Users Inventing Ways To Enjoy New Mobile Services – The Case of

Proceedings of the 37th Hawaii International Conference on System Sciences - 2004
Users Inventing Ways To Enjoy New Mobile Services – The Case of Watching
Mobile Videos
Petteri Repo, Kaarina Hyvönen, Mika Pantzar & Päivi Timonen
National Consumer Research Centre, Finland
{firstname.lastname}@ncrc.fi
Abstract
The introduction and marketing of third-generation
mobile services has not been enough to make them a
commercial success. User involvement and user
innovations are apparently needed before such success
can be achieved.
We handed out mobile phones with video capability to
test users to see what kind of meaningful contexts they
might find for watching streaming mobile video. There
were at least two different contexts in which they
considered it natural to view mobile video. Firstly, they
were able to avoid boring situations by entertaining
themselves. Secondly, mobile video made it possible to
share experiences with other people. Singing karaoke
together or watching cartoons with children offered fun
moments and represented a type of use not frequently
found in visions of mobile entertainment.
1. Introduction
Visions of third-generation (3G) mobile services have
been around for years. The first such services available
on mobile phones include media such as photography and
video. It has been argued that 3G services have already
been invented – now we only need to wait for appropriate
networks and handsets for using them.
Industry forecasts and visions portray the future as
something more or less determined. Forecasts, in
particular, formalize and legitimize the high hopes
attached to 3G services [1]. Typically they indicate rapid
diffusion and growth in new markets, and expect services
to gain widespread popularity among users. The future
can turn out this way, of course, but there is still a lot to
be done. Users themselves seem least aware of the plans
of the industry. Thus, it is likely that the adoption of
technological innovations and services will take longer
and perhaps take quite a different direction than
expected. In other words, users may well surprise us.
There are many important drivers for developing 3G
services and technologies. In essence, we will look at
three of them. Firstly, it is believed that users have needs
that contemporary mobile technology has not been able to
address properly – that is, there is demand for new
services. Secondly, it has not even been possible to
provide these services with contemporary technology –
more sophisticated technology is needed. Thirdly,
manufacturers wish to sell new devices to users to replace
their old ones, and mobile operators wish to reverse the
trend of continuously decreasing average revenue per user
(ARPU). In other words, there are strong economic
incentives for developing new 3G technology and
services.
The first of these drivers – user demand for new
services – continues to be an open question which this
paper explores. The second driver is now being
challenged by technological development as the evolution
of handsets and networks allows users to test early
versions of 3G services on a larger scale. Symbian smart
phones such as Nokia 7650 and Sony Ericsson P800, for
example, coupled with WAP and a GPRS network offer
the opportunity to try out tomorrow’s mobile services
today. Multimedia messaging (MMS) has already been
launched as a major commercial service.
The third driver is definitely the strongest of the three.
There are, indeed, powerful incentives for producers of
devices and networks and for operators to come up with
something new [2,3]. However, commercial success
depends on how widely 3G products and services will be
used in the future. This, in turn, is largely dependent on
the uses that users invent for them. A mobile service
cannot be considered successful if people do not begin to
use it – no matter how technologically advanced it is. A
need for its use, therefore, has to be invented.
In this study we look at how users invent ways of using
new technology and services. We address the specific
case of streaming video to mobile phones to explore the
invention of uses for novel technology and accompanying
services. It is interesting to note that, in the purely
technical sense, mobile video services became operational
in Finland already in the latter half of 2002 – that is, well
before 3G mobile communications networks and devices.
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Proceedings of the 37th Hawaii International Conference on System Sciences - 2004
Thus, mobile video can be said to have arrived ahead of
time. Today we are able to watch mobile videos, but the
question is: do we have sufficient reasons for doing so?
2. User innovation
Inventing uses for novelty items is an essential element
in technological modernization. The perspective of the
social shaping of technology [4,5,6,7,8] stresses the
importance of justifying the need for a new item or
service through public discussion, and emphasizes the
role of various interest groups in defining that need.
Consumers are active players in this process.
One of the obvious reasons for failed product
development projects is that the ways in which engineers,
marketers and designers perceive the product, the need
and the consumer often lie too far apart [9,10]. An even
more serious problem occurs if the image of the
consumer is one-sided [11,12]. The consumer image
tends to be more or less drawn from the technical world
of the product developers themselves [13]. Very little
demand-driven research has been conducted, for instance,
in product development of household appliances, smart
products and interactive devices [14].
