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Painting the city with music: contextaware mobile services for urban
environment
ab
Pirkka Åman
a
& Lassi A. Liikkanen
a
Helsinki Inst it ut e for Informat ion Technology HIITAalt o Universit y,
Helsinki, Finland
b
Media Lab Helsinki, Depart ment of Media, School of Art , Design
and Archit ect ureAalt o Universit y, Helsinki, Finland
Published online: 14 Jun 2013.
To cite this article: Cont inuum (2013): Paint ing t he cit y wit h music: cont ext -aware mobile
services for urban environment , Cont inuum: Journal of Media & Cult ural St udies, DOI:
10.1080/ 10304312.2013.803306
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Continuum: Journal of Media & Cultural Studies, 2013
http://dx.doi.org/10.1080/10304312.2013.803306
Painting the city with music: context-aware mobile services for urban
environment
Pirkka Åmana,b* and Lassi A. Liikkanena1
a
Helsinki Institute for Information Technology HIIT, Aalto University, Helsinki, Finland;
Media Lab Helsinki, Department of Media, School of Art, Design and Architecture,
Aalto University, Helsinki, Finland
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b
Music business is undergoing a tremendous change in the early twenty-first century.
Similarly, the landscape of music delivery and discovery is drastically evolving
because of new technologies. This paper presents SoundAbout, a platform for locationbased music services. It enables new applications running on mobile phones and
desktops. It allows users to share music and information about music they listened to in
different locations. With SoundAbout people can experience music related to the
different locations in various ways, for instance by seeing what music has been listened
in different districts of the city during a particular time span, select a list of favourite
artists or songs and attach that list in favourable location, and see who else in different
locations share their taste in music. Our goal is to not only support musical serendipity,
but also affect the city culture. With context-aware music services, it is possible to offer
people new kinds of urban audio experiences. In this paper, we apply characteristics
of psychogeography and graffiti painting as an inspiration for the design of service
concepts for the platform.
Introduction
Imagine a city where graffiti wasn’t illegal, a city where everybody could draw whatever they
liked. Where every street was awash with a million colours and little phrases. Where standing
at a bus stop was never boring. A city that felt like a party where everyone was invited, not just
the estate agents and barons of big business. Imagine a city like that and stop leaning against
the wall – it’s wet. (Banksy 2006)
Take the Banksy quote above and replace ‘colours’ with ‘songs’ and ‘phrases’ with
‘sounds’. Imagine that you have a spray can full of music, millions of songs you can use to
paint the city with music, take over the city by dropping music in places meaningful to
you, all over the town and share those location, time and music combinations with your
friends, or with anybody to explore, enjoy and modify. This thought experiment is an
example of services that new mobile technologies make possible and what might become
commonplace in the future through mediators such as the SoundAbout platform we
introduce in this paper. There are reasons to believe that this is both feasible and desirable
in the near future.
Music experience is essentially contextual. It cannot be taken apart of the situation it is
listened to, owing much to the physical and social surroundings that accompany it.
Imagine sitting in a tram alone, listening to a violin concerto at full blast. The experience
creates a contrasting audio soundtrack to the landscape passing by, taking the passenger
somewhere else, in an escapist psychological bubble (Bull 2004). Or, when listening in
company, one’s musical selections usually differ from those listened alone, because music
*Corresponding author. Email: pirkka.aman@aalto.fi; pirkkaaman@gmail.com
q 2013 Taylor & Francis
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P. Åman and L.A. Liikkanen
works as social glue. Music takes us from the moment and connects us to it. Music
connects us to others and distances us from them. One of the most important functions of
music in contemporary society is mood regulation (Levitin 2007; Saarikallio and Erkkilä
2007). Most music listeners might take pride at being able to select the right music to
achieve particular emotional states, even if they talk about music mostly as an enabler to
do things.
The emergence of mobile and ubiquitous computing technology has created a hybrid
space – a virtual layer of digital information and interaction opportunities that sit on top of
and augment the physical environment (Bilandzic 2010). Augmented and virtual realities
enable us to construct new fabrics of reality by technology to eradicate present limitations
of space and time, and designers and researchers today explore ways to enhance and
empower people’s situated real world experience with digital media.
New services do not just promote novelty function, but also survival in the digital jungle.
