350 Personal Content Experience: Managing Digital Life in the Mobile Age folder 48 maintain phase 155, 270 hierarchy 48, 59 multi-tasking 276 folksonomy 83, 142, 159, 301, 325 searching 76, 254, 255 form 236 share phase 156, 273 form factor 217 genetic coding 329 clamshell 217 gestalt laws 202 monoblock 217 Get-Enjoy-Maintain-Share see GEMS slide 217 ghosting 312 swivel 217 giving content 274 form fi lling interaction style 216, 237 glance and click 16, 337 fragment 167 global village 12 free content 70 Google 49, 138, 204, 254, 294, 334 freeDB 72, 88, 328 GPRS 12, 27 friend-of-a-friend 181 GPS 2, 19, 20, 143, 290 fuel cell 27 graffi ti 23 G graphical user interface (GUI) 202, 215 greed 117 game 307 grid 239 casual 309 grouping 96 mobile 308–9 H saved 311 modding 313 Habbo Hotel 317 pervasive 315 harvester 155 skinning 313 harvester manager 183–5 virtual money 317 observer component 184 game character 312 head-worn display 23 game console 21 heart rate log 56 game content heartbeat monitoring 19 characters 312 hiding fi le structure 51 game movies 312 home media server 118 ghosting 312 Hot or Not 302 in-game messages 312 human bottleneck 32 saved game 311 I score 311 game item 312 ID3 41, 88, 104, 155, 183 game modding 313–14 ignorance 117 game or gaming console 21, 119 immediate usability 253 game walkthrough 312 incoming content 73 gaps in life 15, 213 inference 157 GEMS 7, 72–6 information appliance 17 browsing 76, 256, 257 Information Interchange Model (IIM) 104 effect of device category 277 information retrieval 83 effect on application development 286 input 201, 220–2 enjoy phase 155, 266 continuous 221 evolution 75 discrete 221 get phase 154, 260 human 202

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