The basic aim of our study is to point out the
importance of introducing the consumer viewpoint into
product development. Allowing and welcoming the
innovations of users can narrow the gap between them
and the producers of devices and services. Concepts such
as producer-user and user-collaborator conceptualize this
view [15]. In our study we applied a user-oriented
approach to capture ideas for potential uses for the video
viewing capability of mobile phones. These ideas were
derived from the experiences of the test users who
participated in our study.
We were looking for situations in which users might
find it meaningful to watch mobile videos. These would
be situations in which video viewing was worthwhile,
encouraging users to innovate new uses. “Situations” here
relate to both physical and social contexts.
Our study is based on the research tradition of everyday
reasoning, which examines and analyzes consumer
choices and actions as routinized habits, practices and
usage situations [16,17]. If such meaningful situations
can be identified, it will facilitate the development of new
service concepts and relevant user applications.
Moreover, cognitive sciences show how cognitive
capacities make certain types of concepts more likely
than others. There is notable evidence that people use
similarity between objects to build categories and make
note of some features better than of others according to
the ontological domains that the objects belong to.
Ontological categories are more than conceptual boxes;
they are theoretical entities with assumptions about
underlying processes that apply to each domain
[18,19,20]. In this sense, the boundaries of product and
service development are not only techno-economic, but
also socio-human [21].
We wanted to know how consumers actually develop
and build a conceptual repertoire for watching mobile
videos. What kinds of aspects of the experienced world do
they emphasize and what domains do they use? We based
our study on the theory of everyday reasoning because it
is involved in cultural transmission, providing a
background that allows us to understand cultural input by
making inferences. Some new concepts will be culturally
more successful than others because they are easier to
acquire and communicate [18,19,20]. A seemingly
insignificant act – such as naming product or service –
may have a great impact on how it is adopted [22].
There is often an element of surprise incorporated in
user innovations [23]. We gave room for surprise in this
study by making its design open. Users were given a lot
of freedom, yet they were required to use the videophone
in a number of given situations, thus offering them the
chance to surprise even themselves. The study design,
thus, encouraged openness and experimenting.
3. Research design
We distributed ten Nokia 7650 mobile phones with
video capability to 13 persons in different life
circumstances for a period of one week. Those who did
not receive their own phone shared one with a member of
the same household. The study participants were asked to
watch videos and to evaluate the meaningfulness of
viewing in various contexts.
Seven of the participants were female and six male,
representing an even age distribution into groups under 20
years, 20–40 years and over 40 years. The study
participants considered themselves average users of
mobile phones and Internet video services. Many thought
of the mobile phone mainly as a device for maintaining
contact with friends, instead of treating it as a working
tool. We feel that the participants represented “early
majority pragmatists” rather than “early adopters” [24].
When the study participants received the phones, they
were given user training and instructions for video
viewing. Additionally, they were asked to keep a diary
about the use of the videophone. The diary also prescribed
a task for each evaluation day. It contained specific
instructions and one A4 blank sheet per day for reporting.
Some persons used up the whole space while others only
wrote down a few principal comments. Each participant
was entitled to keep the diary as he or she saw fit.
The interpretation of the diaries called for qualitative
methodology [25]. Compared to interviews – a typical
method in similar studies [26] – diaries take the inductive
approach so often used in qualitative studies one step
further. Diaries allow more freedom for self-reflection,
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because data collection is more structured by the research
objects themselves and the data collector has less
influence on the data. On the other hand, diaries are
burdensome for their writers. This may reduce the
validity of the data if it is not taken into account in the
research design. In our study we felt that the short
research period of only one week gave us the opportunity
to make use of the strengths of diaries as research data
without compromising to the weaknesses.
as characteristic of qualitative studies – the selection of
participants cannot be considered representative of a
larger population [25]. On the other hand, our results give
insight in how consumers perceive the meaningfulness of
watching mobile video. Once mobile video viewing gains
more widespread popularity, there is a good case for
introducing quantitative approaches alongside qualitative
ones.
The focus here is on mobile videos viewed on a mobile
phone (Ill. 1). The same videos can be watched on a
number of mobile devices, including PDA's and laptops.
Although users may find the experience of watching
videos similar on these devices, we suggest that additional
studies should be carried out to confirm this. Furthermore,
we did not examine other video-related services such as
MMS-videos [26] and video conversation [29]. Even
though these services rely on video, they represent
communication between individuals. Watching streaming
media is, by its nature, closer to mass communication
despite the fact that it involves more active user choice
than television, for example.
