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In the Palm of your Hand:

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Title: In the Palm of your Hand:


1

2
In 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
3
Outline
  • Mobile devices (smartphones and tablets)
  • E-book readers
  • Games and mobile applications
  • QR codes
  • Augmented Reality
  • Developing library services
  • ...and some groupwork!

4
Phones 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

5
Keep 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)

6
Keep 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

7
So 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)

8
Ebooks 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?

9
And now
10
Your turn! How are you catering for your portable
users?
11
Mobile 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?

12
Mature 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

13
Gamification 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

14
Augmented Reality serious fun
15
Augmented 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?

17
Time 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.

18
Developing 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!

19
Developing your service
  • In-house expertise, funding applications, beyond
  • Anyone for Mashed Libraries?

20
Over to you!
21
Ideas
22
Conclusion
  • 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

23
References
  • 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.

24
References
  • 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.

25
References
  • 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.

26
References
  • 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.
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