Today’s information abundance and diversity of products has made recommendations
increasingly important in helping people to find the content they are interested in (Celma
2010). In computer science, the study of recommendation systems has spawned
considerable interest and even a dedicated conference series started in 2007 (ACM
Recommender Systems; http://recsys.acm.org/). Music is one of the most important media
in this development, as massive online libraries of music have become available for free or
at a minimal cost (e.g. http://pandora.com, http://spotify.com) and average personal music
collections have exploded to cover hundreds and hundreds of digitally stored albums and
tracks (Brinegar and Capra 2011). We can assume that nearly all music ever recorded is
already available in some form online. The problem for the consumers is how to find the
most interesting and serendipitous, positively surprising new music (Adomavicius and
Tuzhilin 2005). For us, the channels for music recommendation and discovery are diverse
and are not restricted only to dedicated digital music recommendation services and
technologies. Thus, recommendation also covers radio, TV, blogs, print media and social
recommendations such as friends or strangers recommending music either in private or
public places, such as bars or clubs. Today, radio and word-of-mouth still remain the most
important channels of discovering new music (Nielsen 2012).
In this paper, we present our framework for experimental mobile music services called
SoundAbout. It is an example of augmenting the urban soundscape and a means for
appropriating the public space. Our framework can be seen as a contextual
recommendation system, based on content-based recommendations and collaborative
filtering (social recommendations). SoundAbout is a roof concept for several music
services accessible with mobile devices capable of accurate location tracking and Internet
communication. It combines extensive music database, location data, recommendations
and a map application. Other information types, such as various types of user-generated
information (e.g. user-created descriptors or tags for songs), may also be considered as
feeds for having an effect on the music offered to users.
There are several goals for the SoundAbout project, of which some are designoriented (generating technology) and some research-oriented (generating knowledge),
which is typical of human – computer interaction (HCI) research (Fallman 2003).
Therefore, our approach could be described as HCI research through design endeavour.
As an inspiration for design, we apply concepts and phenomena studied by social
sciences and design research (Krippendorff 2006). We are connected to cultural studies
on several aspects, by the necessity of understanding the existing and paralleling cultures
of technology usage, and the desire to shape the practices of everyday media use into
something new.
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3
On the research side, the prototype will be used as a research tool to investigate the
phenomena of HCI and social aspects of location-based tools that allow people to
consume, create and share audio content. Design goals relate to designing services that
empower people in their everyday lives, for example by offering people meaningful
musical experiences in very ordinary everyday situations, such as when walking,
travelling in or waiting for public transit, and making moments in everyday life special by
offering musical serendipity. Moreover, design goals include developing new kinds of
music-service concepts by prototyping and gathering expert and user opinions in iterative
development cycles, resulting in improved designs. We aim to provide people tools to
control and modify their everyday lives by giving them ubiquitous, personalizable and
context-aware audio tools.
At the core of the platform’s concept development is to explore rich and heterogeneous
collections of musical content together with location-aware technologies. We want to
understand how to create rewarding and pleasantly surprising use experiences for the
users, and how to waive an enticing fabric of sound over the existing layers of urban
soundscape. In the ethos of ‘social media’, we aim at the sharing of experiences by using
music and contextual information, and the city as an ever-evolving canvas. Considering
geographical space to be a canvas that allows the inscription of personal narratives, desires
and memories offers a powerful instrument for individuals and communities to co-create
their environment and to collectively organize and share experiences.
Research questions include: How do our ideas of empowering the urban music
consumer with new technologies change the cultural landscape that exists this far? What
are the most feasible contextual factors for personalized music recommendations? How to
offer users location-based music that matches user’s taste or broadens it by offering
musical surprises? How do differing music consumption patterns reflect the different
identities of the districts of the city or a larger area? Let us start from the functions and
appeal of ‘private’ music in physical, public space and how people construct their
everyday lives within the wider societal structures.
Background: appropriation of public space with sound
The importance of appropriating the physical and social space for private use is reflected
through the thoughts of several authors in the literature. de Certeau (1984) provides a
useful concept pair, the dichotomy of ‘strategy versus tactics of space’. This is useful for
envisioning how people could take over the public space by linking music with contextual
information, such as location and time. Other phenomena we find useful are
psychogeography and graffiti that will be introduced later on. De Certeau’s ‘strategy’
refers to infrastructure, authority and institutions, which set the frame wherein people
negotiate their everyday life, using various ‘tactics’. Tactics refer to the creative
intelligence that we employ to ensure our environment works to meet our needs. Tactics
allow ordinary people to subvert the all-pervasive pressures of consumerism, economics
and politics, and to regain their individuality. While Marx (1971) counts upon social
uprising as the catalyst for change, de Certeau finds empowerment in the small details and
qualitative differences of everyday culture. For de Certeau, the longing for a revolution or
societal utopia has been replaced by creative survival at a very basic level. Consumer
society cannot be avoided and mainstream culture dictates, but consumers can create
personal meanings by the manipulations of consumerist technologies, and the active roles
they take through the consumption of objects and media (de Certeau 1984). Applications
such as those based on SoundAbout can be designed to allow people to use different
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P. Åman and L.A. Liikkanen
audio-geographical tactics to make the everyday urban living more interesting and
personal. Empowerment here means augmenting people’s experience of the city they are
visiting or living in.