4. Technology and mobile video service
The devices used in our study were Nokia 7650 mobile
phones. The 7650 is Nokia’s first camera phone and
incorporates the Symbian OS, which allows the use of
third-party applications. The phones were equipped with
RealOne Player video replay software and the necessary
communications connections provided by the mobile
operator Radiolinja.
The study participants were asked to view the selection
of mobile video clips supplied by Elisa.TV’s mobile
video portal (wap.elisa.net/elisatv) during week 48/2002.
The videos were accessed through the portal’s WAP
pages (Ill. 2).
Ill. 1: Nokia 7650, RealOne Player and Hyppönen
Enbuske Experience.
After each member of our research team had
individually examined the diaries, we held a joint meeting
to see what kinds of themes emerged from the material.
We were unanimous about the main themes, which we
defined as: initial enthusiasm and eventual tiring, private
and collective viewing, and good and bad viewing
experiences. We then used these themes to analyze the
material and the findings of the study.
The approach in our study was explorative and sought
new insights into video watching. We emphasized the
search for meaningful situations at the expense of
practical questions related to watching mobile videos
[27,28]. Our results should not be generalized because –
Ill. 2: Elisa.TV’s video portal. Main page with
instructions and karaoke sub-page.
At the time of study, there were no other similar mobile
video services available in Finland. Most of Elisa.TV’s
videos were supplied under the heading “Entertainment”.
Hyppönen Enbuske Experience was particularly
dominant, with 15 videos showing clips of this television
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talk show. Karaoke was played on 11 videos, and music
videos and animated children’s cartoons were both
represented by 3 video clips (Ill. 3).
Ill. 3: Screen shots of the video supply: karaoke,
entertainment, cartoons and music videos (left to
right, top down).
The selection was quite limited, since karaoke
recordings and the Experience talk show together
accounted for 26 of the total of 45 videos. Many program
categories (short films, TV serials, news, sports, etc.)
were either totally missing or at least very scarce. Neither
were there any topical, regularly renewed video offerings
like news or clips on current affairs. The selection
remained unchanged throughout the week.
Elisa.TV’s mobile videos were transmitted using a 22
kbps connection over a GPRS network. With such a
narrow bandwidth the video has to be efficiently
compressed to keep its file size small enough. However,
at the same time its image quality deteriorates. The
poorer image quality on the videophone as compared to
the same Elisa.TV clips viewed over the Internet was
likely due to the compression of the video.
The videos we asked the participants to view for the
study were streamed to the mobile phone from the
Elisa.TV server. It is possible to begin watching a
streamed video as soon as a sufficient amount of video
has been streamed to the phone’s buffer memory. The
video is not stored, but has to be streamed again for each
viewing occasion. This is also why the viewer cannot
send the video further or transfer it to another device. A
significant advantage of streaming in mobile phones is
that it does not require a big memory capacity.
5. User experiences
The study participants were requested to watch videos
in as widely diverse situations as possible. Their given
task was to try to find meaningful ways of viewing mobile
video as part of their everyday life. They were asked to
make particular note of situations in which viewing was
fun and those in which it was awkward or uninteresting.
In addition to viewing video in situations of their own
choice, the participants were asked to watch video clips in
given situations: namely, at the coffee table, in a vehicle,
and in connection with their hobbies. They were also
requested to teach someone else how to use the
videophone. In retrospect, as it turned out, asking users to
watch videos in these loosely defined situations had been
unnecessary because they did it anyway of their own
accord already during the first day.
On the first day, users wrote about how enthusiastic and
interested they were to try out the videophone. The new
feature – video-viewing capability – raised excitement
and positive expectations. Watching videos in practice
was a pleasant experience for many at first. However,
some grew disappointed in the videos already after the
first test day.
The study participants watched videos both alone and
together with other people. They usually tried out the
device first on their own, but later in the day used it in
company as well. They demonstrated the phone to their
family members and watched video clips in public
transport vehicles. Young users found it especially
important to stand out from the crowd; they wanted other
people to take notice of their new phone. The quotation
below describes the sentiments of a woman under 20
years and the attitudes of others toward her videophone.
There were many other people standing at the bus stop
where I viewed the videos, but no one seemed to pay
any attention to me and my phone. That really bothered
me because I had hoped that people would be envious of
my sophisticated phone.
