entering those spaces. |
Examples | One may assume to meet his good but long-time-no-see-friend in a certain public room in Habbo and prepares for that by checking their mutual e-mail correspondence during last year. |
Description | A “monoteistic†environment has one strong source of sounds, or can be of course silence, also. A “pluralistic†environment, then, includes several uncoordinated voices. |
Examples | Monoteistic: a formal meeting or a conference, silence in library Pluralistic: a train car where several groups of people are discussing and mobile phones are ringing etc. |
Description | All that the user can see around him or herself, including the device. |
Examples | Playing a mobile game, user can see the sun and sky, people around him (perhaps on the bus stop), and the room in the game s/he is proceeding at the moment. |
Description | The observations user or player gets by touching the immediate physical environment. |
Examples | Seat, keyboard and mouse touch. |
Description | The information available or offered to player in the place and situation at hand. |
Examples | The way a help section or a list of frequently asked questions is available to the player, including also informal information from peers. |
Description | The habits and practices people and organisations organise their use of time. All collective actions are more or less dependent of schedules. They can be official or unofficial ones. |
Examples | Certain chats are most intensive during some known hours. All synchronized online communications. |
By mikael at 2006-02-24 14:28
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