There are hundreds of millions mobile phone users moving around the metropolises of
the world, but most of them will surely attest to the absolute uniqueness of their portable
music player’s library. For each of them, moving through the very ordinary spaces of the
city can become a completely singular and poetic experience. The addition of a personal
soundscape makes de Certeau’s ‘chorus of idle footsteps’ (e.g. unavoidable everyday
travelling such as commuting) literal and immediate (de Certeau 1984). The city becomes
stratified with psychological experiences of what has been called ‘eight million cities in
this naked city. They dispute and disagree. The New York City you live in is not my New
York City. How could it be? This place multiplies when you’re not looking’ (Whitehead
and DJ Spooky 2003).
Michael Bull (2000, 2004, 2007) is one of the most prominent scholars in the field of
cultural research on mobile music in urban contexts. He is interested in the ways personal
music players change how people construct their social worlds. Until recently, people used
personal music players, such as Walkmans, to isolate themselves from others, but with
digital players (iPods, etc.) and mobile music services (Spotify, Last.FM, Rdio, etc.),
people are also increasingly sharing their musical experiences, music collections and
listening behaviours. That changes our relationship with music and with each other. For
Bull, appropriation of space is not only occurring physically, but mobile media
technologies also have the capacity to create a non-spatialized conceptual space or a
subjective aural private bubble. He analyses this phenomena from the perspective of the
mobile user:
As geographic notions of personal space become harder to substantiate and negotiate in some
urban environments, the construction of a privatized conceptual space becomes a common
strategy for personal stereo users . . . [they] appear to achieve a subjective sense of public
invisibility. The users essentially ‘disappear’ as interacting subjects withdrawing into various
states of the purely subjective. (Bull 2004, 284– 285)
By listening to music with headphones people create a non-space within the public space.
In situations such as commuting, music provides a soundtrack for the often monotonous
everyday travel and landscape. Our framework aims at connecting music in places, or
routes of travel, and making possible a new, aesthetically pleasing sensory layer. Bull
(2004) has studied communication and building of identities through the use and
appropriation of mobile music technologies, whereas we aim to offer a technological
framework that people can use for appropriation of public space. Bull studies existing
technologies whereas our focus is on the design and development of future technologies.
In both the cases, experience of public space is being modified and taken over by mobile
music technologies. Also, we share the view that music adds something tangible to a place,
capable of being modified and shared socially. By suggesting the SoundAbout platform,
on the one hand, we add to Bull’s observations of urban soundscape a personal audio
bubble in a public space and, on the other hand, social sharing of music, a few additional
dimensions: context-sensitivity and possibility to make the urban soundscape one’s own
by planting music, location and time combinations. But before presenting our platform and
service concept examples, we introduce two inspirational practices and phenomena:
psychogeography and graffiti.
The concept of psychogeography was defined and developed by Guy Debord in 1955
in the leftist journal Potlach. Debord was a French Marxist theorist, writer, film-maker
and founding member of the groups Lettrist International and Situationist International.
Continuum: Journal of Media & Cultural Studies
5
Psychogeography can be seen as a pseudo-academic endeavour of ‘the study of the precise
laws and specific effects of the geographical environment, consciously organized or not,
on the emotions and behaviour of individuals’ (Debord [1955] 2006). Another definition,
more suitable for our purposes for modifying the urban landscape:
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a whole toy box full of playful, inventive strategies for exploring cities . . . just about anything
that takes pedestrians off their predictable paths and jolts them into a new awareness. More
broadly, it is the state or quality of being aware of the urban landscape. (Hart 2004)
One practice in psychogeography is the making of psychogeographic maps that are used as
guides for experiencing the urban landscape in deviant ways. Psychogeographic maps can
be often seen as pieces of art, as well. For example, modified London metro map appeared
in posters of a demonstration in 2003, with the station names replaced with the capitals of
different countries (Wikipedia 2011). The poster had a text: ‘Meet you at Jerusalem 3.33
pm’. Another practice is making maps for walking the city in a way different from usual
everyday practices. Another example from the same city is London Cross, a straight-line
walk across London. As psychogeographer Paul Lyons puts it: ‘If you walk across a
great city such as London in two straight lines, south to north and east to west – a crosssection – what do you find?’ (London Cross website 2011, http://www.londoncross.co.uk/).
