Title: In the Palm of your Hand:
1 2In the Palm of your Hand the Future for the
Hand-Held Librarian
Jon Fletcher, Liaison Librarian (Science
Technology) Nottingham Trent University
jon.fletcher_at_ntu.ac.uk
3Outline
- Mobile devices (smartphones and tablets)
- E-book readers
- Games and mobile applications
- QR codes
- Augmented Reality
- Developing library services
- ...and some groupwork!
4Phones 4U (and everyone else)
- An estimated 89 of UK adults own a mobile phone
(Ofcom survey in Mintel, 2012a, p.4). Of those
who do - 48 of owners have smartphones (Mintel, 2012a,
p.5) - 70 of 18-24 year olds (Mintel, 2012b) have
smartphones - 80 have accessed the mobile web in the last 3
months (Mintel, 2012c - 46 of owners have pay monthly contracts (Mintel,
2012a, p.4), indicating some type of data plan
5Keep taking the tablets
- Constant evolution since the iPads launch
c.10 of households had access to a tablet PC in
August 2011 (Mintel, 2011) - but the feeling is that tablets will/have
killed the netbook surge (with a market for
hybrid devices?) - Tablet heavyweights IoS vs. Android...but watch
out for the Kindle Fire! - Future share hard to predict different surveys
suggest different consumer purchasing intentions
(Mintel, 2011 30 interest Mintel, 2012d 13
interest)
6Keep taking the tablets HE/FE trends
- Perhaps most marked in the HE sector
predictions from higher education (cf. Kelly,
2012) are that tablets will drastically increase
in higher education usage - Various institutions are giving away iPads and
Kindles, as well as loaning iPhones and e-book
readers
7So what does it all mean for libraries?
- A user with a device a user who likes a
particular services a user who wants to use
this device to access the services they use - Retrograde service assessment services can fall
behind by not keeping upextra technology brings
extra challenges! - (PatriziaSoliani, Flickr)
8Ebooks A tale of two sectors
- Ebooks in public libraries
- Overdrive services in local libraries
- The challenge of Kindles and independent e-book
lenders - Ebooks in academic/special libraries
- Dominated by collections
- Limited download availability divergence between
service expectations and what is possible?
9And now
10Your turn! How are you catering for your portable
users?
11Mobile technology hits the mainstream
- Better devices greater mainstream appeal
greater ownership and usage - Big developments in mobile/portable
functionalityand takeup - QR/barcode readers
- GPS-enabled location services (and indoor GPS?)
- Popularity of apps and web-based games
- Predictions for the single device?
12Mature technology - QR codes and location-based
services
- QR codes examples
- Quite established now University of Bath and
trials in institutions such as the University of
Huddersfield (cf. Walsh, 2009 onwards) have seen
them used in many places, for various tasks. - Location-Based Services (e.g. Foursquare)
- Minimal take-up by universities (Fletcher, 2011)
and less by libraries not a trend which has
caught on, though possible uses remain
13Gamification for the nation
- Gamification the infusion of game design
techniques, game mechanics, and/or game style
into anything (Gamification, 2012) - Greater popular impact due to smartphones
- Mintel estimate that 567,000 mobile game apps
will be downloaded in the UK during 2012 (Mintel,
2012e) - The app market in general was worth 3.7 billion
worldwide in September 2011, with a worth of 7.7
billion predicted for 2016 and this does not
include free apps (Mintel, 2012e) - Impact of tablets can only increase popularity
14Augmented Reality serious fun
15Augmented Reality in the mainstream
- Augmented Reality is now being used in Marketing
- Asos Magazines (March 2012) uses BlipAR to
view clothes from all angles - Shreddies used BlipAR to scan cereal boxes and
interact with the Knitting Nanas and their
pearls of wisdom - Michel Thomas language courses logo be scanned
with Aurasma to access audio samples of each
course - And Universities (to a more limited extent cf.