First-day experiences involved many situations in which
video viewing had felt pleasant and also some in which it
had caused negative feelings. On the other hand, users
considered watching a video clip as a good way of
passing time especially when they were waiting for
something (Ill. 4).
They found it relaxing to watch videos during a break at
a meeting, for instance. Viewing a music video in the
backseat of a taxi felt nice and comfortable; one was left
to oneself. Singing a karaoke song in the car while
waiting for the children to get out of school made time
pass faster. Another positive experience was watching
videos at home with the children; even very small
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children are interested in videos. Animated films, karaoke
recordings and music videos were regarded as the most
interesting among the available selection of clips.
and school children were able to take a break from their
studies by viewing videos. Videos helped them to relax
and turn their thoughts elsewhere; this usually referred to
situations in which the user had watched videos alone.
Mobile video also helped to entertain children who were
growing tired, for example, of watching family floor ball
– and other people there as well. A woman in the age
group over 40 describes this in the following:
The daughter of one of the mothers had already grown
impatient – she was getting tired of watching the game.
Then suddenly it dawned on me: why not let her watch
animated films while the boys were playing? I showed
her the first video clip on the list of cartoons and it made
her really happy – and the mothers, too, were all excited.
A few fellows from the opposing team glanced at us as if
to say: well, what on earth... The little girl watched
another clip and I was starting to play a third one, but
then the connection broke.
Ill. 4: Passing time when alone.
Negative experiences had to do with viewing in public
transport vehicles. Users felt that the video sound
disturbed other passengers. The following quote from the
diary of a man in the age group 20–40 years describes
various aspects of his first-day experiences. The user had
responded to Monday’s task by listing the contexts in
which video viewing had been fun or boring as pluses
and minuses. The pluses refer to positive evaluations of
the usage situation and enjoyable videos; the minuses list
negative experiences, particularly of the technical
features of the device.
In the car, at home and at the sports center:
+
Fun to watch video clips on the phone
+
Funny cartoons
+
Way of passing time while waiting
Downloading takes too long
Poor image and sound quality; earphones
might help to improve the quality of sound
The primary use for the video, according to the diaries,
was to avoid getting bored – that is, to get over
unpleasant situations. Standing in a cashier’s queue and
being caught up in traffic during rush hour were examples
of such tiring, disagreeable situations. Moreover, students
Ill. 5: Singing together.
Video viewing can help to pass time and avoid
boredom, but it can also be a positive experience in itself.
Karaoke recordings proved the best example of this; most
of the users’ favorable comments, in fact, referred to
karaoke (Ill. 5). Study participants had viewed karaoke
videos in the company of others and sung to their
accompaniment in a variety of situations: in the school
cafeteria, at a floor ball tournament, in Helsinki’s
nightlife, on the subway. Karaoke songs caught the
interest of users of all ages and their companions as well.
Below is first a quotation from the diary of a woman
under 20 and then of a woman over 40.
We watched karaoke today in the school cafeteria. It was
fun, all of us at the table singing together. The other
diners looked at us with an expression of “good grief!”
on their faces – but we didn’t let that bother us.
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I was fiddling with my phone when I heard one of the
mothers say she was going to a party in the evening
where they were going to have karaoke. It hit me that
she could practice beforehand on my phone! I put the
Juankoski piece on – and weren’t the mommies
delighted! When Juankoski was finished I put on Jari
Sillanpää, and it just got better and better. Everyone was
really excited!
Using the videophone was considered unpleasant when
it disturbed other people or when there was a technical
failure. The study participants felt that the video disturbed
other people especially in public transport vehicles,
otherwise regarded as natural places for viewing. A
woman aged 20-40 years recorded this description of a
tram ride on the first day of usage.
Listening to a video clip on the tram without earphones
feels just as intimate as a phone conversation, and I’m
afraid of drawing the attention of the weirdoes in the
backseat with this device. I notice that the young man
standing next to me in the middle part of the tram is
watching my phone as he can hear sound coming from
it.
Similar observations had been entered in the diaries on
Wednesday, the third day, when the users’ task was to
watch videos in public transport vehicles. A man over 40
comments on what it felt like to watch videos in a public
vehicle:
I wouldn’t watch videos on a bus. What if the person
sitting next to you is somebody who’s totally exhausted
after a day of work, has perhaps been harassed by his
boss, and who will only be irritated by the crackling
noise? No thanks.
The image and sound quality of the videos was
criticized repeatedly. Users were also disappointed at the
length of the clips and complained about the buffering of
the video when it had failed or when the user had grown
tired of waiting.