Probably the most famous psychogeography map is Debord’s (1957) Guide
Pychogéographique de Paris (Figure 1). It is an example of mapping the atmospheric
unities of a city on the basis of ideas of the Situationist movement. The map of Paris has
been split into different areas that are experienced as distinct unities. The mentally felt
distance between these areas is visualized by spreading out the pieces of the cut up map. By
wandering, letting oneself float or drift, people can discover their own ambient unities of
Figure 1. Guide Psychogéographique de Paris.
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P. Åman and L.A. Liikkanen
the city. Arrows indicate the most frequently used crossings between the islands of the
urban archipelago separated by flows of motorized traffic (van Tijen 2011).
For its Situationists founders and its modern practitioners alike, psychogeography is
essentially fuelled by dissatisfaction with urban environment and how it is designed. At its
core is a strong desire to make the everyday urban living more interesting. This strikes a
powerful chord with what we are suggesting with SoundAbout platform. We aim at giving
people tools for creating and sharing new meanings for places that are created by userdriven action, without political or economic top-down planning.
Graffiti is probably the most visible manifestation of grass-roots modification of urban
space. Some see it as an art form, others as mere vandalism. It can also be conceived as one
of the tactics for empowering appropriation of the public space, and a psychogeographic
practice. Sociologist Jeff Ferrell has studied graffiti widely (1996, 2001; Ferrell and
Sanders 1995). For him, graffiti subcultures are aesthetics-driven communities that mix
innovation, crime, artistic activities and questioning the authorities. Graffiti crime is not
ordinary crime; it belongs to the crimes of style: painters challenge the aesthetics of
authority, and those who have defined urban environment and its ideal organization and
rules (Ferrell 1996). Public space is not just a means to make money, but also a forum for
identity building, social observations and communality. Different actors have different
understanding of urban spaces and their functions, and conflicts and controlling actions are
thus unavoidable. Public space is always a cultural space, a place of contested perception
and negotiated understanding, and a place where people of all sorts encode their sense of
self, neighbourhood and community. Therefore, the occupation of public areas remains as
much symbolic as physical (Ferrell 2001). For those in power, at stake is their dream, a
dream of spatial and perceptual control that others (graffiti painters, guerrilla gardeners,
etc.) might consider a dystopian nightmare – a potential police state of a particularly
damaging sort. For Ferrell, anti-graffiti policies mean cleansing the public space of
marginalized populations, and cleared of uncomfortable reminders of social otherness they
present (Ferrell 2001).
For the painters, graffiti has four main motivations (Snyder 2009). Most of the graffiti
painters stress the importance of working together, and for many, social motivations are
the most important incentive to start painting. Although there are also famous solo
painters, such as street artist Banksy, a smallish group of painters, crew, is the most
common unit of action. Crew is an informal group of painters doing graffiti together and its
tag is usually painted in side of the pieces, graffiti works. Communicating crew’s own style
to other painters and crews is an important motivation for doing pieces (Ferrell 2001;
Snyder 2009). Crew’s fame depends upon each of the members being active, so a
productive painter is valuable for the crew. Commitment in many cases is so strong that
crew can function as individuals’ primary social group (Austin 2001, 120). Collective
levels include street-art-related demonstrations, weblogs and Internet discussion forums.
Personal motivations, visibility and fame build on painter’s signature, tag. Personal tag
is used in achieving respect inside the subculture. The more a painter spreads his tag, the
more street credibility he gets, but only within the subculture, because those outside of it
cannot recognize the different tag styles and other cultural conventions. ‘He’s all over the
city’, is a widely used statement of respect. Building long-lasting fame is often hard:
painters change their tags to avoid sanctions. Security firms and police keep photo archives
that are used to identify painters’ works, and based on the stylistic evidence, painters can
be punished for pieces painted years back (Ferrell 2001; Snyder 2009).
Aesthetic motivations are built around the need to express oneself, the desire to create
something own and unique. Ambitious painters develop their style constantly, combining
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Continuum: Journal of Media & Cultural Studies
7
various techniques and conventions. Aesthetic motivations become typically more
important as the painting career gets longer, and the focus moves towards doing polished
pieces in undisturbed places. In media the aesthetic dimension is often emphasized. Most
painters have been fed up of stereotypical discourse asking, ‘Is graffiti a true art form?’
(Ferrell 2001; Snyder 2009).
