Pamela Ludford
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Contact Information
PhD Candidate
University of Minnesota
Department of Computer Science
Mobile Devices HCI Research Group
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Biography
Pam Ludford is a PhD candidate at the University of Minnesota, Department of Computer Science, her faculty advisor is Loren Terveen. Her research
interests focus on Human-Computer Interaction, and more specifically, she is
interested in developing and improving technology for mobile computing devices
and location-based information services. Ms. Ludford earned her Master of
Science degree from the University of Minnesota in 2004, where her thesis
research identified ways to leverage social psychology theory to increase
participation in online communities. This work was published in the proceedings
of the ACM Conference on Computer Human Interaction (CHI) in 2004. Ms. Ludford
is an active new member of the Human-Computer Interaction reviewing community,
and has acted as a reviewer for CHI, the ACM Journal on Multimedia Systems, and
CSCW. Prior to joining the research community, Ms. Ludford held a number of
positions in the Information Systems group at Northwest Airlines, including
database designer and business analyst. While there, she shaped
mission-critical systems, including real-time cockpit management technology and
dynamic flight crew scheduling applications.
Ms. Ludford earned her Bachelor of Science in Business
Administration, emphasis in Marketing, from the Carlson School of Management at
the University of Minnesota. Today, Ms. Ludford is completing the design and
implementation for a mobile technology called PlaceMail. The application
promises to enhance the way people socialize in mobile contexts, to deliver
intriguing advances in personal information management, and to unlock
geographic knowledge held by local experts and distribute it in useful ways.
Position Paper
Imagine driving to a dinner party at your best friend’s
house and suddenly your cell phone chimes. You hear your friend’s voice, “I
forgot to pick up the gouda- would you mind grabbing some at Surdyk’s?” And
there’s Surdyk’s, a gourmet cheese store, right up ahead. Perhaps you’re a busy
high school track and field coach and your cell phone vibrates while you’re
outdoors leading the team in practice drills. You look at the display and it
reads, “Remember to come to Bob’s retirement party at 4:30!” Now you’re riding
your bicycle up a steep hill, and like magic, a note of encouragement from a
member of your cycling club appears on your cell phone display.
Using the application we call PlaceMail, individuals will be
able to send messages to themselves, buddies, or the general public, and the
messages will be delivered at the location and/or time specified by the sender.
The application is similar to comMotion, and more recently, Dede. PlaceMail
runs on a wireless cell phone whereas comMotion ran on an obtrusive, wired
collection of hardware. It is similar to Dede in terms of hardware, but is
different because it allows messages to be created as audio recordings, text
recordings, or both. Dede only allows text messaging.
PlaceMail is also similar to GeoNotes; however it lets the
user control the audience for a given message. Users can decide if they want to
send a message only to themselves (perhaps a personal reminder), to one or more
friends from their buddy list, or to the general public. In contrast, GeoNotes
had only one level of messaging: public. In practice, we believe the audience
control feature will affect PlaceMail’s use. As proof, imagine how differently
people employ private task lists, email and instant messages verses public web
pages and blogs.
PlaceMail promises to deliver social functions beyond
location/temporal-aware messaging, too. Imagine the location-specific knowledge
that will be unlocked if we extract keywords from PlaceMail messages. Over
time, we imagine a database of terms such as “gouda, gorgonzola, and free
samples” might become associated with the Surdyk’s cheese shop. These keywords
could be used in compelling ways. For example, a passerby unfamiliar with the
neighborhood might find the keywords (gouda, gorgonzola, etc.) more informative
than just the name of the business (Surdyk’s).
Keyword integrity could be assured by using a technique
similar to the one used in the ESP game. Before a keyword was associated with a
place, the program could assure it appears in messages sent by at least 2
different PlaceMail users.
In PlaceMail, a user’s social network could be leveraged in
fun and useful ways. For example, you’re working in your office and want a
beverage from Starbuck’s but are too busy to leave. You associate a note with
the nearby Starbuck’s and broadcast it to your social network. Soon, one of
your colleagues appears at your door with a chai from Starbuck’s for you. He
saw your note (asking any nearby buddies to get a chai for you) as he was
walking near the coffee shop.
These are a few illustrations of how the PlaceMail
application can have a dramatic effect on how individuals socialize when
mobile. In addition, the system promises an intriguing possibility in its
potential to provide content for socially-constructed place maps. We expect the
PlaceMail implementation will be complete by May 15, 2005, and we will begin
our first field study shortly thereafter.
Back to Social Computing Symposium 2005
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