6. Key findings
It appears that there are at least two kinds of contexts in
which the use of the videophone feels quite natural.
Firstly, users can entertain themselves by watching
videos in a tiring situation such as during a bus ride or
while standing in a cashier’s queue. Secondly, mobile
video offers an opportunity to share experiences with
family and friends by watching a karaoke video or
animated cartoons together (Fig. 1).
Together
Having
fun
Avoiding
boredom
Alone
Figure 1. Natural situations for watching mobile
video.
Watching video clips alone to pass time seems to be the
most natural setting for using the mobile video. This type
of viewing is considered intimate also in the sense that
users did not wish to disturb others unless they actually
wished to be noticed.
The other natural setting for video viewing is in
company, sharing experiences and having fun together.
This type of watching was not as frequent as the first
kind, but it is significant in that it represents a distinctly
different type of activity. It has to do with social relations,
but not in the sense that a phone usually brings to mind.
Social relations in this case are enacted in front of the
phone instead of through the phone network. This
challenges the traditional, solitary kind of mobile phone
use.
7. Conclusions and discussion
The road from the forecasts and visions regarding
technological innovations to the large-scale use of such
novelties is all but straightforward. Totally new products
and services will not become commercial successes until
users have invented needs for them [3].
Device manufacturers, service providers and operators
all foster high hopes for the commercial success of thirdgeneration mobile telephony (3G). Success, however,
requires adapting the services to the lifestyles of their
potential users. At the same time, these hopes and visions
portray new needs for and ways of using 3G technologies
and services [30].
In this study we sought users’ ideas for inventing a need
for one such 3G service: streaming mobile video. Our
approach to the subject was explorative. We distributed
mobile videophones to users in different life
circumstances, and requested them to watch mobile
videos in a variety of contexts. The study participants
were asked to record their evaluations of the
meaningfulness of the viewing situations into a diary.
The most natural setting for video watching, according
to the diaries, was passing time and avoiding boredom
when alone. This corresponded to what could be
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expected. The mobile phone is very much a personal
device, and its video capability is just another new feature
in a long line of features that are becoming more common
in contemporary smart phones. In this respect, mobile
video competes with games and SMS messages, for
example.
Our study participants, however, also managed to
surprise us. One of the contexts they reported as natural
for using the videophone was to have fun together –
something not commonly foreseen in 3G visions. The
phones were equipped with suitable media – karaoke and
cartoons – which gave the opportunity to share fun
moments with family and friends. In other words, the
video capability can be used in social contexts which
users find meaningful. Video services are, of course, still
at an early stage of development and so is related
research. Still, this is an aspect that definitely merits more
attention. Sharing media this way may, in fact, be one of
the true user innovations for 3G mobile telephony.
What can we say about the future of mobile video on
the basis of this study? The findings tell most about
initial-stage experiences. Our research setting stressed the
process of learning to view mobile videos and finding
meaningful contexts in which to watch them. The study
participants sought various situations for watching
videos, even such that were partly unfamiliar to them.
More natural long-term usage contexts and patterns can
only be discovered after a longer period of use.
Furthermore, even though users quickly grew tired of
viewing, the novelty value of the mobile video probably
still outlasted the one-week study period.
Our approach with its emphasis on routinized habits
and practices proved successful in the sense that the
evaluations recorded in the diaries recurred irrespective
of the user. This indicates that we managed to obtain a set
of data covering a variety of user experiences over a short
period of time. Independence of the user shows that we
were able to achieve our aim: a general assessment of the
situation as it is at present.
The primary focus of the study, thus, was not on
individual preferences, but on obtaining an overall
picture. A study of individual preferences would have
required a much longer time span so that users would
have been able to identify viewing situations meaningful
for themselves personally. Therefore, we will not even
attempt to foresee how mobile video viewing will be
shaped in the future. The large-scale and long-term
diffusion of 3G mobile services faces a similar dilemma.
A year has passed since the empirical part of this study
was conducted. Much has happened during that time in
terms of handset development and marketing of services,
but streaming mobile video still remains a novelty. We
continue to search for meaningful uses for this technically
advanced feature. Perhaps it will require a much larger
number of users to experience and contextualize
streaming mobile video before a real need for it can be
invented [31,32]. If that is the case with the mobile video,
it could very well be the case with other new 3G services
as well. User feedback on technical innovations and
novelty features is becoming more valuable to producers
– perhaps more than ever before.
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