Destructive motivations: graffiti has an intrinsic dimension of rebellious and
destructive vandalism as well. In some cases, motivation for doing graffiti is simply an
urge to cause damage or to provoke police or security firms (Ferrell 2001). Many painters
openly admit this: ‘Graffiti is destructive, but that is just an indirect answer to the public
destruction that advertising has brought. If you study graffiti as an urban phenomenon, it
started same time as mass marketing’ (Painter ‘Grey’ in Labonté 2003, 170). In SoundAbout,
we want to offer an alternative to the urban soundscapes people have to encounter in
shopping malls and other spaces designed by and for market forces. The platform must be
built as an open system, so that innovative uses through user creativity are supported.
Graffiti is essentially illegitimate, and that is the main difference between graffiti
practices and SoundAbout framework. We aim to provide music lovers discreet, invisible
and legal ways to take over places and spaces. Still, there are several mutual characteristics
of our planned audio framework and graffiti. Graffiti is ubiquitous, and that is the goal of
our framework as well. Graffiti can be considered as the art and expression of the
untrained. Similarly, our framework is meant for everyone, and the interactions should be
designed so that using SoundAbout would be as easy as holding a can of paint. The
differences between graffiti and SoundAbout are also numerous. Graffiti aesthetics are
often intentionally rude and in-your-face, perception is involuntary and unavoidable, and
based on sight. SoundAbout is designed to be discreet, its perception is voluntary (turning
the app on, wearing headphones on) based on sound and invisible. Both aim at creating
people’s own spaces inside the city and upon the public urban infrastructure, and filling the
ever-present desire and need of marking one’s own territory. We conclude our comparison
by arguing that although graffiti and SoundAbout are in many ways different practices of
augmenting urban space, graffiti painters’ motivations and the analogue and comparison
of graffiti and SoundAbout is fruitful and adds inspiration in designing and researching our
platform and its service concepts; graffiti give us directions to build same kind of need
fulfilment opportunities in our system. Some of the motivations for using SoundAbout are
clearly overlapping with those of graffiti: personal, social and aesthetic, and we will handle
those later on when presenting the service concepts. Along the design process, we will
organize co-design workshops where user needs, desires and motivations are mapped.
Mobile applications are designed according to those user motivations, and they are usertested in realistic contexts to ensure the user input in every phase of the process.
Related systems
Recommendation systems have traditionally been two-dimensional: users are
recommended either items, such as books and films, or other user profiles, as in dating
services. Additional contextual information types have the potential for providing more
accurate, more interesting and serendipitous recommendations for mobile media users’
variable conditions (Adomavicius and Tuzhilin 2005; Celma 2010). This means adding
information not only about time, place or company user is in, but also more marginal
information types such as weather conditions, biosignals (heart rate or skin conductivity)
or activity (e.g. running, driving, climbing) (see e.g. van der Zwaag, Westerink, and van
den Broek 2009).
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P. Åman and L.A. Liikkanen
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Commercial examples
There are only a few examples of contextual music recommendation services to be
found yet. In commercial music recommendations systems such as Last.FM, Pandora and
iTunes’ Genius (see Figure 2), users receive music recommendations based on various
Figure 2. Screenshots of Pandora and Foursquare.
Continuum: Journal of Media & Cultural Studies
9
factors, including on track, artist or user similarities (Celma 2010). However, these are not
designed for ubiquitous use and provide limited or no use of context or location
information. For instance, Last.FM apparently utilizes location information only to
recommend live music. Spotisquare is an example of existing mobile contextual music
service. It allows users to connect Spotify playlists with places, typically bars and clubs,
using their Foursquare accounts (see Figure 2). However, users must link places and playlists
manually, and there are no automated recommendations (Spotisquare website 2011, http://
www.spotisquare.com).
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Research prototypes
Various research prototypes of music recommendations systems for mobile devices exist.
They aim to provide people tools for serendipitous, contextual music experiences,
however, they are not taking full advantage of contextual information. We will next
provide examples of the research prototypes.
SoundPryer (Östergren 2004) is an application running on Wi-fi-enabled mobile
phones and designed for sharing music between cars in proximity. Push!Music (Jacobsson
et al. 2006) is a prototype wireless peer-to-peer mobile music player with sharing
capabilities. This player enables users to push songs to each other’s mobile terminals. In
user study, it was shown that the participants had two main reasons for sharing the songs:
dissemination where the sender liked the songs and wanted others to hear it as well, and
recommendation when the sender sent a song that he believed the receiver would
appreciate. BluetunA (Baumann et al. 2007) is a music-sharing application running on
mobile phones that allows users to share information about their favourite music with
other users within Bluetooth range. Users may also receive recommendations from the
Last.FM web service, which allows reaching more people and providing more accurate
recommendations than a system based on Bluetooth. BluetunA is not focused primarily on
the sharing of music content. BluetunA represents a lightweight application aimed at
increasing people’s awareness of their surroundings.