University of Exeter, 2011)
16(Miss) Scarlet, in the library, with the
smartphone
- University of Manchester Special Collections
using Augmented Reality to Enhance Learning and
Teaching (SCARLET see JISC, 2011) started June
2011, ends May 2012 - - Looking to develop AR for rare books and a
toolkit for others to use - - Project video at http//www.youtube.com/watch?v
Vf0KoH0SAcw - The first of many such developments?
17Time to consider Augmenting our services?
- Excellent use of AR to showcase interactive
displays - Kwantlen Polytechnic
Institute (Vancouver, Canada) Junaio - Click on a poster, take a tour of a venue the
JCDecaux Australia Museum of Contemporary Art
Augmented Reality Experience Aurasma - Making paper into a completely interactive portal
for Sports Magazine BlipAR - There are many ways to create your own! See sites
such as Aurasma for more details.
18Developing your service
- My own HE experience (2010/11)
- Serious Games module (final year computing
undergraduates) - Embedded into curriculum with design brief
supplied students had 10 weeks to design
prototypes - Results included a QR code library quest app,
with rewards for finding and scanning relevant QR
codes - Great ideabut build-in development work
afterwards!
19Developing your service
- In-house expertise, funding applications, beyond
- Anyone for Mashed Libraries?
-
20Over to you!
21Ideas
22Conclusion
- The minority is becoming the mainstream with
mobile devices becoming largely commonplace,
libraries need to be adapting more to serve users
with this technology - Ever-changing pace and evolution, but will 2012
finally be the year of the ebook reader and
tablet? - What place in the world for AR technology?
- Overall, these technologies are still not at the
stage where they can be central tenants of a
librarys core servicebut there are many
value-added benefits to be had from them
23References
- Fletcher, J., 2011. Libraries and location-based s
oftware Where are we now? Multimedia Information
and Technology, 37(3), pp.12-14. - Gamification, 2012. Gamification definition
online. Available via http//gamification.org/
wiki/Gamification_Definition Accessed 7 April
2011. - JISC, 2011. Special Collections using Augmented
Reality to Enhance Learning and Teaching
(SCARLET) online. Available via
http//www.jisc.ac.uk/whatwedo/programmes/elearnin
g/ltig/scarlet.aspx Accessed 7 April 2012. - Kelly, B., 2011. My predictions for 2012
online. Available at http//ukwebfocus.wordpres
s.com/2011/12/29/my-predictions-for-2012/
Accessed 7 April 2012.
24References
- Mintel, 2011. Desktop, Laptop and Tablet
Computers - UK - August 2011. Mintel online.
Available at http//oxygen.mintel.com/sinatra/oxy
gen/display/id591378 Accessed 6 April 2012. - Mintel, 2012a. Mobile Phones Executive Summary
UK February 2012. Mintel online. Available
at http//oxygen.mintel.com/sinatra/oxygen/displa
y/id612231 Accessed 6 April 2012. - Mintel, 2012b. Mobile Mobile Phones - UK -
February 2012 market segment and key
performance. Mintel online. Available at
http//oxygen.mintel.com/sinatra/oxygen/display/id
612231 Accessed 6 April 2012.
25References
- Mintel, 2012c. Mobile phones and network
providers - UK - March 2012 executive summary.
Mintel online. Available at http//oxygen.minte
l.com/sinatra/oxygen/new_reports/listlatest_item
s/display/id606100/list/id606100typeRCItemdis
playabridged Accessed 6 April 2012. - Mintel, 2012d. Researching and Buying Technology
Executive Summary UK January 2012. Mintel
online. Available at http//oxygen.mintel.com/s
inatra/oxygen/display/id609213 Accessed 6 April
2012. - Mintel, 2012e. Mobile Application Gaming - UK -
February 2012. Mintel online. Available at
Accessed 6 April 2012.
26References
- University of Exeter, 2011. Augmented Reality A
different view of learning online. Available
at http//blogs.exeter.ac.uk/augmentedreality/
Accessed 7 April. - Walsh, A., (2009). Quick response codes and
libraries. Library Hi Tech News, 26 (5/6).
pp.7-9. Available via http//eprints.hud.ac.uk/52
09/ Accessed 7 April.