Bubbles is a wireless peer-to-peer application for sharing multimedia content on
mobile devices (Bach et al. 2003). When another mobile device is in the range of the
wireless network card, it is possible for these devices to share music and playlists. This
application allows the user to choose between listening to streamed music or downloading
it. Bubbles does not provide recommendations. SuperMusic (Lehtiniemi 2008) is a
prototype streaming context-aware mobile music service. It utilizes 2,00,000 track music
catalogue including two different music recommendation methods in addition to social
interaction of the users. The prototype aims to find new music for the users out of the
online music catalogue using two criteria: similarity and the context of the user. In
Supermusic, contextual recommendations are calculated from users’ whereabouts using
GPS (Global Positioning System) and cell ID, together with time. The users can rate the
recommended music and let the system learn in order to provide better recommendations.
IM4Sports (Wijnalda et al. 2005) is a portable adaptive music player aimed for sports
exercise use. Context data, such as heartbeat and stride speed, are collected and used for
giving recommendations or adjusting the tempo of a song. The context data have to be
transferred to a PC for analysis and the recommended playlists need to be transferred to the
mobile device before the exercise. Lifetrak (Reddy and Mascia 2006) uses a contextsensitive music engine to drive what music is played. The context engine is influenced
by the location of the user, the time of operation, the velocity of the user and
urban environment information such as traffic, weather and sound modalities. However,
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P. Åman and L.A. Liikkanen
recommendations in Lifetrak do not consider the user’s listening habits; neither can users
change the predetermined playing order of the music tracks.
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SoundAbout platform
Designing urban audio experiences
Our design process included several phases described in the following paragraphs: laying
out the abstract requirements, envisioning concepts, testing concepts in focus groups,
implementing concepts as a software prototype and testing the prototype. On a conceptual
level, there are several categories of information required to build a location-based music
platform. We need to collect information about played music, location and the user. For
the interface, we have requirements for visualizing the appropriate information and most
importantly providing easy access to music. For the service to be useful and provide social
networking capabilities, for instance, we need to build up a decent user base that is willing
to utilize our platform. With SoundAbout, we aim to collect the location data
automatically and recommend music in real time. The recent revolution of mobile Internet
and new massive subscription-based online music catalogues such as Spotify and Rdio
have made possible the development of such services legally.
A user focus group was held in order to get feedback for the service concepts
envisioned by the authors of this paper. The group consisted of eight active mobile music
users aged 18 – 40 years. The users saw Hotspots as the most feasible of the concepts, most
flexible and most rewarding for them, as it provides users multiple tools for modifying the
urban soundscape and experiencing places in a personalizable and discreet way. A version
of Hotspots was therefore chosen to be the first concept to prototype.
Implementing the platform
The mobile-use cases are not only the most interesting, but also the most challenging.
While current mobile technology can transfer, process and store music content without
difficulties, there are still technical bottlenecks in the process. These concern mostly
battery life when using 3G connections and GPS receiver and the synchronization interval
in client –server protocols. These considerations must be kept in mind while trying to
design a pleasurable user experience for mobile music in each proposed service. The
choices over technology influence what we can get out of the system. For instance, there
are multiple solutions to positioning (GPS, cell ID, network, Wi-Fi), which all have
different pros and cons (accuracy, power consumption). Potential design parameters from
the application development point of view are presented in Table 1. On the ethical,
normative side of design research, our platform should ideally be offered for free as a
mobile phone and web application in an easy-to-use, portable form across different
manufacturers’ technical platforms and across cities over the different continents, making
its as ubiquitous as graffiti painting.
Service concepts
SoundAbout platform supports various service concepts. We present here three concept
examples that we are planning to implement as demonstrators for the platform. All service
concepts aim to empower the everyday lives of users differently, and by offering means of
appropriation, modification and bricolage of the urban spaces by audio tools. Locationaware music services have the potential of offering people new ways of appropriation of
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Design space parameters.
Location
Time
Music meta-info
Information
about user
Need for
visualization
GPS coordinate
Seconds
Artist
Name
Path (time – space)
Street address
Track duration
Track title
User name
Point
GSM positioning
Hours
Age group
Area/district
Cell ID
Time of day
Album name/
version of
recording
Track number
Sex
Taste aggregate
District/area
Day
Publication year
City/municipality
Week
Composer/music
or lyrics
Country
Month
Lyrics
Season (spring,
etc.)
Year
Album art
Pointer (Spotify, all
music guide, etc.)
Info on user’s other
service
accounts (user
names)
User-given info on
taste
Contact (email,
Twitter, etc.)
Content availability
Identifier (genre,
title, etc.)
Link outside
(Last.FM, etc.)
Preview (e.g. 30second Last.FM
link)
Music content
(researcher made
ad hoc library)
Massive online
library: Spotify,
Pandora, Last.FM,
etc.
Ultimate library:
all the music content
available
(Minimum) Mobile app
user base requirements
1
None
2 –15
GPS
15 – 30
Upload data
31 – 100
Personal
music
player,
upload data
Download
and/or
stream music
100– 1000
1000– 10,000
. 10,000
Continuum: Journal of Media & Cultural Studies
Table 1.
11
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P. Åman and L.A. Liikkanen
the public space, different from practices of, for example, graffiti painting. In our system,
taking over public space by music (specifically by headphone listening) is invisible,
personal and a much more discreet way of appropriation of space than graffiti. For our
purposes, graffiti serves as an inspiration and a fruitful metaphor: painting the city with
sound, and for us, as researchers and designers, it is useful to take a look behind the graffiti,
i.e. piece on the wall. SoundAbout extends the ways of appropriation to the social sharing
of music: users could drop and scatter music at specific places or geographical areas.
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Musical Hotspots
Musical Hotspots is a roof concept for various ideas about user-chosen location and sound
and/or music combination. Users can leave sounds in different locations to create hotspots
and trails of sound marking music that is listened in certain areas. Those location/sound
combinations evolve, change and fade over time to be found by other people, resulting in a
city scattered with sound. For example, users can leave a song or record a piece of speech
or that place’s soundscape by tagging the location information to that sound/music
combination, to be found for a certain time window, just like graffiti pieces that are
essentially transitory. User motivations for adding sound to a place are multiple. Some
places remind us of a certain piece of music, sometimes it would be nice to tag a special
place and what happened there, with a piece of music, and share those with meaningful
others. Research motivations are centred in investigating what kinds of appropriation
strategies people use in making parts of the public space their own by audio/location
tagging. Beyond and with ‘taking into possession’, appropriation strategies may include
‘articulation of own identity’ and ‘distancing from majority’. These strategies connect
with de Certeau’s (1984) dichotomy of ‘strategy vs. tactics of space’: infrastructure,
authority and institutions set the frame wherein people negotiate their everyday life.
Our goal is to apply psychogeographic ideas for our map application visualizations.
Maps have several functions. Maps visualize multiple sources of data that can be filtered
using personal preferences, for example, ‘places where I spent time with my girlfriend in
Summer 2011 listening Miles Davis’. Music dropped to places give new, shared meanings
to the places and maps are used to visualize these (see Figure 3). Maps can show routes or
‘music walks’ that local artists, event organizers, tourists or locals may want others to
experience. We take psychogeography’s central point: ‘how this place feels’ to
communicate ‘I felt like this listening this music in that place in that time . . . .’
Musical Treasure Hunt
Musical Treasure Hunt owes much to geocaching, which is the practice of hiding a small
container in a particular location, then publishing the latitude and longitude coordinates of
the location on a geocaching website for other ‘geocachers’ to find using a GPS device
(Geocaching website 2011, http://www.geocaching.com). In essence, it is a GPS-enabled
outdoor treasure hunt. Geocaching – and our suggestion of Musical Treasure Hunt – is
motivating to the users for several reasons (O’Hara 2008): It gives outdoor activity a sense
of purpose, and makes exploring new places meaningful. The geocaching website keeps
record of all the different caches a particular geocacher have done. Building this up, as a
collection is an important driver for continued participation. Part of the value of collecting
practices comes from being immersed within the social context of the geocaching
community, and how the achievements are represented to others. Finding the caches can
be very challenging, and it can be seen that location-based technologies provide value not
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Continuum: Journal of Media & Cultural Studies
13
Figure 3. Example of a user-created musical hotspot with time-sensitive playlist on a mobile phone
display.
simply by making it easy to get information at the right place and time, but also by making
it difficult.
In Musical Treasure Hunt, users seek musical treasures marked by GPS coordinates. It
is also possible to gather musical clues in different points of a musical treasure path, and
add time-based competitions (‘who finds first’). It can be seen as an augmented reality
service, where users move around the city to reach the city. Within the domain of locationbased computing, geocaching represents an interesting research topic. As a technologyenabled location-based activity, it is useful in understanding both itself and also other
location-based practices. In geocaching, people participate not just through the
consumption of location-based experiences but also through the creation of these
experiences for others (O’Hara 2008). Musical geocaching can be used to study the ways
in which people give meanings to and appropriate the location-based ubiquitous media.
Sounds of Helsinki
Just as cities such as London, Atlanta and Oslo (Lee and Cunningham 2012) are
trendsetters in music consumption on national and global scales, districts of a city
have their own identities and social positions. Geo-cultural idiosyncrasies reflect the
music listened in different areas. Using this concept, we want to study and illustrate the
constantly changing musical identities of different districts and how musical memes,
14
P. Åman and L.A. Liikkanen
e.g. new music releases, spread in urban areas. Name Sounds of Helsinki refers to the city
and its districts that inspired the initial concept idea.
The music listened in different districts of the city generate playlists that change over
time. Users are offered playlists and recommendations in their mobile phone while moving
around the town based on, for example, the popularity of music listened in those areas or
by filtering based on personal preferences. Motivations for the users include discovering
new music and thereby getting joy out of very ordinary everyday life situations like
commuting. This concept also allows local artists to tag their music according to the places
it was created at, where the artist hails from or which locations the lyrics refer to. These
pieces of information may be combined with information on past, future or ongoing live
performances. Visualizations on a map application are a type of psychogeographyinspired maps in a form of web mash-ups.
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Reflections of the first working prototype: festival recommender
The field trials of the first prototype, an urban music and events recommender, were
conducted in August 2011 in Helsinki during urban festival called Helsingin Juhlaviikot.
Prototype was designed for a smartphone with mobile web browser. We wanted to offer
users a simple and elegant way of getting recommendations unprepared and on the move.
Compared to many other recommendation services, to receive quality recommendations
users does not need to train the recommender at all. Users were sent notification of a new
recommendation by pop-up screen. By touching the pop-up window, user enters the actual
user interface, which shows the name of the event, the address and a map automatically scaled
so that the location of the user and the recommended event location are presented as points on
the map. Media player was also provided, with relevant music or video link. Moreover, we
provided thumbs up, thumbs down function for instantly gathering user response.
Of the 241 recommendations sent, 88% were checked out, indicating that the system
was effective in increasing awareness of available events. Of the recommendations that
were viewed, 35% were rated as good (thumbs up), 22% as poor and 43% were not rated.
Although individual event recommendations were not considered particularly interesting,
according to the overall satisfaction survey, users were satisfied with the service prototype
and the recommendations it provided for determining which events to attend. Temporal
and spatial relevance of the recommendations was not very important for people living in
a mid-size European metropolis with relatively short distances and an efficient public
transportation system. The responses also suggest that the recommendations had little
impact on the behaviour of the participants, mainly due to the users pre-planning their
daily schedule. However, in their verbal feedback, participants reported having an
increased and intensified feeling of living in the flow of the city. Users felt strongly that
they are part of the city life that is happening around them, even if they were not going to
attend the events. The user responses also indicate that most of the recommendations were
for artists who were previously unknown to the participant and for events that the
participant had not heard of before. Together with the high consumption rate of additional
media, the results indicate that our prototype was effective in supporting serendipity
(Forsblom et al. 2012).
Conclusion
According to our results, the first prototype was successful in providing serendipitous
recommendations and adding empowerment in the participants lives in an urban context.
Continuum: Journal of Media & Cultural Studies
15
Empowerment translates here mostly as an added intensity of experience of living in the
city’s stream of events, generated by the received recommendations. The research
proceeds by implementing various prototypes of research concepts under the umbrella of
the SoundAbout platform, including user research and iterative design cycles where new
functionalities are added, e.g. various visualizations and contextual data for producing
better recommendations, and by that, novel ways of making urban everyday life richer by
giving people sound, time and location-based tools.
Note
1. E-mail: lassi.liikkanen@aalto.fi
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Notes on contributors
Pirkka Åman is a post-graduate student at Media Lab Helsinki, School of Art, Design and
Architecture, Aalto University, Finland. In his doctoral dissertation he studies how to support music
discovery and recommendation through ubiquitous interfaces.
Lassi A. Liikkanen is a post-doctoral researcher at Helsinki Institute for Information Technology
HIIT, Aalto University, Finland. His research topics include music interaction, interaction design,
earworms, and design psychology. His publications have appear in several international journals and
conferences in music psychology, design research, and human-computer interaction.
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